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Space Travel Rules
Space Travel
To travel in Outer Space, you need a Spacecraft.
Each Spacecraft takes X amount of days before reaching that location. For that amount of days, you will be on your Spacecraft.
Before landing on a planet, you must wait 24 hours to accept a challenge to a battle. You must accept. You only have to accept the first challenge issued to you.
If you enter Outer Space, you must have a destination.
If you travel to another Galaxy, increase the travel days by +1.
If you do not have a Spacecraft or cannot ride with another player, there is also a space traveling service that you can pay to ferry you from planet to planet.
Space Battles
Space Battles occur when someone challenges you to a battle in Outer Space. You only have to be in Outer Space to challenge someone to a Battle. You can only challenge one craft per week.
Space Battles take up 1 day for each crew member on the attacking ship, but does not count towards travel days.
Space Battles do not count to your weekly Spar/Battle limit.
Crew members do not gain any Skills/effects from their skills or racial abilities unless it specifically refers to Space Battles.
[1] Space Battles is similar to regular Spars/Battles, except that instead of Rounds you have Turns.
[2] There are no Hand Rolls or Skills in Space Battles. Your attacks are determined by the weaponry installed on your Spaceship.
[3] The order of attack is determined by everyone rolling 1d100 (//roll-dice1-sides100). After that, things go as normal – except all you have to worry about is HP (each Spacecraft has its own).
[4] A pilot must man each ship. The pilot will usually handle keeping track of the stats. They cannot fire a weapon.
[5] Each weapon requires one person to man them. If there are not that many people on board, the weapons cannot be used. A person manning a weapon may change weapons in a Battle, but this takes up their turn.
[6] Each turn you must declare/roleplay which weapon you are firing, and then roll the dice required by the weapon.
[7] Your opponent then rolls his defense dice, 1d30, unless modified by ship add-ons.
[8] Your turn ends after your attack, in which the next belongs to your opponent.
[9] You may attempt to escape from Battle by rolling 2d22. If the combined result is 27 or higher, you succeed in escaping battle.
Sample Battle
Captain Red: Captain Red, Crew 1(400) vs. Captain Blue, Crew 2 (700)
All participants roll 1d100. The results are the following:
Captain Red: 98
Crew 1: 74
Captain Blue: 23
Crew 2: 56
So the order of Turns will be Captain Red, Crew 1, Crew 2, Captain Blue.
Captain Red: [Turn 1: Captain Red]
Captain Red: ::The Captain Red activates his auto-pilot, hops in the Laser Gunner chair and starts firing madly at Captain Blue's ship!!::
Captain Red: [Attacking with Laser Gunner]
Note: Laser Gunner does 100 DMG per hit. Dice are 5d30. It also must be manned. Since Captain Red's ship has auto-pilot installed, it allows Captain Red to leave his piloting seat to man a weapon. He then rolls the dice required: 5d30.
OnlineHost: Captain Red rolled 5 30 sided dice: 15 2 17 30 22
Note: Captain Blue then rolls his defense dice for the ship, which is always 1d30 unless ship add-ons dictate otherwise.
OnlineHost: Captain Blue rolls 1 30 sided dice: 15
Note: Captain Blue's ship is now hit for 400 damage! It is deducted directly from his ship's HP.
Captain Red, Crew 1(2400) vs. Captain Blue, Crew 2 (2300)
Turn 2: Crew 1
Note: It carries on like so until one ship either escapes or is defeated.
When the HP of a ship falls below 0, the victors can choose between the following options:
(1) Let the ship be destroyed and the people on board die.
(2) Let the ship live and take all items in the ship’s inventory. This does not include the items the people on board the ship are carrying. The victors must have enough inventory space of their own to take the items.
In the event the victors allow the ship to live, the people on board the ship have 24 hours to ‘send out a distress beacon’. In this time, another member can enter Outer Space and ‘tow’ their ship to a planet. If after 24 hours nobody answers the call, the ship is destroyed and the people on board die.
North Galactic Transit
In the North Galaxy, there is a transit system to get you between each planet within the North Galaxy.
Each trip takes 3 Days / 100 WPD to complete, back and forth.
You may only use the North Galactic Transit once per month.
Travel to other Galaxies (South, East, West) and completing Quests in Space require your own Spacecraft or riding with another player. You cannot do either of these things using the North Galactic Transit.
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Orion Space Station
The Orion Space Station acts as a gateway to traveler entering and leaving the Southern Galaxy. Financed and run by multiple North Galactic corporations, the Orion Space Station is not only a living community but an efficient refueling station and at times a vacationing point for the rich and famous. It is patrolled by North Alliance officials - in cooperation with South Galaxy authorities - who work together to keep the station crime free as best they can.
You may only land on the Star Coral Space Station to access its Quests by traveling there via spaceship or space pod.
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Orion Space Station Marketplace
Jul 17 2011, 12:51 PM, By Quick
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| Topics: 2 |
Replies: 0 |
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Star Coral Station
Manufactured by Akua-jin craftsmen, Star Coral Station is positioned between the space jump between the South and East galaxies. It is an aquatic themed station patrolled by akua-jin policemen known as The Tridents. Star Coral Station is a station where light hearted action can be found at all corners - as well as it acting as a functioning refueling station and a depository for meteor miners. There is an indoor beach which hosts surfing competitions bi-weekly.
You may only land on the Star Coral Space Station to access its Quests by traveling there via spaceship or space pod.
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Star Coral's Martial Arts Trainers
Jul 17 2011, 12:56 PM, By Quick
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| Topics: 2 |
Replies: 0 |