Dbz- Other RP

This is the other rpg that was once on the internet. This rpg was created by other people, but I wanted to post it here to ensure it lives on for at least a little while longer. If anyone wishes me to remove this content, just let me know. For fun, I have added a few of my own thoughts to this rpg. I have put them in () to ensure that you can tell where its just me commenting on the game from the outside.

What You Will Need

The Dragon Ball RPG is basically a way for you at home to play out your own Dragon Ball adventures, and this time you won’t have to get hurt trying to break the wall with your fist! Dice will be referred to as d* where the asterisk is the number of sides on the die. For example, a six-sided die will be referred to as a d6. If a number is in front of the d6, for example 2d6, you will roll 2 six-sided die. To play the RPG you will need several d6, at least 2d8, at least 2d10, at least 2-3d20, a few pencils and paper to record damage on.

What is a Character?

A character will be your own personal piece in the game. You will control all of his actions and determine how he will react to different situations. Characters are not just human, there are several different races to choose from that are prevalent in the Dragon Ball Universe. A character’s attributes are numbers that reflect how strong, how fast, or how intelligent that character is. Different races have different die rolls for attributes to reflect their differences.

Attributes

There are 6 main attributes, Intelligence, Mental, Strength, Dexterity, Stamina, and Speed. Most of these characteristics are self-explanatory. Mental measures the character’s mental control and ability to use ki. Dexterity is the character’s close combat speed, while Speed is the character’s ability to move during combat. A high strength will give the character a greater damage bonus in combat, while a high dexterity will give the character a greater chance to strike and dodge. The average human, 2d6 will be rolled for each of these attributes. If you roll an 11 or 12, you get to roll an additional 1d6 to add to that characteristic, but this only applies for humans. Different races have different potentials so die rolls will be different for each attribute.

Intelligence (INT)

This attribute is an overall measurement of a character’s mental quickness.

Mental (MNT)

Mental measures a character’s ability to control their ki, sense ki, and strike with ki attacks. Having 20 points of MNT automatically causes the character to sense any ki attacks directed at him or anyone within a 50-foot radius.

Strength (STR)

Strength is a measure of the character’s brute power. Many different races receive damage points from strength as well as from ki, but usually strength is the main factor. Strength can be increased several ways, including long strenuous training, gravity rooms, and weighted clothing. Schools of technique reflect long training, but gravity rooms and weighted clothing are in a league all alone. To determine the bonus from training under high gravity, divide the number of Gs of gravity by 5. So a character training under 100 Gs would receive a +20 bonus to STR. Now, a character cannot then train under 100 Gs again, so now you would divide the number of Gs past 100, this goes for any gravity level.

Dexterity (DEX)

This measures a character’s quickness with his hands and feet. A high dexterity is often more useful than a high strength, because it adds bonuses to striking and dodging in hand to hand (HTH) combat.

Stamina (STM)

Stamina determines a character’s endurance. The number of actions a character can perform before becoming tired is equivalent to his STM rating.

Speed (SPD)

Speed determines a character’s ability to dodge ranged attacks. It also determines the number of feet a character can move during an action at no cost.

Basically follow the +1 bonus for every five points of an attribute after 20, for MNT, STR, DEX, KI, and SPD. This goes on to infinity, because it seems that the character’s powers are truly limitless.

Derived Attributes

Derived attributes include Ki capacity, Hit Points (HP), Life Points (LP), and attacks per combat round. Ki capacity is how much ki a character has. This can spent to do a variety of things, but most are for combat purposes. For a regular human, take his MNT attribute and multiply it by 5. Although all humans have a Ki capacity, only a few actually know how to use ki. Hit Points are a character’s ability to sustain damage. Life Points are also a measure of the character’s ability to sustain damage, but loss of life points is much more harmful than HP. To determine Hit Points for a normal human, multiply their STM by 8. Life Points are directly equivalent to their STM. Attacks per HTH combat round is derived by dividing the character’s DEX by 10. Never round up, only give 2 if it is exactly 20 DEX.

Power level: (STR+DEX+STM)x(HP+Ki). Powerlevel is something that is flavor only and not used in game.

Character Class

A Character’s class, of which there are five, determines the character’s power level: minor, major, galactic, intergalactic, and godlike. A character that is minor has an extremely hard time damaging a character that is intergalactic or godlike. A character that is minor does 50% damage against a major, 25% against galactic, 12.5% against intergalactic, and 6.25% against godlike. For example Goran a minor does 100 damage to Korak an intergalactic being, he only does 13 damage (rounding up) because of his class. For every level lower the character is, they do half damage. For every class higher a character is they get +2 strike and dodge. Note this rule must be used, it gives a real balance and a better playability.

STM Count

A character’s STM indicates many things. In the Dragon Ball RPG, it tells how many melee rounds a character can engage in combat. A character with a STM of 25 can fight non-stop for 25 actions. Every action subtracts one point from the STM pool (note that this is not from the STM attribute, STM count is different). There are many things that can reduce this count. You need to keep an STM count. There are other factors such as powers that cost more than the usual 1 STM to work. These will always have notes under them stating the difference in STM cost. When the character’s STM count reaches 0 he begins to feel the effects of his activity. For every melee round that a character fights after his count reaches 0, add the following penalties. -2 to HTH/Ki damage, -2 to strike for HTH/Ki/Ranged, and -2 to dodge HTH/Ki/Ranged. The Note that these bonuses are cumulative. Example: A character with a STM of 15 is trying his 17th actions. He should be -4 to HTH/Ki damage, -4 to strike HTH/Ki/Ranged, and -4 to dodge HTH/Ki/Ranged. Eventually the character will reach 0 on all of these things.

Ki Regeneration

Ki is the warrior’s main asset. Once Ki is used, it can only be naturally regained. After one full day of rest, half of the chi is regained, in another full day of rest it will all be regained. After one full day of slight exertion (walking, running, or flying) one quarter is regained. If the warrior is involved in one fight where he uses more than ten STM points, only 10% of his chi is regained in that day.

HP and LP Regeneration

A character will regain HP at a constant rate of 15% per day. For example Goku lost 200 HP from his total 250, so you would take 15% of 250 rounding accordingly, and add it to his remaining 50 HP. LP loss usually requires medical attention to properly heal. LPs are regained at the rate of 2 per day without treatment. In a hospital, a character will regain LPs at a rate of 5 per day. Now if a character lost his entire HP count and then lost LP, all LP must be regained before and HP are regained.

Attacks per round

Characters start with as many attacks per round equal to their dex/10. This can be modified by race selection and other factors.

Character creation

Chose race- Note several races are considered NPC only such as Cellular bioandroid, Kaioshin, Icer, Android, etc

Roll attributes

Select one school if your race permits

Calculate derived values

Select starting techniques

Roll unique powers chart

Spend starting money (given by gm)

Saiyan Warrior Attributes: IQ 2d6, MNT 4d6, STR 6d6, DEX 5d6, STM 5d6+4, and SPD 6d6. HP: STMx10+25 per level and Ki: MNTx10+25 per level. +1 attack per round. Class: Starting at Major, turns Galactic at level 6, and turns Intergalactic at level 12. Pick two powers at level 1 and one for each level after that.

Special

1. After each battle if the Saiyan won he gains 100 exp.

2. Saiyans are born with a tail. It gives them the ability to turn into a giant were-gorilla during a full moon. Attributes while in this form: STR +1d4x10, DEX: 50%, STM: same, SPD: same, and HPx2. The Were-Gorilla’s tale will have 10 HP, and is -5 to strike There is a 60% chance that the character will lose control while in this form. If they lose control their INT is 3. GM can take control. If the player maintains control they gain the ability to shoot fireballs from their mouth at 1d8x10. They also keep the rest of their Ki powered abilities. The ape is 50ft tall, has dark brown fur and a snout. The Saiyans tail will grow back even it is cut off until he reaches the age of 12.

3. Each time a Saiyan is brought below 0 LP, they recover stronger than before. After they recover they gain 10 HP, +1 STR, +2 STM, +1DEX, +10 Ki, and 50 exp.

4. For each level they improve a Saiyan gains 5 points that he can add to any of his attributes except INT.

5.If a Saiyan’s tail is grabbed, they suffer from penalties. The enemy must hold their tail tightly. The Saiyan becomes paralyzed with one action per round. They are -15 to dodge, their STR becomes 3, and they can’t use their powers. They can only get out if the enemy lets go.

6. For every twenty Ki the character has they gain +1 HTH damage. For example, Gotenks has 120 Ki, he charges and gets 50 and uses the Kaioken for 200 chi, so he gets +19 to STR. Remember to add the new bonuses when attacking. Once they use some of their chi the bonuses will drop with the number of remaining Ki points.

Unique Powers

1. Super Saiyan: Super Saiyan is usually achieved in a high-pressure situation. The Saiyan is covered in a gold glowing energy field. Their hair stands straight up and turns golden. While Super Saiyan, the Saiyan receives +2d10 MNT, +3d10 STR, +3d10 DEX, +4d10 SPD, +150 Ki, and +1 attack. It can be cut off at will and the Saiyan must have at least 1 chi left in his pool. While in this form, his chi can act as an aura of protection 1 Ki=1 HP. They can choose at the beginning of a round if the damage will go to their Ki or HP. The character must be level 4 to select this.

2. Super Saiyan 2: This is the similar to SS1 but the character has a lot more muscle mass. The Saiyan gets + 2d10 MNT, +2d10 STR, +2d10 DEX, +2d10 DEX, +100 Ki, and +1 attack. Note: these are all added to the bonuses of SS1 This level has the same restrictions as SS1 and can’t be picked until level 6 and you must have SS 1.

3. Super Saiyan 3: Character’s hair grows down to his waist and remains golden. The Saiyan receives +4d10 STR, +3d10 STM, +3d10 DEX, +3d10 SPD, Ki +100, and +1 attack. (Note the bonuses of SS1 and SS2 are added to these) Because this form is so powerful it costs 5 Ki per round to maintain. This cannot be selected until level 8. Must have SS1 and SS2.

4. Tail Training: The character takes time to train his tail for use in combat. Tail damage is now 4d6 +1 to strike. They now can get a saving throw if someone grabs their tail. If they roll over 11 then they are fine; anything below makes them suffer from usual penalties.

5.Create Moon: This creates a shining light in the air that substitutes for the moon and allows the Saiyan to turn into his were-ape form. It has 25 HP. It costs the creator 25 Ki to create.

Saiyan Level and Half Breeds

There are three types of Saiyans. Lower Class, Middle Class, and Elite. Roll 1d6 to determine what class they are 1-2 Lower, 3-4 Middle, and 5-6 Elite. Lower Class subtracts 1d6 from all attributes except INT, and Elite adds 1d6 to all attributes except INT. Saiyans that are part human are even more powerful than regular Saiyans. Add 1d6 to all physical attributes, and they can select Super Saiyan powers at 1 lower levels. Their only drawback is that they cannot go past Super Saiyan 2.

Namek Warrior

Attributes: INT 2d6, MNT 5d6, STR 4d6+5, DEX 5d6+3, STM 5d6+3, and SPD 5d6. HP: STMx10+20 per level and Ki: MNTx15+30 chi per level. +2 actions per round. Class: Major, at level 5 they become Galactic, and at level 9 they become Intergalactic. Pick three powers at level 1, and one power for each level after that.

Special

1. Nameks start with Discharge at no cost.

2. Nameks also have the ability to re-grow limbs by using their chi. Arm 25 Ki, Leg 40 Ki, finger 10 Ki, and hand 10 Ki.

3. Nameks regenerate damage at the rate of 3d6 HP every round

4. For each level gained the Namek receives +5 points to add to any attributes except for INT.

6. Mystic Attack: This power allows for the stretching of a Namek’s arms up to 100 ft to attack. This attack is +2 to strike, and costs 2 STM points. It is also only usable once per combat round.

7. Fuse: The Namek can fuse with another Namek forever. This is usually done if one is dying. This cannot be forced upon the other Namek. The Namek gets the average of his and the other Nameks chi divided by two. Take 1/4 of the dying Namek’s attributes and add them to the other. GM Note: This is very powerful and should not be done very often.

8. Permanent Split Form: Takes one action to perform and makes two identical fighters. First divide all attributes by 4, and then add that to half the regular attribute. For example: Majin X has a STR of 60. Divide 60 by 4=15, then add it to half of 60 which=45. So the two identical warriors have a STR of 45 each. Divide ki and HP by 2. Determine attacks by dividing each of their DEX by 10. One of these warriors will be pure evil and the other will be pure good. If a character is already pure good, both will be good. Note that they can only split once, and they can only rejoin once. After this it is permanent.

Unique Powers

1.Enhanced Healing: The Namek can now regenerate 3d6 HP every 2 rounds.


Human Martial Artist

Attributes: INT 2d6, MNT 2d6, STR 2d6, DEX 2d6, STM 2d6, and SPD 2d6. HP: STMx8+10 per level and Ki: MNTx15+25 per level. The Martial Artist receives +1 attack per round. Pick one power at level 2 and one power for each level after that. Class: Starts at minor, and turns major at level 5, then galactic at level 10.

Special

1. The Martial Artist’s Ki can act as an aura of protection where 1 Ki=1 HP. They can choose at the beginning of a round if the damage will go to their Ki or HP..

2. A Martial Artist Master can only train Martial Artists. To become a Master, he must be level 10.

3. The Martial Artist has the potential to focus his chi into balls of energy Most schools of technique teach the students how to focus their chi.

4. For every level the Martial Artist gains, he gets six points to add to any attribute besides MNT.

5. Martial Artists naturally regain chi at the rate of ten Ki per 5 rounds.

6. Choose one school of technique.

Triclops

Attributes: INT 2d6, MNT 2d6+5, STR 3d6+3, DEX 3d6+3, STM 2d6+5, and SPD 3d6+3. HP: STMx8+15/level and Ki: MNTx15+25/level. Class: Minor, at level 3 they become major, and at level 8 they become Galactic. Choose one power at level 3 and one for each level after that.

Special

1. The Triclops’ third eye gives him many advantages. He is always +1 to strike and can distinguish between Zanzoken images.

2. Triclops have the ability to re-grow limbs. It costs nothing and takes one day no matter what the size. Note that the head is not a limb!

3. Triclops start with the Split form technique.

4. Select one school of technique.

5. After each level, a Triclops gains five points to add to any attribute except INT.

Unique Powers

Quadrasplit technique: This amazing technique allows the Triclops to split into four separate entities to allow for greater chances in battle. Each of the four triclops produced have 40% of the original Triclops’attributes excluding INT, and MNT which remain the same. HP is 40% as well as Ki. This costs 40 Ki and STM PE points. This cannot be picked until level 4.


Android

INT 4d6, MNT 5d6, STR 3d6+18, DEX 3d6+18, STM*, and SPD 3d6+25. HP: STRx10+25/level and Ki: MNTx15+25 per level. LP: STR. * The Androids never tire. +2 attacks per round. Class: intergalactic. Pick two powers at level 1 and one for each level after that.

Special

1. There are two types of Androids, those made from scratch, and those from a human base. The ones made from scratch receive +1d6 to all physical attributes. The ones made from a human base however receive no bonuses, but can actually feel emotions, and are basically super strong humans.

2. Androids start with flight and discharge.

3. After each level, Androids gain five points to add to any attributes except MNT.

Unique Powers

Pick only one at level 1, and none ever again.

Barrier: This creates a barrier of energy around the Android for one action. For every point of Chi used the Android gains 5 HP to the barrier. He can never spend more than twenty-five times his level. A level one character can only have 125 HP. Basically this is for one time protection against an attack that may otherwise kill you.

Energy Absorption: The Android must choose not to dodge a blast, but instead try to absorb it. If the character successfully parries the blast then he can absorb it. He gains the entire chi that the fireball was made of. They can also roll it as an attack and try to grab the person to absorb his chi. For every action they steal 25 ki.

Hell’s Flash: The Android can remove his hands and make his blasts do triple damage. While he has his hands removed, he cannot punch. Can only be picked by non-human base androids.

Absorb Parts: If another Android is destroyed, the Android can absorb its parts and become stronger. It will absorb the main engine (a cylinder) into its chest, and a circuit board into the side of its head. The Android will learn the others super ability and one of their powers. He gains +100 HP, and +100 Ki.

Cellular bio-android/ Cell

Attributes: INT 4d6, MNT 6d6, STR 4d6+30, DEX 4d6+30, STM 4d6+20, and SPD 4d6+30. HP: STMx8+25/level and Ki: MNTx10+25/level. Class: Galactic, at level 4 intergalactic. Pick two powers at level 1 and one for each level after that.

Special

1. Cells regenerate 2d6 HP or 1d6 LP every two melee rounds.

2. Cells are born with the ability to fly. Top speed 300 MPH and costs 5 ki per hour.

3. Cells have the ability to commit suicide by massive explosion. They will only do it if they are about to die or have no hope. It takes 1 minute to and then it releases a blast of 2000 HP. The planet is destroyed and everything on it. For the sake of the game, the Cell will always die too.

4. Cells have the ability to power up to a massive size. In this stage, STR is doubled and DEX is halved.

5. Cells can only be killed if their head is destroyed. This would usually result in a large Ki blast dropping the Cell’s HP to 0 or lower.

6. Cells gain five points to add to any attribute excluding INT.

7. Cells use the same limb regeneration chart as Nameks.

Unique Powers

Spawn Jr.: This is an extremely powerful technique used to create a Cell Jr. that can help in the battle. For each Cell Jr. spawned it costs 45 chi. Their attributes vary according to the “father’s” attributes. INT =, MNT =, STR 75%, DEX 75%, STM =, SPD 75%. HP 40% and Ki 40%. Cannot be picked until level 5.

Advanced Regeneration: Cells will now regenerate 3d6 HP, or 2d6 LP each round.

Instantaneous Movement: At the cost of 25 ki, the Cell can teleport himself to any person’s Ki in the Universe, heaven, hell, or somewhere in between. The Cell must have sense ki to use this power over long distances. The Cell can locate Kis within his MNT rating in miles without sense ki. For each other person brought it costs an extra 10 ki.


Icers

Attributes: INT 3d6, MNT 4d6, STR 2d6+16, DEX 3d6+16, STM 2d6+20, and SPD 3d6+20. HP: STMx10+25/level, LP: STM and Ki: MNTx15+30/level. Class: Galactic, and becomes Intergalactic at level 8. Pick two powers at level 1 and one for each level after that.

Special

1. Icers are the most prideful race in the universe, even more proud than the Saiyans. They constantly underestimate their opponents.

2. Icers can survive in space, which basically means they can resist great heat, cold, and lack of oxygen.

3. Icers can live with under 0 LP for up to three days.

4. After each level, Icers gain five points to add to any attribute excluding INT.

5. Icers have the option to attack with their tail. It is +1 to strike and does 4d6 damage.

Unique Powers

Change Form: Icers have the ability to disguise their power by changing forms. The form will resemble the Icer, and can be either smaller or larger. For each form lower, subtract 10 from all physical attributes, and subtract 75 HP and 75 Ki. When the Icer changes into a higher form, he is +2 to strike for a whole melee round. Note that the Icer cannot change through five forms and receive +10 to strike. It is only +2 no matter how many forms, but if the next melee round he changes to a higher he retains the +2 for changing.

Piercing Blast: This is an extremely powerful attack that many Icers use. It shoots a blast that inflicts 2d6x10. The blast is -2 to strike and costs 35 Ki. If it hits the Icer gets to roll on the critical strike chart.


Konackan

Attributes: INT 2d6, MNT 3d6+20, STR 3d6+10, DEX 3d6+10, STM 4d6+10, and SPD 3d6+20. HP: STMx10+20/level and Ki: MEx12+20/level. Class: Major, at level 5 they become Galactic, and at level 10 they become intergalactic.

Pick two powers at level 1 and one for each level after that.

Special

1. Konackan warriors are all granted a holy sword. This sword does 1d20 * 100 damage and receives the characters HTH damage bonus and striking bonus.

2. For every 30 chi the character has, he receives +1 HTH damage.

3. Konackan can go five days without sleep and are unaffected.

4. After each level a Konackan gains 5 points to add to any attribute except INT.

Unique Powers

Tapion’s Dragon Fist: This is a very powerful attack that summons a golden dragon to aid in the punch. It is +4 to strike, does 1d6x300 damage, costs 50 chi and 5 STM points. If the attack is successful the character should roll on the critical strike table and apply those penalties to the enemy. This is only usable twice per battle. This cannot be picked until level 5.


Kaioshin

Attributes: INT 4d6, MNT 5d6+5, STR 3d6+15, DEX 3d6 +15, STM 5d6+8, and SPD 7d6. HP: STMx12 +20/level, and Ki: MEx12+30/level. Class: Godlike.

Special

1. Kaioshin are very arrogant, and they have just cause, they are the higher gods of the universe. They have the ability to magically create any amount of any substance, except for Dragon Balls and Senzu beans.

2. Kaioshin are powerful beings, and their Ki increases their strength. For every 25 chi, the Kaioshin get +1 to physical combat damage.

3. Each level, Kaioshin gain 4 points that they can add to any of their attributes.

4. Kaioshin have +2 actions per melee because they are gods.

5. Five new Kaioshin have been born. So in total there are 6 living Kaioshin, and Dai-Kaioshin (the old dead guy).

Unique Powers

Intimidating Aura: A Kaioshin has the ability to project an aura that intimidates his opponent. For every 5 chi the Kaioshin uses, it increases the power level his opponent is feeling by 100,000. The enemy is -1 to strike, and dodge for every 5 Ki the Kaioshin uses (opponent can only be at -5) for the first two rounds of combat. The opponent can only be dropped to -5, no matter what.

Godlike Instantaneous Movement: At the cost of 25 Ki, the Kaioshin can teleport himself to anywhere in the Universe, heaven, hell, or somewhere in between. For each other person brought it costs an extra 10 Ki.


Zaurians

Attributes: INT 2d6, MNT 3d6+5, STR 5d6, DEX 6d6, STM 4d6, and SPD 5d6.

HP: STMx10 +20/level, and Ki: MNTx10+25/level. Class: major.

Pick two powers at level one and one for each level after that. After each level, Zaurians receive 6 points to add to any attribute except for INT.

Special

1. Zaurians are very attractive and have the ability to use their looks to against their opponents. If they are fighting a member of the opposite sex, they are +3 to strike and doge for the first 3 rounds of combat.

2. Zaurians have the ability to transform into a more feral lizard like creature. This power does not awaken until they are level 2. For every 2 levels of experience, the Zaurian will receive +1d6 to STR, STM, DEX and SPD.

3. Zaurians start with Bulk-up.

Character Example: Zarbon


Felinex -(remember cat people in dbz? I don’t understand… if I ever run this again, I would have frieza pay a visit to their homeworld before campaign start.)

Attributes: IQ 3d6, MNT 2d6, STR 3d6, DEX 7d6, STM 4d6, and SPD 6d6. HP: STMx8+25 per level and Ki: MNTx10+25 per level. +2 attacks per round.  Class: Starting at Minor, turns Major at level 4, and turns Galactic at level 7 and Intergalactic at level 9. Pick two powers at level 1 and one for each level after that.

Description: The Felinex are a race of intelligent humanoid cats. They all appear to be large house cats none are the great cats i.e. lions, tigers, and bears oh my! (…LOL dumb). Warriors are very slender and use their physical prowess to their advantage in combat. They have the ability to use ki, but very few have cultivated this skill.

Special

1. Felinex are born with a tail and, like the Saiyans, it is there weak point. If it is cut off, they are -10 to striking and dodging because of the loss of equilibrium(whatever…). It does not grow back. They will become adjusted to the loss of the tail after 6 months.

2. Felinex have an excellent sense of smell and sight. They have night vision and they can recognize any person after one meeting by there smell.

3. There civilization is not very advanced. They live in small tribal settlements and only a few have managed to leave the planet. Some of these have worked for Freeza while others became freelance warriors.

4. Cats always land on their feet.

5. Nine lives? Who knows, maybe it’s true; maybe it isn’t (probably not).

Unique Powers

1.  Healing Touch: Felinex have the ability to heal others with their touch. They can heal 4d6 HP or LP at a cost of 20 ki. For each level that they have the power, they receive an extra 1d6 to the healing ability.

2. Berserker Rage: The Felinex can enter a stage of animal like ferocity. They receive +1d6 STR, +1d6 DEX, +1d6 STM and +1d6 SPD. Their HP’s are at 150% as are there LP’s.  This costs 75 ki. In this stage they will not stop fighting until their enemy is dead or they die. This cannot be selected until level 3.

Training

Training is an extremely important part of a warrior’s life. It is used to increase and maintain great strength. Increased power can come from many different sources such as weights, gravity rooms, and sparring.

Schools of Technique

Schools of technique reflect extensive training in one area. They are the epitome of human martial arts. After training at one school of technique, a character may choose to train at another school to learn the new techniques. However the attribute bonuses will be divided by 5. This is because the character has already become very strong from his original school.

Other Races Training in Martial Arts Schools

Other races are already stronger than humans. Because of their higher class, they will receive no attribute bonuses. The character can train at the school and learn techniques, but cannot choose a new power for their next level. Also non-human characters must be at least level three to train. Note that Martial Arts schools are used to give humans a slight edge over physically superior races like Saiyans and Nameks. The GM can decide altogether that schools are off limits to non-human and non-triclops.

Tsurennin– the Crane School

Here are the basic techniques learned at the school.

1. Discharge: Gives the character the ability to discharge ki and balls of energy. The balls inflict 1d10 damage per 5 ki spent. A character can never use more than 25x his level in ki.

2. Dodonpa: starts 2d6x10 and costs 30 ki. The Dodonpa gains 1d6x10 damage each level.

3. Taiyoken: costs 20 ki, and blinds anyone who doesn’t close his eyes for two actions. After the first time the characters get to roll a saving throw versus the Taiyoken. Greater than 12 means they closed their eyes in time.

4. Shin-Kikoha: this is the most powerful blast of the Tsurennin school. This attack uses 15 stamina points and 45 ki. It inflicts 3d6x10 +1d6x10 damage per level. If the character keeps using it and drops below 0 stamina points, they have a 50% chance of dying.

5. Multi Punch: 1d6 punches, only usable once per melee.

6. Split Form: Takes one action to perform and makes two identical fighters. First divide all attributes by 4, and then add that to half the regular attribute. For example: Majin X has a STR of 60. Divide 60 by 4=15, then add it to half of 60 which=45. So the two identical warriors have a STR of 45 each. Divide ki and HP by 2. When the fighters lose half of their HP they will recombine, and no exceptions. Combine all the damage taken and subtract it from the starting HP (before split), and the same goes for ki. Melee attacks are divided by two.

7. Minor ESP: allows the character to communicate through his mind with other people at the cost of 5 ki per minute.

Attribute bonuses: +10 MNT, +10 STR, +10 DEX, +10 STM, and +8 SPD for a Martial Artist.

Kamesennin– the Turtle School

Here are the basic techniques learned at the school.

1. Discharge: Gives the character the ability to discharge ki and balls of energy. The balls inflict 1d10 damage per 5 ki spent. A character can never use more than 25x his level in ki.

2. Zanzoken: This lets the user move so fast that he leaves an after image. This will allow the character to attack from a different spot while the enemy is confused. For every 15 points of SPD the character has he leaves one after image. Each after image costs 5 ki. For every after image created, the character gets +1 to strike. This can also be used while dodging, having the same effect, but adding the bonus to dodging. This technique costs 3 STM points.

3. KameHameHa: 1d6x100 damage. This technique deals an additional 1d6x100 per level beyond level 1 but you can decide how many you will use per attack. Divide total damage by 10 to determine cost to ki. If you cannot pay for it, then you only deal as much damage as you can pay for.

4. Multi Punch: 1d6 punches, only usable once per melee.

5. Combat Teleport: This allows character to move extremely fast for a short period of time. It is not an actual teleport. They can only teleport within their line of sight and it does not use an action. Make dodge roll. If they fail they can try to use normal dodge. Costs 10 ki and must have SPD 25+.

Attribute bonuses: +10 MNT, +10 STR, +8 DEX, +8 STM, and +10 SPD for a Martial Artist.

Wolf School

Here are the basic techniques learned at the school.

1. Wolf Wind Attack: This move summons the characters primal instincts and combines multiple claw punches and a double claw strike to seriously injure the opponent and throw him off guard. +3 to strike, does 1d6 punches, +1 double claw strike which inflicts 4d6 damage, and if successful, it makes the defender lose one action for that round, or if none remain, one for the next round plus initiative. This costs 10 ki to use. After five levels of using this technique, the attack does and extra 1d6 punches. This can only be used twice per combat.

2. Soukidan: This creates a ball of energy that is easily controlled by a series of hand movements by the creator. The ball does 2d6x10 damage, +1d6x10 every two levels, is +4 to strike, and costs 25 ki. If the initial attack misses, the character can use another action to guide it back towards its original target. This costs one action and 10 chi.
3. Discharge: This teaches the character the ability to discharge chi as balls of energy. The balls inflict 1d10 HP per 5 ki spent. He can never use more than 25x his level.

4. Multi Punch: 1d6 punches, only usable once per melee.

5. Combat Teleport: This allows character to move extremely fast for a short period of time. It is not an actual teleport. They can only teleport within their line of sight and it does not use an action. Make dodge roll. If they fail they can try to use normal dodge. Costs 10 ki and must have SPD 25+.

6. Flight: This teaches the character to use their chi to control their body’s movement to fly. The character can fly up to 250 mph and costs 5 ki per hour.

Attribute Bonus: +8 MNT, +10 STR, +10 DEX, +8 STM, and +10 SPD.

Kaio School

This is not the conventional Martial Arts school. This school is based on a small planetoid in the after life. It is at the end of snake way, and extremely long winding pathway thousands of miles long. Unlike other schools, bonuses are not to be divided by 5 if the student has attended another school of training. After training at the Kaio School, the character receives +1 to strike and dodge in combat with all types of attacks and dodges.

The techniques at this school are not always taught. Only 10% of the students will be taught the techniques.

Kaioken: This increases the characters speed, strength, and ki for a short period of time at the cost of physical endurance. For each level of the Kaioken it costs 1 STM point and gives +2 to strike, or dodge, +10 STR and +50 Ki. The Kaioken’s level can only be 2x the character’s level (a level 2 character can only do a Kaioken X4). So a Kaioken X3 will give a character +6 to strike and dodge, +150ki and it will cost 3 STM points. Note that the bonuses only last for one action, and must be continuously renewed after each attack.

Genki Dama: This technique creates probably the strongest known Ki attack. It draws energy from nature and if people are willing, it will draw people’s ki. For every action that the character gathers energy, the Genki Dama naturally gains 100 Ki from the surroundings. If people help they can donate up to 10 ki. Trained fighters can donate as much ki as the want. For every 1 ki the Genki Dama is made of, it does 1 HP of damage. So a 400 Ki Genki Dama will do 400 HP of damage. However the Genki Dama can only be used against evil or slightly evil enemies. The Genki Dama is +5 to strike for every 100 Ki it is composed of because it grows massively in size.

Attribute Bonus:MNT +8, STR +10, DEX +10, STM +10, SPD +15, Ki +50, and HP +30.

Kami’s Lookout Training

Kami’s training doesn’t necessarily teach the characters anything new. However the characters gain 500 experience from the training and the following bonuses.

Attribute Bonus- MNT+10, STR+5, DEX+5, STM+5, HP+25, and Ki+40.

Fusion Technique: This is the most powerful technique. Simply add all attributes, HP, LP, Ki and take the average of their actions. Characters must be within 10 points of all attributes, and within at most 100 Ki and HP difference. Must be at least level 5 to be taught the technique.
Here’s the problem for the characters. Here is the Fusion Skill: starting at 35% chance of success. For each time they perform fusion (successful or not) they get +2%. If fusion is not successful there is a 50% chance of them either being the fat fusion or the old fusion. In these cases divide everything by 15. Fusion lasts for 30 minutes without exception. So you had better make sure you can fuse well before fighting someone. Fusion can be learned from Dende at Kami’s lookout. He will teach if you are worthy, and this is left up to the GM. Half Saiyans that fuse can go Super Saiyan 3, however this is also left up to the GM’s discretion.

Powers

These powers were chosen based on the fact that they were the most common, and most often used.

1. Flight: The character can fly 250 mph. Flying costs 5 ki per hour.

2. Advanced Flight: Must have flight. The character can fly at Mach 1 tops. It costs 20 ki per hour. This generates a blue aero field around the character.

3. Discharge: Gives the character the ability to discharge ki and balls of energy. The balls inflict 1d10 damage per 5 ki spent. A character can never use more than 25x his level in ki.

4. Multi-Fireball: This shoots 1d6 fireballs levels 1-3, 2d6 fireballs levels4-6, and 3d6 fireballs levels 5-15. Each fireball inflicts 1d10 damage. Costs 35 chi. Must have discharge. Costs two stamina points.

5. Combat Teleport: This allows character to move extremely fast for a short period of time. It is not an actual teleport. They can only teleport within their line of sight and it does not use an action. The character can use this to attack and dodge. Make strike/dodge roll plus usual bonuses with an additional +2 to strike/dodge. If they fail they can try to use normal strike/dodge plus usual bonuses. Costs 10 ki and must have SPD 25+.

6. Charge: This allows the character to gain chi from their surroundings. The character will gain 25 ki per action. A character can only use this 3x his level during a battle.

7. Aura of Protection: For every point of ki used the character gains 5 HP to his aura. It only lasts for one action. It costs no actions to use and can be put up automatically. He can never spend more than twenty five times his level. A level one character can only have 125 HP.

8. Sense Chi: The character can detect a chi trace across an entire planet. It costs 10 ki. There is a 50% chance that he will recognize the chi trace of someone familiar to them like a friend or an archenemy.

9. Eye beams: The character can blast small beams of energy through his eyes. Inflicts 3d6-damage and costs 10 ki. +1d6 every two levels.

10. Mouth Blast: This is a strong attack let loose through the character’s mouth. 4d10 damage 25 ki, +1d10 damage each level.

11. Bulk Up: The character can spend 5 ki to give himself +1 to damage for that action. Can only use 5x his level in ki.

12. Super Bulk Up: The character can spend 10 ki to give himself +3 to damage for that action. Can only use 5x his level in ki. Must have Bulk Up.

13. Multi Punch: 1d6 punches at level 1-7, 2d6 punches at levels 8-15. These do the damage of a normal punch. This can only be used once per melee, and costs two stamina points.

14. Multi Kick: 1d6 kicks levels 1-7, 2d6 levels 8-15. Can only be used once per melee, and costs three stamina points.

15. Split Form: Takes one action to perform and makes two identical fighters. First divide all attributes by 4, and then add that to half the regular attribute. For example: Majin X has a STR of 60. Divide 60 by 4=15, then add it to half of 60 which=45. So the two identical warriors have a STR of 45 each. Divide ki and HP by 2. Determine attacks by dividing each of their DEX by 10. Note that after using one splitting technique, a character cannot split again or tri-fork etc.

16. Super Telekinesis: Character has the ability to move objects with his mind. They can use it to throw people or hit people with a telekinetic blast. A telekinetic blast costs 30 ki for 1d6x10 damage, and is +2 to strike.

17. Tri-fork technique: This amazing technique allows the character to split into three separate entities to allow for greater chances in battle. Each of the three produced has 50% of the original character’s attributes excluding INT and MNT, which remain the same. HP is 50% as well as chi. The three will recombine after losing half of their HP. Subtract their total losses of Ki and HP from the original characters. This costs 40 ki and 8 STM points.

18. Taiyoken: costs 20 chi, and blinds anyone who doesn’t close his eyes, for two actions. After the first time the characters get to roll a saving throw versus the Taiyoken. Greater than 12 means they closed their eyes in time.

Ki Invention Technique

By: Reed Schaffer and modified for this RPG by Glenn Dyer

This is the study of the internal workings of Ki. In order to do this a character needs to roll within a given percentile to create a new attack or improve on an old one. Each experience level has only two of these tries to make\improve a technique. If it fails, that is that, no Ki technique. Since the penalties are cumulative a character can have a chance to create that technique as powerful as he or she wants to, but those who choose powerful techniques may find themselves regularly failing they’re roll. However others may make and improve techniques gradually and prudently probably succeed at there rolls more often than not either way it is a risk in losing a powerful technique or falling behind in power. However if it is a pivotal moment in a adventure a character may summon up another try or two in a heartbeat with a little dramatic role-playing (YOU BASTARD, YOU WILL PAY, KABOOOOM!). 60%/+10% per level.

Basically here’s an explanation. The 60% is the character’s beginning chance at creating a technique. Now if the character wanted to make an attack that does 3d6x10 damage, which is -25% on the chart. Subtract that from the character’s Ki Invention Skill, in this case 60%, and you will be left with 35%. To succesfully create the attack, roll two ten sided dice. The number rolled will the be the first number in the percentile, and the second will be the second number in the percentile. In this case it must be below 35%. If a higher number was rolled, the creation process has failed, leaving the character with only one try left. (Note that every character has this ability regardless of race.)

Damage:

+1d6-3d6 -2%/die

+4d6-9d6 -3%/die

+1d6x10 -10%

+2d6x10 -15%

+3d6x10 -25%

+4d6x10 -30%

+5d6x10 -35%

+6d6x10 -40%

+7d6x10 -50%

+8d6x10 -60%

+9d6x10 -70%

+1d6x100 -80%

+2d6x100 -90%

Range:

touch +5%

100-5000ft -0.5% each 100 feet

6000-10000ft -1% each 100 feet

11000-25000ft -1.5% each 100 feet

26000-50000ft -2% each 100 feet

76000-100000ft -3% each 100 feet

Note that the ranges correspond to a certain level of damage, 100-5000ft/+4d6-9d6, and 76000-100000ft/+4d6x10. The penalties with the range are for extra distance for that damage level.

Ki Expenditure:

For every 1d6x10, it costs the character 10 Ki. If a character has the Charge power, he can use that beyond his normal limit until he has enough energy to use the attack. If a character has 40 Ki left, and his attack does a total of 6d6x10 damage, and he has already charged past his limit, he can use it again for one action giving him enough Ki to attack.

Sample Special Abilities:

Armor piercing -10%

Shield piercing -20%

Remote Attack (roll to strike again if you miss for half original ki) -20%

Stasis Attack -. 5% per strength point times duration in rounds

Wide radius -5% per minus to dodge against up to -15

Multiple attack -50% times each six sided die

Optional: two “tries” may be given up for an established power if that character has a teacher, of course it is of varying difficulty to get a teacher to show you that technique. Also a GM may limit more powerful attacks by coming up with reasons such as “You are too inexperienced to wield such an attack as of yet, but later it will be available” or “that much Ki sent from your body is a wracking experience for some one who is not used to it, if you do you risk (insanity, fainting, misfire or whatever)”.

Unique Abilities Chart

By: Reed Schaffer and modified by Glenn Dyer

Roll on the table for your character and apply all bonuses and penalties accordingly. In case you don’t know, roll one d10, and that will represent the first number, and roll another d10, and it will represent the second number. Easy!

1-5%: Good At Ki Control: +3 to Strike with Ki Attacks and +50 Ki.

6-10%: Wild Ki: Your Ki is powerful but uncontrollable- -2 to strike with Ki blasts, +20 Ki, (under stress all of your Ki blasts are +4 to strike and +1D6x10 to Damage!)

7-15%: Pioneer: You have +30% to Ki Invention Skill

16-20%: Weakling/Unbridled Fury: -20 Ki, -1 to Strike, Parry, Dodge, minus one damage die. However, when you get mad: +80 Ki, +3 to strike, parry, and dodge and x2 damage.

21%-25%: Natural Strength: You were born strong: +3 to all physical attributes and +1 to strike, parry and dodge, + 35 HP.

26-30%: Slowly but surely…you become stronger: -3 strike, and dodge, -20 HP, -20 Ki, 1 less power. +1 to Strike, and Dodge, and +10 HP, +10 Ki and 1 power more per level.

31-35%: Coupe De Grace: Your fighting style is beautiful and effective- +2 to Strike, and Dodge, and on a natural 20 your character stuns his opponent for 1 round as well as the normal bonuses, +2 DEX.

36-40%: Chosen! – You will be the next Super of your race (Super Saiyan, Super Namek, Super Human, etc.) under tremendous stress during the course of an adventure the game master will design and make you a new form! All other characters will not reach this level until two levels after you have had it.

41-45%: Very Fast! -Add two attacks, +4 to DEX, +10 to SPD, -2 to STR and -2 STM. You start with either Combat Teleport, Multi-Fireball, or Zanzoken.

46-50%: Super Weapon- you start with a major rune weapon, that you are +3 to strike with.

51-55%: Hero!- You have +4 to strike, and dodge as well as +50 HP and Ki if you are fighting specifically to save someone’s life if they are in immediate danger of dying.

56-60%: Extremely Strong: +5 to STR., +10 STM, +50 HP, Starts with Bulk Up.

61-70%: Fierce Style: Your attacks are fierce and animalistic- add two attacks, critical strikes receive double penalties, +2 to strike, and +2 to dodge.

71-75%: Final Ki Attacker: You prefer to finish your opponents off with big Ki blasts instead of pelting them with smaller ones. – +100 Ki and the largest Ki attack is at +4 to strike and x2 damage if it is done after 5 rounds of pure hand to hand attacks only.

76-80%: One Smooth Mother *&%&*#- Your attacks are +4 to strike as long as you say something smooth before you attack (arrogant, clever, funny, just has to be smooth).

81-85%: Very Small: Your stature belies your true power- -2 feet off of height, -5 STR. and STM. However, your DEX and Spd are at +5. -50 HP, and +75 Ki. (Also you are very sensitive about your height and if anyone jokes about it your attacks suddenly go up one die in damage).

86-90%: Very Calm- Under normal circumstances you cannot be surprised by an attack and you are +4 to any defensive action and +2 attacks because of this. However if you under go some sort of tragedy, you will go berserk. The character will then be -5 to defensive actions but he gains +8 to strike, x2 damage, 2 extra attacks, and +100 Ki and HP as well as two tries at ki invention but this must be a tragedy, at least one person must be killed or in SERIOUS trouble. If he kills an opponent he will be depressed and reluctant to fight.

91-95%: Quick Learner- has 4 Ki Invention tries per level and can learn skills from any style and knows two styles of combat.

96-00%: Saint- +3 to all attributes and people always save your ass at least once in the adventure and you always save someone’s ass each adventure. You are also favored by most enabling you to learn techniques from the most secretive masters and get supplies and contacts from the best of NPC’s however you are also the most hated by villains and are constantly called to help against them. You also tend to do things for the good of all and are usually unselfish and a do-gooder.

Items

Nyoibo/Power Pole

Type: Weapon

Damage: 4D6

HP: 100

Power: Extending (The Noibo can extend to the maximum of 200 ft. to strike any target)

The one and only magical artifact that resides on Karin tower, it is red in color and can be extended with the words “Nyoibo Extend!”

Kintoun/Nimbus Cloud

Type: Vehicle

INT:5

SPD: 30 (150 MPH)

HP:10

LP:5

The Kintoun cloud is a semi-living magical cloud that can carry any pure hearted person, it flys faster than most vehicles can travel and can be summoned with commands from it’s owner

Senzu Beans

Type: Food

HP: 1

Powers: Fully restores Stamina, HP, and LP when consumed(I disagree. It should also restore ki)

The Senzu beans are a legume that grows from a tree in Karin Tower once per year. One may reach Karin tower by walking across the Nyoibo that Goku put there years ago from Kami’s Palace, then you have to bargain with Karin and/or Yajirobe to get a few.

Dragon Balls/Doragon Boru

Type: Magic Object

Cost: 300 Chi per wish, 100 for each month less of inactivity starting from a year on, 100 to be able to ressurect the dead, 100 more for unlimited resurrections (Ok, this is stupid. How then can regular people much less Emperor Pilaf have the power to make a wish??)

Powers: Indestructable, Wish Power (Variable dependant on the power of the creator)

Components to Create: Small Jar, Dragon, Namek Healer of high level, seven stones

This is a result of Namekian Magical Technology in which they fuse the power of a dragon into seven like sized stones to grant wishes, the Dragon may only grant peaceful wishes and is bound to the Nameckian Healer which created them. The character must collect all seven balls and then say the magic phrase that actives it

Namekian Architecture

Type: Action

Cost: 1 Chi per cubic foot

HP: 10 per Cubic foot

Time to create: 1 day per 100 cubic feet

This is a technique used by Namekian Healers to construct great buildings with the use of Telekinesis and Transmutation. Usually Namekian construction is spherical and white with different spikes and bluish portholes, or Arabianesque in design.

Namekian Starship

Type: Vehicle

Cost: 500 Chi to build

INT: 25 (Ship Computer, only understands Namekian)

DEX: 30

SPD: 1000,000,000 light year per hour

HP: 1000

Weapons: Blaster (1D6x10 Damage, 20 rounds of ammunition)

Another Namekian Construct, it is an extremely reliable source of transportation, capable of traveling vast distances in only weeks. It is fully equipped and able to provide the passengers with anything they could possibly desire, provided the passenger can ask for it in Namekian.

Capsule Corporation Construction

Type: Action

Cost: 100,000 Zenii per acre

HP: 5 per foot

Time to create: one week per acre

Powers: Computer Technology (INT 10)

The construction branch of Capsule Corporation is dedicated to constructing buildings quickly and cost effectively. They are in charge of damage control when the city becomes ravaged after a battle. Capsule Corporation is the name when it comes to comfort as well as effectiveness, these houses take care of themselves with a number of droids to prevent household disasters, they come equipped with all the modern conveniences.

Capsule Corporation Hoipoi Capsules (TM)

Type: Multipurpose Gadget

Cost: 10 Zenii plus the cost of the Gadget inside

HP: 10

Powers: Hoipoi Capsules are tiny pill sized capsules that can store any man-made object within them

Manufactured by the powerful Capsule Corporation owned by Professor Briefs, this tiny capsules are a miracle of modern micronization technology and are able to store just about anything within their shells.

It is a cheap an inexpensive way to carry any supplies and it is perfect for any type of travel.

Capsule Corporation Brand Automotive Vehicles

Type: Vehicles

Cost: 3,000 Zenii for Airbus, 2,000 Zenii for Hover Car, 1,000 Zenii for Car, 500 Zenii for Motorcycle.

DEX: 10

SPD: 40/30/25/20

HP: 300/200/100/50

Another miracle of futuristic technology brought to you by the Capsule Corporation, fast, durable, affordable, there is hardly a better way to cruise through the streets of Satan City in style.

Capsule Corporation Intergalactic Space Pod

Type: Vehicle

Cost: 100,000 for the Deluxe model, 50,000 for the basic model

INT: 20/15 (Ship Computer)

DEX: 20

SPD: 1,000,000 light years per hour/ 100,000 light years per hour

HP: 400/300

When you’re going into space and you don’t have the luxury of Namekian Technology, this is the only way to fly. The basic model is equipped with enough Consumables for the duration of almost any trip and comfortable accommodations. The Deluxe model is a modification Saiyan Technology improved by Professor Briefs constructed specially for Son Goku, the Tenkaichi Budokai Champion. It features a gigantic selection of food, extra clothing, is an amazing two stories tall, and even features a High Gravity Training Chamber with a maximum gravitational pull of 80 G’s.

Icer Space Pod

Type: Vehicle

Cost: N/A

INT: 15 (Ship Computer)

DEX:20

SPD: 1,000,000 light years per hour

HP: 200

Built by the Icer Empire, this Space Pod was designed to transport it’s warriors in a state of suspended animation, while it’s computers successfully navigate through space at speeds greater than light. They are Spherical Shaped and have reddish portholes on the sides.

Icer Starship

Type: Vehicle

Cost: N/A

INT: 25 (Ship Computer)

DEX: 15

SPD: 10,000,000 light year per hour

HP: 2000

Powers: Blasters (1D6x10), Regeneration Chambers (30 HP per day, 15 LP per day)

These massive starships are the main transport for the Icers themselves, huge constructs, these are able to carry full compliments of the Icer Empires diverse troops. These are meant for bringing the Icers to planets which have inhabitants that even the Saiyans can’t conquer by themselves.

Scouter

Type: Gadget

Cost: N/A

INT: 12

HP: 5

Powers: Detect Power Level, Track Opponent’s Chi

This is a eyepiece worn by virtually every member of Freeza’s great Empire, they are extremely accurate and able to read power levels within a margin 97%, these can also be used to track opponents provided they are not hiding their power level.

Icer Wrist Blaster

Type: Weapon

Cost: N/A

HP: 10

Damage: 1D6

Range: 300 ft

Payload: 100 rounds

This is a basic energy weapon given to the members of the Icer empire if the are too weak or have not learned to utilize they’re Chi Abilities, it straps firmly around the soldiers wrist and requires but a squeeze on the crossbar to fire.

Icer Military Armor

Type: Armor

Cost: N/A

HP: 75/100/150

Powers: Chi Resistant (This armor can ignore attacks that are below 2,3, or 4 damage respectivly)

This Armor is given to all members of the Icer race’s army. It is made of special alloys that allow it to dissipate weaker Ki attacks on contact. This ability never runs out even if the armor is in shambles (Hence the reason Prince Vegita has worn his for years on end, modifying it after battles in which it was damaged). The styling depends on ranking, and always has a chest piece, boots, gloves or gauntlets, and a spandex like undergarment, and can have one or more of the following: helmet, elbow pads, knee pads, hip and groin guards, and if of very high rank, a cape. The lowest ranking soldiers wear a full suit of low quality armor, including a helmet because they need the most protection. Low ranking is colored blue with white trim and usually only covers the torso and hands and feet, leaving bare arms and legs. The high-class armor is colored white with yellow abdominal plating and the legs are almost always covered and sometimes the arms as well, and the extra pads are sub levels of each rank.

Combat

Combat is the most important element of Dragon Ball RPG. In this section I hope to clarify everything surrounding combat.

Rounds

Combat is divided into rounds. During these, characters can take as many actions as they are allowed (DEX/10). An action is an undetermined amount of time. It can either be two seconds as in a punch, or up to fifteen seconds as in a multi fireball. It is really irrelevant, but if necessary for story purposes, a round can be considered about one minute. Even though many characters are participating in combat, they are considered attacking seconds behind one another. They are not actually taking turns trading punches.

Attacks

The winner of initiative gets to attack first, then the next highest roll follows. No one gets to attack twice before everyone gets a chance to attack. For example: Kaku, Neo Cell, and Shin are involved in combat. Kaku rolls a 13, Neo Cell rolls an 8, and Shin rolls a 17. Shin gets one attack, then Kaku gets one attack, then Neo Cell gets one attack. After everyone attacks once, it starts over with Shin going, then Kaku, and then Neo Cell. After all attacks have been used, reroll for the next round of combat.

Combat

Combat is the most important element of the game because it is modeled directly after the anime/manga. Combat is separated into second rounds, and rounds are subdivided into actions. Note that this time is time in the RPG, not actually how long you can take to decide. Actions or Attacks are determined by dividing the character’s DEX by ten. Never round up for the number of actions. Because of this, most humans can only perform one action per round.

To start combat each different character involved in combat must roll 1d20, adding any bonuses to initiative. Whoever has the highest roll may act first. Then proceed in order from the next highest to lowest. There are three types of attacks. Hand to Hand, Ki, and ranged attacks. All of these require 1d20 roll to strike, but the different types add different bonuses. HTH uses dexterity bonus, Ki uses MNT, and ranged receives no bonuses (dumb. Perhaps lazer sights and such could modify). Note that ki attacks are considered ranged, and are dodged as range attacks. The character being attacked also rolls 1d20 adding any bonuses depending on the type of attack being dodged. Whoever has the highest number after adding bonuses, wins. Rolling a natural 20 without any bonuses, causes an automatic hit, and can only be dodged by another natural 20. If the natural 20 hits, the character is considered making a critical strike. The defender will then roll on the critical strike table and apply and penalties. Combat for that round is carried out until all characters have used all of their actions, or decline to take any more actions. A HTH combat action has many different choices for attack, so after a successful strike roll the damage for that type of attack plus any bonuses to damage.

Some attacks contain multiple sub attacks, like the multi-punch technique. This can throw several punches at once. Bonuses to damage are only added to the final total, not to each punch (lame). This also goes for the multi-kick and multi-fireball (multi-lame).

Hand To Hand Attacks

Punch 1d6

Power Punch 1d8

Kick 2d8

Double axe handle 2d6**

Dropkick 3d6**

Elbow 1d4

Knee 1d10

Ram 2d6+SPD*

All of these are the most common hand to hand attacks. Each costs 1 stamina point, and receives a character’s hand to hand damage bonus.

* Can only be used once per round.

** Can only be used twice per round.

Fireball Battles

This is another aspect of combat that requires a little more detail. Special Attacks are always -4 to dodge. When a character fires off their special attack, the character being targeted automatically gets to fire his special attack back. Now most special attacks take time to charge up, and the character being targeted gets the chance to charge up his also. To prevent people from taking cheap shots while someone is charging, if someone attacks the charging character, the attacker can be automatically blasted with as much power as the special attack has built up. So for example: Neo Cell is has built up his “fusion bomb attack” to 1d6x100 damage, but he still wants to charge more. However, Shin tries a cheapshot on Neo Cell, but Neo Cell is automatically allowed to blast Shin for 1d6x100 damage. Neo Cell rolls a 3 and does 300 damage to Shin, tearing him in half. That’ll teach those cheating good guys! This is used to portray the Dragon Ball ki battle. I’m sure you have always wondered why someone didn’t just attack Cell as he charged his massive KameHameHa. Well this is my explanation.

(um… kay 0-0;)
Now for the ki battle itself. Right away roll for damage. The higher damage fireball has the lower fireball’s damage subtracted from it. For example: Neo Cell’s “fusion bomb attack” does 500 damage, and Kaku’s “Infinite Lightning Attack” does 400 damage. So Neo Cell’s fireball is brought down to 100 damage. Now Kaku has a chance to rectify the situation. He can spend one point of ki to add 2 damage to his fireball. So he can spend 50 to cancel out Neo Cell’s fireball. But then Neo Cell gets the same chance. Basically this goes on until someone runs out of Ki and gets the smack down on their ass (totally dated this post lol).

Multi Attacks

Attacks such as multi punch have damage calculated differently. As opposed to adding the character’s HTH damage bonus to each punch, it is only added once to the total multi punch attack. For example: Kathan uses his multi punch attack. He rolls 1d6 and rolls a 3. Three punches are thrown. So he rolls 3d6 for damage and then adds the HTH damage bonus. Note that he does not roll 1d6+HTH damage bonus for each different punch. The same goes for multi kick and multi fireball.

Other Attacks

These attacks are unconventional and will be treated as such. More will come soon.

Throw: Throwing is used to hurl your opponent into something very large and very hard. Roll the same as a normal HTH attack. If successful the character has grabs his opponent and can now throw them. No matter what they run into the damage will be the same, unless of course it is a wall of spikes or something. Damage is calculated by dividing the attacker’s STR by two and no HTH damage bonuses are added. There are several different types of throws: spin and let fly, over the shoulder flip etc. All of them will do the same amount of damage. The only downside of this attack is that it counts as two actions and is only usable once per round.

Body Slam: This move is rarely used, but it is effective. Make the normal roll to attack. To calculate damage divide STR+DEX by three. The body slam can take the form of a power bomb, basic scoop slam etc. There is a conversion on the body slam. If the characters are in the air, the attacker can try a ramming body slam. This attack is -4 to strike, but the damage is STR+DEX by three plus the character’s SPD. Either type of body slam counts at two attacks and is only usable once per round.

Experience Point Distribution

Experience Points

Quick Reference Chart

Successfully striking with a technique- 10 experience
Saving another character’s life- 300 experience
Playing in character- 5 experience
Defeating a lower level enemy- 100 experience
Defeating a same level enemy Single-handedly- 350 experience
Defeating a higher class enemy Single-handedly- 500 experience
Defeating a higher class and level enemy Single-handedly- 750 experience
Defeating a group of enemies- 1000 experience divided among the group of heroes

Explanations

Successfully striking with a technique- this can be anything from your character’s super fireball to regular discharge.
Saving another character’s life- this is only in serious danger. Not like your character didn’t look both ways before crossing the street and you stopped him. I mean things like Picollo blocking Nappa’s fireball, basically taking an attack for the character or helping repel one.
Playing in Character- this is basically a bonus for being a good gamer. Play your character close to his nature, don’t be a greedy Saiyan one minute, then a savior the next.
Defeating an Enemy-defeating any enemy gains a character experience. This doesn’t mean just killing, it can also mean subduing the person. The entire experience distribution is based on the GMs judgement. Strong characters with lost of techniques ganging up on one villain really isn’t any competition.
Example: Goku vs. Freeza. I would estimate that Freeza is a level higher than Goku and maybe a class higher –though I wouldn’t bet on the class. Some of you may say well it wasn’t single handedly. I would count that as by himself because Freeza never fought at full power until Goku turned Super Saiyan. Now Goku gets 500 exp right away. Then we count the Ginyu people in there (Rekoom and Baata) so we can give him another 200. Plus well Goku saved a couple people’s lives. So what we do here is since Goku is about to gain more than enough for a whole level, just give a level and cut it off. Don’t give the characters too much experience. When the character reaches a new level, automatically stop at the new number. So lets say Goku was a level 4 and he turned level 5 and he would have about 5300 expereince. But since he went up a level, cut it off at 5001.

Experience Charts

Martial Artist

Android, Konackan, triclops, Zaurians

1 1-1200

2 1201-2500

3 2501-3800

4 3801-5200

5 5201-6600

6 6601-8000

7 8001-9300

8 9301-11000

9 11001-13000

10 13001-16000

11 16001-20000

12 20001-23000

13 23001-27000

14 27001-30000

15 30001-

Saiyans, Nameks, Farmak-jin (? Their word for majin race? Much like my own rewrite, it appears its MIA here.)

1 1-1000

2 1001-2500

3 2501-3500

4 3501-5000

5 5001-6300

6 6301-7000

7 7001-8300

8 8301-10000

9 10001-12000

10 12001-14000

11 14001-16000

12 16001-18000

13 18001-21000

14 21001-24000

15 24001-

Cellular bio-android, Icers, Kaioshin

1 1-2000

2 2001-4000

3 4001-6200

4 6201-8500

5 8501-11000

6 11001-14000

7 14001-16500

8 16501-18500

9 18501-21000

10 21001-24000

11 24001-27000

12 27001-29000

13 29001-35000

14 35001-40000

15 40001

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3 Comments

  1. The best way to make sure a system like this ‘bears fruit’ as it were is to try and look for the best bits and take them. Having one or more personality traits with statistical effects (although players should have to play them or lose the benefits) was a good idea, for example.

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