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Activities & Quests

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Activities & Quests
Activities
Time
One of the first concepts to grasp when it comes to Activities or Quests in Dragon World is our function of time.

In Dragon World, in-game time and real-world time move at different rates. The intention is to truly live the lives of your characters and recapture some of the Dragon Ball experience, and to that end, the intention is for multiple decades to pass over the course of a Campaign. Characters will age and die, win and lose, maybe even have children over the course of their story.

The time within Dragon World is measured by Quarter and Age, such as: Q1, Age 900, and the current date will be displayed on the front page of the forum.

Every week of real-time that passes is equivalent to one Quarter within the Dragon World. That means that seven real days are equal to three months in-game. The Quarter changes on Sunday at midnight Eastern Time, and be sure to be mindful of Daylight Savings! This is when Activities will be updated, gains from them rolled out, and new Experience Points given.

Any Activities that require one or more Quarters cannot be performed alongside any other Activities that also require time, unless explicitly stated otherwise. You cannot, for example, learn a Technique while engaging in a Special Quest.

Experience
Mentioned above is an abstract currency called Experience Points, or EXP. This is a common RPG mechanic that all of you are likely familiar with, and functions is much the same way: you will spend EXP on certain Activities in order to reap their benefits and develop your character. Some Activities will require that you spend time on them in addition to EXP.

Each Sunday, at the start of each Quarter, you gain 100 EXP. EXP does not have to be spent and can be collected indefinitely.

The reason for this is simple: as we do not grow characters on word or post count, or some combination thereof, we instead give all characters the same base growth curve. How you utilize this EXP as a player, in addition to how much you participate with other characters, in Events, and more, will differentiate you from all the other players and their characters.

Activities
Activities encompass all regular "actions" your character can undertake. Some actions consume EXP, some require time, some require neither. All Activities have consequences of some sort, whether benefits for the character, challenges they must overcome, or more. Some require written roleplaying while others do not.

Universally, performing an action requires a post in your private Character Sheet. You will fill out a small form explaining what it is you're doing and providing any required information. A member of staff will validate that everything is correct, respond with needed information, or let you know that you can update your character sheet appropriately.

Your character will receive the benefits of their Activities the Quarter following their completion. This means that if you post and do two Training Activities in Q3, Age 900, you will receive the Power Level increases on the Sunday that starts Q4, Age 900.

Note! Any Activities requiring time to complete are treated as starting with the Quarter, regardless of which real-time day within the Quarter the Activity was posted.

An important concept to understand is the idea of Activities that require EXP but no time, such as Training and Working. First, any activities that require only EXP can be repeated as often in a single Quarter as you have the EXP to afford. Second, these Activities represent abstractions. How your character specifically goes about them can be entirely up to you. "Working" for an evil character might involve stealing what they need or manipulating others. "Training" for an Android might involve hardware upgrades, or represent a Bio-Android absorbing people en masse.

Activity List
Those Activities, their variations, and their requirements are all listed below.

The gains from

Training
  • Basic Training: Gain 2.5% of Power Level per 50 EXP
  • Gravity Training: Gain 5% of Power Level per 50 EXP. Must have access to Gs equal to at least 1/100th of Base Power Level.
  • Special Training: Gain 10% of Power Level per 50 EXP. Only available in unique circumstances, when explicitly mentioned. Most commonly available to characters who are currently dead and at certain locations in the Afterlife.
  • Sparring: +2.5% Power Level gained per 50 EXP. Can be combined with any of the above training methods. All involved players must share the same location and make identical requests for sparring, specifying the other participants.

Note! Training gains are exponential. This means if you do a Training Activity and increase from 1,000 Power Level to 1,100, your next Training Activity will increase that 1,100 by a certain percentage, not the original 1,000, even if requested in a single Activity Form. In all cases where a decimal value may occur, round down to the nearest integer.

Working: Gain 100 Zeni (100z) per rank in Intelligence, per 50 EXP. No ranks in the skill nets 50z per 50 EXP. S and Z count for two ranks each. At Z (10) Intelligence, this would be 1,000z per 50 EXP.

Learn Technique: Learn a new technique at the cost of 200 EXP.

Travel: Move from one location to another. Time required varies based on method of transportation used, i.e. travel via teleportation is instant while spaceships are not.

Quest: Take on a Quest. These are unique activities that often cost only time and are one of the few ways to be awarded additional EXP. Please read about the appropriate quests below to know what's needed for your desired Quest.

Gather Dragon Balls: Only possible with a Dragon Radar. This activity allows your character to search for a Dragon Ball on the planet they're on, if there's an active set. Finding a Dragon Ball requires 1 Quarter and please state if you're working with others, and who they are, to collect the set. If you do this Activity and there are no available Dragon Balls, a thread will be started with whoever has Dragon Balls that isn't on your team. Do note that Dragon Balls cannot leave their native planet and you cannot take them with you when you die.
  • Summon the Dragon: Once a set has been gathered by a single person or team, a small Event will begin where the Eternal Dragon is summoned. All characters on the planet have one Quarter to join the thread and fight for the Dragon Balls before any wishes can be made.
Purchase: Buy items at your current location.

Trade: Exchange or give items and Zeni with another character. The other character will need to post their own Activity Form confirming the same.

Challenge: Begin a fight with anyone on the same planet as you. If you do not possess Ki Sense or a Scouter, you will attack a random person in the same location as you, if there is one.

Conquer a Planet: Starts an Event wherein you conquer a world and make yourself its ruler. Anyone on the planet has one week from the creation of the Event thread to oppose you, or your conquest is successful.

Activity Form & Template
The form is simple and universal, with all the required fields explained below.

Activity: Name of the activity being performed.
EXP: EXP spent, if any.
Dates: List the Quarters consumed by the activity, such as, "Q2 & Q3, Age 902", if any.
Details: Any additional details relevant to the Activity being performed. Include expected gains, such as Zeni from Working or Power Level from Training. If you're performing an Activity with others such as Sparring, include who -- they'll need to do the same to confirm participation. If you're undertaking a Quest, share a link to the thread wherein it takes place.

Code:
[b]Activity:[/b] Name of the activity being performed.
[b]EXP:[/b] EXP spent, if any.
[b]Dates:[/b] List the Quarters consumed by the activity, such as, "Q2 & Q3, Age 902", if any
[b]Details:[/b] Any additional details relevant to the Activity being performed. Include expected gains, such as Zeni from Working or Power Level from Training. If you're performing an Activity with others such as Sparring, include who -- they'll need to do the same to confirm participation. If you're undertaking a Quest, share a link to the thread wherein it takes place.



Quests
Introduction
Before we can discuss the details of the various types of Quests in our Dragon World, we need to clarify some common misconceptions.

First, Quests are not the threads you post on the board and roleplay in. Quests are an Activity that you may portray via those threads. This means that a single written thread between multiple players can represent different types of Quests for different players. You may be undergoing a Special Quest that ultimately requires you to battle an opponent, and the other characters with you intend to use it as a Free Quest or a Transformation Quest for themselves.

Second, Quests are intended to be group activities. Players frequently work together in teams and therefore it makes sense for said team to seek out the Afterlife Portal via its appropriate Special Quest together. That said, this isn't a requirement, and you can choose to write a thread solo as a representation of your character undergoing the Quest.

Third, Quests are not required to be written. It is strongly recommended for you to write them in a thread, ideally with others, but this is not a hard requirement unless stated otherwise. Free Quests are the most notable exception.

Note! If you choose not to write a Special Quest that requires a fight, a thread for that fight will be created for you.

Finally, Quests that are written via threads are subject to the potential for additional benefits. All threads that are written will award at least 25 EXP to all participants when completed, whether successful or unsuccessful. Additional rewards may be given, such as more EXP, based not on how much was written, but how creatively the Quest was handled and how engaging the story ultimately was.

Free Quests
The simplest quest you can undertake. You claim a thread that you have written alongside other players as a Free Quest. The story or event can center around anything at all, can turn into a fight, or may even ignite a full Event. By their very nature, Free Quests must be written.

To be clear: These Quests do not need to be "requested" with an Activity form to begin writing, only when one seeks to claim some benefits from a thread already written.

Free Quests require no time, but only one may be claimed per Quarter for benefits. They cannot be threads you have written solo. All Free Quests provide at least the minimum 25 EXP. The great benefit of Free Quests is they are a platform by which to request any kind of reward imaginable besides EXP. Keep it within reason, and make sure it is related to the story written.

Transformation Quests
Transformations require more than merely crossing a Power Level threshold to properly unlock. To further master them requires something more, too.

Those are Transformation Quests. These are intended to be stories about the moment you learned how to use, unlocked, discovered, or by some other means acquired your next Transformation. They're also done to show you developing your Temporary transformations further with Transformation Traits, through training and honing them, simply the passage of time, or more. You have a great deal of creative freedom with how you choose to portray what exactly pushes your character to that next level, but always remember:

The power comes in response to a need, not a desire.

Transformation Quests can be bypassed, in some circumstances, based on participation in an Event or simply a pitched fight. Ask the Staff and, if the circumstances call it for, the Transformation may be awarded. Additionally, Transformation Quests are not required to be written, like most Quests, and it can be said that your character acquired their Transformation off-screen and without drama. This can be likened to Goku achieving Super Saiyan 3 during the timeskip between Cell and Majin Buu.

Transformation Quests take one Quarter to complete. You cannot undergo a Transformation Quest for a Super Transformation until someone has unlocked that tier of Super Transformation via Event.



Special Quests
Introduction
The very heart and soul of Quests are the Special Quests. These Quests provide unique benefits, may be of limited repeatability, allow learning powerful techniques, or even provide one-of-a-kind items that only a single character can ever possess! Special Quests are one of the most rewarding activities that a player-character can ever engage in.

All Special Quests require you to be at a specific location or group of locations.

They come in two primary types: Mortal Quests which take place within the living Universe, as well as Afterlife Quests. All Special Quests require two Quarters to complete. You can only attempt one of each kind six Quarters based on the date of completion.

Mortal Quests
Senzu Bean
While it seems like a miracle drug to aliens unfamiliar with it, the Senzu Bean is a wholly natural plant food from Earth. It is extremely difficult to grow and cultivate, however.
Must be on Earth. Acquire two Special Items, Senzu Bean, which restores 100% HP and Ki once per Senzu Bean, once per battle. After completing this the first time, the Quest may then be undertaken from any planet.

Turtle School
Work hard, study well, and eat and sleep plenty. This is the mantra of the Turtle School, a style of Martial Arts with a focus on unique and grueling training methods.
Must be on Earth. The Combat skill becomes the Martial Arts skill, increasing Power Level gained from the Training activity by 25%. This adds to the Commoner trait of the Saiyans, for a potential total of 50%.

Elder Secrets
A style of fighting developed over the millennia by various Protectors of Namek.
Must be on Namek. The Combat skill becomes the Ancient Ways skill, changing the damage of the Physical Strikes technique to 4d6.

Way of the Yardrat
Within the entire Universe, there are likely none who control Ki quite like the Yardrat, and they can be convinced to teach you their ways..
Must be on Yardrat. The Ki Control skill becomes the Spirit Control skill, allowing you roll an extra set of damage die for an attack once per battle, similar to a Critical Hit. If that attack also happens to be a Critical, roll a third set of damage die.

186,000 Miles Per Second
Through the use of incredible mastery of Ki and intense focus, one can use other Power Levels as a means by which to instantly relocate themselves from one location to another. This can be used even in the heat of battle, or to cross between dimensions. The Yardrats are capable, if they can be convinced, of passing on the secrets of this technique.
Must be on Yardrat and possess the Spirit Control skill. Learns the Special Technique, Instant Transmission, at a cost of 1, 2, or 3 Technique Slots for the desired level.

Saiyan Elite Training
The ability to continue fighting doesn't come entirely from physical hardiness, but a refusal to submit to the embarrassment of defeat; or so believe the Saiyans.
Must be on Vegeta. The Constitution skill becomes the Ego skill, which can provide a 50% HP restore once every other battle for an Instant Action.

Extremophile
To truly become indestructible means one must subject themselves to the most extreme of conditions, even the cold vacuum of space.
Must be on Cold #01. The Constitution skill becomes the Durability skill, halving the chance for a Status Effect to be inflicted via Signature or Finisher Technique.

Grandmaster
Throughout the universe are fighters who, while perhaps not particularly powerful, are prodigiously skilled and excellent teachers. Find such a master, learn from them, and you can become that much better a fighter.
Can be done on any planet. Gain 2 Skill Points.

The Z-Sword
Possessed by an ancient order of swordsmen is the Z-Sword, the most powerful magic weapon in the known Universe. If only the current wielder could be found and defeated...
Must be on Konats and can only be completed once per Campaign. Must defeat an NPC in combat, created and controlled by a member of Staff, that wields the Z-Sword. They will kill you for trying to take the Z-Sword. Their Power Level will increase further with additional allies. If you're victorious, you'll acquire the Special Item, The Z-Sword, which increases base Power Level 2x and extends Critical Hits to attack rolls of 20, 19, and 18.

Kanassan Wisdom
Kanassa, due to the clairvoyant nature of the species, has some of the wisest elders in the universe. Learning from them can open the mind to entirely new possibilities and opportunities.
Must be on Kanassa. The Intelligence skill becomes the Wisdom skill, which doubles all Zeni gains from Working. This stacks with the Genius trait.

Konatsian Swordsman Training
Revered as some of the greatest swordsmen of the universe are the Konatsians, and the very best among them have learned to fight on reflex, letting their body and experience carry them to victory.
Must be on Konats. The Mobility skill becomes the Instinct skill, allowing you to increase your Defense by 5 for one post per battle.

Hidden Potential
The Elder Guru of Namek possesses a great power to awaken the untapped strength within others, and may be convinced to do so for you.
Up to three times per character. Must be on Namek and be in the bottom half of player-character Power Levels. Your Power Level rises by 2x. You must increase your Power Level a further 10x before you can do this again.

Room of Spirit and Time
Across the universe, there exists a pocket dimension where time moves much more quickly. Within is a blank world of white, with conditions so extreme that even hardiest of species often perish. Often protected by the Guardian of a world, access can be granted, and those who emerge often do so as an entirely new person.
Can be on any planet. Requires a Base Power Level of at least 100,000. Gain 600 EXP and the ability to spend up to that amount on the Special Training Activity. Gain 4 Quarters of time that can be used in an instant on Transformation Quests. This particular Special Quest cannot be repeated by the same character(s) until twelve years have passed.

Afterlife Portal
A rare phenomenon where a natural portal to the Afterlife opens up, allowing one to pass through. However, the attempt will be resisted by an Afterlife Guardian.
Must be on Kanassa or Konats. Must defeat an NPC in combat, created and controlled by a member of Staff, that has at least 2x your Power Level. Teleports to any location in the Afterlife except Kaioshin Sei and allows participation in Afterlife Activities as if dead, until they return. May teleport back to the planet of origin at any time, except in combat.

Talisman of Zen'o
Named after some kind of mythical deity from the past of Zoon is the Talisman of Zen'o. If found, it can be taken from its guardian, but only by force.
Must be on Zoon and can only be completed once per Campaign. Must defeat an NPC in combat, created and controlled by a member of Staff, that has at least 2x your Power Level. They will kill you for trying to take the Talisman. This increases the more allies you bring. If you're victorious, you'll acquire the Special Item, Talisman of Zen'o, which increases base Power Level 4x.

God Ki
Ki is a natural energy inherent to all forms of life, sapient or otherwise. However, beings with divine associations, such as the mystical Shinjin, possesses a different and far more potent form of Ki: God Ki. Divine Energy. Yet, there are methods by which a mortal may acquire it as well, and not all of them are known. With it comes an entirely new means of evolution in power, and for those who truly master it, abilities beyond the reach of even the greatest warriors.
Can be completed on any planet. Requires a Base Power Level of at least 1,000,000,000,000 (trillion) and use of the God Ki Knowledge wish upon the Dragon Balls. Increases base Power Level by 2x, the Ki stat becomes God Ki, and allows the use of the God Form Special Transformation in that character's next fight. After this first use, the character may complete a Transformation Quest to unlock it permanently. Another Transformation Quest allows them to unlock Super God Form afterwards.

Afterlife Quests
Nirvana
Within Heaven rest long-dead masters. Through their tutelage, you can awaken to an entirely new way of thinking grounded in peace.
Must be in Heaven. The Intelligence Skill becomes the Nirvana Skill, allowing two Signature Techniques to be learned for no EXP or Technique Slot cost.

Madness
The trials of Hell weigh heavy on any soul, designed to break their will and force them to reincarnate. For some, it breaks their mind instead.
Must be in Hell. The Intelligence Skill becomes the Madness skill, allowing one additional use of a Finisher Technique per battle.

King Yemma's Fruit
Hidden within Heaven and Hell is a special tree from which shining fruit grow, rumored to be able to restore life to the dead, if it can be retrieved from an Afterlife Guardian.
Must be in Heaven or Hell. Must defeat an NPC in combat, created and controlled by a member of Staff, that has at least 2x your Power Level. They will knock you out for trying to steal the Fruit, but only because you're already dead. This increases the more allies you bring. If you're victorious, you'll acquire the Special Item, Fruit of Life, which restores life when eaten while dead, and provides Immortality if eaten while alive.

Kaioken
Any of the Four Kaio can teach you perhaps their most famous technique: the Special Transformation, Kaioken.
Must be at the Four Kaio Worlds. Acquires the Special Transformation, Kaioken.

Spirit Bomb
A technique that calls upon power from the entire world, perhaps even the entire Universe, is the famed Spirit Bomb. Few have ever truly mastered it, but you're able to try..
Must be at the Four Kaio Worlds. Learns the Special Technique, Spirit Bomb.

Magical Weighted Clothing
Although usually fickle, one of the Four Kaio can be convinced to create for you a set of Magical Weighted Clothing.
Must be at the Four Kaio Worlds. Acquires the Special Item, Magical Weighted Clothing, which gives you the Weighted Clothing item effects without limit on their use.

King Kai Training
The grueling training regimen of the Kai renowned enough to hold the title of King Kai, possessed of tens of thousands of years experience and wisdom.
Must be at the Four Kaio Worlds. Gains 3 Skill Points.

Afterlife Blessing
The Kaio with the duty to watch over the entire Afterlife is none other than the Grand Kaio himself. He is able to impart upon you a blessing that allows you to partake in all Afterlife Activities while alive.
Must be at Grand Kaio's World. Acquires the Afterlife Blessing, which is equivalent to the Afterlife Affinity Trait.

Kaioshin Sei Invitation
An honor bestowed only to the Grand Kaio is the ability to present a invitation to Kaioshin Sei, home of the Kaioshin.
Must be at Grand Kaio's World and possess a Base Power Level of at least 1,000,000. Allows one to fly or teleport to Kaioshin Sei.

Afterlife Blessing
The Kaio with the duty to watch over the entire Afterlife is none other than the Grand Kaio himself. He is able to impart upon you a blessing that allows you to partake in all Afterlife Activities while alive.
Must be at Grand Kaio's World. Acquires the Afterlife Blessing, which is equivalent to the Afterlife Affinity Trait.

Kaioshin Sei Trials
Although not all Shinjin are renown masters of combat, those that are, are almost always among the best in the Universe's history. This is true for none more than the Kaioshin, who can impart their skills to you.
Must be on Kaioshin Sei. Gains 5 Skill Points.

World to World Art
The powerful means of transportation natural to the Shinjin can be learned by others as well! The Supreme Kai are often willing to teach the art to those willing to investment the time, effort, and energy required.
Must be on Kaioshin Sei. Learns the Special Technique, Kai Kai, at a cost of 1, 2, or 3 Technique Slots for the desired level.

Mystic Potential
An ancient ritual that reaches far deeper than any others allows one of the Kaioshin to draw out untold fountains of power from within you.
Must be on Kaioshin Sei and in the bottom quarter of player-character Power Levels. Cannot be done by anyone else again for one year, and never again for this particular character. Your Power Level increases 15x.
 
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