Dragon Ball: How energy attacks work

Here is an excerpt of the combat cheat sheet I am working on. Since this document is not complete, there may be some changes between this and the final version.

How Energy Attacks Work

The character decides how powerful they wish their attack to be. The character spends 1 power per die (must spend in 10’s) out of their available power. Because some traits are available to certain kinds of energy attacks, the character must decide if the attack is a beam or ball. The character must pass a difficulty check equal to the amount of dice in the attack divided by 10. Energy attacks move 150 move in a phase. If the target is within 150 move, you may make an attack roll (Power + Combat + 3d6 against the opponents (Evasion + combat + 3d6). If you win, you hit the opponent.

Beam Attacks

A character that shoots a stream of energy (beam) may continue using the same beam if they miss and the blast does not hit a solid wall while traveling that phase. After the first phase, the character may use maneuvers such as Bending by making a new Control roll with a DV of the blast + the new added affects. Certain added affects may not be used. As long as there is space and the target is not attacking the blasting character, the blasting character may make new attack rolls against the target using the same energy blast.  This blast is not paid for again.

Counter blasts.

If you are the target of an energy attack, you may abort your next action in order to fire an energy attack defensively. If both attacks are beam type attacks, the both remain active. During your or your opponents phase, you may put more power into the attack in order to push the attack into you or your opponent. Putting power into the attack works similarly to how an energy attack is created, only you do not reroll to hit. Decide how much power you wish to add to the already active attack and if it is a larger amount than your power stat * 10, you must roll to control the attack. If you fail the control roll, the current beam does not remain active and you are hit by the opponent’s blast. The center-point of the two blasts will creep towards either you or your opponent. The rate at which the blast travels is equal to the difference in dice and will travel this far each phase. As long as the attack is maintained, the this will continue until either one side gives up or runs out of power. The person who is hit will take damage equal to both attacks added together.


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