Category:Character Creation

Section 1: Creation: Character Sheets can be found under the Appendix section of the PHB.

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Character Creation 101: In 6 Easy Steps

A GM or RW will watch you roll your character. So if you want to make a character, read this handy guide. If you find you have questions, feel free to ask in chat and senior members or GMs will be able to provide you with an answer. You must have a member of staff watch you roll your character, no exceptions.

The format for adding a character to the roster is as follows and should be sent to a GM when all the steps are complete.

Player Name / Character Name / Race / Racial Class (if applicable) / Path / Fighting Style / Unique 1 / Unique 2 / Unique 3 / Developmental Unique / 15-1d100 Dragon Ball?

You, by no means, have to go in order of this guide and can go out of order, but you must have the above line of information complete to add to the roster.

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1) - Choose which race you want to play.

Low Races level faster, tend to have access to more schools quicker and start slowly/weak. They have access to very interesting racial abilities that they are 'known' for.

Medium Races tend to level reasonably well and specialize in a singular field of the game. Though, there are exceptions to this. They tend to pick up mid-game and might be weakest starting out. Most races are Mediums and can differ from one to the next.

High Races tend to start out strong and level off as they progress while low and medium races catch up.

If your choice involves a Restricted Racial Class, you must write up a background & plan then submit it to the GMs for their approval.

Approval should be within the week, but bugging GMs about it may see it set back or cancelled. A GM needs to be able to trust a player with this kind of powerful character. A GM reserves the right to refuse an application based on several OOC factors.

After this approval, or if you are a normal Racial Class, copy and paste the racial information from the Race's section and paste it in the racial information section in your character sheet as normal.

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2) - Picking Your Uniques.

This is the most important steps of character creation mechanically:

You are allowed a total of five (5) uniques (Physical, Mental, Personality, Survival and Developmental). You may not have more than one unique from any category and must have one developmental unique.

Try to pick out uniques that concentrate on some aspect in which you would like to excel. Be it Hand to Hand Fighting, using Ki Blasts to destroy your foes, or being lightning quick with a sword. Try to pick some general goal for your character that reflects on it.

When picking Uniques, you should also look at what racial abilities / bonuses you get as it can suggest what kind of character it tends to be. For example, a Jeice makes an excellent ki fighter. This is due to its ability to dodge while charging and getting a racial Powerful Ki User bonus to Ki Damage. However, the same Jeice would make a lousy Hand to Hand Fighter or Sword User.

Remember to record your Unique picks in your sheet.

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3) - Back to School.

All characters gain a Fighting Style during creation. To clarify; this is the same school that is mentioned in each Racial node and means you only start with one Fighting Style, not two. This school counts towards your Intelligence / 10 limit.

Low races may possess a racial ability that gives them a regular school at level 1 with the "low" racial stats, so make sure to check for their racials.

Uniques such as Quick Learner may give you additional schools. Racial levels for certain races may also provide free schools.

As you aquire Schools during the course of play, you may find you have reached your limits. You can only learn a number of schools not exceeding your Intelligence/10, unless your race or a unique states otherwise.

You can find Schools under Chapter 4: Schools, Section 1: Regular Schools.

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4) It's all in the name. Maybe. Kinda. Not really.

At this point, you might've already picked out a Character name, which is quite important and needs to be considered before you submit to a GM. We can't add to the roster without it!

It doesn't have to be a name from the Dragon Ball verse, so long as it's sensible and you like it. Nor does it have to be Japanese or any other nationality, really. Can be from Space Australia if you really want.

During this time, you should also check out the Chapter 2: Character Creation, Section 5: Alignment and Path to decide which 'side' you wish to be on.

Note: Neutral might be the safe pick, but means the sense alignment power in combat is largely useless. You may over time opt to alter this through role-play and should consult a GM if this occurs.

Path helps us to determine how you see the world and what God you could worship.

*Note* Like being Neutral, being Pathless means that you're not interested or don't believe, which means you can not worship without first getting your path altered through role-play over time and consulting a GM.

Editor's Note: In Discord, when setting your

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5) - Find a GM/AGM/RW listed under Game Staff and Online.

Make sure you get in contact with a GM prior to sending them your information. Ask them if they're available to RollWatch for you. A GM may allow you to roll in whispers if they're engaged IC or in an Event.

When they say it is okay, they will ask you for the following:

Player Name / Character Name / Race / Racial Class (if applicable) / Alignment / Path / School / Unique 1 / Unique 2 / Unique 3 / Developmental Unique

then type: /roll 15-1d100 Dragon Ball roll. If the result is >=0, congratulations! You are the proud owner of a Dragon Ball! These will be secretly logged by the GM/AGM/RW.

Make sure it's in that format for the roster. Please have all of that ready before you ask.

Depending on how deep into the restart it is or if everyone before you got good rolls, you may or may not be able to roll for a Dragon Ball. If the result is 0 or higher, you get a Dragon Ball (if we have one to give)!

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6) Aftermath.

Okay so you're now on the roster. Now, you have several sub-steps to complete in order to bring your sheet up to a completed level and be able to play. "What?! There's more?" You ask? Yes, but it gets easier with time and levels follow a similar kind of progressive thought.

6a: Background -

By now, you likely have a concept to play with and a name to go on. A background can be anything from one page to thirty, as detailled as you want or as simple as you like. By submitting a background, you're offering the GMs with ideas of side-plots that they may use characters from your past to create more indepth restarts. This background should also help influence the other aspects of your character, explain them, or otherwise give reason to why he or she is the way he or she is.

Example; you've taken the Immortal Technique on a Namek, so you write your background as follows:

Dusty has existed for longer than his memory recalls. No time is worth remembering in particular and his current strength has slowly been accelerating from a meaningless single digit. Finally, he's taken his first steps towards a respectable power and it's escalating rapidly from there. He'd need it. He clenches his sword with anger as he moves forward through the Human World's desert he crash landed upon.

Not a terribly good background, but could be built upon easily enough.

Once it's written out, ask a GM so you can submit it to them. They may refer you to another member of staff because they don't deal with backgrounds. Based on how much you give them to enjoy reading/work with, they will give you a starting boost of experience between 100-500xp (1 star to 5 star background submission).

You should also take the time to give your character some basic short term goals, followed by one or two long term goals. If your goals involve your history/background, don't expect a GM to run an event just for you. But if it can involve more people without centralizing around a single character, it may be considered.

XP given to you from a background should be recorded in your Battle Log.

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6b: Stats -

**Editor's Note: Information regarding attributes (herein referred to as stats) can be found here on the Attributes page.

Remember, you get starting distribution stats found under the race information.

Example: "Statistics (45 additional points, max of 15 in 1 stat)"

This can be found above your race's starting stats. You should use these points before you apply anything else.

Next, apply any additional stats your Development Unique may provide.

Followed by the "other race" School stats, unless otherwise specifically stated.

Remember to log every stat you add to your sheet using the Stat Breakdown log. This is usually what GMs will look at to make sure your sheet is correct. And they do look. Failure to keep this up-to-date may result in xp penalties and using combat values that do not equal your stat breakdown and HP/Ki mods or endurance may result in penalties or removal from the roster.

6c: Powers -

Some races get free powers on creation, so carefully read through your racial information for this information.

Then, you pick your race's number of powers on creation, which will be found in your racial information.

Next, add the powers you get from your Fighting Style and record the School in your Logs, along with the Powers chosen/given.

Remember, when creating or levelling up, you may only spend up to half of your powers in one tree unless you possess a Unique that enables this rule to change. For example, if you start with 5 Powers - 5/2 = 2.5, rounded down to 2 powers per tree. Racial powers do not apply to this limit.

When you level up however, you may only take 1 power per tree. So for example, you gain 3 Powers in your level up. You would have to pick one from three trees.

6d: Health / Etc -

Having done your powers and stats, you're now able to work out your Health (HP) / Ki mods if you haven't done so already. Races will have a listed HP / Ki Mod which will be a number. For example, a Dodorian has a HP mod of 16. Without Uniques to raise it, his or her HP would be calculated as: 16*STM+60*level.

You should also take the time to work out your Ki (similar to HP above), Endurance, Lifepoints (LP) amount, and your resistance.

It also might be a good time to work out your Powerlevel - [((Current HP+ Current Ki)*(STR+DEX+SPD)*(Current Life Points/Max Life Points))/10] to establish how strong you are. Level 1 Low characters tend to range from 8-15k. While, Mid races tend to vary from 10-20k. High races can be anywhere between 10-30k.

Any extras that should be tracked during a fight, such as Ki Shield, Final Ki Attacker Counter, Solid Aura and so on should also be listed and worked out in this step.

6e: Invents -

Possibly one of the most difficult steps in the game, some people simply ignore invents. However if you take the time to stop and read them, then develop them; they can become some of your most powerful moves - moreso than School invents even.

To learn more about Invents, go to Chapter 3: Powers and Invents, Section 2: Invents.

Invents, when made, should be recorded somewhere in your sheet.

6f: Strike / Dodge / Etc -

Now may be a good time to work out your strike/dodge/damage rollers ready for combat. Remember each time your stats improve and each level up, you should ensure they are up to date.

Remember that part of your Misc mods is level*10 damage and applies to all damage (including Telekinetic Damage) unless misc mods are specifically stated not to apply.

Remember to check your uniques / racial information for additional bonuses.

6g: Reputation / Money -

Every character begins play with 500 Credits to make any purchases they want, be it swords or training equipment.

Make sure to check equipment (such as armor) that does not have a level limit, before you purchase it.

In addition to fights and mugging other characters, you get 100 credits each day that passes. You should use get_restart or ask what time a day rolls over in order to record this accurately.

As well as credits, you also get 1 Reputation point for every day that passes and should be logged in your Reputation log.

6h: Final Step; Late Creation -

When you roll up a character, a GM may remember to tell you what day you've created on. If you've made Day 0 (the start of the restart), you should ignore this step and begin play.

If you did make late into the game, you can use the command in chat get_restart to see a series of numbers. For example: Server Administrator-> Last Game Restart: 18:19:16:01.

This series of numbers tells me we're in Day 18, Hour 19, Minute 16. This means in 4 hours and 44 minutes that it will be Day 19.

For *every day* you made late, you recieve the following:

* 1 day of Training - See Chapter 2: Character Creation, Section 8: Character Advancement: Training, for more info. You do  NOT  get Experience training.

* 400 Experience. Alternatively, if you're remaking a character or it died, you can optionally take 50% of your last characters Experience.

* 100 Credits, as if you'd taken them daily as mentioned in 6g.

* 1 Rep point, as if you'd taken them daily as mentioned in 6g

* Training with Weighted Clothing level 1, beginning from Day 1. This means +1 to all stats (except INT) every 5 days, regardless of your starting strength.

* See Chapter 8: Character Advancement, Section 4: Levelling Up and look at the Experience Table to check if you've levelled..

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Enjoy!