Post by Tao Lung on Aug 24, 2014 21:08:27 GMT
I think it would be nice to add a "Quests" sub-board to the Rules & Information main board, with detailed information of possible quests one can do on the site. I've been brainstorming since yesterday and some old concepts that I created in the past came to my mind. It would be nice if those ideas could be of any use anywhere. So I fooled around with some concepts you already have in the site and threw in these old ideas of mine, in order to put together different quests people can do depending on their alignment, race and location. I would like to share these with you people. It's a huge post, so take your time to proccess all information lol:
Quests
Sometimes players have a writer's block or idealize a cool character... but one that is too weak for him/her to put his/her ideas into practice. Quests help people with a theme and helps them to get some early power ups, so they can keep up with others and maybe even put into practice that cool personal saga idea he wanted to do but was limited by the fact that his character has no moves whatsoever and is about 3 times weaker than everyone else. These are the quests I suggest:
- General Quests -
Can be done independently of in which planet the character is currently located.
1) Unlock Potential
Through a roleplay of x words the character unlocks a special transformation available to anyone of any race that doesn’t require a defined base power level to be able to master it (can be unlocked in battle at will):
- Unlocked Potential (Transformation): a glowing aura surrounds the user, raising his/her power level by x3. There’s no visible change in the character’s appearance or muscle mass; it’s merely a power up. This however demands a lot of energy and focus, so it’s not advised to transform without the need to do it, as this can quickly deplete one’s ki resource.
2) Full Power
Through a roleplay of x words you unlock a special transformation that unlike the others, can be used in conjunction with any active transformation:
- Fully Powered (Transformation): A special transformation in which the user beefs up, nearly doubling his/her muscle mass. This translates into a x2 boost to power level, raising the strength of melee and energy attacks. This does not increase speed however , with the change in size actually making the character a bit slower than he/she was before powering up. This can be used with any transformation other than oozaru and if so, will add +2 to its multiplier rather than doubling the user’s effective power (I.E: Human's Intense Struggle will do pl x6 rather than pl x4; Arcosian's True Form will do pl x17 rather tahn pl x15). Quests/techniques that add +x to a transformations multiplier won't affect Fully Powered.
3) Finisher Move
Through a roleplay of x words you develop your personal special move. This will be stronger than an attack you normally learn through a technique slot (power at 50%/85%/120% according to the appropriate tier). Unlike other quests however, this won’t give you a “free” technique. You will have to spend one of your available slots to learn this. You are limited to 2 uses/charges of your finisher move. A third shot/charge will completely deplete your ki reserve.
4) Money Quest
A roleplay any member can do once per month in order to get boosted extra zenni. You won’t gain any pl for this and the story MUST be consistent. No writing about having an ice cream in the corner and expecting extra money for it. Good examples of themes for the roleplay include writing about a paid job you may have, doing a good action that ends up in you getting rewarded, going after a bounty, villains robbing a bank… be creative.
- Earth -
Quests that can only be done if you are currently on Planet Earth. The first four set of quests regard the schools mentioned in the site's story: The Turtle, Crane, Victory and Kikoukenjutsu Sword Schools. For the first two, you guy pretty much have everything set up, though for the latter two, there doesn't seem to be any information yet. So I took the liberty to create techniques for Uub's and Goten's/Trunk's schools (again, sorry if I crossed a line here) and played around with a few concepts for kamehameha and dodonpa to make them a little bit more unique than a simple technique of their level, since it's a quest technique. In essence all four schools will teach a tier 1 technique (generally a support one), a tier 2 technique (generally an offensive technique) and a tier 3 technique (the special techniques such as Kienzan and Kikoho). Of course, I didn't touch Kienzan and Kikoho. They are here just to make it easier to transfer the content all together to a page, in case you like these. They also served as a base for me to think of some of the other special techniques. Here:
1) Turtle School
The school originally founded by Roshi and continued by Krillin according to site's lore. Like all 4 schools below, my proposal is that the members either write x words or provide a convincing background which is to be accepted by admins as to why they have access to this schools techniques.
- Thunder-Shock Surprise (Support, SU): an energy attack that debilitates the opposition with a painful blast of lightning, though it does not actually damage - it just hurts.
- Kamehameha (Offense, UP2): the signature 'beam' attack of the Dragon Ball series, fired with the traditional chant within the name. It has the same power as a tier 2 technique (66%), but if charged, the multipliers are x2.5/x3.5/x4.5 rather than the usual x2/x3/x4. Can be upgraded with a technique slot for an additional effect or max power at 100% pl.
- Kienzan (Special): the Kienzan is a special move due to the nature of its cutting. Acting with the power of a Tier 3 offensive attack (100%), despite this it can damage and kill enemies of a far higher power level if they are foolish enough to let it hit them, due to the precise nature of its edges. Shown when Vegeta told Nappa to dodge the attack, as it would have decapitated him despite being 2/3x stronger than Krillin at this stage. Can be charged.
2) Crane School
The school originally founded by master Shen and continued by Tien. To make it different from the Turtle school, whose attacks are more pondered (in regards to what was said in site lore about it teaching people to fight multiple opponents), taking into account the conservation of ki, since you described the Crane School focusing on taking out a single opponent with powerful spiritual attacks, I made the dodonpa more powerful, but with a bigger impact on the user's energy resource.
- Tayoken (Support, SU): a blast of light projected from the hands to temporarily blind the opposition, plus any upset onlookers. Also known as Solar Flare.
- Dodonpa (Offense, UP2): a thin, concentrated beam of destruction which explodes on contact with an object. Even though it’s a
tier 2 technique, it has a power equal to 75% of the user’s pl. However, the attack has a great impact on the user’s ki resource and has a limitation of 3 uses per match. A fourth time may be used, but will render the user unable to use his ki offensively until healed. Can be upgraded with a technique slot for an additional effect or max power at 110% pl.
- Kikoho/Tribeam(Special): the Kikoho is a special move due to the nature of it's energy pull. It uses up life-force energy of the user as well as battle energy, resulting in each blast/charge acting with 133% PL - the attack has 3 blasts/charges per match. The wielder may use a fourth (so four blasts/a charge up to 532% PL), but it will KILL THEM immediately afterwards. (As seen by Tien against Nappa, and by being a nuisance to Cell)
3)Victory School
The school founded by Uub.
- Bukujutsu (Support, SU): the first technique taught to Uub, the original founder of the school. It’s been a tradition to pass the technique on to new students as their first challenge to control their ki. This is basically the ability to fly without having to use a technique slot for it.
- Bakuhatsuha (Offense, UP2): a tier 2 technique(66% damage) that serves as both offense and defense. The user charges energy into his/her body and releases a powerful shockwave that expands in a radius around him/her, damaging everyone and everything, while dispersing any technique aimed at the user. It has one use/charge per battle, but may be used/charged a second time, although it drains all life and ki of the user’s body, turning him/her into stone and killing him/her in the process.
- Chocolate Beam (Special): the chocolate beam is a special move due to its transmutative nature. This manisfests in the form of a pink colored beam shot through the index finger. This won’t cause any damage, but if it hits, it turns the target into whatever object the user yells before using this technique (despite the name being “Chocolate Beam”). This works regardless of the target’s power, but stronger foes retain the ability to attack even if transformed and will have a much easier time avoiding/deflecting the blast. This cannot be blocked.
4) Kikoukenjutsu Sword School
The school founded by Goten and Trunks. Rather than teaching a tier 1 support moves like the others, it gives something else, given the special characteristic of this dojo.
- Personal Sword (Item): you get your very own personal sword upon joining the school. Your power level is considered to be at 110% in order to calculate the damage your melee strikes with these swords can cause.
- Crescent Sword (Offense, UP2): by channeling ki into the sword and quickly swinging it, the user sends out a crescent shaped energy wave that slice through the opponent. This works as a minor scale Kienzan (66% pl damage only) and is unblockable only by foes considered at the same level or weaker than the user.
- Fusion Dance (Special): the Fusion Dance is a special move due to the nature of this transformation. By precisely performing step by step of an embarrassing dance which ends by the users touching their index fingers, two characters are able to fuse into one, joining their power levels together and multiplying the final value by x1.5 for 30 posts. The resultant fighter will have access to every technique and transformations any of the original characters had. They will also have access to a fused version of their strongest technique, which will count as one tier above the strongest of the two techniques were (if the technique is already tier 3, then add +33% to the effective damage). For this to work, characters have to be around the same age. It can be used only once per battle.
That ends the schools. The next quests regard the special locations mentioned in the Ranked Positions (Lords and Teachers)! page.
5) Sacred Tower
The tower where Master Korrin used to reside. The idea is have this open another spot for a Lord/Teacher, called the Master of The Sacred Tower.
- Holy Water: If you can climb the sacred tower without cheating (flying upwards won’t work), you’ll find the Master of The Sacred Tower on the midsection of the tower. He will grant you a sip of the special holy water, which will make you stronger… if you can get the bottle from him. However, the water is simply normal water. What makes you stronger actually is the harsh process of climbing up the tower and trying to take the bottle from him. Grants a permanent increase of +6000 pl. Requires x words to complete. Can be done only once per character.
- Zanzoken: The task of taking the bottle off the Master of the Sacred Tower demands a lot of speed. After the training, you will also gain an after image technique for free or get one free upgrade to an after image technique you already have.
- Ultra Divine Holy Water: If you have already completed the training of the Master of the Sacred Tower and are worthy enough (may requires x base pl), he may reveal to you that he actually has access to a magical water that can raise one’s power. It is hidden inside a fountain that leads to a magical world full of obstacles, some of which reflect your own personality and fears. If you can get past the obstacles, you will have access to the Ultra Divine Holy Water and get a net boost of +20.000 to your base pl. Raises your transformations’ multiplier by +1 (+2 for humans and type A aliens). Saiyan and arcosian transformations aren’t affected. Requires x words to complete. Can be done once per character.
*The reason I had humans and type A aliens get a higher boost and arcosian/saiyans get none, is to follow the idea you had that the first two start weakest but end strongest and the latter two start strongest, but end weakest.
6) Kami’s Tower
- Holy Water: Kami may give out the special holy water to worthy fighters, capable of raising one’s power level by 12.000. Requires x words to complete. Raises your transformations’ multiplier by +1 (+2 for humans and type A aliens). Saiyan and arcosian transformations aren’t affected. Can be done once.
- Hyperbolic Time Chamber: Kami may allow worthy warriors (requires admin permission) to train in the Hyperbolic Time Chamber, where a whole year of training equals a single day passing on Earth. Pl gains in here are naturally higher than anywhere else; even gravity training. May be done once per month.
- Pendulum Room: A special room that takes a character back to any of the original sagas of the past, anywhere in the universe. The character may gain some extra knowledge according to his roleplay, but his actions in no way will affect the real world. Gains will vary depending on how it’s done:
--- If going solo: lowest gains
--- If having a site member take the role of the villains (average gains; member playing the villains get zenni by the end of the thread)
--- If an admin plays the villains: highest gains (the admin also gets zenni by the end of the thread)
Can also be done once a month.
That ends quests for Planet Earth
- NAMEK –
1) Elder Guru
- Power Awakening: the Elder awakens the latent potential of a warrior giving him a net boost of +15.000 pl. This also adds +1 to the character’s transformations' multiplier (+2 to humans and Type A aliens). Saiyan and Arcosian transformations aren’t affected. Can be done only once per character.
- Healing (Support, SU3): The ability to heal anyone’s wounds like if they took a senzu beam. Takes 2 posts for the process to be complete without any interruption.
2) Master of the Warrior Clan
- Makankosappo (Special): the makankosappo is a special move due to the nature of the energy concentrated into the beam. The user charges energy into his index and middle finger as his presses them against his/her forehead, unleashing two thin ki beams: one goes straight and the other coils around the main beam. Much like the Kienzan, this can’t be blocked, as it will pierce through opponents that are x2/3 times stronger than the user. The downside is that this cannot be used without charging at least once (although the result for the charging is x3/x4/x5 rather than x2/x3/x4) and this can be used twice in a battle or once, if charged up to x4 or x5.
- Multi-Form(Support, SU): The ability to split yourself into 2 clones. Effective power level is equally split between the clones, but physical strength and speed remains the same. Can be upgraded twice, with each upgrade allowing for 1 more clone.
3) Master of the Mazoku Castle
- Psychokinesis(Support, SU): the ability to lift objects with the power of the mind. Doesn’t cause damage on its own, though (unless you are considering throwing your opponent against a wall, or crushing him/her beneath a large stone dropped over his/her head).
- Magic Materialization(Special): the Magic Materialization is a special move due to its alchemical nature. The ability to create any simple item (such as clothing and weapons) out of thin air. A weapon manifested this way acts as if the user’s melee attacks were at 120% power. The items do not remain in the inventory after the thread is over.
- Vegeta –
1) King of Vegeta
- Big Bang Attack (Offense, UP2): a powerful energy ball shot from the user’s palm that behaves as a tier 2 technique (66% damage). If it hits a target it will explode in a big mushroom cloud. The user puts so much energy into the blast that even if successfully blocked, the target still takes some damage.
- Power Ball (Special): the Power Ball is a special move due to it’s transformation-inducing nature. The user charges a mid-sized sphere of energy that is shot up in the sky, where it remains floating. Rather than causing damage or any sort of (direct) destruction, it behaves as a false moon, emitting blutz waves and allowing the saiyan to turn into oozaru.
- Arcose –
1) Lord of Arcose
- Death Ball (Special): The Death Ball is a special move due to it’s destructive nature. The one technique taught by the Lord of Arcose. The user charges a initially small energy ball on the tip of his index finger that quickly expands to the size of a small moon. It can instantly destroy smaller planets and severely damages the core of larger ones, causing them to explode within 30 turns. As an offensive technique, it behaves as a boosted tier 3 technique, hitting at 133% the user’s power. Can’t be actually be charged as this is as powerful as it gets. Can only be used once per battle (a second shot isn’t possible).
- Other World –
1) North Kai
- Kaioken(Transformation): The infamous power-up technique invented by King Kai. It greatly boosts one’s power and speed and the stronger the user becomes, so does this technique. Normal Kaioken augments the user’s power level by x1.5 and makes all of his/her techniques one tier higher (or add +10% to the effective power if already tier 3). As the user gains base pl, he/she gets access to higher Kaioken levels:
Kaioken x2: Doubles the effects of Kaioken (pl x4). Requires 10.000 pl
Kaioken x3: Triples the effects of Kaioken (pl x6). Requires 20.000 pl
Kaioken x4: Quadruples the effects of kaioken (pl x8) Requires 30.000 pl
And so on… The user may a Kaioken 2 levels higher than what he/she normally would. If he/she goes one level above the limit, his ki will be quickly drained and he/she won’t be able to maintain the transformation for more than 10 posts. If he/she accesses a Kaioken 2 levels higher than what he normally would, he will have to tap into his own life force and though the post cap raises to 20 posts, after the battle his body will be greatly damaged and he will be out for a whole week for recovery. Kaioken don’t stack with transformations other than Fully Powered and isn’t affected by quests that add +x to a transformation’s multiplier.
- Genki Dama (Special): The Genki Dama is a special move because its nature makes it the most powerful technique in the universe. It is a ball of white energy formed with the energy of the planet and its living beings. It requires a full charge without interruptions (3 posts), with each post doubling the total power of the Genki Dama (initially 100%, ending at 800% or x8 pl). If the user has Kaioken active, it adds +1 to the final multiplier. If the other characters in the thread agree to transfer their power to the ball, it adds another +1 to the multiplier, meaning it can max at 1000% (x10) of the user’s power level! The Genki Dama can’t be blocked and it’s hard to dodge, generally for being too big or too fast (if only a small ball is formed). Can be used only once per battle and can’t be used with any active transformation (aside from Kaioken and Fully Powered).
2) HFIL
- Ensenji: For the baddies out there… If you can trick Goz (high strength) and Mez (high speed), the two Oni’s responsible for King Yemma’s special orchard, you may be able to get your hands on an ensenji, a special fruit that if eaten, will permanently raise one’s power by +20.000. The tree grows only a fruit per month (dead members who are baddies will have to fight for it!).
*I have move sets for the other Kais and the Supreme Kai saved as well, if you want, but since I believe the site's story will stick to North Galaxy, there is no lore-wise reason as to why one would end up under the tutoring of any Kai other than the one who oversees that galaxy...
That's it, people. If you are still reading all that until here, thank you for you attention. I hope that can be of any use to you!
Quests
Sometimes players have a writer's block or idealize a cool character... but one that is too weak for him/her to put his/her ideas into practice. Quests help people with a theme and helps them to get some early power ups, so they can keep up with others and maybe even put into practice that cool personal saga idea he wanted to do but was limited by the fact that his character has no moves whatsoever and is about 3 times weaker than everyone else. These are the quests I suggest:
- General Quests -
Can be done independently of in which planet the character is currently located.
1) Unlock Potential
Through a roleplay of x words the character unlocks a special transformation available to anyone of any race that doesn’t require a defined base power level to be able to master it (can be unlocked in battle at will):
- Unlocked Potential (Transformation): a glowing aura surrounds the user, raising his/her power level by x3. There’s no visible change in the character’s appearance or muscle mass; it’s merely a power up. This however demands a lot of energy and focus, so it’s not advised to transform without the need to do it, as this can quickly deplete one’s ki resource.
2) Full Power
Through a roleplay of x words you unlock a special transformation that unlike the others, can be used in conjunction with any active transformation:
- Fully Powered (Transformation): A special transformation in which the user beefs up, nearly doubling his/her muscle mass. This translates into a x2 boost to power level, raising the strength of melee and energy attacks. This does not increase speed however , with the change in size actually making the character a bit slower than he/she was before powering up. This can be used with any transformation other than oozaru and if so, will add +2 to its multiplier rather than doubling the user’s effective power (I.E: Human's Intense Struggle will do pl x6 rather than pl x4; Arcosian's True Form will do pl x17 rather tahn pl x15). Quests/techniques that add +x to a transformations multiplier won't affect Fully Powered.
3) Finisher Move
Through a roleplay of x words you develop your personal special move. This will be stronger than an attack you normally learn through a technique slot (power at 50%/85%/120% according to the appropriate tier). Unlike other quests however, this won’t give you a “free” technique. You will have to spend one of your available slots to learn this. You are limited to 2 uses/charges of your finisher move. A third shot/charge will completely deplete your ki reserve.
4) Money Quest
A roleplay any member can do once per month in order to get boosted extra zenni. You won’t gain any pl for this and the story MUST be consistent. No writing about having an ice cream in the corner and expecting extra money for it. Good examples of themes for the roleplay include writing about a paid job you may have, doing a good action that ends up in you getting rewarded, going after a bounty, villains robbing a bank… be creative.
- Earth -
Quests that can only be done if you are currently on Planet Earth. The first four set of quests regard the schools mentioned in the site's story: The Turtle, Crane, Victory and Kikoukenjutsu Sword Schools. For the first two, you guy pretty much have everything set up, though for the latter two, there doesn't seem to be any information yet. So I took the liberty to create techniques for Uub's and Goten's/Trunk's schools (again, sorry if I crossed a line here) and played around with a few concepts for kamehameha and dodonpa to make them a little bit more unique than a simple technique of their level, since it's a quest technique. In essence all four schools will teach a tier 1 technique (generally a support one), a tier 2 technique (generally an offensive technique) and a tier 3 technique (the special techniques such as Kienzan and Kikoho). Of course, I didn't touch Kienzan and Kikoho. They are here just to make it easier to transfer the content all together to a page, in case you like these. They also served as a base for me to think of some of the other special techniques. Here:
1) Turtle School
The school originally founded by Roshi and continued by Krillin according to site's lore. Like all 4 schools below, my proposal is that the members either write x words or provide a convincing background which is to be accepted by admins as to why they have access to this schools techniques.
- Thunder-Shock Surprise (Support, SU): an energy attack that debilitates the opposition with a painful blast of lightning, though it does not actually damage - it just hurts.
- Kamehameha (Offense, UP2): the signature 'beam' attack of the Dragon Ball series, fired with the traditional chant within the name. It has the same power as a tier 2 technique (66%), but if charged, the multipliers are x2.5/x3.5/x4.5 rather than the usual x2/x3/x4. Can be upgraded with a technique slot for an additional effect or max power at 100% pl.
- Kienzan (Special): the Kienzan is a special move due to the nature of its cutting. Acting with the power of a Tier 3 offensive attack (100%), despite this it can damage and kill enemies of a far higher power level if they are foolish enough to let it hit them, due to the precise nature of its edges. Shown when Vegeta told Nappa to dodge the attack, as it would have decapitated him despite being 2/3x stronger than Krillin at this stage. Can be charged.
2) Crane School
The school originally founded by master Shen and continued by Tien. To make it different from the Turtle school, whose attacks are more pondered (in regards to what was said in site lore about it teaching people to fight multiple opponents), taking into account the conservation of ki, since you described the Crane School focusing on taking out a single opponent with powerful spiritual attacks, I made the dodonpa more powerful, but with a bigger impact on the user's energy resource.
- Tayoken (Support, SU): a blast of light projected from the hands to temporarily blind the opposition, plus any upset onlookers. Also known as Solar Flare.
- Dodonpa (Offense, UP2): a thin, concentrated beam of destruction which explodes on contact with an object. Even though it’s a
tier 2 technique, it has a power equal to 75% of the user’s pl. However, the attack has a great impact on the user’s ki resource and has a limitation of 3 uses per match. A fourth time may be used, but will render the user unable to use his ki offensively until healed. Can be upgraded with a technique slot for an additional effect or max power at 110% pl.
- Kikoho/Tribeam(Special): the Kikoho is a special move due to the nature of it's energy pull. It uses up life-force energy of the user as well as battle energy, resulting in each blast/charge acting with 133% PL - the attack has 3 blasts/charges per match. The wielder may use a fourth (so four blasts/a charge up to 532% PL), but it will KILL THEM immediately afterwards. (As seen by Tien against Nappa, and by being a nuisance to Cell)
3)Victory School
The school founded by Uub.
- Bukujutsu (Support, SU): the first technique taught to Uub, the original founder of the school. It’s been a tradition to pass the technique on to new students as their first challenge to control their ki. This is basically the ability to fly without having to use a technique slot for it.
- Bakuhatsuha (Offense, UP2): a tier 2 technique(66% damage) that serves as both offense and defense. The user charges energy into his/her body and releases a powerful shockwave that expands in a radius around him/her, damaging everyone and everything, while dispersing any technique aimed at the user. It has one use/charge per battle, but may be used/charged a second time, although it drains all life and ki of the user’s body, turning him/her into stone and killing him/her in the process.
- Chocolate Beam (Special): the chocolate beam is a special move due to its transmutative nature. This manisfests in the form of a pink colored beam shot through the index finger. This won’t cause any damage, but if it hits, it turns the target into whatever object the user yells before using this technique (despite the name being “Chocolate Beam”). This works regardless of the target’s power, but stronger foes retain the ability to attack even if transformed and will have a much easier time avoiding/deflecting the blast. This cannot be blocked.
4) Kikoukenjutsu Sword School
The school founded by Goten and Trunks. Rather than teaching a tier 1 support moves like the others, it gives something else, given the special characteristic of this dojo.
- Personal Sword (Item): you get your very own personal sword upon joining the school. Your power level is considered to be at 110% in order to calculate the damage your melee strikes with these swords can cause.
- Crescent Sword (Offense, UP2): by channeling ki into the sword and quickly swinging it, the user sends out a crescent shaped energy wave that slice through the opponent. This works as a minor scale Kienzan (66% pl damage only) and is unblockable only by foes considered at the same level or weaker than the user.
- Fusion Dance (Special): the Fusion Dance is a special move due to the nature of this transformation. By precisely performing step by step of an embarrassing dance which ends by the users touching their index fingers, two characters are able to fuse into one, joining their power levels together and multiplying the final value by x1.5 for 30 posts. The resultant fighter will have access to every technique and transformations any of the original characters had. They will also have access to a fused version of their strongest technique, which will count as one tier above the strongest of the two techniques were (if the technique is already tier 3, then add +33% to the effective damage). For this to work, characters have to be around the same age. It can be used only once per battle.
That ends the schools. The next quests regard the special locations mentioned in the Ranked Positions (Lords and Teachers)! page.
5) Sacred Tower
The tower where Master Korrin used to reside. The idea is have this open another spot for a Lord/Teacher, called the Master of The Sacred Tower.
- Holy Water: If you can climb the sacred tower without cheating (flying upwards won’t work), you’ll find the Master of The Sacred Tower on the midsection of the tower. He will grant you a sip of the special holy water, which will make you stronger… if you can get the bottle from him. However, the water is simply normal water. What makes you stronger actually is the harsh process of climbing up the tower and trying to take the bottle from him. Grants a permanent increase of +6000 pl. Requires x words to complete. Can be done only once per character.
- Zanzoken: The task of taking the bottle off the Master of the Sacred Tower demands a lot of speed. After the training, you will also gain an after image technique for free or get one free upgrade to an after image technique you already have.
- Ultra Divine Holy Water: If you have already completed the training of the Master of the Sacred Tower and are worthy enough (may requires x base pl), he may reveal to you that he actually has access to a magical water that can raise one’s power. It is hidden inside a fountain that leads to a magical world full of obstacles, some of which reflect your own personality and fears. If you can get past the obstacles, you will have access to the Ultra Divine Holy Water and get a net boost of +20.000 to your base pl. Raises your transformations’ multiplier by +1 (+2 for humans and type A aliens). Saiyan and arcosian transformations aren’t affected. Requires x words to complete. Can be done once per character.
*The reason I had humans and type A aliens get a higher boost and arcosian/saiyans get none, is to follow the idea you had that the first two start weakest but end strongest and the latter two start strongest, but end weakest.
6) Kami’s Tower
- Holy Water: Kami may give out the special holy water to worthy fighters, capable of raising one’s power level by 12.000. Requires x words to complete. Raises your transformations’ multiplier by +1 (+2 for humans and type A aliens). Saiyan and arcosian transformations aren’t affected. Can be done once.
- Hyperbolic Time Chamber: Kami may allow worthy warriors (requires admin permission) to train in the Hyperbolic Time Chamber, where a whole year of training equals a single day passing on Earth. Pl gains in here are naturally higher than anywhere else; even gravity training. May be done once per month.
- Pendulum Room: A special room that takes a character back to any of the original sagas of the past, anywhere in the universe. The character may gain some extra knowledge according to his roleplay, but his actions in no way will affect the real world. Gains will vary depending on how it’s done:
--- If going solo: lowest gains
--- If having a site member take the role of the villains (average gains; member playing the villains get zenni by the end of the thread)
--- If an admin plays the villains: highest gains (the admin also gets zenni by the end of the thread)
Can also be done once a month.
That ends quests for Planet Earth
- NAMEK –
1) Elder Guru
- Power Awakening: the Elder awakens the latent potential of a warrior giving him a net boost of +15.000 pl. This also adds +1 to the character’s transformations' multiplier (+2 to humans and Type A aliens). Saiyan and Arcosian transformations aren’t affected. Can be done only once per character.
- Healing (Support, SU3): The ability to heal anyone’s wounds like if they took a senzu beam. Takes 2 posts for the process to be complete without any interruption.
2) Master of the Warrior Clan
- Makankosappo (Special): the makankosappo is a special move due to the nature of the energy concentrated into the beam. The user charges energy into his index and middle finger as his presses them against his/her forehead, unleashing two thin ki beams: one goes straight and the other coils around the main beam. Much like the Kienzan, this can’t be blocked, as it will pierce through opponents that are x2/3 times stronger than the user. The downside is that this cannot be used without charging at least once (although the result for the charging is x3/x4/x5 rather than x2/x3/x4) and this can be used twice in a battle or once, if charged up to x4 or x5.
- Multi-Form(Support, SU): The ability to split yourself into 2 clones. Effective power level is equally split between the clones, but physical strength and speed remains the same. Can be upgraded twice, with each upgrade allowing for 1 more clone.
3) Master of the Mazoku Castle
- Psychokinesis(Support, SU): the ability to lift objects with the power of the mind. Doesn’t cause damage on its own, though (unless you are considering throwing your opponent against a wall, or crushing him/her beneath a large stone dropped over his/her head).
- Magic Materialization(Special): the Magic Materialization is a special move due to its alchemical nature. The ability to create any simple item (such as clothing and weapons) out of thin air. A weapon manifested this way acts as if the user’s melee attacks were at 120% power. The items do not remain in the inventory after the thread is over.
- Vegeta –
1) King of Vegeta
- Big Bang Attack (Offense, UP2): a powerful energy ball shot from the user’s palm that behaves as a tier 2 technique (66% damage). If it hits a target it will explode in a big mushroom cloud. The user puts so much energy into the blast that even if successfully blocked, the target still takes some damage.
- Power Ball (Special): the Power Ball is a special move due to it’s transformation-inducing nature. The user charges a mid-sized sphere of energy that is shot up in the sky, where it remains floating. Rather than causing damage or any sort of (direct) destruction, it behaves as a false moon, emitting blutz waves and allowing the saiyan to turn into oozaru.
- Arcose –
1) Lord of Arcose
- Death Ball (Special): The Death Ball is a special move due to it’s destructive nature. The one technique taught by the Lord of Arcose. The user charges a initially small energy ball on the tip of his index finger that quickly expands to the size of a small moon. It can instantly destroy smaller planets and severely damages the core of larger ones, causing them to explode within 30 turns. As an offensive technique, it behaves as a boosted tier 3 technique, hitting at 133% the user’s power. Can’t be actually be charged as this is as powerful as it gets. Can only be used once per battle (a second shot isn’t possible).
- Other World –
1) North Kai
- Kaioken(Transformation): The infamous power-up technique invented by King Kai. It greatly boosts one’s power and speed and the stronger the user becomes, so does this technique. Normal Kaioken augments the user’s power level by x1.5 and makes all of his/her techniques one tier higher (or add +10% to the effective power if already tier 3). As the user gains base pl, he/she gets access to higher Kaioken levels:
Kaioken x2: Doubles the effects of Kaioken (pl x4). Requires 10.000 pl
Kaioken x3: Triples the effects of Kaioken (pl x6). Requires 20.000 pl
Kaioken x4: Quadruples the effects of kaioken (pl x8) Requires 30.000 pl
And so on… The user may a Kaioken 2 levels higher than what he/she normally would. If he/she goes one level above the limit, his ki will be quickly drained and he/she won’t be able to maintain the transformation for more than 10 posts. If he/she accesses a Kaioken 2 levels higher than what he normally would, he will have to tap into his own life force and though the post cap raises to 20 posts, after the battle his body will be greatly damaged and he will be out for a whole week for recovery. Kaioken don’t stack with transformations other than Fully Powered and isn’t affected by quests that add +x to a transformation’s multiplier.
- Genki Dama (Special): The Genki Dama is a special move because its nature makes it the most powerful technique in the universe. It is a ball of white energy formed with the energy of the planet and its living beings. It requires a full charge without interruptions (3 posts), with each post doubling the total power of the Genki Dama (initially 100%, ending at 800% or x8 pl). If the user has Kaioken active, it adds +1 to the final multiplier. If the other characters in the thread agree to transfer their power to the ball, it adds another +1 to the multiplier, meaning it can max at 1000% (x10) of the user’s power level! The Genki Dama can’t be blocked and it’s hard to dodge, generally for being too big or too fast (if only a small ball is formed). Can be used only once per battle and can’t be used with any active transformation (aside from Kaioken and Fully Powered).
2) HFIL
- Ensenji: For the baddies out there… If you can trick Goz (high strength) and Mez (high speed), the two Oni’s responsible for King Yemma’s special orchard, you may be able to get your hands on an ensenji, a special fruit that if eaten, will permanently raise one’s power by +20.000. The tree grows only a fruit per month (dead members who are baddies will have to fight for it!).
*I have move sets for the other Kais and the Supreme Kai saved as well, if you want, but since I believe the site's story will stick to North Galaxy, there is no lore-wise reason as to why one would end up under the tutoring of any Kai other than the one who oversees that galaxy...
That's it, people. If you are still reading all that until here, thank you for you attention. I hope that can be of any use to you!