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Locations & Travel

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Locations & Travel
The Universe & Afterlife
Travel
The Dragon World is split up between many different locations, many within the living universe while others are in the separate dimension of the afterlife, sometimes referred to as Other World. Traveling between those locations has requirements, takes time, and sometimes has other restrictions or consequences associated.

Traveling on a planet is simple: planets are treated, for simplicity's sake, as a single location. Flight is required, however, for certain Activities.

Traveling between locations within the universe, such as planets or the Interstellar Market, is more complicated: It requires either a spaceship or a powerful teleportation technique. The length of time required will then vary between six Quarters to instant with teleportation. While traveling, you cannot do other activities that require time or spend EXP.

Traveling within the Afterlife is similarly simple. Flight is required for almost all travel within the Afterlife, unless otherwise noted, and it requires two Quarters per journey. It is important to note that there are consequences for being Good or Evil in certain locations, with the details of such listed with the appropriate location below. Characters of a Neutral Alignment, however, face a different restriction: if they visit more than three different locations (except the Check-In Station, which is a gateway and processing hub rather than a destination) within the Afterlife following death, they will face a two Quarter cooldown wherein they can do no Activities as their soul is scrubbed of stains left by their adventures — but they still accumulate EXP.

Note! Travel is the only thing one can do in the Afterlife while they're still alive. No other Activities, or even Quests (except Free Quests) can be done unless something explicitly states otherwise.

Planet Details
All planets (including the Interstellar Market, which is a almost-fully-urbanized moon) have a number of planetary features and other details.

All planets have a Description is simply a general overview of the planet and is considered a base upon which for players of Dragon World to expand upon their Campaigns through their writing.

Typical Power Level represents the average Power Level of that world's Ki-wielding fighters, typically of the native species! This is not the starting Power Level for that world's race nor does it represent every single individual of that race. The strongest typical NPCs are generally 10x higher in Base Power Level, and keep in mind that they might have Transformations of their own, consistent with their race! When you try to Conquer a Planet without a Ruler, expect to fight someone of that level of strength.

Planetary Features are other unique functions or services available when you're on that world! These can be widely varied, as the worlds of Dragon Ball are quite diverse, so be sure to read them all!

Each location in the living Universe has a Natural Gravity, measured in Gs, that reflects the physical conditions of that world. A planet's Natural Gravity allows characters to perform Gravity Training without a Gravitron, as long as the gravity meets the requirement of being equal to at least 1/100th of the character's Base Power Level. For example, a planet with 20g of Natural Gravity supports Gravity Training for characters with a Base Power Level up to 2,000.

Some planets also possess a Gravitron Facility — a publicly accessible Gravitron that characters may rent for training, much like a gym membership. These facilities allow Gravity Training at levels above the planet's Natural Gravity without requiring a personal Gravitron on a spaceship. Each facility has a maximum gravity level it can provide, and renting access costs Zeni per 100 EXP spent on Gravity Training while using the facility.

  • Up to 100g: 250z per 100 EXP
  • Up to 1,000g: 500z per 100 EXP
  • Up to 10,000g: 1,000z per 100 EXP
  • Up to 100,000g: 2,000z per 100 EXP
  • Up to 1,000,000g: 3,000z per 100 EXP (Zoon only)
The Universe
Earth
Description: Homeworld of the Humans, the planet Earth is a pangaea world. It possesses climates ranging from an arctic subcontinent to the north to tropical islands in the south, with major Human cities dotted across the world. It is considered largely average by the rest of the universe, an uninteresting world in an uninteresting part of space.
Typical Power Level: 200
Natural Gravity: 1g
Gravitron Facility: Up to 1,000g
Planetary Features:
  • Medical facilities are available: 500z to instantly recover HP and Ki after battle or to recover from being Knocked Out (restored to 1 HP and 1 Ki) in battle, 1,500z per limb to instantly remove Crippled, and 3,000z per limb to instantly remove Severed.
  • Fighting Uniforms, Weighted Clothing, Jet Packs, Dragon Radars, Starliner Tickets, and Revival Capsules can be purchased at Interstellar Market rates.
  • Spaceship add-ons can be purchased at Interstellar Market rates.
  • Repair, recharge, and reuse costs for items are reduced by 50% while on Earth.

Namek
Description: Homeworld of the Namekians, the planet possesses moss-like blue grass and green oceans, and green skies. Vegetation is sparse, mostly made up of thin trees with bushy tops. Animal life is even more sparse, with a few aquatic species joining the predominant Namekian population. Very few know of this world or its people.
Typical Power Level: 500
Natural Gravity: 1g
Planetary Features:
  • Namekian healers will remove two Crippled statuses for free, once per Good-aligned character, per four Quarters.
  • Namekian healers will remove the Severed status for 1,500z per limb instead of 3,000z once per Good-aligned character, per four Quarters.
  • HP and Ki is instantly restored after battle. The one-Quarter recovery period after losing a fight is waived while on Namek, with no interruption to ongoing Quests or Activities.
  • Fighting Uniforms, Master's Fighting Uniforms, and Smelling Salts can be purchased at Interstellar Market rates.

Vegeta
Description: Conquered by the Saiyans, planet Vegeta is a common continental world with red skies. A large portion of the planet, now known as the Saiba Wastes, was reduced to a rocky zone void of life during the conquest of the world from its original inhabitants, the advanced Tuffles.
Typical Power Level: 2,000
Natural Gravity: 25g
Gravitron Facility: Up to 10,000g
Planetary Features:
  • Characters who fight on Vegeta gain an additional 15% Base Power Level from the combat, stacking additively with other bonuses to Base Power Level gain (such as Zenkai) from battle.
  • Battle Armor, Heavy Battle Armor, and Battle Stimulants can be purchased at Interstellar Market rates.
  • The Challenge protection period after defeat is reduced from two Quarters to one Quarter while on Vegeta.
  • When a character performs the Sparring Activity on Vegeta, they earn 500z per training session in addition to the standard Sparring benefits, as Saiyan warrior culture draws patrons and wagers to every match.

Cold #01
Description: A world of frozen continents and deeply cold oceans, the planet is largely considered uninhabitable by most other races of the galaxy. Yet, the Changelings conquered it and thrived. It has since become a major hub in the universe, as the heart of Changeling society.
Typical Power Level: 1,000
Natural Gravity: 50g
Gravitron Facility: Up to 10,000g
Planetary Features:
  • For 2,500z to Knock Out, or 5,000z to kill, Changeling brokers will arrange a bounty on a named player-character. The next character to defeat that target in combat gains 2,000z (or 4,000z for a kill contract) from the broker upon reporting to Cold #01.
  • Elite Energy Blasters, Advanced Scouters, and Heart Viruses can be purchased at Interstellar Market rates.
  • Characters must pay 500z per Quarter (regardless if they leave the same Quarter they arrive) on Cold #01 for environmental protection against the extreme cold. Failure to pay imposes -2 to Attack and -2 to Defense in all combat on the planet for that Quarter. Changelings and the planet's Ruler (and all Faction members, if it's a Faction) are immune.
  • Once per Quarter, a character on Cold #01 may sell any single item for 75% of its Interstellar Market value instead of the standard 50%, as Changeling black-market fences pay premiums for hot goods.

Yardrat
Description: A world known for its region of tall, mountainous spires and being the homeworld of the enigmatic Yardrat. Most of the world is wrapped in thick cloud cover at any given time, and it is known to be a continental world dotted with numerous Yardratian cities and dense forests.
Typical Power Level: 300
Natural Gravity: 1g
Planetary Features:
  • When a character teaches a Technique to another character on Yardrat, the learner's EXP cost is waived. The one Quarter time requirement still applies.
  • Ki Supplements and Weighted Clothing can be purchased at Interstellar Market rates.
  • Sparring on Yardrat provides an additional +0.5% Power Level gained per training session.
  • Once per in-game year (four Quarters), a Good-aligned character on Yardrat may convince Yardratian mystics to teleport them to any location in the living Universe instantly, requiring no spaceship or Techniques.

Konats
Description: Often considered one of the finest natural gems of the universe, Konats is the homeworld of the Konatsian people. The planet is known for the beauty of its great meadows, tended to carefully by the deeply spiritual schools of swordsmen renowned among the population.
Typical Power Level: 800
Natural Gravity: 1g
Planetary Features:
  • Basic Weapons, Piercing Weapons, and Magic Weapons can be purchased at Interstellar Market rates.
  • Weapon repair costs are halved while on Konats.
  • For 500z, Konatsian bladesmiths will enhance a weapon for its next battle, granting +1 to Damage with that weapon for one battle.
  • For 2,000z, an ensemble of Konatsians musicians will perform an ancient Song of Protection for a character before their next battle. That character begins their next battle with 25 Temp HP that lasts until depleted, in addition to any Temp HP granted by armor or Techniques. The Song expires if no battle occurs within four Quarters of purchase.

M-1
Description: A world of marginal habitability, one that most races struggle to be comfortable upon with its strangely high gravity, minimally breatheable atmosphere, and corrosive toxins throughout the rocky surface. Even the world's oceans, considered meager by most standards, are almost entirely lifeless. It is instead covered in sprawling cities, with little but wasteland between, populated heavily by artificial lifeforms such as Androids that have been cast out by their creators.
Typical Power Level: 1,500
Natural Gravity: 75g
Gravitron Facility: Up to 100,000g
Planetary Features:
  • Medical facilities are available: 500z to instantly recover HP and Ki after battle or to recover from being Knocked Out (restored to 1 HP and 1 Ki) in battle, 1,500z per limb to instantly remove Crippled, and 3,000z per limb to instantly remove Severed.
  • Scouters, Energy Blasters, and Holographic Trainers can be purchased at Interstellar Market rates.
  • Organic characters lose 10 HP at the start of each of their turns during combat on M-1 due to the planet's toxic atmosphere. Cyborgs and Bio-Androids lose 5 HP instead. Androids with the Artificial Lifeform trait are unaffected.
  • For 500z, a character may go off the grid on M-1. While hidden, the character cannot be located or targeted by Scouters, Ki Sense, Kanassan seers, or any other sensing or location-revealing method. This does not protect against being selected as the random target of a Challenge by an attacker on M-1 who cannot sense anyone. Hiding ends immediately when the character enters combat or leaves the planet.

Kanassa
Description: Inhabited by the clairvoyant Kanassans, the planet Kanassa is another known for its great beauty. In particular, the ancient architecture of the people draws many visitors, as well as the usually still lakes that closely resemble proper mirrors.
Typical Power Level: 500
Natural Gravity: 1g
Planetary Features:
  • Neural Accelerants can be purchased at Interstellar Market rates.
  • For 1,000z, Kanassan seers will reveal and provide perpetual knowledge of the current location of a named player-character, and allow a single Challenge against that character regardless of the ability to sense them. This knowledge is lost once the characters fight or after four Quarters pass, whichever comes first.
  • For 500z, Kanassan seers will reveal the current Power Level and known Techniques of a named player-character.
  • The meditative stillness of Kanassa's mirrored lakes sharpens mental focus. Characters performing Basic Training on Kanassa gain an additional +0.5% Power Level per training session, stacking with other training bonuses but still subject to existing caps.

Zoon
Description: A rocky world with an immense 100Gs of gravity at the surface. The surface is covered by snake-like stretches of land, all of them completely interconnected, surrounding deep seas. Much of those stretches of land are red and dusty, with life and vegetation often only found at the shores. Its people, the long-headed Zoonians, are renowned for their resistance to extreme gravity.
Typical Power Level: 1,000
Natural Gravity: 100g
Gravitron Facility: Up to 1,000,000g
Planetary Features:
  • Characters with a Base Power Level below 5,000 suffer -2 to Attack and -2 to Defense in combat on Zoon due to the extreme gravity.
  • Weighted Clothing, Heavy Battle Armor, and Vitality Supplements can be purchased at Interstellar Market rates.
  • Gravity Training performed on Zoon, whether using the planet's natural gravity or its Gravitron Facility, gains an additional +0.5% Power Level per training session. This stacks with other bonuses but is still subject to existing caps.
  • Characters training at Zoon's Gravitron Facility pay 25% less than the standard Gravitron Facility rates.
  • Transformation Quests for Transformation Development completed on Zoon award 25 Bonus EXP upon completion.

Interstellar Market
Description: The particularly large moon of a gas giant that, due to its convenient location and the presence of ample resources for spaceship fuel, has become the commercial hub of the universe. It is now almost entirely urbanized and functions as, largely, a single, giant city and marketplace. Populated heavily by Changelings, the wheeling and dealing of the Interstellar Market extends far beyond the official laws and regulations that govern commerce within.
Typical Power Level: 750 | A mix of Changelings and other races!
Natural Gravity: 0.5g
Gravitron Facility: Up to 100,000g
Planetary Features:
  • Medical facilities are available: 500z to instantly recover HP and Ki after battle or to recover from being Knocked Out in battle, 1,500z per limb to instantly remove Crippled, and 3,000z per limb to instantly remove Severed.
  • All items can be purchased at base Interstellar Market rates, as described in the purchasing rules.
  • For 2,000z, underground contacts will discreetly reveal the current location, items, Zeni total, and spaceship configuration of a named player-character.

The Afterlife
Check-In Station & Snakeway
Information: The meeting point of all souls of the universe before their judgment by King Yemma. All characters briefly appear here when they die, allowing them to attack each other should they die during the same Quarter. Players may also travel, via Snakeway, to the Four Kaio Worlds without Flight.
Location Features:
  • Characters who die during the same Quarter may Challenge each other at the Check-In Station.
  • King Yemma will reveal the current Afterlife location of any dead player-character at no cost.
  • Characters may travel to the Four Kaio Worlds via Snakeway without the Flight technique.
  • Dead characters at the Check-In Station may perform the Working Activity, representing administrative processing and odd jobs for King Yemma's office. Zeni earned is retained upon revival.
  • The Purchase Activity cannot be performed at this location.

The Four Kaio Worlds
Information: Four, small, plain worlds of grass, maybe a few trees, and a single home for the appropriate Kaio that lives there, each watching over a quadrant of the universe based on their cardinal direction: North, South, East, and West. These are the homes of some of the finest Martial Arts Masters that have ever lived.
Location Features:
  • Characters may spend up to 400 EXP on Special Training; but after the last 50 EXP is spent, cannot do any Special Training for the next ten in-game years (40 Quarters), regardless of which Afterlife location the Special Training is done at.
  • Variable Natural Gravity of up to 100g without combat penalty.
  • Sparring at the Four Kaio Worlds provides an additional +0.5% Power Level gained per training session.
  • The Working and Purchase Activities cannot be performed at this location.

Grand Kaio's World
Information: Above even Heaven is the large world of the Grand Kaio, the Kaio intended to watch over the entire Afterlife. This world possesses an expansive city, for many seek the guidance of the Grand Kaio and those he keeps close. It is the place within the Afterlife where many others who still possess their bodies, due to their strong wills, can be found.
Access Requirement: A character must have completed at least one Special Quest at the Four Kaio Worlds, or any combination of two non-Snakeway Afterlife Special Quests from any Afterlife location, to travel to Grand Kaio's World.
Location Features:
  • When a character teaches a Technique to another character on Grand Kaio's World, both the learner and the teacher gain 50 Bonus EXP. The standard EXP and time costs still apply.
  • Dead characters on Grand Kaio's World may perform the Working Activity, representing odd jobs, administrative tasks, or services rendered within the city. Zeni earned is retained upon revival.
  • Dead characters on Grand Kaio's World may perform the Purchase Activity, buying items at Interstellar Market rates. Items purchased while dead are retained upon revival.
  • Once per death, a character on Grand Kaio's World may request the Grand Kaio observe a living player-character and report their current Power Level.

Heaven
Information: A large, paradise world overlooking much of the Afterlife, the home of the souls of the good of the universe. Intended to be a pleasant resting place until reincarnation or, simply, for the rest of the eternity; though it often becomes far too boring for many.
Location Features:
  • All Crippled and Severed statuses on a dead, Good-aligned character are healed upon arriving in Heaven or immediately after battle in Heaven. For all other characters, Crippled recovers in 1 Quarter and Severed recovers in 4 Quarters, one at a time starting with Crippled. Dead Good-aligned characters recover instantly from being Knocked Out, with no interruption to their ongoing Quests or Activities.
  • Characters in Heaven gain +0.5% Power Level per training session when performing Basic Training.
  • Dead Good-aligned characters in Heaven restore 50 Ki at the end of their turns during battle against non-Good characters in Heaven.
  • The Working and Purchase Activities cannot be performed at this location.

Sacred World of the Kais
Information: Kaioshin Sei. A world of incredible natural beauty, reserved only for the Kaioshin and those they invite, that orbits outside of the greater universal structure of the living universe and the afterlife. It is surrounded by many, small suns that keep it day across the world at all times. The completion of the Special Quest, Kaioshin Sei Invitation, is required to even fly to this location.
Location Features:
  • Characters may spend up to 400 EXP on Special Training; but after the last 50 EXP is spent, cannot do any Special Training for the next ten in-game years (40 Quarters), regardless of which Afterlife location the Special Training is done at.
  • Time spent on Transformation Quests on Kaioshin Sei is reduced by one Quarter (minimum one Quarter).
  • Characters on Kaioshin Sei may learn one Mystic-type Technique regardless of whether their race or traits normally allow it.
  • The Working and Purchase Activities cannot be performed at this location.

Hell
Information: A place of trials and tortures, or at least vague discomfort, intended to break the wills of evil souls who refuse to give themselves over to reincarnation. Evil Characters that attempt to leave will be attacked by an Afterlife Guardian NPC of at least 2x their Power Level and a thread will be created by the combat. Good Characters that attempt to enter will suffer the same.
Location Features:
  • Characters may spend up to 400 EXP on Special Training; but after the last 50 EXP is spent, cannot do any Special Training for the next ten in-game years (40 Quarters), regardless of which Afterlife location the Special Training is done at.
  • Sparring in Hell provides no benefit. However, Basic Training in Hell now provides 3.5% of Power Level per training session.
  • Dead Evil-aligned characters in Hell get a +100% Current Power Level bonus when fighting non-Evil characters in Hell.
  • The Working and Purchase Activities cannot be performed at this location.

Maikai
Information: Also known as the Demon Realm. An endless void of rocky wastes, blood red lakes, oceans of lava, and varieties of Makai; located at the very bottom of the Afterlife and universe as a whole. Anyone here constantly feels like they're slowly falling. Escape, for anyone who isn't a Makai, is possible only through three wishes upon the Dragon Balls, which will return them to either Hell, Heaven, or the Check-In Station dependent upon their Alignment. Should your character spend three full years here, they will die permanently and be completely deleted.
Location Features:
  • All Training Activities performed in Maikai use Special Training rates. This is unrelated to the 400 EXP limit on Special Training at other Afterlife locations.
  • Characters in Maikai cannot be located or sensed by any means, including King Yemma, Kanassan seers, Scouters, Ki Sense, or God Ki.
  • A character's Alignment shifts one step toward Evil for every in-game year (four Quarters) spent in Maikai. This shift is permanent and cannot be reversed by Yemma's Judgment.
  • Upon entering Maikai, all items in the character's possession are destroyed. An Android or Cyborg's item chosen for the Upgrades trait cannot be destroyed.
  • The Working and Purchase Activities cannot be performed at this location.

Planetary Conditions
The planets of the Dragon World are not static. War, prosperity, supernatural forces, and the passage of history reshape worlds in ways that no amount of governance can fully control. Every location in the living Universe possesses a Condition that reflects its current state — the weather of the world, not the buildings on it. Conditions are things that happen to a planet, whether for good or ill.

A planet can hold only one Condition at a time. Nominal is the default.

Conditions are distinct from Planetary Improvements (described in Rulership & Factions), which are things a Faction builds on a planet through governance. Conditions and Improvements interact — some Conditions suspend or destroy Improvements, while some Improvements are more effective under certain Conditions — but they are tracked separately.

A planet's Condition can change as a result of Saga Events, prolonged peace or violence, supernatural intervention, Dragon Ball wishes, or catastrophic destruction. The Game Master determines when triggers are met unless a specific rule states otherwise.

Locations in the Afterlife possess their own set of Conditions, detailed in a later section.



Conditions

Sacred
Divine or cosmic energy permeates the planet. A Kai has taken a direct interest in this world, a Kaioshin has blessed it, or a wish of extraordinary spiritual significance has reshaped its energy. The air hums with power that no mortal hand created.
  • All Training Activities performed here gain an additional +0.5% Power Level per training session, stacking with other bonuses but still subject to existing caps.
  • Transformation Quests undertaken here are reduced by one Quarter (minimum one Quarter).
  • Characters with God Ki gain +1 to Defense while on this planet.
Triggered by: The direct involvement of a Kaio, Kaioshin, or other powerful Shinjin of extraordinary ability in a narrative event on the planet. A Dragon Ball wish specifically infusing the world with spiritual energy. A Saga Event of cosmic significance. Sacred cannot be achieved through governance or Planetary Improvements — it is a gift from forces beyond mortal politics.
Interaction with Improvements: All Improvements function normally and their effects stack with Sacred's bonuses. A Sacred planet with Training Grounds is the best place to train in the universe.
Lost by: The planet becoming Corrupted. The departure or death of the divine influence that created the state. A Saga Event that severs the spiritual connection. Returns to Nominal.

Famous
Something historic happened here. A Super Saiyan transformed for the first time on this world. A tyrant was overthrown. A wish changed the course of the universe. The planet's name echoes across the galaxy, and warriors are drawn to where legends were born.
  • All rewards for planet-specific Events (EXP, Power Level, etc.) are increased by 25%.
  • Free Quests written on this planet award a minimum of 50 Bonus EXP to all participants instead of 25.
  • Characters arriving on a Famous planet for the first time in a Campaign gain 25 Bonus EXP as the weight of history sharpens their focus.
Triggered by: A Saga-defining battle or event occurring on the planet. A milestone Transformation (first Super Saiyan, first God Form, etc.) being achieved here. A Dragon Ball summoning that results in a wish of extraordinary consequence. The Game Master determines when an event is sufficiently historic.
Interaction with Improvements: All Improvements function normally. Famous stacks with Festival Grounds' Bonus EXP bonus (the minimum becomes 50 from either source, and does not double to 100).
Lost by: Famous is persistent by default. A planet's history does not un-happen. However, if the planet is Fully Destroyed and restored, it returns to Nominal. A Saga Event of sufficient magnitude may also override Famous with another Condition.

Invigorated
The planet is awash in life energy. Whether from an unusual concentration of unique living beings, a world teeming with diverse ecosystems, or the residual gift of a cosmic event, the very atmosphere pulses with vitality. Ki flows freely here — fighters find reserves they didn't know they had, and the energy of the world itself rushes to fill what combat expends.
  • All participants in combat gain 10 Ki at the end of their turns.
  • Critical Hits refund the full Ki Cost of the associated Technique, if any.
  • The Severed status recovers in 2 Quarters instead of the normal duration.
Triggered by: A massive influx of life energy — a Spirit Bomb that didn't detonate but dispersed into the world, a massive spell of white magic, an extraordinary act of healing or revival on a planetary scale, or a Saga Event that floods the world with positive energy. The Game Master determines when an event qualifies.
Interaction with Improvements: All Improvements function normally.
Lost by: The planet becoming Corrupted (dark energy smothers the life force). The planet reaching Scarred or worse (the life energy dissipates as the world is damaged). A Saga Event that drains the world's vitality. Alternatively, the effect fades naturally after a Game Master-determined number of Quarters if its source was a one-time event rather than a persistent phenomenon.

Tranquil
The planet has experienced a sustained period without conflict. Whether through deliberate protection, isolation, or simply the absence of violence, a deep calm has settled over the world. The people are generous and giving, and the culture has turned inward toward healing and growth.
  • All HP and Ki is fully restored after battle.
  • The Crippled status recovers in 1 Quarter instead of the normal duration.
  • Challenge protection periods on this planet are extended by 1 Quarter.
Triggered by: Eight consecutive Quarters with no combat (Challenges, Conquer attempts, Saga combat) occurring on the planet. A Saga resolution that brings prolonged peace. A Dragon Ball wish specifically calming a world.
Interaction with Improvements: All Improvements function normally. Medical Center and Tranquil stack, making the planet an exceptional recovery destination.
Lost by: Any combat occurring on the planet. Tranquil reverts to Nominal immediately. One fight shatters the calm. This fragility is deliberate: maintaining Tranquility requires actively keeping violence off your world.

Nominal
The default and most common state. The planet functions exactly as described in its location entry. All Planetary Features, Gravitron Facilities, item availability, medical facilities, Special Quests, and Planetary Improvements operate normally. No modifiers of any kind. All planets begin a Campaign at Nominal unless stated otherwise.

Destabilized
The planet is experiencing political upheaval, civil unrest, or economic strain. Infrastructure buckles under pressure. This is the mildest disruptive Condition and the most common result of neglect, exploitation, or failed conquest.
  • All purchases on this planet are subject to the 50% markup, even if the planet would normally offer items at Interstellar Market rates or if a Marketplace Improvement exists.
  • Gravitron Facilities are operational but their costs increase by an additional 25%.
  • Working Activity gains are reduced by 25%.
  • Special Quests are still available but take one additional Quarter to complete.
  • Challenge protection periods on this planet are reduced by one Quarter (minimum zero Quarters).
Triggered by: Three or more consecutive Levy Decrees on the same planet. Sustained Evil rule without Improvement investment (four Quarters without at least two Improvement Decrees). A failed or contested conquest attempt. The removal, death, or departure of a Ruler with no successor. A Saga Event involving political upheaval. The aftermath of a major battle.
Interaction with Improvements: All Improvement effects are suspended but not destroyed. The infrastructure exists but isn't functioning properly under the strain. Recovery lifts the suspension.
Recovery: 4 Quarters of Improvement Decrees (these can be toward any Improvement; the recovery happens alongside Improvement progress). Or a Dragon Ball wish.

War-Torn
Active, large-scale conflict is occurring on the planet. The world has become a crucible: incredible for fighters, terrible for anyone trying to live a normal life.
  • All characters on the planet gain +25% Base Power Level from combat, stacking additively with other bonuses.
  • Medical facility costs are doubled.
  • The Working Activity is unavailable on this planet.
  • Each Quarter, characters on the planet roll a d10. On a result of 1 or 2, the character is drawn into an NPC combat encounter managed by a Game Master, whether they want one or not.
Triggered by: Actual combat between members of warring Factions on the planet (see Faction War in Rulership & Factions). A Conquer a Planet Event wherein two or more related battles occur. An active Saga conflict centered on the planet. An ongoing invasion or the actions of a particularly destructive character.
Interaction with Improvements: Infrastructure Improvements may be destroyed at Game Master discretion based on the severity of the fighting. Military Improvements and Cultural Improvements survive — war does not destroy combat culture. Festival Grounds may or may not survive depending on the nature of the conflict.
Recovery: The conflict must end first (peace declared, Saga resolved, invader repelled). Then 6 Quarters of Improvement Decrees. Or a Dragon Ball wish.

Corrupted
A dark or unnatural energy has taken hold of the planet. The source might be Hell or even Maikai's influence seeping into the living Universe, a Saga villain's power, a failed ritual, or something else entirely. The power here is intoxicating and dangerous. This is the dark mirror of Sacred: supernatural, event-driven, and outside the scope of governance.
  • All characters on the planet have their Alignment shift one step toward Evil for every two in-game years (eight Quarters) spent there.
  • All Training Activities use a rate of 3.5% per training session, replacing Basic and Gravity Training rates but still subject to existing caps.
  • Characters with Good Alignment suffer -1 to Attack and -1 to Defense while on the planet.
  • Characters with Evil Alignment gain +1 to Attack while on the planet.
  • Special Quests requiring Good Alignment cannot be completed here.
Triggered by: Maikai energy seeping into the living Universe. A Saga villain's direct influence. A dark ritual gone wrong. A Dragon Ball wish gone terribly wrong. This Condition cannot be caused by governance or Faction actions alone.
Interaction with Improvements: Medical Center costs are doubled. No Bonus EXP can be acquired from Quests, despite relevant improvements. Special Quest NPCs that must be fought will have their minimum Power Level doubled and will always kill you even if they otherwise would not have.
Recovery: Requires narrative resolution first (Good-aligned Shinjin or Kai intervention, a Saga Event that cleanses the corruption, or a Dragon Ball wish). Alternatively, 12 Quarters of continuous Good-aligned Faction governance without narrative resolution, representing the slow purification of a world through righteous leadership.

Isolated
The planet has been cut off from normal interstellar travel. A spatial anomaly, a unique Technique, a spell of immense magnitude, or another supernatural force with power great enough to repel those attempting to approach. The planet itself may be perfectly fine; the challenge is getting there.
  • Travel to and from the planet takes an additional Quarter regardless of engine type.
  • Teleportation techniques require a d10 roll to succeed, failing on a result of 1 through 3 and leaving the character at their point of origin but do count as the ability, item, or Technique being 'used'. Each subsequent attempt within the same Quarter suffers a cumulative -2 penalty to the roll.
  • All on-planet features, Gravitron Facilities, Special Quests, Improvements, and other mechanics function normally.
  • Characters already on the planet when the Isolated Condition begins are subject to the same travel restrictions when attempting to leave.
Triggered by: A Saga Event. A plague or spatial anomaly. A blockade by a powerful Faction or NPC force. The intervention of a powerful being. This Condition is event-driven and not caused by governance Decrees.
Interaction with Improvements: All Improvements are unaffected. The problem is access, not infrastructure.
Recovery: Requires narrative resolution (the spell is broken, the Technique ended, the spatial anomaly resolved) or a Dragon Ball wish.

Scarred
The planet's surface has been significantly damaged but not rendered uninhabitable. Cities lie in ruins, infrastructure is shattered, but the world endures. Life will return here, given time or intervention.
  • Natural Gravity remains accessible for Gravity Training.
  • Gravitron Facilities are destroyed and unavailable.
  • One or two of the planet's Planetary Features are lost at Game Master discretion, typically the most infrastructure-dependent (medical facilities, item shops). More organic or cultural features may survive.
  • Special Quests tied to specific facilities or infrastructure are unavailable. Special Quests tied to individuals, natural phenomena, or the land itself may remain available at Game Master discretion.
Triggered by: A partially successful planet destruction attempt that was interrupted. A devastating Saga Event. A catastrophic battle. The aftermath of a prolonged War-Torn state escalating.
Interaction with Improvements: Infrastructure, Culturual, and Economic Improvements are destroyed. Garrison loses the Defense bonus but retains the extended Conquer response window.
Recovery: 8 Quarters of Improvement Decrees. Or a Dragon Ball wish. Without a ruling Faction actively developing, the planet may recover naturally over a Game Master-determined number of Quarters (typically longer than 8).

Dying
The planet is in its final stages. Whether from core instability, a slow-acting destruction technique, or an ecological collapse, the end is coming and everyone knows it.
  • Characters on the planet take 5 HP of environmental damage at the start of each of their combat turns. This damage is not reduced by Damage Reduction.
  • All Planetary Features still function but Gravitron Facilities are offline.
  • There is a Game Master-determined countdown, measured in Quarters, until the planet is Fully Destroyed. This countdown is publicly visible to all players.
  • Special Quests can still be attempted but the countdown applies: if the planet is destroyed before the Quest is complete, the Quest is failed and any time invested is lost.
Triggered by: A destruction attempt that was partially stopped but not fully reversed. Core instability caused by a Saga Event. An escalating natural or supernatural catastrophe. This Condition is not caused by governance Decrees.
Interaction with Improvements: All Improvements are at risk. If the planet is saved and reverts to Scarred, surviving Improvements are determined at that point per Scarred's rules.
Recovery: A Dragon Ball wish. Extraordinary Saga intervention may also halt it. Other cosmic intervention may work as well.



Destruction
At any point, a character may attempt to destroy a world. When destruction is attempted, characters on and off the planet have two Quarters to join the thread and stop the attacker. If the planet has the Garrison Improvement, this window extends to three Quarters. If the attacker cannot be stopped, the planet is destroyed.

Destruction results in one of two outcomes dependent upon the intention of the character and is limited by their power:

Surface Destroyed
The civilization and infrastructure are annihilated, but the planet itself remains as a barren, lifeless rock.
  • The planet is still accessible and can be traveled to.
  • Natural Gravity remains available for Gravity Training.
  • All Planetary Features, Gravitron Facilities, item availability, medical facilities, NPC services, and all Planetary Improvements are lost.
  • All Special Quests tied to this planet are unavailable.
  • Any Dragon Ball set native to this planet is scattered and inactive until the planet is restored.
  • Any in-progress Activities or Quests on the planet are immediately interrupted.
  • The ruling Faction, if any, loses the planet. It reverts to unruled and has no Default Alignment.
  • May be restored to Nominal via a Restore World wish, or through extraordinary Saga events.

Fully Destroyed
The planet no longer exists. Requires a character to possess a Base Power Level of 100,000 and a Super 1 Transformation.
  • The planet cannot be traveled to by any means, including teleportation.
  • All Planetary Features, Gravitron Facilities, Special Quests, NPC services, Planetary Improvements, and everything else associated with the planet are gone.
  • Any Dragon Ball set native to this planet is destroyed and permanently inactive until the planet is restored.
  • Characters on the planet when it is destroyed die unless they can survive the vacuum of space or escape via teleportation.
  • The ruling Faction, if any, loses the planet.
  • A Restore World wish will physically restore the planet in its entirety, returning it to Nominal with all original features, Gravitron Facilities, NPCs, and Special Quests restored. Previous Rulers and Improvements are not restored; the planet is open for conquest.

Locations within the Afterlife can be destroyed as well, often with deep ramifications upon the entire universe. It is possible that a player-character attempting as much will see far more resistance than merely other player-characters or living Universe NPCs.



Afterlife Conditions
The Afterlife is not a world in the same way a planet is. It is a separate dimension with its own physical structure, maintained by its Overseers — King Yemma, the Kai, the Kaioshin — and held together by dimensional barriers and infrastructure like the Soul Cleansing Machine. When things go wrong in the Afterlife, they go wrong differently than on a planet: barriers break, bureaucracies collapse, and the rules separating the living from the dead stop working.

As with planetary Conditions, Afterlife Conditions shift one step at a time under normal circumstances, with Game Master discretion allowing larger jumps during Saga-defining events.

Maikai is permanently locked to the Eternal Condition and is immune to all changes. It predates the Afterlife's modern structure and exists outside its rules.

Afterlife Conditions
Reinforced
The dimensional barriers around and within the Afterlife have been strengthened — maybe Yemma took extra precautions, the Kai pooled their power, or a recent breach prompted everyone to shore up security. The locks are tighter than they've ever been.
  • The barrier between the living and dead cannot be weakened or bypassed by anything short of a Dragon Ball wish or Saga-level event.
  • Characters in the Afterlife at this location cannot be sensed or located by living characters through any means, including God Ki.
  • Afterlife Guardians at this location are 3x the Power Level of intruders instead of the usual 2x.
  • Travel times to and from this location from the living universe are increased by one Quarter, as the tightened barriers make crossing harder.
May be triggered by: A recent breach or escape attempt prompting a security overhaul, a direct order from King Yemma, or the Kai taking defensive action after a Saga threat.

Amplified
A surge of energy has flooded this location — maybe from a massive influx of powerful souls, the Soul Cleansing Machine running at peak output, or the Kai deliberately channeling power into the area. There's simply more energy here than usual, and fighters benefit from it.
  • Special Training caps are increased from 400 EXP to 600 EXP at this location. The ten-year cooldown still applies across all Afterlife locations once the final 50 EXP is spent.
  • All Sparring bonuses at this location are doubled.
May be triggered by: A major conflict in the living universe sending a wave of powerful fighters to the Afterlife, the Kai concentrating energy into a location, or the aftermath of a Saga event that disrupted and then restored the dimensional balance.

Bustling
This location is experiencing a surge in population and activity. A major war might have sent dozens of powerful fighters through the Check-In Station, or an event like the Otherworld Tournament is drawing warriors from across the Afterlife. The place is crowded, loud, and full of opportunity.
  • Technique teaching bonuses are doubled at this location.
  • The Working Activity generates 25% more Zeni, as there's more to do and more people to do it for.
  • Free Quests written at this location award a minimum of 50 Bonus EXP to all participants instead of 25.
May be triggered by: A major conflict in the living universe causing a spike in deaths, the Otherworld Tournament drawing fighters, or a Saga event that concentrates powerful characters in the Afterlife.

Orderly
The default state. Everything is running as intended. King Yemma is processing souls, the ogres are doing their jobs, the barriers between dimensions are intact, and the Kai are watching over their respective domains. All Location Features and Special Quests operate normally.

Disrupted
Something has gone wrong with the infrastructure of this location. Maybe the ogres are overwhelmed, maybe a piece of dimensional machinery is malfunctioning, or maybe a powerful soul is causing trouble without it escalating to a full crisis. The system is straining but hasn't broken.
  • King Yemma's services at the Check-In Station may be delayed: soul sorting takes an additional Quarter before characters can travel to their alignment-appropriate destination.
  • Special Training is still available, but the cap is reduced from 400 EXP to 300 EXP as the instability interferes with focus.
  • Sparring bonuses at this location are halved.
  • Special Quests take one additional Quarter to complete.
May be triggered by: An overloaded Check-In Station, a malfunctioning Soul Cleansing Machine, a powerful soul causing localized problems, or the early stages of a larger crisis.

Overseership Void
The Overseer of this location has been removed, incapacitated, killed, or has abandoned their post. The place is falling apart without them. The specific consequences depend on which location is affected:
  • Check-In Station: Newly dead souls are no longer sorted by alignment and instead arrive at random Afterlife locations. Yemma's location-revealing service is unavailable.
  • The Four Kaio Worlds: The Sparring bonus is lost and the variable gravity becomes unstable, fluctuating unpredictably (Game Master determines gravity each Quarter via d10 roll x10).
  • Grand Kaio's World: The Working Activity and the Grand Kaio's observation service are unavailable. The Otherworld Tournament cannot be held.
  • Heaven: The instant healing feature is lost. Characters no longer recover instantly from being Knocked Out.
  • Hell: Afterlife Guardians no longer enforce containment. Evil characters can leave freely and Good characters can enter freely.
  • Kaioshin Sei: The Transformation Quest time reduction is lost and the Mystic technique access is unavailable.
May be triggered by: An Overseer being killed or incapacitated by a Saga villain, a Kai abandoning their post, or a power vacuum created by player-character actions.

Containment Failure
Hell's security has been compromised. The ogres and Afterlife Guardians can no longer reliably keep evil souls where they belong. Applies specifically to Hell but has ripple effects across the entire Afterlife.
  • Evil characters can leave Hell freely without being intercepted by Afterlife Guardians.
  • Good characters can enter Hell freely as well.
  • There is a d10 chance each Quarter (triggering on a 1 or 2) that a powerful evil NPC escapes Hell entirely and appears at a random Afterlife location or, in extreme cases, on a random planet in the living universe, triggering a Game Master-managed encounter.
  • The Check-In Station becomes overwhelmed as recaptured souls cycle back through processing.
May be triggered by: A powerful soul breaking out and damaging Hell's containment systems, a Saga villain deliberately targeting Hell's infrastructure, or the consequences of an Overseership Void at Hell escalating.

Barrier Collapse
The dimensional boundary between the Afterlife and the living universe has broken down at this location. The barrier simply isn't there anymore. This is a catastrophic event on par with the kind of crisis where the dead walk the Earth and reality itself is compromised.
  • Dead souls can freely pass into the living universe and living characters can freely enter the Afterlife at this location.
  • All dead characters at this location lose the protection that prevents permanent death in the Afterlife. They can be killed again, and if killed, they are sent to Maikai.
  • Living characters at this location can participate in Afterlife Activities as if dead.
  • Travel to this location from the living universe is instant and requires no ship or teleportation, as the barrier simply isn't there.
May be triggered by: A massive dimensional explosion (such as the Soul Cleansing Machine overloading), a Saga villain with the power to tear dimensional barriers, or the cascading failure of multiple other Afterlife Conditions left unresolved.

Warped
A powerful being or force has altered the physical reality of this location. The landscape has changed, the rules work differently, and the place is barely recognizable. What was once a familiar location is now something else entirely.
  • The location's normal features and services are unavailable or function unpredictably.
  • Combat at this location may include environmental hazards (5-10 HP per turn, terrain effects, etc.) determined by the Game Master per encounter.
  • Navigation is unreliable: travel from this location to other Afterlife locations takes an additional two Quarters.
  • Special Quests cannot be completed here until the warping is resolved.
  • The specific nature and additional effects of the warping are determined by the Game Master based on whatever caused it.
May be triggered by: A being with reality-warping power taking control of the location, a catastrophic release of concentrated evil energy, or a Saga event that fundamentally reshapes the area.

Sealed
This location has been cut off from the rest of the Afterlife and the living universe. Someone or something has put up a wall and nobody is getting through it without enough power or the right solution. No one can enter or leave by any means, including teleportation.
  • Characters already inside when the Seal takes effect are trapped until it is lifted.
  • All Location Features and Special Quests function normally within, but no new characters can arrive.
  • The Seal can be lifted by the Overseer (if they are outside), by a sufficiently powerful wish on the Dragon Balls, or by the resolution of whatever event caused it.
May be triggered by: A powerful being encasing the location in a barrier, a dimensional anomaly sealing the area shut, a deliberate lockdown by an Overseer in response to a threat, or a Saga event.

Shattered
The location has been destroyed or rendered nonexistent. Unlike a destroyed planet, a Shattered Afterlife location doesn't leave behind a barren husk — it simply ceases to be, leaving a gap in the dimensional structure.
  • All Location Features, Special Quests, and services are gone.
  • Characters present at the time of Shattering are scattered to adjacent Afterlife locations at random.
  • The location cannot be traveled to.
  • Any unique items or techniques associated with the location are inaccessible until it is restored.
  • Restoration requires extraordinary intervention: multiple Dragon Ball wishes, direct action by the most powerful of Kai or Kaioshin, or a Saga-defining event.
May be triggered by: A being of extraordinary power deliberately destroying the location, a catastrophic dimensional collapse, or the culmination of a Saga.
 
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