Post by Mecha Frieza on Apr 22, 2019 13:03:49 GMT
ADVANCED SYSTEMS
[PTabbedContent]
[PTab=Levelling Chart]
LEVEL UP CHART
Level Number | XP from | XP to | Level Up Rewards |
---|---|---|---|
Level 1 | 0 | 99 | All New Members Start on Level 1 |
Level 2 | 100 | 299 | +1 TP |
Level 3 | 300 | 599 | +1 TP |
Level 4 | 600 | 999 | +2 TP |
Level 5 | 1,000 | 1,499 | +2 TP | 1 Signature Move able to be created |
Level 6 | 1,500 | 2,099 | +2 TP |
Level 7 | 2,100 | 2,799 | +2 TP |
Level 8 | 2,800 | 3,599 | +2 TP |
Level 9 | 3,600 | 4,499 | +2 TP |
Level 10 | 4,500 | 5,499 | +3 TP | Specialisation Quest Unlocked |
Level 11 | 5,500 | 6,599 | +3 TP |
Level 12 | 6,600 | 7,799 | +3 TP |
Level 13 | 7,800 | 9,099 | +3 TP |
Level 14 | 9,100 | 10,499 | +3 TP |
Level 15 | 10,500 | 11,999 | +4 TP | 2 Signature moves able to be created |
Level 16 | 12,000 | 13,599 | +4 TP |
Level 17 | 13,600 | 15,299 | +4 TP |
Level 18 | 15,300 | 17,099 | +4 TP |
Level 19 | 17,100 | 18,999 | +4 TP |
Level 20 | 19,000 | 20,999 | +5 TP | Specialisation Quest Unlocked |
Level 21 | 21,000 | 23,099 | +5 TP |
Level 22 | 23,100 | 25,299 | +5 TP |
Level 23 | 25,300 | 27,599 | +5 TP |
Level 24 | 27,600 | 30,099 | +5 TP |
Level 25 | 30,100 | 32,799 | +6 TP | 3 Signature moves able to be created |
Level 26 | 32,800 | 35,699 | +6 TP |
Level 27 | 35,700 | 38,799 | +6 TP |
Level 28 | 38,800 | 42,099 | +6 TP |
Level 29 | 42,100 | 45,599 | +6 TP |
Level 30 | 45,600 | 49,299 | +7 TP | Specialisation Quest Unlocked |
Level 31 | 49,300 | 53,199 | +7 TP |
Level 32 | 53,200 | 57,299 | +7 TP |
Level 33 | 57,300 | 61,599 | +7 TP |
Level 34 | 61,600 | 66,099 | +7 TP |
Level 35 | 66,100 | 70,799 | +8 TP | 4 Signature moves able to be created |
Level 36 | 70,800 | 75,699 | +8 TP |
Level 37 | 75,700 | 80,799 | +8 TP |
Level 38 | 80,800 | 86,099 | +8 TP |
Level 39 | 86,100 | 91,599 | +8 TP |
Level 40 | 91,600 | 97,299 | +12 TP | Specialisation Quest Unlocked |
Level 41 | 97,300 | 103,199 | +12 TP |
Level 42 | 103,200 | 109,299 | +12 TP |
Level 43 | 109,300 | 115,599 | +12 TP |
Level 44 | 115,600 | 122,099 | +12 TP |
Level 45 | 122,100 | 128,799 | +13 TP | 5 Signature moves able to be created |
Level 46 | 128,800 | 135,699 | +13 TP |
Level 47 | 135,700 | 142,799 | +13 TP |
Level 48 | 142,800 | 150,099 | +13 TP |
Level 49 | 150,100 | 157,599 | +13 TP |
Level 50 | 157,600 | 165,299 | +14 TP | Specialisation Quest Unlocked |
Level 51 | 165,300 | 173,199 | +14 TP |
Level 52 | 173,200 | 181,299 | +15 TP |
Level 53 | 181,300 | 189,599 | +15 TP |
Level 54 | 189,600 | 198,299 | +15 TP |
Level 55 | 198,300 | 207,399 | +20 TP | 6 Signature moves able to be created |
Level 56 | 207,400 | 216,899 | +20 TP |
Level 57 | 216,900 | 226,799 | +20 TP |
Level 58 | 226,800 | 237,099 | +20 TP |
Level 59 | 237,100 | 249,999 | +20 TP |
Level 60 | 250,000 | MAX LEVEL | +20 TP | Specialisation Quest Unlocked |
[PTab=Aura Crafting]
AURAS
Almost every fighter has an aura; whether it's staticky, cinderous, ember filled, or pure flame, auras help to define the fighter who wields them. As such, certain fighters and forms have unique, distinguishable auras. Transformed fighters are often enshrouded by crackles of lightning, while divine warriors have tight-knit, bubbly auras that simmer with purpose. Auras give off a unique feel that varies based on each warrior. Some fighters might have light, airy powers, while others feel like an oppressive tide coming down on the shoulders of their foes.
Whether human, Saiyan, or Alien, every person's aura is made up of the same parts. Every aura has a colour, a burn type, and an effect associated with it. Colours and burns, though identifiable, are often less important than effect. Combined, however, all three factors make an aura that distinguishes the greatest of men from the weediest of warriors and very rarely is any two the same.
Some auras are even Saga specific and can grant big bonuses to those with the courage to claim them! Be on the lookout in sagas and other event rewards for these auras, and the unique effects that come with them!
Some auras are even Saga specific and can grant big bonuses to those with the courage to claim them! Be on the lookout in sagas and other event rewards for these auras, and the unique effects that come with them!
It should be clear enough in the sections to follow, however any thread in which you are unlocking an aura component should mention and reference said aura component. It doesn't have to be solely about it, but it should get more than a little screetime. Threads that fail to mention or only mention in passing an unlock will not be suitable!
[PTabbedContent]
[PTab=Colours]
Colours offer warriors minor boosts based on their key attributes. You are allowed to choose whatever colour you want for your character. Whether its a normal colour like red or something outrageous and eccentric like a rainbow, that is entirely up to you. Your character's aura is a part of them and it will mould as you see fit, and with that aura comes the chance to boost your stats.
Colours are the first part of your aura to form, as they are unlocked when your character reaches Level 10. To do so you must first make mention of learning one in your weekly update, stating what colour and stat boost you want. Once that's approved you can move forward with a 1,500 word roleplay for your character to learn it. This may be performed alongside any other thread type (i.e. battle, mission, master training etc.), as long as you meet the word count requirement for whichever is higher.
Possible Stat Boosts include:
[/PTab]
[PTab=Burns]
Burns can be claimed the same way as Colours. However, unlike colours, which specifically effect battle stats, Burns typically affect the progression of a character in some way and are indicative of the path that character intends to take. Villains may seek a coiled burn, while calm heroes may seek experience to guide them on their quest. Certain fighters, most often warriors, are too hot-headed to sit back and earn power passively. Some men, though, seek only the money they need to sit back and watch the world burn.
Burns can be unlocked at Level 15 by a 3,000 word roleplay detailing how the warrior exemplifies their chosen burn. Again, you apply for these in the same way as aura colours and this roleplay can be undertaken with any number of people, whether they're pursuing the same burn or not. This may be performed alongside any other thread type (i.e. battle, mission, master training etc.), as long as you meet the word count requirement for whichever is higher.
Certain burns were featured as saga rewards, however under the Saga Token system those who did not participate can purchase them by taking part in other events! The store for this can be found here.
The burns and what they do include:
[/PTab]
[PTab=Special Colours]
The term "special colours" is simply a way of describing an increase or enhancement to an individual's initial aura colour, often because it's grown in intensity or vibrancy, or perhaps its a case of an additional colour being added to the mix in some way, shape or form. This is completely unique to the individual.
Once you have picked a stat boost to accompany your initial aura colour you are committed to it, and as such your special colour stat boost must reflect that. If, for example, you selected +6% Durability for your aura colour then that's what will be further ascended upon when acquiring your special aura colour. You can choose to reset your initial aura at any point by doing so in your weekly update, which will then allow you to follow a new corresponding special aura colour. However, you will be expected to re-do the original 2,000 word roleplay for the aura colour as well.
To achieve a special colour a character must have reached Level 20 and then, after stating the relevant information in their weekly update, take part in a 4,500 word roleplay that will further enhance your aura to give you greater benefits. This may be performed alongside any other thread type (i.e. battle, mission, master training etc.), as long as you meet the word count requirement for whichever is higher
Possible enhanced stat boosts include:
[/PTab]
[PTab=Effects]
An Effect is the final known upgrade to an aura and the most dramatic part, in some ways. The Effects are the hardest facet of an aura to distinguish, and can alter the other two aspects! Fighters with great stamina might have emberous auras, that burn like ashy cinders into the sky. Some fighters have sparkling auras, that glitter like the surface of the sea and help them keep a still mind. Others still have wild, crackling auras, that help regulate their power and harm their enemies!
When your character hits level 25 they can embark on a 6,000 word roleplay to achieve their chosen effect. This may be performed alongside any other thread type (i.e. battle, mission, master training etc.), as long as you meet the word count requirement for whichever is higher
Possible Effects include:
[/PTab]
[/PTabbedContent]
[PTab=Colours]
Colours offer warriors minor boosts based on their key attributes. You are allowed to choose whatever colour you want for your character. Whether its a normal colour like red or something outrageous and eccentric like a rainbow, that is entirely up to you. Your character's aura is a part of them and it will mould as you see fit, and with that aura comes the chance to boost your stats.
Colours are the first part of your aura to form, as they are unlocked when your character reaches Level 10. To do so you must first make mention of learning one in your weekly update, stating what colour and stat boost you want. Once that's approved you can move forward with a 1,500 word roleplay for your character to learn it. This may be performed alongside any other thread type (i.e. battle, mission, master training etc.), as long as you meet the word count requirement for whichever is higher.
Possible Stat Boosts include:
- +3% Str/Ki/Agi/Dura
- +6% Strength
- +6% Ki
- +6% Agility
- +6% Durability
[/PTab]
[PTab=Burns]
Burns can be claimed the same way as Colours. However, unlike colours, which specifically effect battle stats, Burns typically affect the progression of a character in some way and are indicative of the path that character intends to take. Villains may seek a coiled burn, while calm heroes may seek experience to guide them on their quest. Certain fighters, most often warriors, are too hot-headed to sit back and earn power passively. Some men, though, seek only the money they need to sit back and watch the world burn.
Burns can be unlocked at Level 15 by a 3,000 word roleplay detailing how the warrior exemplifies their chosen burn. Again, you apply for these in the same way as aura colours and this roleplay can be undertaken with any number of people, whether they're pursuing the same burn or not. This may be performed alongside any other thread type (i.e. battle, mission, master training etc.), as long as you meet the word count requirement for whichever is higher.
Certain burns were featured as saga rewards, however under the Saga Token system those who did not participate can purchase them by taking part in other events! The store for this can be found here.
The burns and what they do include:
- Steady: A patient, slow-moving burn | You may lower 'Hard to Block' or 'Cannot be Blocked' down one step on one incoming attack. 3/Battle
- Jagged: A quick, unpredictable burn | You may lower 'Hard to Dodge' or 'Cannot be Dodged' down one step on one incoming attack. 3/Battle
- Coiled: A bubbling, but macabre burn | You may lower 'Hard to Barrier' or 'Cannot be Barrier'd' down one step on one incoming attack. 3/Battle
- Ashen: A feeble, imperceptible burn | You may lower 'Hard to Kiai' or 'Cannot be Kiai'd' down one step on one incoming attack. 3/Battle
- Searing: A scalding, overwhelming burn | You may lower 'Hard to Negate/Overwhelm' or 'Cannot be Negated/Overwhelmed' down one step on one incoming attack. 3/Battle
- Roaring: A heavy, aggressive burn | You may lower 'Hard to Deflect' or 'Cannot be Deflected' down one step on one incoming attack. 3/Battle
- Wrapped: A quiet, covering burn | Ignore 1 status effect on an incoming attack. 3/Battle
- Xenophobic: A familiar, yet unfamiliar burn | Deal 5% more damage to opponents who don't share a race with you, but 5% less to those who do. Hybrids count for 2.5% for each race instead. Unlockable with Saga Tokens
- Treasonous: A self destructive, traitorous burn | Deal 5% more damage to opponents who share a race with you. Hybrids count for 2.5% for each race instead. Unlockable with Saga Tokens
[/PTab]
[PTab=Special Colours]
The term "special colours" is simply a way of describing an increase or enhancement to an individual's initial aura colour, often because it's grown in intensity or vibrancy, or perhaps its a case of an additional colour being added to the mix in some way, shape or form. This is completely unique to the individual.
Once you have picked a stat boost to accompany your initial aura colour you are committed to it, and as such your special colour stat boost must reflect that. If, for example, you selected +6% Durability for your aura colour then that's what will be further ascended upon when acquiring your special aura colour. You can choose to reset your initial aura at any point by doing so in your weekly update, which will then allow you to follow a new corresponding special aura colour. However, you will be expected to re-do the original 2,000 word roleplay for the aura colour as well.
To achieve a special colour a character must have reached Level 20 and then, after stating the relevant information in their weekly update, take part in a 4,500 word roleplay that will further enhance your aura to give you greater benefits. This may be performed alongside any other thread type (i.e. battle, mission, master training etc.), as long as you meet the word count requirement for whichever is higher
Possible enhanced stat boosts include:
- +6% Str/Ki/Agi/Dura, 1 Extra use of your Aura Burn
- +14% Strength
- +14% Ki
- +14% Agility
- +14% Durability
[/PTab]
[PTab=Effects]
An Effect is the final known upgrade to an aura and the most dramatic part, in some ways. The Effects are the hardest facet of an aura to distinguish, and can alter the other two aspects! Fighters with great stamina might have emberous auras, that burn like ashy cinders into the sky. Some fighters have sparkling auras, that glitter like the surface of the sea and help them keep a still mind. Others still have wild, crackling auras, that help regulate their power and harm their enemies!
When your character hits level 25 they can embark on a 6,000 word roleplay to achieve their chosen effect. This may be performed alongside any other thread type (i.e. battle, mission, master training etc.), as long as you meet the word count requirement for whichever is higher
Possible Effects include:
- Bursting: Restore 5% HP per turn. 1/battle, restore 30% HP. Afterward, Restore 2% HP per turn
- Chilling: Your opponents have -1 Action.
- Crackling: All attacks that strike you deal 10% of that damage back to your attacker automatically.
- Heartwarming: Restore 5 of One Ally's Fatigue per turn in battle
- Glimmer: Power Up grants +25% instead of +10% to Strength and Ki
- Overbearing: Your opponent's first Respite in a turn only restores 5 Fatigue
- Sparkling: -Tier Fatigue Cost on every T2 or Higher technique
- Indifferent: T3 and T4 techniques cost one less action to use. Can only take if Neutral
- Hidden Power: In battle if an ally loses 25% or more hp from a single blow, you gain a +25% passive bonus to all stats on the following turn. Afterward this bonus goes away. Can only trigger once every three rounds, and does not tick from self harming techniques like self destruct or Kaioken. Unlockable with Saga Tokens
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[/PTab]
[PTab=Specializations]
SPECIALIZATIONS
Specializations are more like passive abilities that increases something special about your character. Below is a list of Specializations and what all they have to offer. The Threads for these Specializations can be unlocked at level 10, at which point you will need to decide on which Specialization you'd like to pursue and write the thread! Please be aware that Specialization Threads consume a Mission Slot on your update and thus cannot be included in other missions
At that point, your desired Specialization's Slot will be unlocked and once this is completed, the Specialization itself will be unlocked for you to use! From there, every ten levels you have the choice to either upgrade your already chosen specialization, OR gain another one. Each time you upgrade or take up a new specialization, you will have to complete the required thread to unlock it! These threads will get progressively harder each time you go up a level and this is reflected in the word count requirement:
At that point, your desired Specialization's Slot will be unlocked and once this is completed, the Specialization itself will be unlocked for you to use! From there, every ten levels you have the choice to either upgrade your already chosen specialization, OR gain another one. Each time you upgrade or take up a new specialization, you will have to complete the required thread to unlock it! These threads will get progressively harder each time you go up a level and this is reflected in the word count requirement:
- Tier 1 specializations require a 2,000-word roleplay to unlock
- Tier 2 specializations require a 4,000-word roleplay to unlock
- Tier 3 specializations require a 6,000-word roleplay to unlock
- Tier 4 specializations require a 8,000-word roleplay to unlock. Note that reaching Tier 4 in any Specialization grants you +10 Max Fatigue
Each specialization is broken up in to 4 "trees" labeled as Benefit A, B, C, or D. When you gain a level in a Specialization, you choose two "trees" to gain a benefit from. For example, if you picked Rage for level 1, you could choose to gain Benefit A, for +10% Strength in battle, and then Benefit B, for Physical attacks cost 5% less fatigue. Then at level 2, you pick Rage a second time, and this time choose Benefit A and C. Since you've picked Benefit A two times, this stacks with itself, giving you +20% Strength in battle. If you were to gain a 3rd level in Rage, and take Benefit B and C, then each of those would stack as well, giving you +20% Strength in Battle, Physical Attacks cost 10% less Fatigue, and Physical Attacks deal 5% more damage.
There is another sort of Benefit, which you can see in Benefit D for Rage. This one happens over a period of time. The Fatigue for each Action used by Deflect is reduced by 1/4 (Every 4 actions lowers the Fatigue Cost by 1). Rather than further reducing the amount of Fatigue (ex: Every 4 actions lowers the Fatigue Cost by 2) it instead increases the frequency. (ex: The Fatigue for each Action used by Deflect is reduced by 1/2 (Every 2 actions lowers the Fatigue cost by 1))
For convenience, the values that stacks additively are color coded GREEN and those with reduced Durations are color coded RED.
It should be clear enough in this section however any thread in which you attempt to claim a specialisation should reference and include said specialisation or what it represents; this can be as simple as combat for Battlelust or even hanging out and doing things with your friends for Socialite. Threads that contain no examples of you embodying your chosen specialisation will not be accepted!
Rage
Info: The Rage Specialization if for those who are blinded by rage easily in battle, or able to harness it and use it to their advantage. Because of this, your physical attacks hit much harder.
{>Click for Details}
Level | Benefit A | Benefit B | Benefit C | Benefit D |
1 | +5% Strength in Battle | Physical Attacks cost 5% Less Fatigue | Physical Attacks deal 2.5% more damage. | Deflect costs 2 less Fatigue. |
2 | +5% Strength in Battle | Physical Attacks cost 5% Less Fatigue | Physical Attacks deal 2.5% more damage. | Deflect costs 2 less Fatigue. |
3 | +5% Strength in Battle | Physical Attacks cost 5% Less Fatigue | Physical Attacks deal 2.5% more damage. | Deflect costs 2 less Fatigue. |
4 | +5% Strength in Battle | Physical Attacks cost 5% Less Fatigue | Physical Attacks deal 2.5% more damage. | Deflect costs 2 less Fatigue. |
Energizer
Info: The Energizer Specialization focuses on your energy attacks in battle. Because of this, your ki attacks hit much harder.
{>Click for Details}
Level | Benefit A | Benefit B | Benefit C | Benefit D |
1 | +5% Ki in Battle | Energy Attacks cost 5% Less Fatigue | Energy Attacks deal 2.5% more damage. | Barrier takes 1/2 less Actions (Every 2nd use costs 1 less Action) |
2 | +5% Ki in Battle | Energy Attacks cost 5% Less Fatigue | Energy Attacks deal 2.5% more damage. | Barrier takes 1/2 less Actions (Every 2nd use costs 1 less Action) |
3 | +5% Ki in Battle | Energy Attacks cost 5% Less Fatigue | Energy Attacks deal 2.5% more damage. | Barrier takes 1/2 less Actions (Every 2nd use costs 1 less Action) |
4 | +5% Ki in Battle | Energy Attacks cost 5% Less Fatigue | Energy Attacks deal 2.5% more damage. | Barrier takes 1/2 less Actions (Every 2nd use costs 1 less Action) |
Speedster
Info: The Speedster Specialization focuses on your agility in battle. Because of this, you’re much faster and nimble in battle.
{>Click for Details}
Level | Benefit A | Benefit B | Benefit C | Benefit D |
1 | +5% Agility in Battle | +1/4 Bonus Defense Action each turn (Every 4th turn you receive 1 bonus Defense Action) | You accrue .25 less Winded per Agility T2-T4 Tech | Your first T2-T4 tech following a Dodge on the same turn costs 2.5 less Fatigue |
2 | +5% Agility in Battle | +1/4 Bonus Defense Action each turn (Every 4th turn you receive 1 bonus Defense Action) | You accrue .25 less Winded per Agility T2-T4 Tech | Your first T2-T4 tech following a Dodge on the same turn costs 2.5 less Fatigue |
3 | +5% Agility in Battle | +1/4 Bonus Defense Action each turn (Every 4th turn you receive 1 bonus Defense Action) | You accrue .25 less Winded per Agility T2-T4 Tech | Your first T2-T4 tech following a Dodge on the same turn costs 2.5 less Fatigue |
4 | +5% Agility in Battle | +1/4 Bonus Defense Action each turn (Every 4th turn you receive 1 bonus Defense Action) | You accrue .25 less Winded per Agility T2-T4 Tech | Your first T2-T4 tech following a Dodge on the same turn costs 2.5 less Fatigue |
Honed Body
Info: Honed Body is a passive ability that allows you to have a battle-hardened body. Because of this, your defense is naturally increased.
{>Click for Details}
Level | Benefit A | Benefit B | Benefit C | Benefit D |
1 | +5% Durability in Battle | +5% DR against Physical Attacks | +5% DR against Energy Attacks | +5% to Block's DR and Cap |
2 | +5% Durability in Battle | +5% DR against Physical Attacks | +5% DR against Energy Attacks | +5% to Block's DR and Cap |
3 | +5% Durability in Battle | +5% DR against Physical Attacks | +5% DR against Energy Attacks | +5% to Block's DR and Cap |
4 | +5% Durability in Battle | +5% DR against Physical Attacks | +5% DR against Energy Attacks | +5% to Block's DR and Cap |
Disciplined
Info: The Disciplined Specialization shows your reluctance to commit into one singular path, and instead keep yourself disciplined, approaching all parts of Martial Arts equally.
{>Click for Details}
Level | Benefit A | Benefit B | Benefit C | Benefit D |
1 | +2.5% All Stats in Battle | Dual-Stat attacks cost 5% less Fatigue | Dual-Stat attacks deal 2.5% more damage | Choose 1/4 extra effect for Kiai (Every 4 uses, you gain 1 effect) |
2 | +2.5% All Stats in Battle | Dual-Stat attacks cost 5% less Fatigue | Dual-Stat attacks deal 2.5% more damage | Choose 1/4 extra effect for Kiai (Every 4 uses, you gain 1 effect) |
3 | +2.5% All Stats in Battle | Dual-Stat attacks cost 5% less Fatigue | Dual-Stat attacks deal 2.5% more damage | Choose 1/4 extra effect for Kiai (Every 4 uses, you gain 1 effect) |
4 | +2.5% All Stats in Battle | Dual-Stat attacks cost 5% less Fatigue | Dual-Stat attacks deal 2.5% more damage | Choose 1/4 extra effect for Kiai (Every 4 uses, you gain 1 effect) |
Lone Wolf
Info: The Lone Wolf Specialization is perfect for those that want to be left alone and do their own thing. Because of this, your Training gains increase when training by yourself. {>Click for Details}
Level | Benefit A | Benefit B | Benefit C | Benefit D |
1 | +5% to All Gains when Threading Solo | +5% to all Stats when Outnumbered in Battle. | +10% Increased damage to Followers and Battle Buddies | Wordcounts for Missions, Unlocks, Masters, etc are 5% less when Solo |
2 | +5% to All Gains when Threading Solo | +5% to all Stats when Outnumbered in Battle. | +10% Increased damage to Followers and Battle Buddies | Wordcounts for Missions, Unlocks, Masters, etc are 5% less when Solo |
3 | +5% to All Gains when Threading Solo | +5% to all Stats when Outnumbered in Battle. | +10% Increased damage to Followers and Battle Buddies | Wordcounts for Missions, Unlocks, Masters, etc are 5% less when Solo |
4 | +5% to All Gains when Threading Solo | +5% to all Stats when Outnumbered in Battle. | +10% Increased damage to Followers and Battle Buddies | Wordcounts for Missions, Unlocks, Masters, etc are 5% less when Solo |
Socialite
Info: The Socialite Specialization means you like to work with others no matter what. Because of this, your gains increase when you write with at least one other person. {>Click for Details}
Level | Benefit A | Benefit B | Benefit C | Benefit D |
1 | +10% to All Gains when Threading with at least 1 other player | +5% to all Stats when fighting alongside at least 1 other Player | Allies take 2.5% Reduced Damage in battle. | Group Missions, Masters, Unlocks, etc require 2.5% less wordcount for All Participants |
2 | +10% to All Gains when Threading with at least 1 other player | +5% to all Stats when fighting alongside at least 1 other Player | Allies take 2.5% Reduced Damage in battle. | Group Missions, Masters, Unlocks, etc require 2.5% less wordcount for All Participants |
3 | +10% to All Gains when Threading with at least 1 other player | +5% to all Stats when fighting alongside at least 1 other Player | Allies take 2.5% Reduced Damage in battle. | Group Missions, Masters, Unlocks, etc require 2.5% less wordcount for All Participants |
4 | +10% to All Gains when Threading with at least 1 other player | +5% to all Stats when fighting alongside at least 1 other Player | Allies take 2.5% Reduced Damage in battle. | Group Missions, Masters, Unlocks, etc require 2.5% less wordcount for All Participants |
Team Player
Info: The Team Player Specialization focuses on your teamwork. Because of this, your training gains increase when you train with at least one other member in your alliance.
{>Click for Details}
Level | Benefit A | Benefit B | Benefit C | Benefit D |
1 | +10% to All Gains when Threading With at Least 1 Member of your Alliance | Your Alliance gets 1/2 a new building at a location of the Leader's Choice (For every 2 people who have this, the Alliance gets the extra building.) | You may grant an alliance member 1/4 an Action (Every 4th turn you receive 1 bonus grantable Action) | Increases the HP threshold an alliance member can enter battle at by 5%. |
2 | +10% to All Gains when Threading With at Least 1 Member of your Alliance | Your Alliance gets 1/2 a new building at a location of the Leader's Choice (For every 2 people who have this, the Alliance gets the extra building.) | You may grant an alliance member 1/4 an Action (Every 4th turn you receive 1 bonus grantable Action) | Increases the HP threshold an alliance member can enter battle at by 5%. |
3 | +10% to All Gains when Threading With at Least 1 Member of your Alliance | Your Alliance gets 1/2 a new building at a location of the Leader's Choice (For every 2 people who have this, the Alliance gets the extra building.) | You may grant an alliance member 1/4 an Action (Every 4th turn you receive 1 bonus grantable Action) | Increases the HP threshold an alliance member can enter battle at by 5%. |
4 | +10% to All Gains when Threading With at Least 1 Member of your Alliance | Your Alliance gets 1/2 a new building at a location of the Leader's Choice (For every 2 people who have this, the Alliance gets the extra building.) | You may grant an alliance member 1/4 an Action (Every 4th turn you receive 1 bonus grantable Action) | Increases the HP threshold an alliance member can enter battle at by 5%. |
Capitalist
Info: The Capitalist Specialization focuses on your ability to generate resources for yourself. Because of this, your non-SP gains are much greater.
{>Click for Details}
Level | Benefit A | Benefit B | Benefit C | Benefit D |
1 | +5% XP/Zeni/TP from Threads | +10% Zeni and +5% XP from Threads | +10% XP and +5% TP from Threads | +10% TP and +5% Zeni from Threads |
2 | +5% XP/Zeni/TP from Threads | +10% Zeni and +5% XP from Threads | +10% XP and +5% TP from Threads | +10% TP and +5% Zeni from Threads |
3 | +5% XP/Zeni/TP from Threads | +10% Zeni and +5% XP from Threads | +10% XP and +5% TP from Threads | +10% TP and +5% Zeni from Threads |
4 | +5% XP/Zeni/TP from Threads | +10% Zeni and +5% XP from Threads | +10% XP and +5% TP from Threads | +10% TP and +5% Zeni from Threads |
Battlelust
Info: The Battlelust Specialization focuses on your love to battle. Because of this, your Battle gains are increased.
{>Click for Details}
Level | Benefit A | Benefit B | Benefit C | Benefit D |
1 | +20% Battle Gains | Cooldown on T4 Reduced by 1/2 Turn (every 2nd use of a T4 will reduce it by 1 Turn) | The wordcount required to revive after death is reduced by 500. | Taking 10% (or more) of your MaxHP in damage in a single turn grants 1/4 bonus action. (4 turns of this grants a single bonus action.) |
2 | +20% Battle Gains | Cooldown on T4 Reduced by 1/2 Turn (every 2nd use of a T4 will reduce it by 1 Turn) | The wordcount required to revive after death is reduced by 500. | Taking 10% (or more) of your MaxHP in damage in a single turn grants 1/4 bonus action. (4 turns of this grants a single bonus action.) |
3 | +20% Battle Gains | Cooldown on T4 Reduced by 1/2 Turn (every 2nd use of a T4 will reduce it by 1 Turn) | The wordcount required to revive after death is reduced by 500. | Taking 10% (or more) of your MaxHP in damage in a single turn grants 1/4 bonus action. (4 turns of this grants a single bonus action.) |
4 | +20% Battle Gains | Cooldown on T4 Reduced by 1/2 Turn (every 2nd use of a T4 will reduce it by 1 Turn) | The wordcount required to revive after death is reduced by 500. | Taking 10% (or more) of your MaxHP in damage in a single turn grants 1/4 bonus action. (4 turns of this grants a single bonus action.) |
Relentless
Info: The Relentless specialization means that you’re well used to pushing yourself past your limits. This means you can keep fighting long past when you should have passed out from fatigue.
{>Click for Details}
Level | Benefit A | Benefit B | Benefit C | Benefit D |
1 | Fatigue gained reduced by 5% | Cooldown on T0 Reduced by 1/2 Turn (every 2nd use of a T4 will reduce it by 1 Turn) | Every 4 turns in Battle, restore 10 Fatigue. | Ignore the effects of 1 Status Effect currently afflicting you every 4 Turns. |
2 | Fatigue gained reduced by 5% | Cooldown on T0 Reduced by 1/2 Turn (every 2nd use of a T4 will reduce it by 1 Turn) | Every 4 turns in Battle, restore 10 Fatigue. | Ignore the effects of 1 Status Effect currently afflicting you every 4 Turns. |
3 | Fatigue gained reduced by 5% | Cooldown on T0 Reduced by 1/2 Turn (every 2nd use of a T4 will reduce it by 1 Turn) | Every 4 turns in Battle, restore 10 Fatigue. | Ignore the effects of 1 Status Effect currently afflicting you every 4 Turns. |
4 | Fatigue gained reduced by 5% | Cooldown on T0 Reduced by 1/2 Turn (every 2nd use of a T4 will reduce it by 1 Turn) | Every 4 turns in Battle, restore 10 Fatigue. | Ignore the effects of 1 Status Effect currently afflicting you every 4 Turns. |
Regime Master
Info: The Regime Master Specialization focuses on Followers. It eschews the benefits of empowering the Main Character in exchange for powering up an ally.
{>Click for Details}
Level | Benefit A | Benefit B | Benefit C | Benefit D |
1 | Follower(s) have their stat cap raised by 5% | Follower(s) may progress their Aura (Color -> Burn -> Special Color -> Effect) 1 Step or Gain 1/2 a Specialization | Follower(s) may gain a T0 and T4, chosen from your techniques | Increase Battle Buddy allowance by 10% |
2 | Follower(s) have their stat cap raised by 5% | Follower(s) may progress their Aura (Color -> Burn -> Special Color -> Effect) 1 Step or Gain 1/2 a Specialization | Follower(s) may gain a T0 and T4, chosen from your techniques | Increase Battle Buddy allowance by 10% |
3 | Follower(s) have their stat cap raised by 5% | Follower(s) may progress their Aura (Color -> Burn -> Special Color -> Effect) 1 Step or Gain 1/2 a Specialization | Follower(s) may gain a T0 and T4, chosen from your techniques | Increase Battle Buddy allowance by 10% |
4 | Follower(s) have their stat cap raised by 5% | Follower(s) may progress their Aura (Color -> Burn -> Special Color -> Effect) 1 Step or Gain 1/2 a Specialization | Follower(s) may gain a T0 and T4, chosen from your techniques | Increase Battle Buddy allowance by 10% |
Transmuter
Info: There are those that transform to help them fight, and those that transform as a way of life. Transmuters have learned to fine-tune their transformations to their utmost benefit, either raw power or efficiency.
{>Click for Details}
Level | Benefit A | Benefit B | Benefit C | Benefit D |
1 | You may increase All Stats from your Transformation by 5% more at the cost of 1 more Fatigue per turn. | You may lower the Fatigue of your Transformation by 1 (to a minimum of 0), at the cost of lowering All Stats from your Transformation by 5%. | You qualify for your transformations at 5% less total Power Level | You may change 1 Basic Status Effect to a different one on a T2-T4 Tech. This has a Cooldown of 3 Turns |
2 | You may increase All Stats from your Transformation by 5% more at the cost of 1 more Fatigue per turn. | You may lower the Fatigue of your Transformation by 1 (to a minimum of 0), at the cost of lowering All Stats from your Transformation by 5%. | You qualify for your transformations at 5% less total Power Level | You may change 1 Basic Status Effect to a different one on a T2-T4 Tech. This has a Cooldown of 3 Turns |
3 | You may increase All Stats from your Transformation by 5% more at the cost of 1 more Fatigue per turn. | You may lower the Fatigue of your Transformation by 1 (to a minimum of 0), at the cost of lowering All Stats from your Transformation by 5%. | You qualify for your transformations at 5% less total Power Level | You may change 1 Basic Status Effect to a different one on a T2-T4 Tech. This has a Cooldown of 3 Turns |
4 | You may increase All Stats from your Transformation by 5% more at the cost of 1 more Fatigue per turn. | You may lower the Fatigue of your Transformation by 1 (to a minimum of 0), at the cost of lowering All Stats from your Transformation by 5%. | You qualify for your transformations at 5% less total Power Level | You may change 1 Basic Status Effect to a different one on a T2-T4 Tech. This has a Cooldown of 3 Turns |
Alignment-Locked Specializations:
Guardian
Info: The Guardian Specialization focuses on those who are pure of heart and have good alignment. Because of this, your good-heartedness pays off.
{>Click for Details}
Level | Base Benefit |
1 - Requires Virtuous Alignment | +5% to all gains in Spars/PRPs with someone of Neutral Alignment, +5% for each two steps Above (Good +10% and Pure of Heart +15%) Good-only techniques deal 1% more base damage per tier |
2 - Requires Good Alignment | +10% to all gains in Spars/PRPs with someone of Neutral Alignment, +10% for each two steps Above (Good +20% and Pure of Heart +30%) Good-only techniques deal 1% more base damage per tier T2 Good-Only techs cost 1 less Fatigue T3-T4 Good-Only techs cost 2 less Fatigue |
3 - Requires Heroic Alignment | +10% to all gains in Spars/PRPs with someone of Neutral Alignment, +5% for each step Above Good-only techniques deal 1% more base damage per tier Good Only techs cost (Tier-1) less Fatigue Transformations gain +5% to each stat when fighting an opponent of Negative Karma in a Saga Battle or to stop Planetary Destruction, increasing by a further 5% for each step Lower on the Karma scale the opponent is. |
4 - Requires Pure of Heart Alignment | +10% to all gains in Spars/PRPs with someone of Neutral Alignment, +10% for each step Above Good-only techniques deal 2% more base damage per tier Good Only techs cost Tier less Fatigue Transformations gain +5% to each stat when fighting an opponent of Negative Karma in a Saga Battle or to stop Planetary Destruction, increasing by a further 5% for each step Lower on the Karma scale the opponent is. If you kill an Immoral or Lower Opponent in battle with a Good-Only technique, their Alignment is raised two Levels upon their Death |
Destroyer
Info: The Destroyer Specialization focus on evil alignment characters. Because of this, your malevolent nature only gives you more power the more evil you become.
{>Click for Details}
Level | Base Benefit |
1 - Requires Immoral Alignment | +10% Battle gains in Death Battles, +5% More for each opponent you killed of Neutral Alignment, increased by 5% for each step Above Evil-only techniques deal 1% more base damage per tier. |
2 - Requires Evil Alignment | +20% Battle gains in Death Battles, +10% More for each opponent you killed of Neutral Alignment, increased by 5% for each step Above Evil-only techniques deal 1% more base damage per tier T2 Evil-Only techs cost 1 less Fatigue T3-T4 Evil-Only techs cost 2 less Fatigue |
3 - Requires Villainous Alignment | +30% Battle gains in Death Battles, +10% More for each opponent you killed of Neutral Alignment, increased by 10% for each step Above Evil-only techniques deal 1% more base damage per tier Evil Only techs cost (Tier-1) less Fatigue Transformation gain +5% all per Transformation Tier if in a battle to Destroy a Planet |
4 - Requires Evil Incarnate Alignment | +40% Battle gains in Death Battles, +15% More for each opponent you killed of Neutral Alignment, increased by 10% for each step Above Evil-only techniques deal 1% more base damage per tier Evil Only techs cost Tier less Fatigue Transformation gain +5% all per Transformation Tier if in a battle to Destroy a Planet, increasing by 5% for each Opponent trying to stop you of Neutral or Above Alignment +5% All Stats in battles for each Planet you've destroyed since you were last killed. |
Open Minded
Info: The Open Minded specialization focuses on neutral characters. Your ability to see both sides of a situation means you are not easily swayed by either good or evil influences.
{>Click for Details}
Level | Base Benefit |
1 - Requires Indecisive Alignment | +5% All Gains when Roleplaying with someone of Virtuous/Immoral Alignment, +5% for each step further Above or Below 5% Damage Reduction vs Good and Evil only Techniques. |
2 - Requires Neutral Alignment | +10% All Gains when Roleplaying with someone of Virtuous/Immoral Alignment, +5% for each step further Above or Below 5% Damage Reduction vs Good and Evil only Techniques You may choose one Good/Evil only technique in your list to be used in battle (this must be marked in your update) Powerup or Absolute Focus is increased by 5% All Stats |
3 - Requires Indifferent Alignment | +15% All Gains when Roleplaying with someone of Virtuous/Immoral Alignment, +5% for each step further Above or Below 10% Damage Reduction vs Good and Evil only Techniques You may choose one Good/Evil only technique in your list to be used in battle (this must be marked in your update) Powerup or Absolute Focus is increased by 10% All Stats |
4 - Requires True Neutral Alignment | +20% All Gains when Roleplaying with someone of Virtuous/Immoral Alignment, +5% for each step further Above or Below 15% Damage Reduction vs Good and Evil only Techniques You may choose two Good/Evil only techniques in your list to be used in battle (this must be marked in your update) Powerup or Absolute Focus is increased by 15% All Stats All other techniques that increase stats increase them by a further 10% |
[/PTab]
[/PTab]
[PTab=Transformations]
TRANSFORMATIONS
As any true Dragon Ball fan knows, transformations play a massive role in the series, and it is no different here at Summit. With enough time and effort, each character will be able to access that untapped potential within themselves and bring forth their true power in order to tip the scales of battle in their favor. Be it in the form of a fiery explosion of Ki bursting forth from their body, a massive increase in muscle mass or spontaneously sprouting two extra heads, there will be something for everyone here, but we'll get to that in a bit; before that, there are a few basic rules to do with how these impressive battle forms are unlocked.
Prerequisites
Each level transformation has several prerequisites to unlock (a Base Power Level you have to be above, a one time amount of TP to pay for it in your weekly updates, and a specific Word Count to achieve in the thread that you unlock it in), which vary in difficulty as you progress through them.
However, this doesn’t need to be done in a solo. Transformations can now be unlocked in ANY type of thread, be it a personal roleplay, a mission, solo or with someone else, in a spar or even a battle. You still need to meet all the requirements, such as having a high enough base Power Level, having paid the TP cost in an update and having written up to or more words in that specific thread, but beyond that you are no longer limited!
However, this doesn’t need to be done in a solo. Transformations can now be unlocked in ANY type of thread, be it a personal roleplay, a mission, solo or with someone else, in a spar or even a battle. You still need to meet all the requirements, such as having a high enough base Power Level, having paid the TP cost in an update and having written up to or more words in that specific thread, but beyond that you are no longer limited!
At the risk of repeating myself, as this is a commonly made mistake, any thread to unlock a transformation should include that transformation! Threads that do not show or discuss the newly acquired transformation at any point will not be accepted!
Tier 1 Transformation
How to obtain:
TP to learn: 15
2,500 word RP
Base Power Level: 125,000
---
Tier 2 Transformation
How to obtain:
TP to learn: 35
5,000 word RP
Base Power Level: 250,000
---
Tier 3 Transformation
How to obtain:
TP to learn: 50
7,500 word RP
Base Power Level: 500,000
---
Tier 4 Transformation
How to obtain
TP to learn: 100
10,000 word RP
Base Power Level: 750,000
Tier 1 Transformation
How to obtain:
TP to learn: 15
2,500 word RP
Base Power Level: 125,000
---
Tier 2 Transformation
How to obtain:
TP to learn: 35
5,000 word RP
Base Power Level: 250,000
---
Tier 3 Transformation
How to obtain:
TP to learn: 50
7,500 word RP
Base Power Level: 500,000
---
Tier 4 Transformation
How to obtain
TP to learn: 100
10,000 word RP
Base Power Level: 750,000
Specifics
Each playable race has access to a unique range of transformation effects. In many cases, these effects will branch off at certain points in their respective transformation trees, forcing players to pick particular progression paths that are best suited to their desired build. These decisions are PERMANENT, so please make sure you consider your options carefully before committing yourself to a particular path, as it will be nearly impossible (unless you happen to get hold of the Black Star or Super Dragon Balls) to change your mind later on. Please consult the tabs below for the various options available to each race.
Note for Transformations: The highest cost used during a turn is the fatigue cost paid. If you are in Form 2, and drop to Form 1 at the end of your turn, will pay the fatigue cost for Form 2 during that turn. On your next turn, even if you start in Form 1 and later increase to Form 2, you will still pay the fatigue cost for Form 2 during that turn. It is always the most expensive form that you activate during a turn that determines that turn's cost.
Note for Transformations: The highest cost used during a turn is the fatigue cost paid. If you are in Form 2, and drop to Form 1 at the end of your turn, will pay the fatigue cost for Form 2 during that turn. On your next turn, even if you start in Form 1 and later increase to Form 2, you will still pay the fatigue cost for Form 2 during that turn. It is always the most expensive form that you activate during a turn that determines that turn's cost.
[PTabbedContent= Transformations]
[PTab=Human]
Despite often being considered a weak race when compared to the various alien species that have plagued their home-world, humans have often proven to be some of the most resourceful and adaptable fighters in the Galaxy and their transformations reflect this.
At each transformation tier (see above) a human may choose to unlock one of the following effects.
Transformation path | Fatigue cost (per turn) | Strength | Ki | Agility | Durability |
---|---|---|---|---|---|
Effect | 2 | +30% to Strength stat, +20% to Ki, Agility and Durability | +30% to Ki stat, +20% to Strength, Agility and Durability | +30% to Agility stat, +20% to Strength, Ki and Durability | +30% to Durability stat, +20% to Strength, Ki and Agility |
The chosen effect then becomes locked in for that transformation tier (i.e. if you choose the Strength Path for your Tier 1 transformation, whenever you utilize your Tier 1 transformation in battle, you will receive a 30% boost to your Strength stat and +20% to Ki, Agility and Durability).
At the next tier, you can choose another effect to unlock (or double up on the first effect if you wish), this also becomes fixed for that tier but, when you activate that tier of transformation the effect of that transformation and all lower tiers are activated at once (including the fatigue cost) so the effect becomes cumulative. See the below example for details.
Example
- At Tier 1 you choose the Strength path. Your Tier 2 transformation gives you +30% to Strength stat, +20% to Ki, Agility and Durability and costs 2 fatigue per turn.
- At Tier 2 you choose the Ki path. Your Tier 2 transformation gives you +50% to Strength & Ki and +40% to Agility & Durability. Costs 4 fatigue per turn.
- At Tier 3 you choose the Durability path. Your Tier 3 transformation gives you +70% to Strength, Ki & Durability and +60% to Agility. Costs 6 fatigue per turn.
- At Tier 4 you choose the Strength path again. Your Tier 4 transformation gives you +100% to Strength, +90% to Ki & Durability and +80% to Agility. Costs 8 fatigue per turn.
High Tension
Unlike the other races, Humans tend to only show their true potential when their back is against a wall. Due to this, Humans gain a secondary boost to their above transformations.
While transformed, if your health drops under 50%, or if you have 50 or less Fatigue remaining, all Transformations boosts are increased by 10%. If you're affected by both (less than 50% HP and 50 or less Fatigue remaining) all Transformations boosts are increased by 15% instead. Note that you must use the Human Transformations for High Tension to take effect (if a hybrid).
Notes
Humans must spend an action to initiate a transformation, but, once already transformed, players can switch form once per turn without an action cost (fatigue costs are always taken from the highest tier transformation you have used that turn, rather than the lowest).
[/PTab]
[PTab=Saiyans]
The Saiyans are a (mostly) proud warrior race; battle is in their blood. So, when they transform, their fighting ability increases across the board. But it is possible for Saiyans to push their bodies past their natural limits and extract even more power from their higher forms, though it comes with a cost.
At each transformation tier (see above) a Saiyan may choose to unlock an appropriate effect from the table below.
Transformation Path | Power | Efficiency |
---|---|---|
Tier 4 effect | +125% to Strength & Ki, +75% to Agility and Durability. Costs 12 Fatigue per turn in battle. | +100% to Strength, Ki, Agility and Durability. Costs 10 Fatigue per turn in battle |
Tier 3 effect | Not available | +75% to Strength, Ki, Agility and Durability. Costs 8 Fatigue per turn in battle |
Tier 2 effect | +70% to Strength & Ki, +30% to Agility and Durability. Costs 6 Fatigue per turn in battle. | +50% to Strength, Ki, Agility and Durability. Costs 4 Fatigue per turn in battle |
Tier 1 effect | Not available | +25% to Strength, Ki, Agility and Durability. Costs 2 Fatigue per turn in battle |
The chosen effect then becomes locked in for that transformation tier (i.e. if you choose the Power Path for your Tier 2 transformation, whenever you utilize your Tier 2 transformation in battle, you will receive a 70% boost to your Strength and Ki stats and +30% to your Agility and Durability). Unlike the human transformation tree, these effects are not cumulative and are considered entirely separate transformations, each with their own fatigue cost.
Notes
Saiyans must spend an action to initiate a transformation, but, once already transformed, players can switch form once per turn without an action cost (fatigue costs are always taken from the highest tier transformation you have used that turn, rather than the lowest).
[/PTab]
[PTab=Namekians]
Despite their inclination towards peace, there is often great power dwelling within those belonging to the Namekian race. This power can be channeled in many different directions, but it is up to you how you wish to see your character grow.
At each transformation tier (see above) a Namekian may choose to unlock an appropriate effect from the table below.
Transformation Path | Warrior | Balanced | Guardian |
---|---|---|---|
Tier 4 effect | +125% to Strength & Ki, +75% to Agility and Durability. Costs 10 Fatigue per turn in battle. | Not available | +50% to Strength, Ki, Agility and Durability. Recover 6% HP per turn. Costs 8 Fatigue per turn in battle |
Tier 3 effect | Not available | +75% to Strength, Ki, Agility and Durability. Costs 6 Fatigue per turn in battle | Not available |
Tier 2 effect | +70% to Strength & Ki, +30% to Agility and Durability. Costs 6 Fatigue per turn in battle. | Not available | +25% to Strength, Ki, Agility and Durability. Recover 3% HP per turn. Costs 4 Fatigue per turn in battle |
Tier 1 effect | Not available | +25% to Strength, Ki, Agility and Durability. Costs 2 Fatigue per turn in battle | Not available |
The chosen effect then becomes locked in for that transformation tier (i.e. if you choose the Warrior Path for your Tier 2 transformation, whenever you utilize your Tier 2 transformation in battle, you will receive a 70% boost to your Strength and Ki stats and +30% to your Agility and Durability). Unlike the human transformation tree, these effects are not cumulative and are considered entirely separate transformations, each with their own fatigue cost.
Notes
Namekians must spend an action to initiate a transformation, but, once already transformed, players can switch form once per turn without an action cost (fatigue costs are always taken from the highest tier transformation you have used that turn, rather than the lowest).
[/PTab]
[PTab=Changelings]
As is implied by their name, Changelings possess bodies that are phenomenally well-suited to changing form in order to suit their needs; this makes their transformations extremely potent.
At Transformation Tier 1, there is only one option to choose from and this is listed under the balanced path. However, at Transformation Tier 2, the Changeling transformation tree branches off into 3 distinct paths; energy, physical or balanced. Once a character has chosen their selected path at Tier 2, this cannot be changed and they are locked into that path for future transformations.
Transformation Path | Energy | Balanced | Physical |
---|---|---|---|
Tier 4 effect | +125% to Ki & Agility, +75% to Strength & Durability. Costs 12 Fatigue per turn in battle. | +100% to Strength, Ki, Agility and Durability. Costs 12 Fatigue per turn in battle. | +125% to Strength & Durability, +75% to Ki & Agility. Costs 12 Fatigue per turn in battle. |
Tier 3 effect | +90% to Ki & Agility, +60% to Strength & Durability. Costs 10 Fatigue per turn in battle. | +75% to Strength, Ki, Agility and Durability. Costs 10 Fatigue per turn in battle. | +90% to Strength & Durability, +60% to Ki & Agility. Costs 10 Fatigue per turn in battle. |
Tier 2 effect | +70% to Ki & Agility, +30% to Strength & Durability. Costs 6 Fatigue per turn in battle. | +50% to Strength, Ki, Agility and Durability. Costs 6 Fatigue per turn in battle. | +70% to Strength & Durability, +30% to Ki & Agility. Costs 6 Fatigue per turn in battle. |
Tier 1 effect | Not available | +25% to Strength, Ki, Agility and Durability. Costs 2 Fatigue per turn in battle. | Not available |
Notes
Changelings must spend an action to initiate a transformation and a further action when switching forms, unless dropping to base (fatigue costs are always taken from the highest tier transformation you have used that turn, rather than the lowest).
[/PTab]
[PTab=Demons]
Demon transformations allow you to pick from one of three paths, similar to Changelings, but each of their paths have a unique effect. Each path allows you access to two of these effects, which you can toggle on and off at will. If you use these effects, you will be charged the full fatigue cost for that turn, but they can very quickly turn the tide of battle!
Transformation Path | Wrath | Pride | Avarice |
---|---|---|---|
Tier 4 effect | +90% Str/Ki +70% Agi/Dura Enhanced Double-Edge Form Debuff Form 8 Fatigue Cost 2 Fatigue for each Form | +80% to All stats Enhanced Hellfire Form Debuff Form 8 Fatigue Cost 2 Fatigue for each Form | +90% Agi/Dura +70% Str/Ki Enhanced Regen Form Debuff Form 8 Fatigue Cost 2 Fatigue for each Form |
Tier 3 effect | +70% Str/Ki +50% Agi/Dura Double-Edge Form Debuff Form 6 Fatigue Cost 2 Fatigue for each Form | +60% to All Stats Hellfire Form Debuff Form 6 Fatigue Cost 2 Fatigue for each Form | +70% Agi/Dura +50% Str/Ki Regen Form Debuff Form 6 Fatigue Cost 2 Fatigue for each form |
Tier 2 effect | +45% Str/Ki +35% Agi/Dura Double-Edge Form 4 Fatigue Cost 2 Fatigue for each Form | +40% All Stats Hellfire Form 4 Fatigue Cost 2 Fatigue for each Form | +45% Agi/Dura +35% Str/Ki Regen Form 4 Fatigue Cost 2 Fatigue for each Form |
Tier 1 effect | +25% Str/Ki +15% Agi/Dura 2 Fatigue Cost | +20% All Stats 2 Fatigue Cost | +25% Agi/Dura +15% Str/Ki 2 Fatigue Cost |
Form Effects: | Regeneration Form: Recover 5% HP per turn active. Enhanced: Also regenerate 50% of the damage taken from 1 attack once per turn at the end of your turn. | Hellfire Form: Physical strikes burn for an additional unmitigated 2% of the user's Ki, even if Blocked/Deflected. Physical attacks against the user deal 2% Ki damage to the attacker. Enhanced: Increase the Ki damage dealt on physical attacks to 3% Ki, and increase the damage dealt to opponents to 4% Ki. | Double-edge Form: All damage from your attacks is increased by 20%. All damage received from Opponent attacks is increased by 20%. Enhanced: Reduce extra damage taken from opponent Attacks to 10% | Debuff Form: Reduce each opponent's stats (Str, Ki, Agi, Dur) by 10%; half of this is added to your own stats (raw numbers). The effect does stack with multiple opponents. |
---|
Notes
Demons must spend an action to initiate a transformation, but, once already transformed, players can activate or deactivate forms once per turn without an action cost (fatigue costs are always taken from the highest tier transformation you have used that turn, rather than the lowest).
[/PTab]
[PTab=Aliens]
Because of the many various types of alien species featured throughout Dragon Ball and the fact that Summit uses the "Alien" race as a catch-all for anything that isn't listed as one of the other races (before any of you start going "but Saiyans are aliens too!"), we've given players who've chosen alien characters a wider range of transformations to choose from. However, this also means that people could end up with pretty broken characters if we didn't put some restrictions on this (where would we be without rules, eh?), and this is exactly what we've done.
When an Alien character unlocks their first Transformation tier, they have to choose which transformation tree they would like to use for their character. Please bear in mind, there's no going back once this choice has been made so, choose wisely!
Tree one is fairly simple and allows a character to choose one of the listed effects at each level. Aliens can choose either the Mutation Path or the Power Path at each Tier, but can jump back and forth between these paths if they wish (e.g. you can choose power at Tier 1 and then switch to Mutation at Tier 2 etc). See below for details.
Tree 1 - Transformation Path | Mutation | Power |
---|---|---|
Tier 4 effect | +60% to Strength, Ki, Agility and Durability. 2 Extra actions per turn. Costs 8 Fatigue per turn in battle. | +100% to Strength, Ki, Agility and Durability. Costs 8 Fatigue per turn in battle. |
Tier 3 effect | +45% to Strength, Ki, Agility and Durability. 1 Extra action per turn. Costs 6 Fatigue per turn in battle. | +75% to Strength, Ki, Agility and Durability. Costs 6 Fatigue per turn in battle. |
Tier 2 effect | +30% to Strength, Ki, Agility and Durability. 1 Extra action per turn. Costs 4 Fatigue per turn in battle. | +50% to Strength, Ki, Agility and Durability. Costs 4 Fatigue per turn in battle. |
Tier 1 effect | +15% to Strength, Ki, Agility and Durability. 1 Extra action per turn. Costs 2 Fatigue per turn in battle. | +25% to Strength, Ki, Agility and Durability. Costs 2 Fatigue per turn in battle. |
Tree 2 works in a different way than most transformations; Alien characters can choose any one of the following effects to unlock at each Transformation Tier they reach. The forms do not stack with each other, so only one effect can be active at any given time. Also, Aliens may choose 'Mutation' instead of a Form. While in-battle, this gives them +20% to all stats as if they were transformed, without a Fatigue Cost. If they later take 'Transformation,' whatever bonus they have from Mutation (if any) does stack with Transformation.
Tree 2 - Transformation effect | Mutation: Passive +20% to Strength, Ki, Agility and Durability Transformation Bonus in-battle. Does not take Fatigue to maintain. Stacks with Transformation. | Mutation: Passive +20% to Strength, Ki, Agility and Durability Transformation Bonus in-battle. Does not take Fatigue to maintain. Stacks with Transformation. | Regeneration Form: Recover 10% HP per turn active. Costs 6 Fatigue per turn active. | Efficiency Form: Automatically recover 10 Fatigue per turn active. | Transformation: +25% to Strength, Ki, Agility & Durability. Costs 2 Fatigue per turn active. | Reflector: 30% of all damage taken while in this form is accumulated and can be added as raw damage potential to an attack of the user's choosing. If the user exits this form, for any reason, before using the stored energy, it is lost. Costs 4 Fatigue per turn active. |
---|
Notes
Aliens must spend an action to initiate a transformation and a further action when switching forms, unless dropping to base (fatigue costs are always taken from the highest tier transformation you have used that turn, rather than the lowest).
[/PTab]
[PTab=Androids]
[PTabbedContent]
[PTab=Cyborgs & Energy Dependents]
Androids work a bit differently than the other races which have a 'Path' to follow. Instead, Androids get access to both 1 and 2 listed below at each tier. However, Androids cannot use a previous Tier's effects. Meaning if an Android has reached Tier 3, they gain the passive +45% to all stats, and can activate the Energy Surge for a further 35%. But they cannot activate a previous Energy Surge- only the one that they have currently achieved.
Transformation Path | 1 | 2 |
---|---|---|
Tier 4 effect | Passive +60% to Strength, Ki, Agility and Durability Transformation Bonus in-battle. Does not take Fatigue to maintain. Stacks with Energy Surge. | In battle, can activate Energy Surge to boost all stats by a further 45% for 3 turns. This consumes 10 fatigue to activate (only usable once per battle). |
Tier 3 effect | Passive +45% to Strength, Ki, Agility and Durability Transformation Bonus in-battle. Does not take Fatigue to maintain. Stacks with Energy Surge. | In battle, can activate Energy Surge to boost all stats by a further 35% for 3 turns. This consumes 10 fatigue to activate (only usable once per battle). |
Tier 2 effect | Passive +30% to Strength, Ki, Agility and Durability Transformation Bonus in-battle. Does not take Fatigue to maintain. Stacks with Energy Surge. | In battle, can activate Energy Surge to boost all stats by a further 25% for 3 turns. This consumes 10 fatigue to activate (only usable once per battle). |
Tier 1 effect | Passive +15% to Strength, Ki, Agility and Durability Transformation Bonus in-battle. Does not take Fatigue to maintain. Stacks with Energy Surge. | In battle, can activate Energy Surge to boost all stats by a further 15% for 3 turns. This consumes 10 fatigue to activate (only usable once per battle). |
Notes
Activating Energy Surge costs an action to initiate.
[/PTab]
[PTab=Bio Androids]
Much like the Alien species that inevitably make up much of their genetic blueprint, Bio Androids have two separate trees they can choose from when unlocking their transformations. As with the Aliens, these trees are mutually exclusive so, if you decide to go for Tree 1 for your first transformation, you have to stick with it to the end, so make sure you choose carefully.
Tree one is fairly simple and allows a character to choose one of the listed effects at each level. Bio Androids can choose either the Evolution Path or the Absorbsion Path at each Tier, but can jump back and forth between these paths if they wish (e.g. you can choose Evolution at Tier 1 and then switch to Absorbtion at Tier 2 etc). See below for details. Note: Absorbing a racial ability from a defeated opponent can only be done during Death Battles between player characters (sorry, no stealing traits from your NPCs).
Tree 1 - Transformation Path | Evolution | Absorbtion |
---|---|---|
Tier 4 effect | Increase Passive Bonus by 20% on each Stat. Does not take Fatigue to maintain. | Absorb a racial trait from a defeated enemy. Increase Passive Bonus by 10% on each Stat upon Absorption. Does not take Fatigue to maintain. |
Tier 3 effect | Increase Passive Bonus by 20% on each Stat. Does not take Fatigue to maintain. | Absorb a racial trait from a defeated enemy. Increase Passive Bonus by 10% on each Stat upon Absorption. Does not take Fatigue to maintain. |
Tier 2 effect | Increase Passive Bonus by 20% on each Stat. Does not take Fatigue to maintain. | Absorb a racial trait from a defeated enemy. Increase Passive Bonus by 10% on each Stat upon Absorption. Does not take Fatigue to maintain. |
Tier 1 effect | Passive +20% to Strength, Ki, Agility and Durability Transformation Bonus in-battle. Does not take Fatigue to maintain. | Absorb a racial trait from a defeated enemy. Passive +10% to Strength, Ki, Agility and Durability Transformation Bonus in-Battle upon Absorption. Does not take Fatigue to Maintain. |
Tree 2 is straight forward; if you don't want any of those fancy traits, or you would prefer a transformation that would keep getting stronger as you do, rather than the lesser passive gains, then look no further than Tree 2.
Tier & Effect | Transformation Path |
---|---|
Tier 4 effect | +100% to Strength, Ki, Agility and Durability. Costs 8 Fatigue per turn in battle |
Tier 3 effect | +75% to Strength, Ki, Agility and Durability. Costs 6 Fatigue per turn in battle |
Tier 2 effect | +50% to Strength, Ki, Agility and Durability. Costs 4 Fatigue per turn in battle |
Tier 1 effect | +25% to Strength, Ki, Agility and Durability. Costs 2 Fatigue per turn in battle |
[/PTab]
[/PTabbedContent]
[/PTab]
[PTab=Majins]
If these look familiar, it's because they are similar to the Bio Android transformations, what with both races sharing that nifty ability to eat people and steal their powers, we figured their transformations would be pretty similar (at least, in terms of mechanics). Majins have two separate trees they can choose from when unlocking their transformations; these trees are mutually exclusive so, if you decide to go for Tree 1 for your first transformation, you have to stick with it to the end, so make sure you choose carefully.
Tree one is fairly simple and allows a character to choose one of the listed effects at each level. Majins can choose either the Power Path or the Absorbtion Path at each Tier, but can jump back and forth between these paths if they wish (e.g. you can choose Power at Tier 1 and then switch to Absorbtion at Tier 2 etc). See below for details. Note: Absorbing a character trait from a defeated opponent can only be done during Death Battles between player characters (sorry, no stealing traits from your NPCs).
Tree 1 - Transformation Path | Power | Absorbtion |
---|---|---|
Tier 4 effect | Increase Passive Bonus by 20% on each Stat. Does not take Fatigue to maintain. | Absorb a defeated enemy's Unique Character Trait, and your choice of In-Battle or Out-of-Battle. Passive +10% to Strength, Ki, Agility and Durability Transformation Bonus in-Battle upon Absorption. Does not take Fatigue to Maintain. |
Tier 3 effect | Increase Passive Bonus by 20% on each Stat. Does not take Fatigue to maintain. | Absorb a defeated enemy's Unique Character Trait, and your choice of In-Battle or Out-of-Battle. Passive +10% to Strength, Ki, Agility and Durability Transformation Bonus in-Battle upon Absorption. Does not take Fatigue to Maintain. |
Tier 2 effect | Increase Passive Bonus by 20% on each Stat. Does not take Fatigue to maintain. | Absorb a defeated enemy's Unique Character Trait, and your choice of In-Battle or Out-of-Battle. Passive +10% to Strength, Ki, Agility and Durability Transformation Bonus in-Battle upon Absorption. Does not take Fatigue to Maintain. |
Tier 1 effect | Passive +20% to Strength, Ki, Agility and Durability Transformation Bonus in-battle. Does not take Fatigue to maintain. | Absorb a defeated enemy's Unique Character Trait, and your choice of In-Battle or Out-of-Battle. Passive +10% to Strength, Ki, Agility and Durability Transformation Bonus in-Battle upon Absorption. Does not take Fatigue to Maintain. |
Tree 2 is straight forward; if you don't want any of those fancy traits, or you would prefer a transformation that would keep getting stronger as you do, rather than the lesser passive gains, then look no further than Tree 2.
Tier & Effect | Transformation Path |
---|---|
Tier 4 effect | +100% to Strength, Ki, Agility and Durability. Costs 8 Fatigue per turn in battle |
Tier 3 effect | +75% to Strength, Ki, Agility and Durability. Costs 6 Fatigue per turn in battle |
Tier 2 effect | +50% to Strength, Ki, Agility and Durability. Costs 4 Fatigue per turn in battle |
Tier 1 effect | +25% to Strength, Ki, Agility and Durability. Costs 2 Fatigue per turn in battle |
[/PTab]
[PTab=Shinjins/Deities]
Much like Demons, Deities and Shinjin have a set of three Trees that they can pull from for their transformations. They too will have multiple effects that can be toggled on and off, giving you a decisive edge against an opponent when utilizing them at the proper time to come out ahead!
Transformation Path | Protection | Observeration | Vengeance |
---|---|---|---|
Tier 4 effect | +90% Ki/Dura +70% Str/Age Enhanced Bulwark Form Support Form 8 Fatigue Cost 2 Fatigue for each Form | +90% Ki/Agi +70% Str/Dura Enhanced Serenity Form Support Form 8 Fatigue Cost 2 Fatigue for each Form | +90% Str/Ki +70% Agi/Dura Enhanced Pressure Form Support Form 8 Fatigue Cost 2 Fatigue for each Form |
Tier 3 effect | +70% Ki/Dura +50% Str/Agi Bulwark Form Support Form 6 Fatigue Cost 2 Fatigue for each Form | +70% Ki/Agi +50% Str/Dura Serenity Form Support Form 6 Fatigue Cost 2 Fatigue for each Form | +70% Str/Ki +50% Agi/Dura Pressure Form Support Form 6 Fatigue Cost 2 Fatigue for each form |
Tier 2 effect | +45% Ki/Dura +35% Str/Agi Bulwark Form 4 Fatigue Cost 2 Fatigue for each Form | +45% Ki/Agi +35% Str/Dura Serenity Form 4 Fatigue Cost 2 Fatigue for each Form | +45% Str/Ki +35% Agi/Dura Pressure Form 4 Fatigue Cost 2 Fatigue for each Form |
Tier 1 effect | +25% Ki/Dura +15% Str/Agi 2 Fatigue Cost | +25% Ki/Agi +15% Str/Dura 2 Fatigue Cost | +25% Str/Ki +15% Agi/Dura 2 Fatigue Cost |
Form Effects | Bulwark Form: Each Ally (not the user) regenerates 5 Fatigue Each round. Enhanced: Allies also take 10% less damage from all sources. | Serenity Form: Aimers on enemy attacks cannot exceed "Hard to" Enhanced: Aimers on your attacks cannot be lowere beneath "Hard to" | Pressure Form: Every technique (excluding Respite) taken by an opponent costs 1 more fatigue Enhanced: Damage-dealing techniques cost more fatigue equal to their tier, while non-damaging techs (excluding Respite) still cost 1 more. | Support Form: Increase each ally's stats (Str, Ki, Agi, Dur) by 10%; half of this is added to your own stats (raw numbers). The effect does stack with multiple allies. |
---|
[/PTab]
[PTab=Hybrids]
Hybrids can follow one or the other of their parent Races, but once chosen, it cannot change. Additionally, some traits will require you to choose a specific transformation path.
[/PTab]
[/PTabbedContent]
[/PTab]
[PTab=Followers]
FOLLOWERS
[PTabbedContent][PTab=The Basics]
Acquiring a Follower: To Acquire a Follower, a 3,000 word Roleplay must be completed. This roleplay takes up one of your normal Mission allowances for the week (but can be done alongside another Mission (such as Auras and Transformations), but it will take 2 Mission Slots). Additionally, upon claiming your Follower on an update, you must pay 10,000z as part of the claim. If you do not have the 10,000z available, you can still claim the normal gains from the Roleplay (as a PRP) but you cannot claim your Follower on that update. As the thread has been completed, you may claim the Follower on a future update, as long as you can pay the 10,000z to do so.
Followers do not require a secondary account.
Power Level: When acquired, Followers gain 40% of your Main Character's SP to allocate as you wish. They are not required to have 40% of each of your Main Character's stats in their respective stats.
Gaining Power: A Follower is always at 40% of the PL of its Main Character. When the Main Character updates their SP totals on their weekly update, the Follower will gain 40% of this, always remaining at this threshold, allocated as you wish.
Followers and Roleplay: Followers have no ability to claim missions, PRPs, Master Training, or Spars/Battles of their own. If the Follower is separate from the Main Character (such as a battle or a mission), it is still treated as if the Main Character did the Roleplay. A Follower's power is directly linked to their Main Character and they have no stats to track on their own. All Roleplay should be simply posted from the Main Character's account, as the Follower cannot claim anything for themselves. If a Follower clears a mission, it is counted as if the Main Character did so. This is the same for all other similar instances as well, but note that a Follower cannot do Master Training, even if on their own. However, owning a Follower does allow the Main Character to claim 1 additional Mission per week.
Followers cannot use one-time use items.
Followers know all T2 and T3 techniques your Main Character knows, and 1 T0 or T4 technique your Main Character knows. Followers cannot learn T0s normally. At each PL Tier the Main Character Achieves, the Minion may gain 1 T0 or 1 T4 from the Main Character's known techniques.[/PTab]
[PTab=Follower Items, Gear, and Techs]
Followers cannot claim items from giveaways or events, and cannot use any SP-boosting Item or Effect (including the Hyperbolic Time Chamber, Master rewards, and single-use items).
Followers cannot wear equipment.
Followers cannot own Uniques (Including Dragonballs, but they may Search for them for the Main Character)
If a Follower is jumped, they are assumed to have 20% of the PC’s current funds. However, unless on a separate planet, a Follower is assumed to always be with their Main Character.
Followers are automatically part of the same alliance as the Main Character, and allow the Main Character to donate an additional 100z (for a total of 600z) each week. They do not count as an official member of the alliance, however.
Followers can travel to other planets with or without the Main Character, as long as they have a mode of travel.
A Follower can be in a special event such as a Saga as long as it is approved by the member running the thread, but cannot gain any special currencies (if available).
Followers may gain ONE Racial Trait, from the following list (still limited by which Race they choose)-
{Allowed Racial List (+)}
-Determination
-The Yamcha Effect
-Oozaru
-Saiyan Pride
-Evolved for Battle
-Regeneration
-Peaceful Warriors
-Natural Power
-Transformer
-Imperial Stamina
-Demonic Power
-Corruption
-Tainted Touch
-Rugged Bodies
-Tough Hides
-Mighty Souls or Mutant Transformation
-Exceptional Talents
-Unlimited Energy
-Built to Last
-Undetectable
-Android Barrier
-Panic Button
-Elasticity
-Natural Regeneration OR Power Nap
-Divine Immunity
-Righteousness
-Divine Might
-Determination
-The Yamcha Effect
-Oozaru
-Saiyan Pride
-Evolved for Battle
-Regeneration
-Peaceful Warriors
-Natural Power
-Transformer
-Imperial Stamina
-Demonic Power
-Corruption
-Tainted Touch
-Rugged Bodies
-Tough Hides
-Mighty Souls or Mutant Transformation
-Exceptional Talents
-Unlimited Energy
-Built to Last
-Undetectable
-Android Barrier
-Panic Button
-Elasticity
-Natural Regeneration OR Power Nap
-Divine Immunity
-Righteousness
-Divine Might
Followers interact with Specializations or Traits as the Main Character would (with the exception of Racial-based Traits, which use the Follower's race(unless both Main Character and Follower are both present in a thread, and then the Main Character's takes priority.)
Followers can gain transformations once they meet the PL requirements. They are considered to have unlocked any Transformation Tier their Main Character has.[/PTab]
[PTab=Followers and Battles]
In a Battle, a Follower acts on their own turn, and uses Agility to determine their number of actions, similar to a Main Character.
Followers gain their own Battle Inventory of 1 slot.
Additionally, if in a Death Battle and the Follower dies, they do not go to the Check-in Station. They are simply dead, and can only be returned if the Main Character gathers the Dragon Balls and wishes them back to life, or the Main Character fulfills the requirement for Acquiring a Follower.[/PTab]
[PTab=Battle Buddies]
Basics: Battle Buddies are allies that can be summoned briefly into battle alongside you. Oftentimes these are an item of some kind, either an Accessory or in some cases, a Battle Item. A Battle Buddy will have a % of your SP that they start with, which you can configure when they are summoned into battle.
Limits: Battle Buddies can be summoned freely, up to 60% of your SP. Meaning if you have two summoned that are each 20%, you cannot summon one which has 25% of your SP. This is a total per battle, so even if one of your 20% Battle Buddies bites the bullet, you can only summon another 20%.
Techs: In addition to any Techniques specified by the Battle Buddy, all Battle Buddies start with Finger Beam and Bionic Headbutt.
Actions: Battle Buddies get 4 actions, unaffected by Agility. They act separately from you, and have their own turn in initiative order.
Death: Even if killed in action, these can normally be re-summoned in future battles. Some will specify whether or not this is the case, as some are limited-use (such as Saibamen).
[/PTab][/PTabbedContent][/PTab][/PTabbedContent]