Post by Staffbot on Feb 16, 2021 21:14:46 GMT -5
WOUNDS & DEATH |
When participating in Action Threads, characters have a chance to either receive a Wound, or in the case of Carnage threads, Death. These are stakes which should be taken seriously, but defeats should also not be the end of a character entirely. After all, this is Dragon Ball, and a serious wound or even death can serve as motivation for self-improvement or revenge.
When participating in Action Threads, your opponents may choose to deliver a Knock Out instead, which will not cause wounds or death, but will eliminate you from the thread. When consequences are meted out, the most likely will be the Wound, given its presence in lower tiered Action Threads.
Wounds
Please note that you may roleplay wounds and penalties however you want: they could be clear visual damage, the build up of wear and tear, or merely the character's luck wearing thin.
Wounds are an intermediate consequence earned in certain Action Thread defeats. They lack the severity of character death, but can limit the character's ability to participate in Action Threads for a set time. When you receive a wound, you are assessed two penalties:
- Penalty: When you receive a Wound, you are assessed a Penalty dependent upon how many wounds you have. If it is your first wound, you will have a 100% maximum health reduction for two months in all Action Threads, following the conclusion of the thread you were wounded in. For your second wound, you recieve the same maximum health reduction penalty and it lasts for three months. Your final, third wound will result in death.
- The maximum health reduction inflicted by the penalty can be reduced by certain traits and items to a minimum of 0%
- The maximum health reduction inflicted by the penalty can be reduced by certain traits and items to a minimum of 0%
- Wound: Each Wound you receive will last for one full year. Although the direct consequences for these Wounds fade at the end of the penalty timer, the wounds themselves persist. This makes further wounds more damaging, but you may shorten these timers through the use of a Medical Machine.
Please note that you may roleplay wounds and penalties however you want: they could be clear visual damage, the build up of wear and tear, or merely the character's luck wearing thin.
Death & The Afterlife
If you accrue three penalties from wounds, or you are directly killed in a Carnage [CA] or death-enabled Challenge [CH] thread, your character will die. When this happens, you will be allowed to proceed directly to the Afterlife for judgment by King Yemma, by posting a thread detailing your most heroic feats or villainous misdeeds. Dependent upon the nature of your character, both their track record on the site and their backstory, you may be sentenced either to Heaven or to Hell. Heaven is a bit nicer, but Hell isn't too bad either. OR you can cheat death and have your character go Ghost or Cyborg in an attempt to evade Yemma's judgement... For now.
Once you're in the Afterlife, you will be unable to join or create any new threads in the living world. You may only post in the Otherworld, namely Heaven and Hell. You may cross between them regardless of which you were sentenced to, but should consider yourself trespassing when you do so. Certain items or traits may allow you to make short trips back to the living world as well. You should try to consider your time in the Afterlife as a new chapter for your character to develop in the wake of their defeat, rather than as an actual punishment: death may open up certain avenues for roleplay that the living world can't offer.
Oni and Shinjin may post freely in Afterlife boards, even when they are alive, without the need to travel back and forth. Shinjin and Ogres (under the umbrella of Oni) have a special place within the hierarchy of the Otherworld, while Demons (also under Oni) may access it through connections in Hell.
Revival
Death isn't always permanent in Dragon Ball. In order to both preserve the recurring nature of a Dragon Ball cast, and to ensure that players remain the ultimate authority on their own character's fates, there will be two separate methods to revive upon death on Dragon Ball: Sparking. The first of these is simple (at least in theory): hope your friends gather the Dragon Balls and wish you back to life. However, Dragon Ball hunts will be rare and will often feature characters with interests other than bringing you back to life. For that reason, there is also an individual revive timer.
The Revive Timer starts when you post your judgment thread in the Afterlife. The first time you die, you will have a minimum timer of eight months before you can revive. However, each month you remain active on the site, you shorten this by one month -- to a minimum of four months. This can include activity on alternate characters, but you should try to continue posting on your dead character if there are available threads. This timer increases with consecutive deaths, as seen below:
Revive Timers by Death
1: 8 Months (Reducible to 4)
2: 10 Months (Reducible to 5)
3+: 12 Months (Reducible to 6)
Afterlife Tutors
Current Tutor Position Holders:
Good Tutor: Nasu
Neutral Tutor: Patience
Evil Tutor: Vale
Current Tutor Position Holders:
Good Tutor: Nasu
Neutral Tutor: Patience
Evil Tutor: Vale
Tutors are similar to other player roles in the way they are chosen and put into, but given the position and task of training those who have died and come to them seeking guidance based on their place in either Heaven or Hell. When training with one of said tutors you are given the opportunity to unlock and create what is referred to as a Sparking+ exclusive to said Tutors. A Sparking+ follows the same creation rules as normal Sparking techniques with the caveat that they are for Medium and Heavy techniques only, but what makes them +? Aside from the ability to unlock a new sparking technique outside of the normal way of gathering such power techniques, these allow for one free 2TP cost Variant at the time of creation.
An example Sparking+ would be:
An example Sparking+ would be:
Medium Sparking|| Bang Bang Blast
8 TP Cost
Base Power: 40%
Base KP Cost: 4 KP
Base MP Cost: 4 MP
- Free Variant 2 TP cost - Bleed (Upgrade this with a Variant Booster for 2 TP to Bleed+ )
- Power Upgrade +4 bringing it up to 80%
- With the 2 extra TP left since we were able to get Bleed for free we pick up Fatigue for the 2 cost
This Sparking+ technique follows the same rules of using Sparking Techniques as regardless of how many Sparking Techniques you have, you can only use one of any of your sparking techniques per thread. You may also only earn one Sparking+ from training, and the right to train for one of these techniques may be denied if the manner of your death was intentional to abuse mechanics.
In addition to a Sparking+, Afterlife Tutors gain the Dimensional Telepathy ability, allowing them to telepathically communicate with players across words or dimensions.
In order to become an Afterlife Tutor, you should fulfill some combination of these requirements:
- Be a Shinjin (for Heaven), a Demon (for Hell), or perhaps an Ogre.
- Have a connection to the Otherworld through frequent visits or perhaps multiple deaths.
- Have an express interest in playing the role of mentor and training other player character
You do not need to fulfill all of these requirements, and each application will be considered uniquely based upon that character's unique interactions. The role of Afterlife Tutor may be revoked if the character ceases to be eligible, or shirk their duties.