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Dragma's Guide to the rules
| Character Generation Special Fighting Techniques Special Training powers Powers: Boost Actions
Enhance Sences
Illusion (After Image)
Intangibility
Combat Experance Spending the EXP Money & Equipment |
Character Generation:
(Who are you and, what makes you think that you can crush
that brick with your pinkie) Creating a Character could not be easier then what they have for you here. The key is to first decide who you wish to play. Look at the character in your mind, think about their personality, their history, how they dress, what they look like (you may want to write this down). Once your character is fleshed out then go through the questions & steps on page 74 - 81
Once you have these down then you get to choose your Characteristics:
Then Skills come into play:
Next: SPECIAL FIGHTING TECHNIQUES. This could be considered the meat and potatoes of any DBZ battle, no matter what special energy attacks or defenses you will be tossing around, the fight will always end up at some point in time in a slugfest, and you want to look good. Description is the key, the more you describe what the maneuver looks like the better. Determining Costs (Adapted from DBZ X): For a standard attack (punch or hit) no modifiers are used, the initiative (mental), the attack roll (Fighting + Combat), and damage (Physical + Combat) all stay the same. When determining the costs of your special maneuvers you may give those three options modifiers in the Pos or Neg. range, however you need to ensure that the modifiers cancel each other out (ex. if you decide to give your super mondo kick a + 10 bonus for damage and a bonus of +2 to hit (attack roll) you need to give it a -12 penalty to your initiative. This is one mighty slow but powerful kick) Super charging your maneuvers (Adapted from DBZ X): Ordinarily your special maneuvers don't require any power to be used, however you can supercharge them by expending power as follows:
Special training powers: (I am heavily adapting DBZ X): At character creation, you should determine what your special powers are (Listed a bit later), the maximum powers that a character can have is determined by you mental characteristic plus your Power skill and divide the total by three, and round down (ex: a character that has a mental of 5 and a Power skill of 11 would be able to learn 5 powers). You can increase the amount of powers that you can learn by increasing your mental characteristic, and/or your power skill, however you must also have either witnessed the power, or find someone to teach it to you. There are two ways Dragon ball Z characters can perform extraordinary powers: inborn abilities and Ki powers. Inborn Abilities Inborn abilities are those special abilities granted to a DBZ character by virtue of their heritage, be it alien or deity or mutant. Inborn abilities do not require a Power skill roll to activate. Inborn abilities can only be chosen at character creation, they cannot be purchased later or raised with EXP. Inborn abilities are purchased with a one-time expenditure of permanent Power Level. For example, if a character wishes to be able to fire 100 dice Energy Blasts, they would sacrifice 100 permanent Power Level. From then on, that character has the innate ability to launch up to 100 dice energy blasts without requiring a Power skill roll, or spending the power points. Inborn abilities count against you maximum powers. Also enhansments cannot be used when figureing into your abilities, however they can be learned (any enhansments so learned cost an additional power slot, counting against your max, and also require power expended on the enhansments only). One other thing, the inborn abilities can only be used 1 time per phase. Ki Powers Ki Powers are extraordinary abilities that the character learns to harness. Ki is the power that binds the universe, the very sub quantum substance of reality. The character learns how to harness and control this energy, directing it to his will. Characters learn to harness Ki energy in different ways. Some use Ki to fire devastating Energy Blasts, others use Ki to enhance their Strength. Each Power modifier counts as a separate Power, so Repeating Energy Blast is a separate Power from Area Effect Energy Blast. Powers: Boost Actions: 10 Power per Action per phase Super Speed/Flight: 20 Power per Mach (1000
Move, 1 km) or 10 Power for under mach 1 per 10 min Boost Reaction: 10 Power per +1 Initiative Boost Senses: 1 Power per +1 to roll or 100
meters (10 Power per 1 km) per phase Boost Size (Boost Strength + Boost Move +
Damage Reduction): 10 Power per Level Growth per Phase
(+1 Physical, +1 Move, +1 Meter reach, +1 damage dice
reduced, -1 Defense rolls) Boost Strength: 5 Power per +1 Physical per
phase Blinding: 100 power Deflection (Force Field): 1 Power per 1 dice
damage negated Damage Reduction (Invulnerability): 1 Power per
+1 Defense. Energy Blast (Fireball, Heat Vision, Ki Blast):
1 Power per 1 dice damage The following are power modifiers, remember each power modifier included w/ an energy blast makes it a separate power.
Enhance Sences: +10 power to enhancement
Illusion (After Image) 10 Power per Image per
Phase
Intangibility: 2 Power per 1 dice damage
negated/1 meter thickness per Phase Invisibility: 10 Power per Phase Reduce Size: 10 Power per Level Reduced (-1
Physical, -1 Move, +1 damage dice whenever hit, +3
Defense rolls) Per Phase Regeneration/Healing: 1 Power per Health Stretching: 1 Power per 1 Meter or +1 Move Telekinesis: 10 Power per Physical, +10 Power
per Move Telepathy: 1 Power per 100 meters (10 Power per
1 km)
The power lasts 1 phase, but the controller may increase the number of phases of effect by reducing the amount by which the controller defeated their opponent's roll. Combat: (Wham, Pow, and Kazap, Know your Ki blasts) I like the combat system that is used for the game, fast paced and simple formulas are the key here. There are stages in resolving a combat phase:
Combat Examples: One of the posters on AFD (alt.fan.dragonball), ATMetz asked a question about stun damage, and gave this example; from the show, anytime someone hits someone, knocks them back, zips in the way, hits them again, and repeat. My thoughts: Ex: in the phase before the attacker bought 3 extra actions. their turn in the phase comes up, they go into flight mode (action 1), move and attack (action 2) which dose some knock back / knockdown (the knockdown may be your stunning attack) which the attacker made sure to angle up, they then get above the target and hit them again (action 3) which increases the damage / knock back / knockdown, then move to the ground and do the stopping hit (action 4). I can see where this would have some stunning capabilities, after such an attack I would have the victim make a body check and see if they were able to get up, or maybe it should be dependent on the damage. Let me think on it, I will defiantly be adding this to my site. Experience: (What to I do with these points again) One of the biggest beefs I have with the game is the way, or lack there of, in dealing with spending the experience that you will give the characters, but I will be dealing with that later, right now I want to go over the ways in handing out exp. I think that they went a bit too light on this and I
have come up with the following guidelines for training: Special Training: I will now go through each of their examples Training under multiple gravity's
(see page 87 of the main book): First off you need a
access to a gravity room. If you are following the DBZ
plot line then there will not be on available to the PC's
until Goku's ship is ready for the trip to Namek, and
then only Goku should have access to that one (the PC's
should either hitch a ride in Bulma's ship or obtain
their own if they really wish to go to Namek.) after that
there will not be one built until after Goku returns and
Vageta bullies his way into having it built. Difficulty = (Training Gravity - Starting Gravity) + 20 (base difficulty) If they fail that then they cannot train under that gravity currently & have to master a lower level. Then the character must spend at least one week (8 hr. a day) of training under that gravity (no variation in gravity, or the week is reset) to gain any benefits. The exp. gain is as follows: Exp. Gain = Training Gravity * 10 per week Example: Crystal Steel enters the gravity room and sets the dial for 10 G. Now since she has always been under 1G she needs to first make sure her body can withstand the strain, so she would need to beat a difficulty of 29 ((TG (10) - SG (1))+20 = 29) If she doesn't make it then she may need to be hospitalized, however if she dose make it then she can train as per normal. To master a Gravity Level you first must have trained for at least a week then make a body check for the Training Gravity using the following formula: Difficulty = Training Gravity - week + 20 Once the body check is won the Training Gravity becomes your Starting gravity. You may still train under that gravity but the exp. gained will be less: Exp. Gain = (Training Gravity * 10) / 2 per week You will not gain any extra benefits training in lower G then you are use to. You may only go up a maximum of 10 G's in normal training in one year, any thing further requires Hyper training. Unless you happen to have special aid the maximum
gravity that a body can withstand is: Entering the Pendulum Room: (Page 88 of the main book): This seems pretty cut and dry, you enter the room and a good amount time happens between strokes of the pendulum. I have no changes in mind. But it can be noted that this is more a mechanism for other training methods to happen faster. Magic or other Enhancements: (Page 88 of the main book): Another fairly direct idea, but one that should not give generic EXP. rather specific stat raises should be given. Special Training w/ King Kai: (Page 88 of the main book): no change Fighting other warriors: (Page 89 of the main book): no change Hyper Training: There are times that one may want to speed their training pace a bit, this can be handled in the following way. First decide who much time you wish to reduce it to (i.e. 1/2, 1/4, 1/8). Then you need to see if your body can withstand the increased pace. Multiply the reciprocal by the base difficulty 20 (Ex: if you wanted to take 1 day to complete what would be considered a week of training you would find the difficulty is 140, 20 X 7 = 140), you can power up to help. A good example of Hyper training would be Goku's training on the way to Namek Spending the EXP.: You can gain extra levels on your Attributes and Skills by spending the Exp. you get from the above or Exp that is arbitrarily given out by the GM. Raising a Characteristic: cost = 2 X the new Level Money & Equipment (Subbmitted by: Ryoken) Hi again, Dragma! I wondered, how to keep track of money, items, etc. on your character. I've come up with this. Keeping track of Zeni:When you make
your PC, after all else, roll 1 6-sided die. Multiply
yourresult by 1000. Inventory: Inventories are to be
displayed so that your GM(but otherwise, only ally
PCs)can see just what you have. Note that under capsules
must be displayedtheir contents, and other than Zeni,
nothing may be put in capsules inmultiples. Keeping stuff
on you but not in capsules works like this: refer tothe
space-take-upping sheet(later in these rules), and see
how much space ittakes up. Your capacity=PHYSx1.5(rounded
to the nearest whole number) Buying/Getting Stuff Your GM will determine what salvage is on an enemy, and, if you vape him, it isn't salvageable. But when he is dead/unconcious, your GM states what is still salvageable, and you and your allies pick and choose. You CAN fight over salvage. Note that you should salvage even things you can't use, but you can sell in the market. LIST O' STUFF Note: on any # through #, # is decided by GM, or okayed by GMAlso, ranged weapons range decided by GM, or okayed. Note: M=Move,RC=Required Capacity, Zeni=Zeni cost, Dice=Dice in damage, if any, or how itmodifies damage. Name
RC
Zeni
Dice(if damaging) I think you get the point Lifeform Capsulization:If anything
other than an android or transdimensional being is
capsuled, itwill die automatically, because the instant,
dramatic rip destroys its NeuralSystems.*These are my own
names for things, such as my PC. You can't have 'em,
youdarn, dirty apes! ; - ) |