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AESIR'S MOST WANTED

Kyoto Kitsune - W5,000


Alam Reil - W4,000


The Crossheart - W5

HOW TO PLAY


The first and foremost way to learn how to play, is to understand the premise and mechanics of the game. As such, this page will be your best friend in understanding the basics. Below is a menu organizing the contents of this How-To guide; use it to quickly navigate to what you wish to learn about.


I. Universal Characteristics
II. ZPE Characteristics
III. Physical Characteristics
IV. Mental Characteristics
V. Basic Activities
VI. Roleplaying
VII. Battling
VIII. Ships
IX. Equipment
X. Traveling
XI. Parties & Guilds
XII. Non-Playable Characters (NPCs)
XIII. Battle Referees
XIV. Story Arcs
XV. Updating



UNIVERSAL CHARACTERISTICS


HP: Hit Points. Hit Points are determined by your character's level.

EXP: Experience. This is used to determine when your character levels up. EXP can be gained by battling, sparring, training, and by doing ventures and quests. In addition, you can gain EXP from participating in various site-wide events.

AP: Ability Points. These are used to learn techniques, skills, and feats (collectively known as "abilities"). AP can be gained by ventures, certain quests, and being victorious in battle.

DP: Distribution Points. These points are used to customize your character's stats. DP can be gained by battling, conversing, training, and by doing ventures and quests. In addition, you can gain DP from participating in various site-wide events.

W: Wong. This is the currency used in the game. Just as how dollars use the "$" sign, Wong has its own sign: "W". As such, "5,000 Wong", "5,000 W", and "W5,000" are interchangeable and mean the same thing.

To learn more, visit the Training & Leveling section.

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Z.P.E. CHARACTERISTICS


KI: Spiritual energy. Chi or Ki. Forged within the bodies of all living things, and used for Ki attacks.

STRENGTH + VITALITY + AGILITY = KI


MP: Elemental energy. Magic Points. Harnessed by controlling the raw elements of one's surroundings. Used to cast magic spells or use materia.

INTELLIGENCE + SPIRIT + GUILE = MP


PL: Power level. The Power Level of any given character represents his or her maximum capacity. It determines the overall strength and superiority of the character, and it also dictates the maximum grade of KI or MP attacks he or she can use.

STRENGTH + VITALITY + AGILITY + INTELLIGENCE + SPIRIT + GUILE = PL


(or)

KI + MP = PL


To learn more about Z.P.E, visit the Background section.

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PHYSICAL CHARACTERISTICS


Strength (STR): The strength of your character's physical attacks (ATK), such as slashes with a sword or punches with a fist. A few energy attacks (EATK) are converted from Strength.

Vitality (VIT): Your character's defense from physical attacks. Subtract this from total physical damage to find the final damage of a physical attack.

Agility (AGI): How fast your character can move. The person with the highest speed goes first in a physical or energy exchange. If a character's speed is double another player's, the faster character gets 2 turns to his opponent's one. If it is triple his opponent's, he or she gets 3 turns to the opponents one (and this concept/pattern continues to stack). If Agility is equal, or if it was a random encounter, Staff will roll dice and leave it to chance. Agility is also used to calculate damage with ranged weapons.

For more information, see Battles.

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MENTAL CHARACTERISTICS


Intelligence (INT): Your character's mental strength. Used for spells and most energy attacks (EATK), such as Black Magic techniques or magic from items. A few physical attacks (ATK) are converted from Intelligence.

Spirit (SPT): Your character's defense from EATK. Subtract this from total EATK to find the final damage of a magical or energy attack.

Guile (GUI): How fast your character can think. The person with the highest guile goes first in an energy exchange. If a character's guile is double another’s, the faster character gets 2 actions to his opponent’s one. If it is triple his opponent’s, he or she gets 3 turns to the opponent’s one (and this concept/pattern continues to stack). If Guile is equal, or if it was a random encounter, Staff will roll dice and leave it to chance.

For more information, see Battles.

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BASIC ACTIVITIES


To do anything in the RPG, such as purchasing, equipping, traveling, etc, you must do so underneath the appropriate section on the board. Most of the time, these activities will be reflected in your update. However, there are exceptions – you could purchase something in the Auction subforum (The Emporium), for example.

For more information, see How to Update.

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ROLEPLAYING


See Roleplays.

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BATTLING


See Battles.

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SHIPS


See Ships and Ship Battles.

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EQUIPMENT


On any user there are 10 open equipment slots that correspond to different parts of the body and serve different purposes. "Equipping" items onto the body can have varying effects, so be sure to always check the type of item (Armour, Clothing, Weapon, Accessory). You MUST have a piece of equipment equipped before you can reap its rewards (unless otherwise noted).

Equipment Slots:

  • Head: This slot is designated for hats, helmets and other head orientated items.
  • Neck: This is the slot for shoulder armor and other items of the upper body.
  • Body: The body slot is for larger items: coats, shirts, breast plates or vests.
  • Arms: Gauntlets or gloves are equipped here in the Arms slot.
  • Legs: Leggings and Pants make up the bulk of equipment designated for legs.
  • Feet: This is where shoes and other foot-related items (like anklets) are equipped.
  • Accessory: A slot intended for an accessory.
  • Accessory: A second accessory slot.


    Weapon Slots:

  • Main Hand: The main hand slot is where 1-handed weapons are ALWAYS equipped. Most weapons are 1-handed.
  • Off-hand: Used for: Using 2-handed weapons. Using offhand items such as Books, Orbs, Shields, Trinkets and Charms, or when dual wielding 1-handed items*. (*=Feat required).



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    TRAVELING


    On the Locations page, there is breakdown of the time it takes to travel around the galaxy. In short, traveling from system to system (Outer AU to Inner AU for example) takes two week – so two updates. Traveling to entities within a system takes 1 week – so one update. To begin traveling, you must post in your update that you would like to travel from x to y, while listing the proper travel time.

    While traveling, you cannot have a job and you cannot purchase items. You do, however, have access to special locations that you cannot access when grounded (i.e., when not traveling).

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    PARTIES & GUILDS


    See Parties & Guilds.

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    NPCS


    NPCs on each planet are controlled by Staff, but sometimes NPCs will offer to join your party to aid you (See Scenarios). When this happens in battle, the NPC may be controlled by either the acting referee, or the party leader. To talk to NPCs during a scenario, the Roleplay/Scenario guide will reply on behalf of that NPC.



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    STORY ARCS


    Happenings of each Arc will be posted under the Story Arc board in the forum. Be aware that your character may or may not be able to participate in certain stories. Each Arc will have its details concerning this.

    If you are eligible to participate, you may take part only if you first reply in an introductory post that places your character in the situation. You control their arrival, so enjoy yourself and have some fun!



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    UPDATING


    If you want to keep track of your character's statistical progress, Updating is a must. Aesir Star will be upgrading to a fully automated updating system in the future, but in the meantime, we update manually while using a wiki system for each character.

    For more information, see How to Update.

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