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Pre-Liminary Round 2: HF17's Group - Team Megaman - Printable Version +- CDBZ Archive (http://alex.zulenka.com) +-- Forum: Forum Games (http://alex.zulenka.com/forumdisplay.php?fid=274) +--- Forum: Chubbs Idol (http://alex.zulenka.com/forumdisplay.php?fid=187) +--- Thread: Pre-Liminary Round 2: HF17's Group - Team Megaman (/showthread.php?tid=33061) |
Pre-Liminary Round 2: HF17's Group - Team Megaman - Burter Jr - 07-04-2006 Hellfighter 17 Android 17 Bardock Cargo Android 20 HF17 will supply you with an individual-based task. He will decide who advances into the semi-finals based off your performance during the task. Pre-Liminary Round 2: HF17's Group - Team Megaman - Hellfighter 17 - 07-04-2006 Quote:Originally posted by Burter JrIndeed. Unlike Rad and Rei (the two who have theirs up so far), I will be giving different tasks for each of you. I will not be comparing you to each other, I will just be judging each of your tasks with an attempt of unbiasness. I don't care if you think somebody else's is harder than yours; you will have 72 hours form this post to complete the task. Having your task up before 60 hours from now is encouraged because I am leaving Friday morning for Calgary, but I can handle it if it is concluded in the morning that I leave. Android Twenty - I want a planet from you. That's right. Come up with a new planet for Chubbs and add anything that you think it should have for it; id est, quests, allies, enemies, et cetera. I won't say much more because I want to see what you can all think of. Bardock - I want something new for Chubbs from you. You read me right. Something new as in the guild system that was recently implemented, or something like the fighting style system that Rad's group worked on last round. Work it out fully and we'll see how well it is. Cargo - I want a saga from you. This one I feel is the hardest, but I need to see what you can do. Come up with a saga; the storyline, rewards, FAQ, everything you can think of. I hope you wow me, 'cause I don't have too much of an opinion on you and this could make or break you concerning me. Lesser - I want an FAQ from you for Chubbs. I want it to make Tapion's look like a n00b made it. I just made this on the spot, 'cause when I was at working thinking of the others I thought I'd have the same three from before, but I smiled when I thought of this. =D Posting your progress in here is encouraged, but for this one I will be moreso deciding based on your finale rather than what I did last round. Oh, and by the way; what I really wanted form all of you was cheese, but I thought that would be too hard. =( Pre-Liminary Round 2: HF17's Group - Team Megaman - Jinpo - 07-04-2006 fine . . .
Pre-Liminary Round 2: HF17's Group - Team Megaman - Hellfighter 17 - 07-06-2006 I hope you guys have these posted within fourteen hours. I leave tomorrow at eight and I get off of work at six. =\ Pre-Liminary Round 2: HF17's Group - Team Megaman - Bardock - 07-06-2006 I've got the first half of my task done in the rough, and am working on the second. I'll post it when it's polished...I can't stand putting up halfway decent stuff. I will definitely have it ready in fourteen hours. Pre-Liminary Round 2: HF17's Group - Team Megaman - Hellfighter 17 - 07-06-2006 I wouldn't want any of you not to polish 'em off. I'd just rather not have to make a quick judgment. Pre-Liminary Round 2: HF17's Group - Team Megaman - Bardock - 07-06-2006 For my project, I chose an expansion of the Heaven and Hell areas. For Heaven, I provided temples in which you could train specifically towards your preferred area of fighting. They are not fighting styles per se, but are more like guidelines to give open creativity for the roleplayer. They can be made into fighting styles, but that strayed outside of my focus, so I did not make them as such. These were not designed to be a source of learning elemental techniques. Rewarding them may be given out, but is not to be expected. For Hell, although we have a vague idea of the "layers" it is comprised of, I fleshed them out and gave them some more depth, adding an NPC and a learnable technique. Admittedly, the layers of Hell is where most of the weight lies, but Heaven already has the Dojo of Light, which seems to satisfy okay. I also threw in another NPC, Charon, for fun. Since Dabura is capable of creating a Dimensional Portal with a zeni fine, I figured someone else could do something similar. The idea behind the levels is that with each one, the difficulty gets upped by requiring higher quality roleplaying. *Note: Killian's three trials are meant to be created by whoever is roleplaying (things like riddles, mazes, physical puzzles, etcetera). ------------------ SPECIAL PEOPLE Charon is the ferryman of a dimensional rift, manifested as a spiritual ?river,? between Heaven and Hell. He is able to transport (or rather, sneak) anyone between the realms, unfortunately if only on a temporary basis. Your spirit is carried to and fro, but is unable to sustain itself beyond a day outside of where you were sentenced. However, if you were sent to Hell and take a trip to Heaven, then return and maintain exemplary behavior, you may appeal your case to King Yemma for approval or denial to go to Heaven on a permanent transfer. In the same aspect, if you were sent to Heaven and take a trip to Hell, then return and exhibit less than honorable behavior, you could be thrown into the pits of Hell to stay.
Babidi is a powerful wizard who is able to both control and augment fighters with evil in their hearts. He is an underling of Dabura by his own free will, carrying out every of the Demon King?s wishes to the letter. While not physically strong, this mean-spirited magic user is a master of energy manipulation, possessing an impressive array of techniques and abilities. If you train in the Eighth Circle of Hell under Dabura for at least two weeks, Babidi will bestow upon you a 15-point upgrade of pure Majin power. If you are devoted enough to his master, he will brand the back of one of your hands with the Majin ?M? as an emblem of your training. TECHNIQUES Revenge Deathball ? every entity has two sides, much like the two sides to a coin. While training under King Kai can warrant you the opportunity to learn the Genki Dama (Spirit Bomb), training under Dabura will teach you its anti-form: Revenge Deathball. Like its brother, the power of this attack is double your maximum ki, even while suffering energy depletion. It too requires much time for charging. Requirements: Training with Dabura Species: All NINE LAYERS OF HELL So, you?ve died and gone to Hell. Damn. But it?s okay, because you?ll just stroll along to Dabura for some training. Easy, right? Wrong! It?s a little more complicated than that. Once King Yemma closes the book on you, you?ll get dropped off into Purgatory, where all of the judged first go. You can chill out here and wait for someone to hopefully revive you, or you can actually prove yourself by earning the right to stand before the Demon King himself. Here?s the thing: you?ve got seven circles to descend through in order to get to him. Each layer is lorded over by one of the seven Guardians, each representing a deadly sin. In order to proceed to the subsequent level, you must earn their permission by surpassing their trials. Not only that, but each dominion presents its own challenges by locking out and amplifying certain abilities. If a technique is forbidden, you cannot use it, but if it is amplified, it will be twice as strong as normal. If you manage to surmount these challenges, you proceed to the next circle all the way down to the bottom. Then, and only then, will you grant an audience at the eighth circle with Dabura and his faithful servant, Babidi. Once you have gained access to a level, you can visit it freely. PURGATORY Technically the first layer, but not labeled as such. This is the cutesy scene you first descend to, policed by the multi-colored oni who all sport tank tops, shorts, and trainers. There are nice grassy areas in which the little puffy soul clouds of those who weren?t granted a body make their home. For some reason, there a dozens of pools of thick, sticky blood everywhere. In the less nice places, there are barren wastelands, where massive growths of stone thorns cultivate. To go down, simply enter the staircase through a layer of yellow clouds. FIRST CIRCLE Guardian: Killian Forbidden Abilities: All power ups, Flight, Ki Sense, Teleportation, Telepathy, Foresight Amplified Abilities: Raikinesis Just below the bright, fluffy yellow clouds of limbo lies the first circle of Hell. It is comprised of nothing but dark, stormy thunderheads. Basically, you are traveling amidst a realm of black clouds, constantly buffeted by an endless downpour and threatened by streaks of lightning. In order to pass to the second circle of Hell, you must defeat the Guardian: Killian, the demonic incarnation of Sloth. Travel through the dominion to reach his dangerous castle in the east. Killian is a tall, skinny creature that is very lazy. He cannot be bested through means of fighting, as he instead is a master of puzzles. If you can solve his three trials, he will grant you passage through the dimensional portal and allow you to descend to the next level. SECOND CIRCLE Guardian: Alysia Forbidden Abilities: Pyrokinesis, Flight Amplified Abilities: Cryokinesis Beyond the thunderclouds of the first circle lies a frozen wasteland of unbearable coldness. Blizzards and snowstorms frequent the realm, and there is no shelter from their icy wrath. In order to pass to the third circle of Hell, you must defeat the Guardian: Alysia, the demonic incarnation of Lust. Trek the snowy plains to her frosty palace in the north. Alysia is a master of Cryokinesis, but seems very passive?indeed, she would rather cozy up to her visitors. And for some strange reason, you find yourself drawn to her as well, entranced by her ungodly beauty. Any form of clarity of thought and rational behavior is blurred. If you can resist the pull of her charms, she will grant you passage through the dimensional portal and allow you to descend to the next level. THIRD CIRCLE Guardian: Akiba Forbidden Abilities: Cryokinesis, Immaterial, Venomous Ki Amplified Abilities: All power-ups, Ki Absorption The ice and snow from the second circle has melted, leaving in its wake nothing but swamplands populated by amphibious demons that hunger for the souls of those foolish enough to wade their depths. Wandering around this realm is not as easy as the other two, for now there are hellish creatures that walk (and swim) among you. They seek nothing but to devour the unwary traveler. In order to pass to the fourth circle of Hell, you must defeat the Guardian: Akiba, the demonic incarnation of Gluttony. Make your way through the marsh to his gloomy castle in the west. Akiba is a fat, flabby thing that is very, very, very hungry. Your only hope of heading down further is to somehow satisfy his hunger?and what he?s hungry for is you! If you can satiate Akiba?s massive appetite (without getting gobbled up), he will grant you passage through the dimensional portal and allow you to descend to the next level. FOURTH CIRCLE Guardian: Tenoch Forbidden Abilities: Flight, Cryokinesis Amplified Abilities: Shapechange, Survival Below the swamplands of the third circle is a vast, ice-cold ocean suffering an eternal monsoon. Small, barren islands dot the immense surface, but are constantly hit by tidal waves and tsunamis. Much like the previous domain, monsters of the deep dwell, particularly large, hungry krakens who are capable of reaching inland with their long, slimy tentacles. Even worse, possessed clusters of amorphous water demons float about, able to surround their victim?s head and suffocate them. In order to pass to the fifth circle of Hell, you must defeat the Guardian: Tenoch, the demonic incarnation of Envy. Swim towards the north and dive beneath the icy depths to an underwater castle protected by an invisible ki barrier. Tenoch is a genderless, shapeless being with no true identity of its own. Instead, it takes the form of whoever are within its presence, able to copy every last detail about them, both physically and mentally, including their techniques and abilities. In the instance of groups, Tenoch is able to seamlessly shift between multiple presences at its leisure. To defeat Tenoch is to defeat yourself, and all of your deepest desires. If you manage to do this, it will grant you passage through the dimensional portal and allow you to descend to the next level. FIFTH CIRCLE Guardian: Pandarus Forbidden Abilities: Shapechange, Ki Sense, Foresight Amplified Abilities: Dark Ki The sea has dried up completely, leaving nothing but a barren wasteland. There is very little light, and pockets of dark patches move about in the air and on the ground, distorting vision. Every which way looks the same, confusing all who try to navigate the land. Strange mirages appear here and there, nightmarish illusions of pain and suffering and death that are easily mistaken for the real thing. One must be cautious as they journey around, for the pockets of shadows conceal dangerous pits of boiling oil, from which there is excruciating torment and little chance of escape. In order to pass to the sixth circle of Hell, you must defeat the Guardian: Pandarus, the demonic incarnation of Greed. If you can somehow find the path eastward, you will come across his palace of onyx guarded by vicious harpies. Pandarus appears as a smooth, handsome, and very charming demon. He is quite friendly indeed, and is more than willing to help you on your descent to Dabura. Unfortunately, Pandarus is a master of illusion, and actually has no intent of letting you escape the snares of his web. Little by little, he steals away your energy, something he covets above all else, while sending you on a phony quest. All the while, he is under the pretense of aiding you, appearing to help you in your challenge. If you can figure out his treachery and challenge the falseness of his illusions, he will grant you passage through the dimensional portal and allow you to descend to the next level. SIXTH CIRCLE Guardian: Bastian Forbidden Abilities: Cryokinesis, Flight, Teleportation Amplified Abilities: Pyrokinesis, Metal Binding No mirages or illusions can be seen here: the darkness is cleared away, and a steaming hot desert rolls out before you. Mountains and plateaus of pure rock speckle the surface, but for some strange reason, do not produce a shadow, leaving no shelter from the blistering heat. The elements continue to be out of your favor, as a person traveling the land must suffer frequent sandstorms, cyclones, and bone-jarring earthquakes. In order to pass to the seventh circle of Hell, you must defeat the Guardian: Bastian, the demonic incarnation of Pride. In the very center of this domain is his unkempt stone palace, raised high upon a spire of earth. Bastian is the polar opposite of Pandarus: he is completely obsessed with himself. Innumerable mirrors line the walls, so that he is never in a moment where he cannot look at his own handsome face. Bastian has no interest in helping you whatsoever, and you command very little of his attention, as he is far better than you. Fighting is a poor solution?the demon is ridiculously strong, as he has also spent millenniums accumulating power, and would simply strike you down without effort and continue in his self-absorption. He has no morals, and feeds off of the pride of others, making him stronger (and more obsessed with himself) while you become weaker. If you can find some way to get and keep his attention, he will grant you passage through the dimensional portal and allow you to descend to the next level. SEVENTH CIRCLE Guardian: Marek Forbidden Abilities: Cryokinesis Amplified Abilities: Pyrokinesis, Survival The last circle that stands between you and the mighty Dabura. It is a barren wasteland of black soot and ash, marked by hundreds of active volcanoes and rivers of molten lava. If the heat was bad before, it?s even worse now. The very air you breathe is toxic ash. Furies, female personifications of vengeance that will tear you asunder, also populate this dimension. They hover about in the skies, waiting eagerly for their next victim. Narrow paths through pits of inextinguishable fire lead southward towards a grand fortress. However, along the way, these pits will spring to life, sending out relentless heat-seeking threads of flame, capable of incinerating all who trespass, even the native Furies, who are wise enough to stay away. In order to pass to the eighth circle of Hell, you must defeat the Guardian: Marek, the demonic incarnation of Wrath. For a fighter, this is the greatest sin of all, and worse, the most difficult to overcome. Marek is a red, hulking, spiked monster with untold strength. The only way to beat him is to fight and defeat him. He feeds off of nearly every negative emotion: anger, hatred, vengeance, prejudice, discrimination, spite, self-righteousness, and it goes on. They only make him stronger?he can see into your very soul and seek them out, leeching off of them. Any crimes of violence you?ve committed (murder, assault) give him power. Worse, he is incapable of overdosing. Marek is completely psychotic and unable to be reasoned with, and will attempt to kill any existing entity on sight. He would like nothing more than to dismember you?over, and over, and over, and over. This demon doesn?t know how to understand and he doesn?t know how to forgive you for your wrongdoings. The only way to beat him is to somehow defeat him in battle, although it won?t be your physical strength that wins, or your mental cunning. If you manage to best this beast, he will grant you passage through the dimensional portal and allow you to descend to the final level. EIGHTH CIRCLE Residents: Dabura, Babidi A strange amalgamation of all of the previous environments rolled into one. All you need do now is to travel to the center of the circle to find Dabura?s luxurious castle. TEMPLES OF HEAVEN TEMPLE OF FIRE Master: Kagu Attribute: Strength The disciples of the Temple of Fire value strength above all else, whether it is physical might or power of energy. Fighters can come here to hone their offensive capabilities, and if they possess it, Pyrokinesis. They train under Kagu, who is the master of the temple. The disciplines that he teaches involve few defensives maneuvers other than dodging and blocking. They revolve around a barrage of swift, powerful strikes to overwhelm the opponent. Although developing strength requires aggression, Master Kagu stresses self-control and proper breath control, especially for Pyrokinesis users. Manipulators of fire are taught to use their gift in conjunction with their physical fighting forms, making them even deadlier opponents. The object of the art is to overwhelm. A basic power upgrade of 5 points to Strength and Attack Power is given for those who have trained for two weeks, but additional rewards may be given for exceptional training. TEMPLE OF ICE Mistress: Maya Attribute: Defense The disciples of the Temple of Ice value defense above all else, whether it is the ability to endure physical blows or stave off energy attacks. Fighters can come here to hone their defensive capabilities, and if they possess it, Cryokinesis. They train under Maya, who is the mistress of the temple. The disciplines that she teaches are slower and more elegant. Rather than directly harming an opponent, these defensive movements turn an opponent?s strength back at them, keeping in complete control of your own energy and using theirs against them. It stresses patience, body alignment, and visualization. For those who employ the Cryokinesis ability, the power to control ice is utilized to halt attacks and their users, with emphasis on defense over offense. However, offensive capabilities are instructed upon. The object of the art is to outlast. A basic power upgrade of 5 points to Defense and Recovery is given for those who have trained for two weeks, but additional rewards may be given for exceptional training. TEMPLE OF THUNDER Master: Anitan Attribute: Speed The disciples of the Temple of Thunder value speed above all else, both in the aspect of being faster than an opponent and the endurance with which to maintain it. Fighters can come here to hone their speed and agility, and if they possess it, Raikinesis. They train under Anitan, who is the master of the temple. The disciplines that he teaches are swift, evasive maneuvers. By using quick movements, they can build up dynamic inertia, which can be released in fast strikes. One can circle an opponent, and then suddenly change direction to enhance attacking and deflecting capabilities. For those who possess Raikinesis, the electricity can be used to augment speed, becoming as rapid as a lightning bolt, and used in offensive conjunction with movements. Not only do you require the ability to be swift, but you also need the mental quickness to react and adapt at the incredible rates your body is going. Anitan teaches pupils to strike without being struck. The object of the art is to avoid. A basic power upgrade of 5 points to Speed and Endurance is given for those who have trained for two weeks, but additional rewards may be given for exceptional training. TEMPLE OF ENLIGHTENMENT Master: Benten Attribute: Intelligence The disciples of the Temple of Enlightenment value intelligence above all else, preferring to outwit the opponent rather than relying purely on physical means. Fighters can come here to hone their mental prowess. They train under Benten, who is the master of the temple. The disciplines that he teaches involve self-discovery and deep reflection through meditation and contemplation. It focuses on learning about one?s strengths and weaknesses, and correcting or compensating for them. A pupil also studies their opponents, accumulating as much knowledge about them as possible to find an exploit with which to defeat them. To sharpen one?s mind is to complement all other abilities: exercising reflexes, improving supplementary techniques, and strengthening strategic calculations. The object of the art is to outthink. A basic power upgrade of 10 points to Intelligence is given for those who have trained for two weeks, but additional rewards may be given for exceptional training. Pre-Liminary Round 2: HF17's Group - Team Megaman - Jinpo - 07-06-2006 Here is my saga! It also involves Heaven and Hell. I put all of my effort into this and I hope you all like it. If you all like it, maybe it can become the next saga of Chubbs: Salvation Storyline Tired of living in Hell, Dabura hatched a sinister machination. Bored of his infernal kingdom, the Demon lord targeted a new realm to conquer: Heaven. The king of Hell gathered his demon warriors and anyone else who shared his goal and created a road from his realm to Heaven, linking the two inverse worlds. Dabura, along with his army, stormed King Yemma's station, easily taking it over. King Yemma was captured by this army and rendered ineffective in the fight to restore peace in the Afterlife. He is being held in Dabura's palace in Hell. Now virtually unopposed, the demonic army marched into Heaven and turned it into their new home. The sky turned a deep shade of crimson and the once gleeful birds stopped chirping. 5 castles, on the corners of Heaven, were erected to keep control on their new territory. The centermost belonged to Dabura. His generals, Jinpo, Kagerou, Lyrrad, and Jalero run the other four castles. A force field has been created and the power sources are located at the four outside castles. These sources have to be destroyed before the force field lowers. This protects the Demon Lord and keeps him isolated from any trouble. Dabura basically sits in his palace and enjoys himself and his new kingdom. The only hopes in the salvation of Heaven are the fighters of the living universe. All of the warriors up to the task of saving Heaven would travel to Baba's home to be transported to the Afterlife. King Yemma must be saved and the 5 leaders of the rebellion must be taken out. Important NPCs Acenes: Dabura?s assistant. He lives with the Demon Lord inside his palace. His main job is to keep Dabura entertained. In his shiny jester?s outfit, he makes a fool of himself for fear if he fails, Dabura will kill him. His is not that strong, but has the ability of hypnosis with his amazing voice. If you fall pray to this technique, you are helpless to do anything. He is a competent fighter and backs up Dabura in combat. Power level: 25,000,000 Physical Description: 5?0, Green Skin, Elf-like Baba: A very old and wrinkly witch. She lives in a castle on Earth, but now she is concerned with the situation that is taking place in Heaven. She is doing everything she can to help. She has useful information that she is more than willing to share with possible saviors of Heaven. Also, she is providing free transportation to Heaven or Hell to help dispel the demons from Heaven. Dabura: He is the strongest demon in existence. He also happens to be king of Hell. He is the leader of the conquest of Heaven. He has the ability to turn his enemies to stone with his spit. He is the master of the Possession technique. He only teaches this skill to fighters who meet his tough criteria. He now lives in a palace inside of a forcefield in the center of Heaven. Power level: 175,000,000 Physical Description: Around 6?2, Red Skin, Red Horns, Gigantic Ears, Yellow Eyes with Black pupils, Goatee. Jalero: One of Dabura?s four generals. He lives in one of the castles surrounding Dabura?s palace. His personality is quick and biting, like a rattlesnake. This shows in his fighting. Through immense training and Kagerou?s help, he has achieved the ability of Foresight. He has also been blessed with the ?talent? of Venemous Ki. His speed is mind-blowing. The combination of this two techniques allow for quick and poisonous strikes from his She Quan Fist (Snake Style Fist) style. However, his most deadly asset is her knowledge of the Fusion Dance. Kagerou, his wife and fellow general, and Jalero can fuse together becoming Kalero, the Ice Serpent, and pose a serious threat against any challenger. Power level: 100,000,000 Physical Description: 6?0, Green Eyes, Long shiny black hair, Rough and Scaly skin, Thin. Jinpo: One of Dabura?s four generals. He lives in one of the castles surrounding Dabura?s palace. He is a dangerous fighter who likes to play games with his opponent?s mind. His is a master of the Possession, Shapechange, Telepathy, and Instant Transmission techniques. He always prefers to weaken his opponents through chicanery than brute force. He is not incredibly strong or fast, just very clever. Power level: 100,000,000 Physical Description: 6?2, Purple Skin, Antennae, Thin and Lanky Kagerou: She is the only woman general of Dabura. She lives in one of the castles surrounding Dabura?s palace. Her style involves her mastery of Cryokinesis. Her castle is constructed entirely out of ice, giving her an added advantage if a battle takes place inside her home. She is also a master of the Possession technique. However, her most deadly asset is her knowledge of the Fusion Dance. Jalero, her husband and fellow general, and Kagerou can fuse together becoming Kalero, the Ice Serpent, and pose a serious threat against any challenger. Power level: 100,000,000 Physical Description: 5?6, Average Build, Long light blue hair, ?Icy? Blue eyes. King Yemma: He is the St. Peter of the Dragonball world. He makes the decisions of whether you go to Heaven or Hell when you die. However, now he is Dabura?s captive in Hell. He is being watched by Walbog in Dabura?s palace. Lyrrad: One of Dabura?s four generals. He lives in one of the castles surrounding Dabura?s palace. He is the closest with the Demon Lord. He could be called the second in command even though this title was never given out by Dabura. He was also the first person that Dabura taught Possession to. His fighting style consists of the use of his brute strength to overpower his opponents. With his washboard abs, huge biceps, and gigantic legs, he is a genetic freak. While his speed is not great, his strength and defense are well above average. In addition to this, he knows the Invulnerability and Metal Binding Level 3 techniques. They emphasize his strengths. He has constructed an armor out of Katchin to further solidify his defense. Simply put, he is a juggernaut. Power level: 120,000,000 Physical Description: 6?3, Red Eyes, Brown Skin, Bald, Very Muscular Polaris: Making his home in Jinpo?s lair, this man helps Jinpo fight the way he likes. This comes from a mastery of Gravitakinesis. He is able to raise or lessen the gravity in the room or around a person at any time. He used this to help train Jinpo and make both of them stronger. He prefers to hide in the shadows and fight through trickery, like his comrade. Power level: 30,000,000 Physical Description: 5?7, Dark purple hair, Thin and wiry Tristan: Another occupant of Dabura?s palace. He is a young human child who was sent to Hell by King Yemma for killing his parents. Under the supervision and training of Dabura, he has become a great fighter. He came in with the knowledge of the Body Split technique and now uses it along with a half-mastered Possession technique to fight his enemies. Many opponents have gone into fights with this child underestimating him. They ended up dead. Now 16, he is not to be taken too lightly. Power level: 40,000,000 Physical Description: 5?8, Short and spiky blond hair, Hazel Eyes, Well Built Valeron: He is Jalero?s pet snake. He roams freely around the castle of his master and eats whatever he finds. He has even been known to eat guards at times. This greenish-grey inland Taipan is very poisonous. In fact, it is the most poisonous snake in the world. It injects a whole lot of extremely toxic venom per bite. The venom, when introduced to the body blocks effectively shuts it down. One bite from her could kill many humans, so she is considered very dangerous. She is also very quick and crafty. Valeron loves Jalero and will do anything for him. Jalero has also taught Valeron to talk. Walbog: Told to stay in Hell and keep an eye on King Yemma, he is thirsty for blood. He is waiting for someone to try and rescue his captive so he can tear them apart. He has no definite form, he is just a shadow. His form comes when he uses his favorite technique, Copy. Once he uses this technique, he acquires all of the attributes of his opponent; every physical quality and every ability and power that they possess. Also, he possesses the Ki Absorption technique. When fighting Walbog, it feels like you are fighting a stronger version of yourself. Like the generals and Dabura, he knows the Possession technique as well. Power level: 2,000,000 is his power level, Increases or Decreases with Copy technique Physical Description: A man enveloped in shadows. Rewards Participating in the Saga: 10 Training Points and 750 zeni. Killing/Incapacitating 1 of the minor characters: 20 Training Points, 1500 zeni, and any item Rescuing King Yemma: 1 Piece of Yemma Fruit (+15 to all stats) and 2500 zeni. Decent/Weak Tech Killing/Incapacitating 1 of the generals: 1 Piece of Yemma Fruit (+15 to all stats) and 2500 zeni. Decent/Weak Tech Killing/Incapacitating Dabura: 2 Piece of Yemma Fruit (+30 to all stats) and 5000 zeni, Any Tech FAQ Q: Can I get a technique or a special reward if I don?t kill one of the demons or rescue King Yemma? A: Possibly. If your roleplay is amazing than there is a good chance you could get a special reward. Q: Can I get more than one bonus? A: Yes. You receive a bonus for each task that you complete. Q: Do I have to go to Baba?s Castle to transport to the Afterlife? A: Unless you have Instant Transmission or Kai Kai Teleportation, you have to go to Baba?s if you want to participate in this saga. Q: Does it cost anything for Baba to transport me to the Afterlife? A: No. the 1,500 zeni fee is waived for this saga. Q: Can I fight in Dabura?s army? A: Yes. Q: Can I try to kill Dabura first? A: The force field is nearly impenetrable. You can?t go through it and you can?t teleport to the other side. You can draw Dabura out of his castle, but the force field won?t be broken. However, one of the power sources controls the teleportation negation. If this one is destroyed, then teleportation inside the force field is possible. I will say if you destroy the teleportation block device Q: What happens to Hell if Dabura dies? A: Just like if a PC dies, Dabura would be ?KO/not active for one OOC week?. King Yemma will control Hell for this week. Also, King Yemma will make sure that when Dabura comes back, he can never try something like this again. Pre-Liminary Round 2: HF17's Group - Team Megaman - Hellfighter 17 - 07-07-2006 That was magnificent, Bardock. A couple of the middle levels of hell really made me want to rolplay them out. You definitely move don, and I weouldn't be surprised if that was implemented. The heaven section was also alright, but it dfidn't giv eme the enthusiasm I got from hell. The only think I really disagree on is the price to go betwene hell and heaven. I think it should be 100, but that is a bit trivial. Excellent job. As for yours, Cargo, it seems a bit undeveloped. I liked the idea behind it, but that is all. You put forth a good effort and you had a good idea, and in staff sometimes you have people who can have great ideas and others who flesh 'em out, so you move on. For now, at least. Pre-Liminary Round 2: HF17's Group - Team Megaman - Jinpo - 07-07-2006 Can you say what excatly was undeveloped. Or was it just all of it? and Congrats Bardock! Pre-Liminary Round 2: HF17's Group - Team Megaman - Android 17 - 07-08-2006 Chubbs DBZ RPG FAQ (Frequently Asked Question) / Guide Disclaimer: The guide below is the byproduct of my (Android Seventeen?s) mind, and thus, is my creative property. Furthermore, it is the property of Chubbs?the RPG for which it was envisioned. Preliminary Note: Throughout the use of this FAQ, I will be paraphrasing all the information on the website into a sort of, what I like to consider, common colloquialism. Despite this, at the conclusion of each section, I will include an external link to a page on the main site that includes further detailing. Table of Contents (use Ctrl + F and enter the number label to jump to the section you need to know about)
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1.0 ? Message Statement ------------------------------ The joining process here at Chubbs is a rather simple procedure, but a lot of potential members make a fatal mistake: They fail to become properly acquainted with the rules and inner workings of this RPG. This usually results in a slew of questions on the Q/S/U board that easily could have been answered had said member actually bothered to read the main page. This is something that is detrimental to all the parties involved, because no one, veteran member of staff, wants to deal with a slew of stupid questions. Over the course of this guide, I will be detailing Chubbs and all of its ins and outs. This includes the joining process, rules, and the specifics of the IC universe. When you whittle it down, this guide was mainly conceived as means to make newer members and people interested in joining more enriched about Chubbs and seem less like ?n00bs.? 1.1 ? Key Abbreviations Some very important and quite self-explanatory abbreviations and the terms they are for:
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2.0 ? Basic Forum Decorum ---------------------------------- While the IC forums are strictly for roleplaying purposes, the OOC category is a home to the multifaceted community that Chubbs contains. If you intend to join the community, I recommend you first make sure you can spell and have some sense of proper grammar. Otherwise, I can assure you that you?ll become nothing but the butt of an endless slew of jokes. Don?t try crying about being from another country either, because the man running this RPG is Dutch. Youth isn?t an excuse either, as some of Chubbs most accomplished members were in their early teens in their heyday. Tags: Another important note is our usage of tags to designate the purpose of a thread. The QSU Forum and Guild Forum make great use of subject tags, so make sure that you don?t utilize an incorrect tag when you post a thread. Maturity: Several forums (most notably the Asylum and all of the planetary forums) contain another tag labeled ?Mature.? This is a very, very important tag that should not be misused, or the consequences can be dire (warning and so on). When used in the Asylum, don?t spam these threads, because staff frowns upon that. In the planetary forums, only use this tag for storylines that will be of the graphic (i.e. massive gore, sex, etc.) nature. Don?t bother slapping it on a roleplay that involves your character getting a bloody nose? Bumping Threads: Bump once every 72 hours (that?s three days), or else you risk annoying staff. An annoyed staff is not going to want to rush to your needs, so remember to always be polite when requesting an update or bumping a topic. A warning can happen if someone overdoses on the bumping, so keep that in mind. Necromancy: If a topic has fallen from the first page, and it is not an update or question that has been left ignored, do not reply. The older the topic you decide to randomly tear from the grave, the more it is going to highly agitate every. Warnings can happen as a result of necromancy, so just let exhausted threads die, ok? Advertising: If you want to advertise, PM one of the acting administrators (Raditzu or Reijin) and get the ok before you make a new thread. Being all gung-ho and ignoring that vital first step will result in your link being editing our and a reprimand from staff. The same goes for the join forum, don?t bother their either, or the staff will just edit the link out and hate you. 2.1 ? The Edit Button The edit button is a very powerful tool; however, all normal members only have a ten-minute window before their chance to edit a post has expired. This is to reduce the amount of double posting (which is something that staff looks down upon distastefully). Although it precedes me, I do know there was quite a bit of controversy about the edit button ?back in the day.? People would abuse it both IC (to gain an extra edge in bouts) and OOC (to get out of warnings). Therefore, only staff members maintain the ability to indefinitely edit posts. 2.2 ? Forum Rules Actions that may result in a warning
Instant Banning
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3.0 ? The In-Character Realm ------------------------------------ Here at Chubbs, we have a rather unique view upon the world that Akira Toriyama originally envisioned. This includes multiple, colorful worlds, numerous stores filled with a slew of items, a new guild system, a series of customizable ships. Over the next series of subsections, I will detail all the parts of Chubbs ?extended DBZ RPG.? 3.1 ? The Planets Chubbs? universe is divided between 12 forums located within the forum?s first category.
3.2 ? The Guilds Recently, the staff here at Chubbs DBZ RPG has released a new guild system to the public. This is composed of five guilds (Moon Daggers, Paragon, Yggdrasil, The Bjorken, and The Dojo of Light), which vary in their alignment from completely good, to neutral, and to overwhelming evil. The five separate guilds are connected via the ?Guild Public Relations? forum, which serves as a hub of all the guilds here at Chubbs. Each guild was devised to provide members with more writing possibilities, chances to meet new people, and the opportunity to earn some cash and training points on the side. For simplicities sake, I have simply summed up the type of guild and its IC and OOC leader, but I will also include a link to its specific information thread.
3.3 NPCs and Special Places As stated above, NPCs are character reserved by staff due to their varying importance to how Chubbs is managed. Although numerous NPCs are reserved by guilds, for simplicity, I will only highlight those NPCs listed on the main page. Furthermore, along with NPCs, I will be listing all the special places that may fall under their jurisdiction. The Non-Playable Characters
The Places
3.4 ? Traveling All right, so by now you should be acquainted with all the planets in the Chubbs universe, and the special people that inhabit them and the landmarks then entail. Now then, it?s time that you figure out how to traverse the cosmos. There are a few methods at your disposal: Purchase a ship ticket: This method costs anywhere from 400 to 1650 zeni, depending on how much you?d like to ?trick out? you rented vessel (that is the keyword?ship tickets are only temporary things. Nevertheless, ships can be rented with 3 possible upgrades:
Purchase a teletube ticket: Although it costs more than a ship ticket at the steep price of 900 zeni, teletube tickets are instantaneous. Unfortunately, there must be a receiving station erected on the planet you wish to travel to. Earth, Vegeta, Namek, and Arlia are the only planets with receiving stations. Through this method, character may only travel solo. Purchase a Ritual of Transportation: The wayward warrior who finds himself on Earth and needing to travel somewhere quickly that doesn?t have a teletube receiving station can opt to find the witch Baba. For 1000 zeni, Baba will teleport a character anywhere in the known universe, and for 1500 zeni, to heaven or hell (although the latter is only for 1 IC day/1 OOC week). Use a teleportation technique: Skilled and talent roleplayers may manage to earn one of the variations of the teleportation technique, whether it be Kai Kai Teleportation or Instant Transmission. Five people can be brought along with someone utilizing Instant Transmission (which requires locking onto a potent source of ki beforehand). Kai Kai Teleportation doesn?t require locking on, and as a result, only two others may be brought along for the ride. Use your own ship: Wealthier characters usually invest their zeni in their own personal ship. With this method, you don?t have to bother buying tickets constantly, and furthermore, Chubbs Ship expansion earlier this year resulted in a massive overhaul of the personal ship aspect. This means that characters can now buy five different types (sizes) of ships at varying prices. These range from personal fighters to massive, intergalactic battlecruisers. Furthermore, ships can now be completely customized, with a unique appearance and a crew of NPCs. Characters can also earn more than one ship as well. Ships also now come with their own stats: Armaments (offensive power), Shields (defense against blaster-type weapons), Propulsion (speed), Armor (defense against ballistic weaponry), and ?Core? (excess energy a ship has). Core is the only stat that will decrease overtime, as it must be expended to buy upgrades for the ship. While fighters, small, and medium ships can be stored privately, large and huge ships must be parked in orbit outside a planet?s atmosphere. Up to this point in time, nothing has been released regarding a personal ship?s propulsion and how it affects travel through space. Therefore, the times listed below for travel length apply to both those with ship tickets and personal ships.
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4.0 ? Sparring and Fighting --------------------------------- All right, now that we?ve covered the actual layout of Chubbs, it?s time to delve into all the things you can do. First we are going to cover sparring and fighting?both are simple ways to meet new people and acquire some TP and zeni in the process. 4.1 ? Requesting Let?s say you are brand new, so you don?t have any friends who want to spar with you. Well then you just need to travel to the Spar Requests subforum located beneath the Spar/Fights forum. It is an OOC forum, and its entire purpose is for members to ask if anyone is interesting in combating them, friendly or otherwise. For the thread, just title it like this:
Now just sit back and wait to see if anyone replies to your offer. If not, just try bumping the thread after three days (if none responds after that period of time, just move on with your life and ask again in the future, when people are less busy). If someone does, you are ready for your spar! 4.2 ? Sparring A spar is a nonlethal bout between two or more opponents. Death cannot occur, and items cannot be stolen or lost. A spar can go on for however long as the combatants wish, and the winner is decided by those involved in the bout (as is the ending). Just make sure that the end of your spar involves some type of OOC comment that indicates to the staff that you and your partner(s) are finished. At that point, a staff member will read over the spar and dish out the rewards. Spar rewards range from 1 to 3 training points and 0 to 150 zeni. Said rewards depend on the quality of the writer?s work, so winning or losing will not impact your reward. See section 4.4 on how to name spars and fights. 4.3 ? Fights Unlike a spar, a fight is usually to the death (both competitors usually must first agree upon the fight being a death match beforehand). The winner is free to take possessions from his victim, such as a dragonball, money, or accessories. Like spars, combatants in fights are merited rewards of TP and zeni, although to a larger extent. Furthermore, winning or losing will affect your reward. There is no limit to posting in a fight (unless a staff member states so), just as long as the number of posts between both combatants is even. Once both members have posted an equal number of times, a staff member will come in, write the ending, and dish out rewards. Fighting has a simple procedure, so I will add that in an attempt to streamline the whole ordeal.
4.4 ? Naming Spars and Fights Naming is rather simple, just follow this simple layout.
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5.0 ? Shopping ------------------ Shopping is a very important aspect of Chubbs, because otherwise you won?t be able to properly equip yourself with the accessories you need to last, such as armor to increase strength, saibamen to protect yourself in those first months, ships to travel, and so on and so forth. In order to make a purchase, you first must accumulate some zeni. Zeni is the currency of Chubbs and can be earned through quests, spars, or naturally earned every Sunday. Shopping is done in the Capsule Corporation Forum, and the shops themselves are located on the main page under the ?Shop? tab. Capsule Corporation has shops on every planet, and some planets, such as Frost #213 (Galaxial Trading Center), Vegeta (Illegal Weapons Trade), and Arlia (Marketplace), also have unique stores. Furthermore, you can purchase upgrades and add-ons for your existing equipment, such as your headquarters or battle charger, and ship and teletube tickets (which you need to do if you don?t have a teleportation tech or personal ship); however, also note that there are some non-buyable items. Those are there strictly there for clarity, since those may appear as rewards in staff sagas. As a final note before I delve into how to purchase items, please note that deceased warriors cannot buy items (since, very obviously, there are Capsule Corporation shops in Hell, Heaven, or Kaiousama?s Planet?). The format for purchases is as follows (taken from the stickied topic in the Capsule Corporation forum):
5.1 ? cBay All right, let us all face the grueling reality: Just because you buy something, doesn?t mean you?ll love it forever. Sometimes people just grow tired of items that never get used, or they find selling them to be a great opportunity to secure some additional funds. Thanks to the awesome people at Capsule Corporation, you don?t have to be on the same planet as the interested buyers. You can?t start a cBay auction if you are deceased. Just start a new thread and supplied those possibly interested with the name of the item, a starting price, and a date of closure. To all of you interested auctioneers: Don?t double post (just post your bid and wait). There is no bartering (trading goods for goods) permitted, items must be purchased with zeni. Lastly, all bids must be in increments of 50 (so you can bid 50 or 100, but not bid something like 25 or 3 zeni). Whenever the seller is satisfied with the current bid, he just needs to slam the gavel and indicate to staff that the auction is closed and the winning bidder. ---------------------
6.0 ? Roleplaying --------------------- All right, one of the last hurdles you have to leap is the one that involves learning how to roleplay. Now I know what you are saying ?It?s just writing stories?how hard could it be?? Well, most people who think with that logic end up ?having a giant, flying Space Squirrel enter the vacuum of space and pwning them so hard their computer explodes forever.? While I?m not going to instruct you on how to actually write (they have English classes for that, and if English isn?t your first language, then you probably are coherent enough with it since you?ve read this far into this guide?), I?m going to detail all the different types of roleplaying one can engage in. 6.1 ? Personal Roleplays These are simple storylines written that revolve around a writer?s character. Usually these are utilized as solo ventures in order to further the development of their character. Sometimes writers will invite IC or OOC friends, and the storyline can sometimes blossom into a full on member saga. Sometimes mature in nature, personal roleplays, above all, are unrewarded ventures. Only a few occurrences have happened where a personal storyline has been rewarded by staff. Nevertheless, they are the most common form of roleplaying. 6.2 ? Quests Quests are an easy way to gain some TP and zeni and/or organizing your allies into a jolly old time. The quest page, located on the main page (check the ?quest? link), contains a list of storylines, their requirements and rewards, all neatly organized under the planet upon which they are available to be completed upon. Once you have the general gist of what is required, you can start roleplaying, either by yourself or with friends. Just keep in mind that some quests require groups to finish them. Nevertheless, just continue to roleplay, and once you reach the point where you feel you have done enough work, leave an OOC remark asking staff to grade your quest. They will either respond with (in a ?yes? scenario) your rewards or (in a ?no? scenario) telling you to do more work. If you end up having to wait more than three days, politely make a thread in the QSU bumping you ungraded quest. Furthermore, if you wish to join a quest that has already been started, simply ask the person who began the quest for permission to join him. If he accepts, then you are ready to join him, and if not, then maybe just try taking power into your own hands? Also note that staff may intervene to make your quest harder for you. 6.3 ? Sagas Every several months, a staff member or multiple staff members run a saga. Because they only happen a few times a year, these sagas are usually rather grand in nature and affect the entire Chubbs universe. Staff sagas are great opportunities for character development, enriching your character, and possibly earning some rewards in the process. Sagas are a great place to let your true skill shine, but always know that there is a possibility of death when you enlist in one of these strenuous, longwinded events. Also note that once you join a staff saga, you are usually tied to it until you die, are eliminated, or emerge victorious. External Link: Best Roleplaying Guide around, created by Bardock ----------------------------
7.0 ? Your Roster Page ---------------------------- When you get accepted (don?t worry, I?ll detail the process later, but you nevertheless should know about your roster ahead of time), a staff member will set up your roster at the next available point in time. Your roster details all the basic, statistical information about your character. The first few parcels of knowledge include your contact information, which can be changed via the training program. 7.1 - Stats All characters are measured using 9 different stats: Strength, Defense, Speed, Stamina, Recovery, Attack Power, Intelligence, Luck, and Determination. The latter three stats are collectively referred to as ?mentals,? and how they factor into everything will be explored later in this section. A word of advice to note when you are building stats is that physical stats rely upon one another to be fully effective. The following are sentences that explain the correlation between the three pairs of stats, but also note that you can flip them around and they still hold truth. One final note: a new member?s psychical stats all start at 240.
Mentals: The final three stats listed on your roster are known collectively as mentals. While they do not impact your ki, mentals affect your character in other beneficial ways. Mentals each start at 150.
Max Ki and Ki: The first thing you?ll notice, aside from the 9 aforementioned stats, are the two values labeled as ?Ki? and ?Max Ki.? Ki signifies a culmination off all of your physical stats and is also the method in which Chubbs? gauges power. Max Ki designates a character?s power if they utilize all the power-ups at their disposal (ex: Battle Charger, Android Upgrade, Bio-Armor, etc.) On the homepage is a link to a ?Ki List,? which lists all the character in Chubbs by their Ki. External Link: Ki List 7.2 ? Abilities, Best Moves, and Accessories Abilities: Also known as ?Techniques,? these are special powers and skills that your character can either learn and/or acquire during his tenure on Chubbs. Some techniques can be automatically acquired if a player meets the required stats and spends the designated amount of time on the planet (i.e. Ki Sense). Others require a set amount of training on a planet before you can attempt to master them (Body Split). Most of the rarest techniques can only be earned via a staff saga (Fusion, Teleportation). Power-ups techniques (such as Super Saiya-jin) are rarer techniques that are usually only given out in staff sagas, but they are not limited to just that. External Link: Techniques page External Link: New Techniques Best Moves: Best moves are skills unique to your own character. These can range from basic skills like final flash and big bang attack all the way to completely unique deviations of a player?s own mind. Just know in the latter case that staff reserves the right to deny your best move idea if they view it as too outrageous. Also note, that the actual label ?Best Moves,? is a hyperlink that will take you to your characters Character Vault on the forums. Accessories: Remember when I talked about items earlier? Well all items your purchase are listed here. 7.3 ? Miscellaneous Roster Information Planet, Zeni, and Fighting Style: These three lines indicate, in a rather self-explanatory fashion, your characters current location, funds, and style of fighting. Fighting Style can be changed via the training interface (this will be detailed later). Ship Vault: If your character owns a ship, a link to its Ship Vault will appear below ?Alliance Rank? on your roster. Alliance and Alliance Rank: Indicates what alliance you belong to, and your rank within that organization. I will detail alliances in a later section. 7.4 ? Training Once you get a roster set up, a staff member will inform you of the default password?qwerty. After that, all you need to do is click on the ?Training? page, located your character on the dropdown bar, and then enter the default password. You will then be taken to your training interface, from which you can do a multitude of things. The first section, Personal Information, allows you to change what Email, AIM, and ICQ will appear on your roster. The next section (Training Database Information), will allow you display your current number of Free Training Points, and change your password (just enter a new password and hit submit at the bottom of the page). The next section, Alliance Information, details numerous facts and lets you change details about your alliance. If you are simply a member, this will show you the name of your alliance, your rank, and an option to leave. Depending on whether or not you are the leader or have been granted more powers, you may have several more options that will be detailed in the alliance section. Furthermore, you can also pick a Kouhai (a student, whom you will donate a portion of your weekly TP). You must be at least 500,000 ki higher than them. Once you reach this qualification, just select who you wish to donate ki to, and to the right of that box, select how much TP. The final option all alliance members have is to select who they back as leader (this is also known as the ?backstab? option). In Character Information, the final section, character can only alter their Fighting Style and distribute training points to their stats (using the plus and minus buttons. Once satisfied, just click the submit button, and your points will be permanently added to your stats. ----------------------------
8.0 ? The Join Process ---------------------------- You know have just about all the knowledge one needs to successfully start a writing career on Chubbs, so I am now going to tell you how to join. First of all, you need to select a character. All inactive characters are listed on the ?Inactive? section of the roster, but please know that any character from the realm of Dragonball will suffice. Just know that there are a few things you may not join as: Custom Characters, non-DB/Z/GT characters, Kai?s, Dragon?s, Bio-Broli, Hildegarn, and character with ?NPC? or ?Retired? after their name on the roster, or any character from an alternate timeline (such as Mirai Trunks), and obviously enough, any character on the ?Active? list on the Roster Page. Once you have picked a suitable character, you need to devise a personality. Here at Chubbs, you are not bound to how your character was portrayed in the anime (or movies, for that matter). The next step is to select your starting planet (Earth, Namek, or Vegeta). The last thing staff wants is three starting moves (see the section of best moves up above). After you?ve selected all your character information, staff wants to know you email address and AIM and/or ICQ number (if you have either). The last (and usually most challenging part) parcel of information the staff wants is a 300-word minimum roleplaying sample. This is just to make sure you are competent enough to write with the other talent on Chubbs. Things to keep in mind: The sample should be about the character you wish to join as, we write in past tense here at Chubbs, and we also write in 3rdperson. Once you have all the information, go over to the Join Forum, place it in a post in a coherent fashion, and wait for a staff member to review your application (for username, put ?Guest?). I?ll even assist all those interested and give you a simple, coherent layout for your application:
Remember that all of our staff members have lives, so make sure you only bump after three days, or else you risk highly agitating the staff. Furthermore, do not register an account until you get the go-ahead from a representative of the staff. External Link: "Join" page External Link: Inactive character External Link: Join forum ------------------
9.0 ? Alliances ------------------ I didn?t include this section up until after the part on joining since I figure most new members won?t need to know about alliances until after they join. Nevertheless, an alliance is a group of people working together toward a common goal. An alliance is a great means to have protection IC, and to pool together your strength, money, and writing ability to achieve great things. If you want to create an alliance, simply go to your training interface, enter a name in the ?Create Alliance? box, and hit the button to accept; however, please make sure you have at least 2 people interested in joining your alliance. One-man alliances never last very long, just keep that in mind. A leader of an alliance can do many things from his training interface:
External Link: List of Chubbs Alliances External Link: Alliance Information from Rules page ----------------------------------------------------
10.0 ? Changing Characters and Quitting ---------------------------------------------------- 10.1 ? Changing Characters Sometimes, members just can?t find the inspiration to write as their current character. Then someone opens up, and they believe they will write better as that character. This happens all the time, and is called, simply enough, switching character. In order to switch characters, you must first have an actual reason (wanting to be saiya-jin is not an acceptable reason?). If staff merits your change as acceptable, you may affirm your desire to change character, but remember, you will loss 25 to all stats. This will serious drop you ki, and depending on if you joined recently, may make you loss a best move (if you fall below 150 Intelligence). If you had a power-up, you will be compensated with your new races power-up (unless the power-up you had before was Enhanced Bio-Armor or Oosaru, both of which are not refunded). 10.2 ? Quitting First of all: No one likes quitters; however, sometimes the inspiration and drive just dies completely. If this is the case, make sure you tell staff that you are quitting, but please don?t come back a few days later and say you changed your mind. This has happened numerous times, much to the bane of the staff. Furthermore, if you are quitting, you may not give away items, but you may sell them to your former friends and/or allies for 50% of their cost. --------------------------------------------
11.0 ? Frequently Asked Questions -------------------------------------------- Have a question about how Chubbs works that my guide didn?t help you with? Misunderstand something and want further clarification? Have something you would like to add to this FAQ/Guide? Simply email me at thenardial@yahoo.com or IM me using AIM (my AIM name is captainfasism), and I will answer you questions and add them to this section in the even that someone else was wondering the same thing. Pre-Liminary Round 2: HF17's Group - Team Megaman - Burter Jr - 07-09-2006 Holy crap. You win. Pre-Liminary Round 2: HF17's Group - Team Megaman - Ruhiel - 07-09-2006 (Progress Post, not completed) Planet Name: Fearis (Fee-are-is) Description: Also known as planet 2M-1, for the binary star system it sits within. This planet is dry, and mostly barren, and little life beyond a few bacteria can be found on its surface. However, beneath the surface, a race of Fearians exists, and have built an underground citadel. The Fearians are typically peaceful, but their mental powers are not to be underestimated. Unabridged Description: Planet Fearis sits between two binary stars, which are in a geocentric orbit around Fearis. One star is a blue star, class M, and the other is a red star, also class M. Due to their differing temperatures (blue being the hottest, red being the coldest), and the fact that there are two stars circling Fearis, there is never nighttime here. Instead, there is simply what is referred to as "the hot time" and "the cold time." It is unwise to be upon the surface of Fearis during the zenith of either time, as the temperatures on the planet will rapidly fluctuate to dangerous levels. Sanctuary can be found underground, where a blind race of creatures known as Fearians make their home. Their citadel beneath the surface is lit in a few major areas, for the convenience of interstellar travellers who have docked here, where there are a few shops that sell items unique to Fearis, as well as a few eating establishments, and the main spaceport. However, the rest of their citadel is without any form of light, as the Fearians have no need for it. The two binary stars rotating around Fearis generate several forms of erratic radiation, which seems to result in one's mind to grow in power, due to the radioactive waves altering the electrical impulses one's mind sends out to more distinct levels. The Fearians have developed a form of "mind sight" from this, allowing them to "see" the world around them through their minds. It has also caused their mind to gain wordly powers, such as telekinesis, telepathy, mind control, and in some rare cases, the ability to manipulate the space-time continuum. While the Fearians are not particularly powerful in strengh, their mental powers will cause any outsider to think twice about attacking them. No one is allowed onto the surface of Fearis under normal circumstances, as the climate and atmospheric conditions would prove deadly to most. However, there have been reports that there may be a few caves that offer a safe haven on the surface, which are rumoured to be the homes of space convicts in hiding. Fearian Description: The Fearians are a small, bluish bug-like race, with very large, round ears, two slits for nostrils, a mouth, but no eyes, a trait which is the result of evolution and mutation over time. Their strength is similar to that of a regular human, however their mental abilities make them rank up among the powers of even the Namekian race. They are naturally peaceful, and often kind, but won't stand to be pushed around by outsiders. Most possess the abilities of Telepathy, Telekinesis, and their elite warriors possess Mind Control abilities. The ruling king Fearian is supposedly able to warp space-time itself with his mind as well. Quests: Stolen Scepter: The King of Fearis's scepter of power has been stolen! The thief was last reported running into one of the unlit western areas of the Fearis Citadel. The Fearis guards are searching for the miscreant, but of course you know that they can't find the thief without your help. Track down the thief, capture him, and return the scepter. Classification: Easy Rewards: 5 TP and 500 Zeni Blue Phase: The blue binary star that rotates around Fearis is beginning to spiral slowly out of its careful orbit, and is drawing closer to Fearis. The Fearians have several gravity generators on the barren surface of Fearis, which you need to go to and recalibrate to balance out the change in blue star's orbit. However, earlier today, a space frigate landed in a restricted area on the surface of Fearis. Reports indicate that it contained several powerful space mutants wearing bio suits, and that they have stolen one of the gravitational generators. You must recalibrate the other two generators, and then recover the last generator as quickly as possible. Classification: Moderately Hard Rewards: 15 TP and 1250 Zeni Pre-Liminary Round 2: HF17's Group - Team Megaman - Ruhiel - 07-09-2006 (still progress post, will put everything together and try to make it look shiny) Techniques: Telekinesis: The ability to move matter in the physical realm by utilizing one's mind, through creating a "link" between the matter and the user's mind. It is a very difficult technique to master, and even after mastery, is dependant upon the mental prowess of the user to define its power. Telekinesis can be learned on planet Fearis, but it will be extremely difficult to do so. The Fearians have gained this power over eons of evolution, one cannot expect to master it without an immense amount of work. Just because you are on Fearis and are roleplaying does not in any way guarantee that you will attain the technique. Regardless, one of the Fearian sensei's, Garou, may be willing to attempt to teach you the secrets of Telekinesis, however, you'll have to find him, and prove your worth to him first. Time Manipulation: An extremely rare and immensely powerful technique, Time Manipulation does exactly what you would think it does: allows the user to manipulate the flow of time around themselves. The Fearian King, Shaotou, is the only known Fearian capable of this god-like ability, and do not even think that the King of Fearis would attempt to teach you the secrets of manipulating time. This ability must be self-developed, however the parameters necessary to attain this power are unknown, if even seemingly feasible. However, if one does manage to gain the power of Time Manipulation, their power over it will vary based on their mental powers. -Level 1: The initial level of Time Manipulation. The user can only slow time for a temporary amount of time around themselves, usually to a time ratio of about 1:3, where the user sees something that occurs in one second in real time, takes three seconds to occur while the user is manipulating the flow of time around themselves. Requirements: Sum of Mental Stats must be 800 or higher -Level 2: The secondary tier of Time Manipulation. At this phase, the user can further slow time down around themselves, as well as speed up the flow of time, if they so desire. The effects of the time decceleration or acceleration will be more powerful, now at a ratio of 1:7. Requirements: Sum of Mental Stats must be 1000 or higher -Level 3: The final tier of Time Manipulation. At this stage, the user's power become's near god-like. They can completely freeze the flow of time, allowing them to move about freely while time is stopped. The effects are still temporary, but the ability to move about freely while everything else is frozen in time makes such a fact near-negligible. Requirements: Sum of Mental Stats must be 1200 or higher Mind Control: Very similar to the Possession technique learned in Hell. However, instead of forcing one's spirit into another's body and overpowering them for control, this technique is less dark and more subtle. By making a telepathic connection with the mind of another, the user can use their mental powers to manipulate another mind to create simple "suggestions" for them to follow. It is more easily resisted than Possession, and extreme commands may be refused, however, it will still cause the victim to have to struggle to not give into the mental prodding. Can be attained on Planet Fearis. In order for one to control the mind of another, the sum of the user's mental stats must exceed the sum of the target's mental stats. Requirements: Sum of Mental Stats must be 800 or higher, Telepathy. Pre-Liminary Round 2: HF17's Group - Team Megaman - Ruhiel - 07-09-2006 Planet Name: Fearis (Fee-are-is) Description: Also known as planet 2M-1, for the binary star system it sits within. This planet is dry, and mostly barren, and little life beyond a few bacteria can be found on its surface. However, beneath the surface, a race of Fearians exists, and have built an underground citadel. The Fearians are typically peaceful, but their mental powers are not to be underestimated. Unabridged Description: Planet Fearis sits between two binary stars, which are in a geocentric orbit around Fearis. One star is a blue star, class M, and the other is a red star, also class M. Due to their differing temperatures (blue being the hottest, red being the coldest), and the fact that there are two stars circling Fearis, there is never nighttime here. Instead, there is simply what is referred to as "the hot time" and "the cold time." It is unwise to be upon the surface of Fearis during the zenith of either time, as the temperatures on the planet will rapidly fluctuate to dangerous levels. Sanctuary can be found underground, where a blind race of creatures known as Fearians make their home. Their citadel beneath the surface is lit in a few major areas, for the convenience of interstellar travellers who have docked here, where there are a few shops that sell items unique to Fearis, as well as a few eating establishments, and the main spaceport. However, the rest of their citadel is without any form of light, as the Fearians have no need for it. The two binary stars rotating around Fearis generate several forms of erratic radiation, which seems to result in one's mind to grow in power, due to the radioactive waves altering the electrical impulses one's mind sends out to more distinct levels. The Fearians have developed a form of "mind sight" from this, allowing them to "see" the world around them through their minds. It has also caused their mind to gain wordly powers, such as telekinesis, telepathy, mind control, and in some rare cases, the ability to manipulate the space-time continuum. While the Fearians are not particularly powerful in strengh, their mental powers will cause any outsider to think twice about attacking them. No one is allowed onto the surface of Fearis under normal circumstances, as the climate and atmospheric conditions would prove deadly to most. However, there have been reports that there may be a few caves that offer a safe haven on the surface, which are rumoured to be the homes of space convicts in hiding. Fearian Description: The Fearians are a small, bluish bug-like race, with very large, round ears, two slits for nostrils, a mouth, but no eyes, a trait which is the result of evolution and mutation over time. Their strength is similar to that of a regular human, however their mental abilities make them rank up among the powers of even the Namekian race. They are naturally peaceful, and often kind, but won't stand to be pushed around by outsiders. Most possess the abilities of Telepathy, Telekinesis, and their elite warriors possess Mind Control abilities. The ruling king Fearian is supposedly able to warp space-time itself with his mind as well. NPCs: King Shaotou: The ruling King of Fearis. Standing at about 4 feet tall, which is unusually tall for most Fearians, Shaotou is a compassionate ruler, who places the needs of his people above all else. However, he is also very steadfast, and does not allow anyone to push him, or his people, around. He is possibly the most mentally powerful Fearian on the planet, and is the only known Fearian capable of Time Manipulation. His physical stats are all at about 300, and his mental stats are at about 750 each. Possesses the Telekinesis, Ki Sense 3, Telepathy, Mind Control, Foresight, and Time Manipulation (Level 2) techniques. Also has Spiritken (Trained.) Sensei Garou: One of the most renowned Fearian telepaths on the planet. He has trained each of King Shaotou's personal guards himself, and is considered second only to Shaotou himself. He is unusually short, at the height of just 2'10", but is shockingl both physically and mentally powerful. He lives in the far eastern unlit section of the Fearis Citadel, making him near-impossible to find to outsiders without some form of life-sensing ability or device. Physical stats are at about 450 each, and mental stats are all at about 600 each. Possesses the Telekinesis, Ki Sense 3, Telepathy, Foresight, and Mind Control techniques. The Red Sky: A group of interstellar pirates who are supposedly hiding in one of the many caves on the barren, inhospitable surface of Fearis. They typically leave the mentally-powerful Fearians alone, instead turning their sights upon other nearby planets. They are both powerful and power-hungry, not to mention mentally powerful themselves, as the radiation from Fearis's binary star system has resulted in their minds gaining more physical powers. They have named themselves after the blood-red hue the sky of Fearis turns when the red star circles by in "the cold time." They do not typically attack other creatures on sight, however, they have done so before. Regardless, there is supposedly a single ruler behind the pirate group, although he, she, or it has yet to reveal themselves. Quests: Stolen Scepter: The King of Fearis's scepter of power has been stolen! The thief was last reported running into one of the unlit western areas of the Fearis Citadel. The Fearis guards are searching for the miscreant, but of course you know that they can't find the thief without your help. Track down the thief, capture him, and return the scepter. Classification: Easy Rewards: 5 TP and 500 Zeni Blue Phase: The blue binary star that rotates around Fearis is beginning to spiral slowly out of its careful orbit, and is drawing closer to Fearis. The Fearians have several gravity generators on the barren surface of Fearis, which you need to go to and recalibrate to balance out the change in blue star's orbit. However, earlier today, a space frigate landed in a restricted area on the surface of Fearis. Reports indicate that it contained several powerful space mutants wearing bio suits, and that they have stolen one of the gravitational generators. You must recalibrate the other two generators, and then recover the last generator as quickly as possible. Classification: Moderately Hard Rewards: 15 TP and 1250 Zeni Red Shield: One of the members of the Red Sky organization has approached you, asking for your assistance. It would appear that an assassination organization, which the Red Sky has identified as "The Moon Daggers," is plotting to assassinate one of the group's top-ranking deputies. They will pay you handsomely for your services if you are successful, and kill you if you fail. Also, you'd best buy a rebreather if you want to survive for long out on the barren surface of Fearis. Classification: Very Hard Requirements: Rebreather, Max Ki must be at least 28,000,000 Rewards: 30 TP and 5000 Zeni Techniques: Telekinesis: The ability to move matter in the physical realm by utilizing one's mind, through creating a "link" between the matter and the user's mind. It is a very difficult technique to master, and even after mastery, is dependant upon the mental prowess of the user to define its power. Telekinesis can be learned on planet Fearis, but it will be extremely difficult to do so. The Fearians have gained this power over eons of evolution, one cannot expect to master it without an immense amount of work. Just because you are on Fearis and are roleplaying does not in any way guarantee that you will attain the technique. Regardless, one of the Fearian sensei's, Garou, may be willing to attempt to teach you the secrets of Telekinesis, however, you'll have to find him, and prove your worth to him first. Time Manipulation: An extremely rare and immensely powerful technique, Time Manipulation does exactly what you would think it does: allows the user to manipulate the flow of time around themselves. The Fearian King, Shaotou, is the only known Fearian capable of this god-like ability, and do not even think that the King of Fearis would attempt to teach you the secrets of manipulating time. This ability must be self-developed, however the parameters necessary to attain this power are unknown, if even seemingly feasible. However, if one does manage to gain the power of Time Manipulation, their power over it will vary based on their mental powers. -Level 1: The initial level of Time Manipulation. The user can only slow time for a temporary amount of time around themselves, usually to a time ratio of about 1:3, where the user sees something that occurs in one second in real time, takes three seconds to occur while the user is manipulating the flow of time around themselves. Requirements: Sum of Mental Stats must be 800 or higher -Level 2: The secondary tier of Time Manipulation. At this phase, the user can further slow time down around themselves, as well as speed up the flow of time, if they so desire. The effects of the time decceleration or acceleration will be more powerful, now at a ratio of 1:7. Requirements: Sum of Mental Stats must be 1000 or higher -Level 3: The final tier of Time Manipulation. At this stage, the user's power become's near god-like. They can completely freeze the flow of time, allowing them to move about freely while time is stopped. The effects are still temporary, but the ability to move about freely while everything else is frozen in time makes such a fact near-negligible. Requirements: Sum of Mental Stats must be 1200 or higher Mind Control: Very similar to the Possession technique learned in Hell. However, instead of forcing one's spirit into another's body and overpowering them for control, this technique is less dark and more subtle. By making a telepathic connection with the mind of another, the user can use their mental powers to manipulate another mind to create simple "suggestions" for them to follow. It is more easily resisted than Possession, and extreme commands may be refused, however, it will still cause the victim to have to struggle to not give into the mental prodding. Can be attained on Planet Fearis. In order for one to control the mind of another, the sum of the user's mental stats must exceed the sum of the target's mental stats. Requirements: Sum of Mental Stats must be 800 or higher, Telepathy. |