| Detailed Rules | ||||||||||||||||||||||||||||||||||||||||||||
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| Well, the rules for Dragon Ball Chronicles are fairly simple. First, I'll explain the rules from a player's standpoint and not give all the techno-jibba-jabba of how they precisely affect how well you do in battle. I'll do that later in this section. :) And once again, all rules are subject to change, and once I release the GM Script for DBC they can be changed (if you know what you're doing!). |
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| CHARACTER GENERATION | ||||||||||||||||||||||||||||||||||||||||||||
| To create a character, you first begin with deciding a name for the character. This can be anything in your imagination, but a popular thing to do is have your character's name a joke on something else, which is done commonly in Dragon Ball and other anime. However, it is totally up to you. Next, you must decide on a race. I haven't come up with any racial bonuses, rules, or other information yet, so you're free to choose whatever. A Dragon Ball universe might have Humans, Saiyans, Namekians, and so forth. Whatever you choose is subject to GM approval. All characters (unless there's a special circumstance) start at Level (LVL) 2 with a Power Level (PL) of 200. Your Level has to do with statistics, To Hit rating, and your general PL. PL is basicaly an experience system, and upon reaching a certain PL, your LVL goes up. More on this later. Now you finally get to put some points into your various stats. There are two types of stats: Abilities and Skills. Your Abilities are what make up your character, like how strong, fast, or psychically stable they are. These are represented in five different categories: |
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| Strength Speed Endurance Intellect Psyche* |
(STR) (SPD) (END) (INT) (PSY) |
- The higher it is, the easier you can hit the enemy with a physical attack. - The higher it is, the easier you can dodge a physical attack. - How much damage you can take before going unconcious/dying. - Helps hitting with energy attacks as well as dodging them. - Related to Psychic-powered attacks/buffs (not fully implemented... yet). |
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| * - Try not to confuse Psyche with Psychic. Psyche is an Ability. Psychic is a Skill. | ||||||||||||||||||||||||||||||||||||||||||||
| Between those five Abilities, you get to spend 20 points. You may spend them however you like, as long as each Ability has a minimum of 1 point and a maximum of 10. Next up, we got Skills. These are similiar to Abilities, but deal more with how much damage you do when you actually hit. There are four different skills: |
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| Single Combo Energy Psychic* |
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| - Determines maximum damage of a Single attack. - Determines how many strikes you make with a Combo. - Determines how much damage you can do with Energy Blasts, and also how much EP they cost. - Related to Psychic-powered attacks/buffs (not fully implemented... yet). |
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| * - Try not to confuse Psyche with Psychic. Psyche is an Ability. Psychic is a Skill. | ||||||||||||||||||||||||||||||||||||||||||||
| You also get 20 more points to distribute between the Skills. You may spend them however you like, as long as each Skill has a minimum of 1 point and a maximum of 10. Now that you're done with all those, there are only two more derivitive stats you must deal with. Relax, you're almost done! They are Hit Points (HP) and Energy Points (EP). Your HP is always equal to your Endurance times 10. So if your END was 6, your HP would be 60. Your EP is always equal to your Intellect times 10, as well. So if your INT was 5, your EP would be 50. Simple, eh? Congratulations, you're done with your character. The only other things you would need to make now would be the character's appearance and maybe a bit of background information. It's all up to you and your GM. |
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| ROUNDS, AND PHASES, AND ACTIONS, OH MY! | ||||||||||||||||||||||||||||||||||||||||||||
| What follows will probably be all the information you need to be able to play a game of Dragon Ball Chronicles with your newly created character. Once again, all subject to change (and probably will) while I perfect the system. If you want to be an 'advanced' player and have the edge on your opponent, I suggest you read the detailed rules section I will add later, which will explain the exact formulae for damage, accuracy, etc... So you've created your character, and now you want to get their hands dirty in combat (with the blood of all who oppose them!). Combat is divided into Rounds. Rounds are divided into Phases. Phases are divided into Actions. There are four (4) Phases in a Round. A Phase generally lasts about one minute. In a single Phase, every character takes their Actions. All characters in combat get 1 to 4 Actions in a single combat Phase. It's totally random how many Actions you get. It's also totally random who goes first in a battle. However, the battle will always go in an ABAB format. What that means is that you always take turns after one another, starting with the person who is randomly selected to go first. Once one person uses up all their actions, the other person continues using their actions in a row until they both have used all of their actions. Here's an example from how it looks in the chatroom: |
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| In the chatroom, the character who goes first is placed at the beginning of the chat text. The character who is second is placed afterwards, etc... The number after the character's name and a dash is how many actions that character gets in the Phase. It's also in the same color as the name to avoid confusion. In this example, Farmer goes first and gets 2 Actions, and Katsuragi goes second and has 4 Actions. This is how the battle will be played out: Farmer attacks. Katsuragi attacks. Farmer attacks. Katsuragi attacks. Katsuragi attacks. Katsuragi attacks. After all the attacks have been made, a new phase is started with a new Action Order and a new set of Actions for each player. The same concept is true for 3+ players. Here is how four players fighting in a battle would be played out (and there are no rules for 'teams' except for the simple one where you don't beat up your friends (purposely, anyway)): |
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| This is how this battle would look: Farmer attacks. Fiero attacks. Katsuragi attacks. Vegetus attacks. Fiero attacks. Vegetus attacks. Fiero attacks. Vegetus attacks. For three or more players, it's a good idea for the GM to keep a note of how many actions everyone has used so there's less confusion. With just eight players, there could be up to 32 actions in ONE phase. I don't know about you, but usually it's easier to keep track of the numbers on paper (or NotePad!) than in my head. |
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| SO, NOW WHAT DO I DO WITH ALL THESE ACTIONS? | ||||||||||||||||||||||||||||||||||||||||||||
| Glad you've asked! I will now go on to explain all the different actions you can perform with your, uh, Actions. In Dragon Ball Chronicles, all of your attacks are very, very generalized. This allows you to be very loose in how you fight. SINGLES - These are the the meat of any fighter's arsenal. They consist of anything from your uppercuts, leg sweeps, flying kicks, and to pinky jabs! Basically, a Single is a one-hit-wonder, a powerful and lethal attack. It's designed to do anything from low to high damage, but will occasionally miss. Special Abilities - You can do more damage with a Single by adding numbers to it. If you do a Single+1, you will do one extra damage if you hit with it. The only drawback is for every 1 point you wish to add on, it subtracts 1 point from your To-Hit roll, which makes you less accurate with the Single. The same reverse is also true with negative Singles: You can do a Single-2 and do 2 less damage, and have 2 added onto your To-Hit roll. More about the To-Hit roll and accuracy later. COMBOS -These are often used on Dragon Ball Z and are points of intense action as two characters exchange blow for blow. For the most part, Combos are when the characters punch or kick so fast that their arms or legs blur, but can be used for other instances. They will usually do low to medium damage, but will nearly always do damage, as little as it might be. Special Abilities - None yet, but thinking about Multi Combos, and Counter Combos. I'll update if I get any good, tested rules worked out. ENERGY ATTACKS - Oh, this is when the fun starts! Huge balls or beams of energy, thrown through the air at amazing speeds, their sole purpose to utterly destroy whatever they come in contact with. There are four different types of energy attacks that a character can do: Small Blast Medium Blast Large Blast Ultimate Blast To use one of these, a portion of your character's Energy Points (EP) are used up. They each cost different EP, which depends on your Energy skill. They also do a lot more damage than your average kick or punch, naturally the better the attack the more damage. Another thing they use up is your actions. A Small Blast takes 1 action, a Medium takes 2, Large takes 3, and Ultimates take 4. What this means is that instead of doing three Singles, or a Combo and two Singles, you can use a Large energy blast. If you don't have enough actions for a specific blast that phase, then you can't do it. (ex.You get 3 actions, so you can't do an Ultimate, which takes 4). These actions do not need to be in order, but after your character uses an attack, if your opponent(s) have actions left, they go, and the ABAB format is kept the same. The only difference is your character has less actions in that phase than before. POWER UPS - Power Ups are done almost exactly the same way as Energy Attacks. Obviously, instead of taking away energy, a Power Up gives you energy. Each level of Powering Up (Small, Medium, Large, and Ultimate) each take 1 more action than the previous.one. |
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| More to come, including energy attacks, beam dueling, and more detailed rules, so stay tuned! | ||||||||||||||||||||||||||||||||||||||||||||
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