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Rules

  • Welcome to the Wonderful 101!
    We hope that you enjoy your time in this group, as this one is just getting to its feet. Like many others, the Wonderful 101 is mostly an IC-driven group, but there will be some OOC elements to it. Before you get started, it would be best to read the following rules.

    Basic Rules:
    • Don't GodMod. It's kinda annoying, especially in this group.
    • Be a hero. As a member, you can help the group develop and blossom into something great! Help out the newbies, suggest any ideas, anything!
    • Work as a team. This is paramount in the Wonderful 101. Enemies might be too tough to take on alone, so make sure you gather some allies before you take 'em on! Another thing to add is to not hog all the glory. That's terrible. Don't do that. People will think you're a prick.

    Mission Rules:
    • You'll start with 10 Wonderful Ones for every mission.
    • If a mission becomes too difficult, you can abort it.
    • You cannot, and I mean CANNOT, join the side of evil. You're a superhero, for God's sake.

    Preparing for Combat:
    All around the world, your missions will have some or many aliens of the GEATHJERK Federation. Your duty as a member of the Wonderful 101 is to make sure they won't harm our planet. Along with aliens, you'll encounter other villains, criminals, and civilians. Civilians can be your aides and help you save the world. How? By giving them Tiny Wonder-Masks! They won't have any of the Unite Morph abilities, but they'll be a big part in combat. They will add out to your Attack Roll, which will be explained later.

    Combat:
    Probably the most exiting part of the entire group. Whenever you enter a battle with an enemy, a member in the mission must roll 1d6 for every player. The enemy (controlled by the GM) rolls the same amount of dice of the same type. Whoever rolls the highest, has that team go first. To attack, you must roll one die of how many team members you have (including citizens, but excluding you). Here's an example:
    • I have 10 citizens in my team, and 5 Wonderful Ones. I have to roll 1 die of 15 sides. Since I don't have a d15, I use the modifiers to increate my 1d10 plus 5.

    Damage is measured by what you roll. After rolling that, you must roll 1d4 to see if it hits. If you get:
    • 1, you miss. No damage is dealt.
    • 2, it scrapes by. The damage is halved.
    • 3, you hit successfully. The damage remains as it was.
    • 4, Critical Hit! The damage is doubled!

    You could also use Unite Morphs to get an edge in combat. They can be activated before or during combat. Here's a list of what Unite Morphs can do.
    • Unite Hand: Adds +3 to the damage modifier.
    • Unite Sword: Adds +3 to the starting roll.
    • Unite Gun: Adds +1 to the accuracy roll.
    • Unite Whip: Adds +5 to the damage modifier.
    • Unite Hammer: Adds +10 to the damage modifier, but adds -5 to the starting turn.
    • Unite Claw: Adds +5 to the starting roll, but adds -3 to the damage modifier.
    • Unite Bomb: Adds +2 to the accuracy roll.