| House Rules Last Updated - November 4th, 2000 |
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| These are the house rules that will be in my game. (Anything marked in GREEN was updated recently) | |||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Spending Experience | |||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Okay, first off, you can't raise your Hits, Defense, or Power Up attributes with experience. The way to raise them is to raise their corresponding characteristics. This is the ratio chart for raising things (UP TO 30 TOTAL POINTS): Characteristic - 10 exp for 2 points Skills - 10 exp for 5 points When you get experience, you MUST spend half of the points towards Power Level on a 1 PL:1 Energy Point ratio basis. The only exception is the Move characteristic, and for that: Move - 10 exp for 5 points |
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| Start Out | |||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Raising Hits, Defense, and Power Up. | |||||||||||||||||||||||||||||||||||||||||||||||||||||||
| I said you wouldn't be able to raise them earlier in this FAQ-thingie, but forget that. After you reach 200 in EVERY Characteristic and Skill. After that, it costs exp to raise the mini-stats... 5 EXP per Hit Point 5 EXP per Power Up. 20 EXP per Defense. |
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| Humans - Start out with Hide Ki and Sense Ki Skills at 5 each. Nameks - Start with Hide Ki Skill at 10. They also can Regenerate as said in the Rule Book (100 power) Saiyans - Start with a Scouter (that will sense power, as well as the fake power if someone uses 'Hide Ki'). Plus they turn into Giant Monkeys unless they get their tail cut off. |
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| Raising Points Past the 30 Mark | |||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Also, you start with 2 Special Fighting Techniques and 1 Energy Attack (they must be original). | |||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Treat 'Move' as a skill for experience bonuses | |||||||||||||||||||||||||||||||||||||||||||||||||||||||
| When raising skills/characteristics past 30, follow this: Characteristics - 10 exp for 1 point. Skills - 5 exp for 1 point. Past 100 use this: Characteristics - 30 exp for 1 point Skills - 20 exp for 1 point Past 200 use this: Characteristics - Take the hundreds place, multiply it by 2.5, and that's how much it costs. From 200 to 299, it costs 500 exp a point. Skills - You take the hundreds place, and that's how much it costs per point. From 200 to 299, it costs 200 exp a point. |
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| To raise Energy Attacks, it's 1 exp per extra die point. It costs nothing to raise Special Physical Attacks because high dice for that is already penalized. |
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| WHEN CALCULATING NEW STATS, PLEASE PLEASE PLEASE USE A CALCULATOR!!!! | |||||||||||||||||||||||||||||||||||||||||||||||||||||||
| No New Characters Allowed At This Time I have enough.=) |
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| From left to right : Sax, Kincha, Sami, Coll, Blink, Mist=) | |||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Gaining Experience | |||||||||||||||||||||||||||||||||||||||||||||||||||||||
| I pretty much agree with most of the things except for Gravity Training and from Fighting. Gravity Training - Whatever race you are, you can go up to whatever gravity level you want. I know it's unrealistic, but it's mainly for balance issues. If you could only train up to 6 levels of gravity, 2 a year, then why be a human? (plus a bunch of other things that humans can't do, but oh well) You can only train as much gravity as your Body (Skill) will take. 10 body skill = 10 max level Also, you can only go up a new level every week. EVERYONE can go up by only 5 Gs per week. To determinet the experience you get, do this formula: Gravity Level * 10 = Experience Gained per Week Fighting - I don't agree with most of the stuff in the formulae of gaining by fighting. Sure, gaining 20 points from a battle isn't bad for the first few battles, but what if you both have a power of 25,000 and 25k/25k = 1 *10 = 10 points. 10 EXP is hardly worth an epic battle, haha. Anyway, I'll just determine the experience gained myself because there are too many variables. |
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| Energy Blasts | |||||||||||||||||||||||||||||||||||||||||||||||||||||||
| (actually removed more useless info than updated) | |||||||||||||||||||||||||||||||||||||||||||||||||||||||
| When you first start a new character you only start with one energy attack. The Maximum Energy is at 100 whenever you get a new attack, meaning you can only put 100 energy points into the attack. If you want to raise the max energy of the Ki blast permanently, when you get exp you put exp into the attack. 1 EXP = 1 extra max Die of Damage Now, lets say you're in the middle of a fight and you want to raise your max energy. You can accomplish this in a few ways. If you want to raise your max just a little bit, for every extra energy point you put into the attack over your maximum, take a die and roll it for however much damage you do against yourself. If you want to double the maximum energy, subtract 1/4th of your Max Hit Points from your current HP. If you want to triple the maximum energy, subtract 1/2 of your Max Hit Points from your current HP. If you want to have 10x the maximum energy, you automatically die after you use the attack, and break apart into a few pieces...:) Note: If you do any of the last few energy raisers (except the 10x one), and subtracting that HPs from your maximum means you're below 0 HP, you fall to the ground unconcious or just paralyzed and can barely move (like goku after using the kaioken x4). |
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| Protection from Energy Blasts | |||||||||||||||||||||||||||||||||||||||||||||||||||||||
| When an energy attack is aimed at you, you have three options. Note: The last two use up your next action and are used as an 'Abort' maneuver. 1. Take it like a man - Don't do anything and hope the 'To Hit' roll misses. 2. Deflection - To 'block' the blast, decide how much energy you will put in to deflect it. For every 1 energy put in you will block one die of damage. The players both privately message me to tell how much energy they're putting into their attack/deflection. If the deflecting player puts in more energy than the attack has, he/she can opt for a Reflection. I'll tell you if your deflection energy is higher than the attack. If you decide to reflect, you take a risk. To see if you fail or succeed, take your Combat + Power + 3d6 and your opponent's to see who wins. If you succeed, you can reflect the blast back at the opponent or somewhere else. The damage of the reflected energy is equal to how much EXTRA energy you put into the deflection with a maximum of the amount the original attack costed. If the reflected ki blast is reflected back at the original attacker, I will roll again to see if it hits (with NO chance for another deflection because they were concentrating on using the attack in the first place) or misses. Now, if the reflection FAILED, you use only half of the deflection score to defend with and use the entire amount of energy for it. Example - Kincha decides to use a 100 die Kinhenha on Mist. Mist goes for a deflection, and puts in 220 energy into it (not knowing how much kincha put into the Kinhenha). I tell Mist that his deflection is higher than the attack and ask if he wants to go for a Reflection. He decides to, so I take their Combat + Power + 3d6 and see who wins. Mist wins and succeeds at reflecting the blast right back in Kincha's face. This blast is the 100 die Kinhenha that Kincha shot earlier. If Mist failed, he would of only had 110 energy in the deflection (which would still block the blast). If Mist used a 150 point deflection instead (and succeeded), he would only fire a 50-die Kinhenha right back at Kincha. 3. Dualing Energy Blasts - If one player decides to use a ki blast, and the other player decides to use one to protect him/herself, the second player declares they want to initiate an Energy Blast Fight. Once they both hit each other, it is decided where they are in relation to the characters by how much difference in energy. Next phase, they have to keep pumping energy into the blast (they can't go for extra actions or anything now) or decide to try and dodge the hit (aka Take it like a man, see above =). This keeps going on until one player gives up, runs out of energy, or is overcome by an incredibly larger blast. When two blasts hit, they negate each other's damage and the one with the larger energy gets through. If two equal blasts are shot at each other, they disintegrate somewhere in the middle. Example - Mist decides to fire a 150 point Dragon's Lightning at Kincha. Kincha opts to enter an Energy Blast fight and fires a 100 point Kinhenha at the blast. The phase is over, and there is 50 points of energy coming towards Kincha. Next phase, Mist pumps in another 150, but Kincha decides to put in 250 points of energy. Now, there is 50 points going towards Mist. Next phase, Mist puts in a whopping 400 points of energy. It totally anhilates Kincha's 50 points going towards Mist. Kincha decides its too big a blast to counter, so he decides to try and 'Take it like a man' (or hope it misses). Now, it's just like Mist throwing a 350 die blast at Kincha. He can still use a Deflection at this point (no reflections, though)...that is, if he has the energy! Luckily, it misses=). |
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| Movement and Flying | |||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Running You can move up to the amount of your Move characteristic (in Move, of course=) without using up an action. You can also use some of your move, attack or use an action, and move the rest of the remaining points. If you spend 1 energy, you can move one extra movement point that phase without using a turn. Same goes for if you fly, but you get 2 movement instead of 1. Works in conjunction with Machs, as well. You can move double your movement score if you 'sprint' and use your entire action. Flying Flying takes 10 energy per mach (not really a true mach, but it's just a game!) per phase up to Mach 4. For every Mach, you must be 15 move off the ground, cumulatively. No Mach - 1x Movement Mach 1 - 1.5x - 15 Move in the air - 10 energy per phase Mach 2 - 2x - 30 Move in the air - 20 energy per phase Mach 3 - 3x - 45 Move in the air - 30 energy per phase Mach 4 - 4x - 60 Move in the air - 40 energy per phase In the book, it says you may not exceed Mach 4 in the atmosphere. Well, in these rules, you can. Except for every Mach after 4 it costs 100 energy (for the ki aura protection). Mach 12 is the highest a body can withstand. Mach 5 - 5x - 75 Move in the air - 100 energy per phase Mach 6 - 6x - 90 Move in the air - 200 energy per phase Mach 7 - 7x - 105 Move in the air - 300 energy per phase Mach 8 - 8x - 120 Move in the air - 400 energy per phase Mach 9 - 9x - 135 Move in the air - 500 energy per phase Mach 10 - 10x - 150 Move in the air - 600 energy per phase Mach 11 - 11x - 175 Move in the air - 700 energy per phase Mach 12 - 12x - 200 Move in the air - 1,000 energy per phase |
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| Miscelleneous Information | |||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Super Reflex Boosts | |||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Faster Reactions - 10 energy for 1 point of Mental, taking effect the next round. The only change to this I use is this action doesn't take an action, or it'd be totally useless. Ex. Phase 1 :Player B attacks Player A. Player A goes for extra mental points to go before player B the next round. Phase 2: Player A attacks. Player B Attacks. Phase 3: Player B Attacks. Player A Attacks. In total, player A got 2 attacks, player B got 3. Increased Actions - 10 energy for 1 extra action the next phase. I'm taking it out completely. It's way too cheap, powerful, and abuse-able. Super Strength - I didn't know lifting up a mountain was twice as hard as lifting a small semi-truck! And did you know lifting a small car is twice as hard as lifting an adult male? (in other words, NO!) |
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| Special Effects for Energy Attacks | |||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Since I don't roll difficulty rolls, I'm going to change how these work and convert to adding energy total. Effect Cost(in energy) Description Homing...................20....................Changes 3d6 die roll to 3d20 Bending.............20 / 90degrees........Turns direction of attack at a certain point. Area Effect........5 / movement..........If AE Total>Target Movement, then automatically hits target. Delay..................20 / phase.............Causes the blast to be delayed and hit at the beginning of the alotted phases Extra Targets*.....10 / target.............Allows extra targets to be fired at. *Original name was 'Rapid Fire', which is used newly. Deadly Effect..........N/A...................Taking it out completely, too powerful. *NEW* *NEW* *NEW* *NEW* *NEW* *NEW* *NEW* *NEW* *NEW* *NEW* *NEW* Rapid Fire...............RF..............Allows more than one shot for accuracy at same target. Divide energy / whatever =RF energy, extra attacks |
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| Home [email protected] |
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