Dragon Ball - The Roleplaying Game
Dragon Ball - The Roleplaying Game
Dragon Ball - The Roleplaying Game
VERSION 0.52
SPECIAL THANKS!
Cody, James, Patrick and Michael for playtesting
Jonathan, Peter and Gavin for GSD 301 and 302
Thomas for Legacy War (Jesus Christ)
Mike Labrie, Heath Cutler, Julian Grybowski, Jake Schutz, and
everyone else over at Kanzenshuu.
All of the guys on facebook
All of the fa/tg/uys on /tg/
Tournament Guy and the tournament chat
All of the people responsible for being awesome, being excited
with us and for us, and for fueling us with the burning power of
hotblooded friendship
and readers like you! <3
Written by BASED Regalia !dGeyRY6iVs and EPICMASTERMIND
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CHAPTER
TABLE OF CONTENTS
INTRODUCTION ............... 4 COMBAT .......................... 46
The Basics ......................................... 6
CHARACTER CREATION 10
Power Level ...................................... 12
RACES ................................................... 12
ATTRIBUTES ........................................ 23
SKILLS ................................................ 24
Z-SOULS ............................................ 26
Willpower ......................................... 27
FINISHING TOUCHES ...................... 28
TRANSFORMATIONS .... 30
TIERS OF POWER ............................. 33
ARCOSIAN TRANSFORMATIONS ... 34
SAIYAN TRANSFORMATIONS ......... 36
Namekian Transformations ..... 38
MAJIN Transformations ........... 38
android transformations ....... 39
OTHER TRANSFORMATIONS .......... 40
Improving a transformation .. 42
fusion ................................................ 44
ACTIONS ............................................. 47
Standard ACTIONS ........................ 48
MOVE ACTIONS ................................. 49
FULL ACTIONS .................................. 49
REACTIONS ........................................ 50
FREE ACTIONS .................................. 50
ATTACKING AND DEFENDING ......... 50
Awe ......................................................... 51
Tension ............................................... 52
mook combat .................................. 54
dueling ............................................... 55
BEAM STRUGGLES ............................ 56
KI ..................................... 59
Ki Attacks ......................................... 60
Attack type ....................................... 61
Attack modifiers ........................... 61
attack properties ........................ 63
using ki ATTACKS ............................ 68
pre-made ki attacks .................... 69
EPILOGUE ...................... 73
CHAPTER
CHAPTER 1
THE PROLOGUE TO BATTLE!
WELCOME TO DRAGON WORLD
LONG, LONG AGO, IN A DEEP, DARK FOREST
FAR FROM CIVILIZATION, BEYOND A TOWERING
RANGE OF... WELL, YOU GET THE IDEA. ITS THE
PLACE A STORY LIKE THIS HAS TO BEGIN...
CHAPTER
MODIFIERS
DICE
INTRODUCTION
THE BASICS
INTRODUCTION
When under Active Opposition,
compare the number of successes to a
the number of successes achieved by the
opponent.
Passive Opposition means that the obstacle
the players are attempting to overcome is
static. These can be forces of nature (flying
against strong winds or looking through fog) or
otherwise unchanging obstacles (making a long
jump or tossing a frog in the way of an oncoming
beam). Active Opposition means that the
obstacle is a threat that is actively rolling against
a player, such as an enemy combatant.
SUCCESS
VALUE
ROLLED
10
SUCCESS
9-6
5-2
Is not a success.
6
6
Number of
Successes
10+
10
Epic!
Amazing!
Incredible!
Wonderful!
Stylish!
Excellent!
Good!
Solid!
0
<0
FOR EXAMPLE
Turabaga has managed to find the approximate
location of a Dragon Ball using a Dragon Radar.
After searching the canyon for some time, he
pinpoints the position to be just under some
incredibly large boulders. The DN for lifting the
boulders would be 4 (in Dragon Ball Z thatd
be a relatively simple task). Turabaga adds his
Brawling to his Strength, coming to 5 as his
total. He rolls 5d10 and gets a 3, 5, 6, 8 and 10.
The 10 grants him a bonus die, which comes out
to 7. That makes four successes, so Turabaga
just barely lifts the boulder over the Dragon
Ball!
If the player fails to meet the proper number of
successes then the action was a failure, and the
outcome that the player desired doesnt occur.
For particularly horrible failures its recommended
that the GM penalize the player in some way,
such as rolling negative successes. Thats not just
a failure, its a goddamned travesty. I mean, well
run those numbers for you. Just believe us, its
bad.
INTRODUCTION
Number of
Successes
Probability
Suggested
DifFiculty
10+
0.09%
9+
1.07%
8+
5.46%
Absurdly Difficult
7+
17.18%
Very Difficult
6+
37.69%
Certainly Difficult
5+
62.30%
Probably Difficult
4+
82.81%
Potentially Difficult
3+
94.53%
Laughably Easy
2+
98.92%
Absurdly Easy
1+
99.90%
0.09%
Number of
Successes
Probability
Suggested
DifFiculty
6+
1.56%
5+
10.93%
Very Difficult
4+
34.37%
Certainly Difficult
3+
65.62%
Probably Difficult
2+
89.06%
Laughably Easy
1+
98.43%
Absurdly Easy
1.56%
Why would you do this?
0
With this information in mind the GM should
is mundane. There should only be a test when
plan on making most checks require between
failure could not only potentially occur, but that
three to four successes depending on the
failure matters to the events currently unfolding.
build of the party. This, again, doesnt include
bonus or penalty dice. Given all of the absurd
SITUATIONAL MODIFIERS
bonuses that your players can accrue during their Sometimes the character in question is at an
adventures, its recommended that you make
advantage or a disadvantage to complete an
checks more challenging. On principle, a check or action or pass a test. Maybe the weather is rough,
test shouldnt occur when the action in question
or the character prepared for this action way
INTRODUCTION
8
8
OPPOSED TESTS
FOR EXAMPLE
Seleri suppresses her ki and attempts to tip-toe
through the ship unseen. She deftly maneuvers
her way through a few rooms, most of them
littered with exposed piping where maintanence
is being performed. She gingerly drops to
a knee near a Planet Trade Organization
rejuvination chamber. She makes a Search
check to find the maintanence panel and begins
harvesting data. A worker happens by, forcing
her to make a Stealth test. She has two dice in
Sneak and two in Agility, bringing her to a total
of four dice. The worker has three in Intelligence
and two in Perception. Seleri rolls her dice, and
INTRODUCTION
CHAPTER 2
BIRTH OF THE MIGHTIEST
WARRIOR!! THE STRONGEST UNDER
THE HEAVENS ARRIVES
CHARACTER
CREATION
1. CHARACTER CONCEPT
11
3. POWER LEVEL
5. BASIC ATTRIBUTES
6. SKILLS
7. Z-SOULS
8. FINISHING TOUCHES
Character Creation
POWER LEVEL
RACES
Character Creation
APTITIDUES
AGILITY
CHARISMA
DEFENSE
INTELLIGENCE
KI
OFFENSE
SOCIAL
STRENGTH
TOUGHNESS
12
12
HUMANS
APTITUDES
DEFENSE
CHARISMA
RACIAL TRAITS
GIFTED
Humanity as a race
has shown that they are
incredibly talented. They
have managed to become
one of the most powerful
races in the universe
through their mastery of
skills. When purchasing skills,
humans may spend EXP as
though they have one aptitude
relevant to that skill if they
would otherwise pay full
price.
TOUGH AS NAILS
13
Character Creation
SAIYANS
APTITUDES
STRENGTH
OFFENSE
RACIAL TRAITS
SAIYAN BLOOD
SAIYAN TAIL
Character Creation
14
14
HALF SAIYANS
APTITUDES
STRENGTH
OFFENSE
DEFENSE
CHARISMA
RACIAL TRAITS
UNCONTROLLABLE RAGE
15
Character Creation
BEASTMEN
APTITUDES
INTELLIGENCE
SOCIAL
RACIAL TRAITS
NATURAL WEAPONS
2
5
INSTINCT
Character Creation
16
16
NAMEKIANS
APTITUDES
INTELLIGENCE
KI
RACIAL TRAITS
EXTENDING ARMS
REGENERATION
17
Character Creation
ARCOSIANS
APTITUDES
AGILITY
CHARISMA
RACIAL TRAITS
PRODIGIOUS SKILL
Arcosians are so
absurdly strong that they have no
need to train in order to hone their
skills. When purchasing skills,
pay as though you had one
less aptitude than you
actually have. When
purchasing attributes or feats,
pay as though you had one
more.
SUPERIOR SURVIVAL
Character Creation
18
18
MAJINS
APTITUDES
DEFENSE
KI
RACIAL TRAITS
AMORPHOUS BODY
RAPID RESILIENCE
19
Character Creation
ANDROIDS
APTITUDES
OFFENSE
DEFENSE
RACIAL TRAITS
INORGANIC CONSTRUCT
CYBORG
BIO-ANDROIDS
Character Creation
20
20
ALIENS
APTITUDES
AGILITY
CHARISMA
DEFENSE
INTELLIGENCE
KI
OFFENSE
SOCIAL
STRENGTH
TOUGHNESS
21
Character Creation
RACIAL TRAITS
EXTRAORDNIARY SENSES
FISSION
ALIEN BIOLOGY
ATMOSPHERIC ADAPTATION
BIOLOGICAL ARMOR
CELESTIAL
DEMONIC
Character Creation
HEALING
Healing Beam
TYPE
BLAST
DAMAGE
AMPLIFICATION
CHARGE
SIZE
Standard
KI USE
PIERCING
BURST VALUE/
MAGNITUDE
PROPERTIES
HEALING
22
22
ATTRIBUTES
STRENGTH (STR)
TOUGHNESS (TOU)
AGILITY (AGI)
KI (KI)
INTELLIGENCE (INT)
CHARISMA (CHA)
PURCHASING ATTRIBUTES
MATCHING APTITIDUES RANK 1 RANK 2 RANK 3 RANK 4 RANK 5
TWO
30
45
60
75
ONE
45
60
75
90
ZERO
60
75
90
105
23
Character Creation
SKILLS
FLY (AGI)
HEALING (INT)
APTITUDES: INTELLIGENCE, KI
ACROBATICS (AGI)
INTIMIDATE (CHA)
BLOCK (TOU)
COMMAND (CHA)
DECEPTION (CHA)
DRIVE (AGI)
KI BLAST (KI)
KI CONTROL (KI)
KNOWLEDGE (INT)
EVADE (AGI)
PARRY (STR)
Character Creation
24
24
PERCEPTION (INT)
WEAPON/RANGED (AGI)
SEARCH (INT)
SENSE KI (KI)
STEALTH (AGI)
WEAPON/MELEE (STR)
PURCHASING SKILLS
10
20
30
40
50
ONE
25
35
45
55
65
ZERO
40
50
60
70
90
25
Character Creation
Z-SOULS
FOR EXAMPLE
Vuvuz is a mighty Namekian demonic clansman
that, at one point, attempted to enslave an
entire Namekian continent before being
exiled and sent in to the depths of space. One
could give Vuvuz the Z-Souls Demonic Aura
(because hes a demon), Genocidal Tyrant and
Forsaken Son of Namek.
FUNCTION OF Z-SOULS
Character Creation
26
26
WILLPOWER
FOR EXAMPLE
Majin Buula needs to determine her Willpower.
She has an Intelligence of three and a Charisma
of two. She adds the attributes together to
get a total of five. She divides the total by two:
52=2.5. In order to find her actual Willpower,
Majin Buula has to round down to the nearest
whole number. That is two. So, Majin Buula has
a maximum of two Willpower.
27
Character Creation
FINISHING
TOUCHES
HEALTH POINTS
Character Creation
POWER LEVEL
28
TIER OF POWER
FIRST
MULTIPLIER
x100
SECOND
x1,000
THIRD
x10,000
FOURTH
x20,000
FIFTH
x50,000
SIXTH
x75,000
SEVENTH
x100,000
EIGHTH
x200,000
NINETH
x250,000
TENTH
x500,000
KI POOL
POWER UP
FATE POINTS
FOR EXAMPLE
Amond is a human fighter with 2 ranks in his
Ki attribute, 3 ranks in Ki Blast, 2 ranks in Ki
Control, and 1 rank in Sense Ki. This brings his Ki
Pool to 16.
His Power Up would be 2, equal to his rank
in his Ki attribute. When he spends ki, it will
increase by 2 every turn to a maximum of 16.
29
Character Creation
CHAPTER 3
THE WARRIOR OF LEGEND AWAKENS!
ILL SHOW YOU A WORLD YOU WILL
NEVER KNOW
TRANSFORMATIONS
Perhaps the single most iconic image in all of
Dragon Ball Z is the legendary transformation,
the pinnacle of strength for the entire Saiyan
race - the Super Saiyan. The Super Saiyan is but
one of many transformations that were featured
throughout the run of Dragon Ball Z. There were
so many transformations and advancements that
Dragon Ball Z is considered the trope codifier
for Super Modes and Super Forms and their
depiction in anime and manga.
OBTAINING TRANSFORMATIONS
31
TRANSFORMATIONS
TRANSFORMATIONS
32
TIERS OF POWER
FAILURE
TIER 1
10
9-6
5-2
TIER 2
10
9-5
4-2
TIER 3
10-9
8-5
4-2
TIER 4
10-9
8-4
3-2
TIER 5
10-8
7-4
3-2
TIER 6
10-8
7-3
tier 7
10-7
6-3
tier 8
10-7
6-2
tier 9
10-6
5-2
tier 10
10-6
5-1
33
TRANSFORMATIONS
ARCOSIAN TRANSFORMATIONS
SECOND FORM
TIER 2 TRANSFORMATION
ADDITIONAL BONUSES:
KI DRAIN: 0
ADDITIONAL PENALTIES:
THIRD FORM
TIER 3 TRANSFORMATION
ADDITIONAL BONUSES:
KI DRAIN: 0
ADDITIONAL PENALTIES:
FINAL FORM
TIER 4 TRANSFORMATION
ADDITIONAL BONUSES:
KI DRAIN: 0
ADDITIONAL PENALTIES:
100% POWER
TIER 5 TRANSFORMATION
ADDITIONAL BONUSES:
+2 bonus dice to Strength
+1 bonus die to Ki Blasts
KI DRAIN: 5
ADDITIONAL PENALTIES:
TRANSFORMATIONS
34
FIFTH FORM
TIER 5 TRANSFORMATION
ADDITIONAL BONUSES:
KI DRAIN: 0
ADDITIONAL PENALTIES:
Takes 1 turn to transform
DESCRIPTION
This form, obtained by Cooler, is far more powerful than the traditional Arcosian final form. Unlike
100% Power and Golden Form, this form is a biological augmentation that greatly increases physical
power with no true drawbacks. It is not naturally obtainable by Arcosians, unlike Second Form, Third
Form, Final Form and 100% Power.
GOLDEN FORM
TIER 7 TRANSFORMATION
ADDITIONAL BONUSES:
KI DRAIN: 5
ADDITIONAL PENALTIES:
DESCRIPTION
This form, obtained by Freeza, is considered by him to be the a true Further Evolution or Ultimate
Evolution. It can only be obtained by releasing a prodigious strength through intense training. As
such, it is not a transformation naturally obtainable by Arcosians.
35
TRANSFORMATIONS
SAIYAN TRANSFORMATIONS
OOZARU
TIER 1 TRANSFORMATION
ADDITIONAL BONUSES:
KI DRAIN: 0
ADDITIONAL PENALTIES:
DESCRIPTION
This form is only obtainable by a Saiyan that retains their tail. This transformation may only be made
when the Saiyan is able to absorb Blutz Waves through the eyes by seeing a Full Moon or equivalent
phenomenon. When transforming, the user must make a DN 5 Intelligence test. If they fail, they lose
all control of themselves and will randomly attack any target, including their own comrades. If this
test is passed, all control is retained. This transformation can only be reversed by robbing the user of
Blutz Waves, either through destroying the source, blinding the Saiyan or removal of the tail.
Super Saiyan
TIER 3 TRANSFORMATION
ADDITIONAL BONUSES:
KI DRAIN: 3
ADDITIONAL PENALTIES:
KI DRAIN: 5
ADDITIONAL PENALTIES:
TRANSFORMATIONS
36
Super Saiyan 2
TIER 4 TRANSFORMATION
ADDITIONAL BONUSES:
KI DRAIN: 3
ADDITIONAL PENALTIES:
Super Saiyan 3
TIER 5 TRANSFORMATION
ADDITIONAL BONUSES:
KI DRAIN: 8
ADDITIONAL PENALTIES:
KI DRAIN: 0
ADDITIONAL PENALTIES:
See Description
DESCRIPTION
The Super Saiyan God can only be formed when five Saiyans pure of heart transfer their own energy
in to another Saiyan. The pure hearted Saiyans, who must be holding hands, must make a DN 6 Ki
Control test to transfer their Ki in to the host. The host then assumes the form of a Super Saiyan
God for a number of turns equal to the remaining fate points of all of the Saiyans involved in the
transformation. Minimum 20 Tension to Transform.
37
TRANSFORMATIONS
KI DRAIN: 0
ADDITIONAL PENALTIES:
Takes 1 turn to transform
DESCRIPTION
Super Saiyan Blue is a form related to the mastery of God Ki granted by the Super Saiyan God
transformation. This form is capable of being used by a single individual by manifesting their
own God Ki. A Saiyan may choose to use this transformation in place of Super Saiyan. Minimum 5
Tension to transform.
NAMEKIAN TRANSFORMATIONS
GREAT NAMEK
TIER 2 TRANSFORMATION
ADDITIONAL BONUSES:
KI DRAIN: 0
ADDITIONAL PENALTIES:
TRANSFORMATIONS
38
NAMEKIAN FUSION
TIER X TRANSFORMATION
ADDITIONAL BONUSES:
See Description.
KI DRAIN: 0
ADDITIONAL PENALTIES:
See Description.
DESCRIPTION
Namekian fusion is a technique that allows one Namekian to absorb another Namekian in to them
permenantly. A Namekian may only fuse with another willing Namekian of similar power. When they
fuse, the hosts tier increases by one permanently and the host also gains a free rank in the highest
ranked attribute of the absorbed Namekian.
MAJIN TRANSFORMATIONS
ABSORBTION
TIER X TRANSFORMATION
ADDITIONAL BONUSES:
See Description.
KI DRAIN: 0
ADDITIONAL PENALTIES:
See Description.
DESCRIPTION
Majins are able to break off part of their bodies and use them to envelope and absorb others.
Majins may make a deception test to hide the chunk of Majin flesh, or may throw it as a ki attack
with 0 ki cost. The target, if they fail to notice and/ or dodge the flesh, is absorbed. A Majin must
spend a Fate Point to attempt to absorb a character, and if the absorbtion is successful that Fate
Point is then burned. The Majin then gains a free rank in the targets 2 highest skills and highest
attribute. Their tier then increases by one. They are also influenced by the targets personality, and
have access to one of the targets ki blasts without spending the necessary experience to learn it.
ANDROID TRANSFORMATIONS
GENERAL UPGRADE
TIER X TRANSFORMATION
ADDITIONAL BONUSES:
See Description
KI DRAIN: 0
ADDITIONAL PENALTIES:
See Description
DESCRIPTION
A mechanical upgrade that permenantly increases the Androids combat prowess. The Androids tier
of power permenantly increases by 1 each time this upgrade is obtained. Unusable by Bioandroids.
39
TRANSFORMATIONS
ABSORBTION
TIER X TRANSFORMATION
ADDITIONAL BONUSES:
See Description.
KI DRAIN: 0
ADDITIONAL PENALTIES:
Bioandroids Only
DESCRIPTION
Bioandroids are able to use an appendage to either stab an enemy and absorb their essence or
envelope them and absorb the target into themselves. In order to do this, the target must be
grappled or otherwise incapacitated. As a standard combat action a bioandroid may spend a fate
point to attempt to absorb the target. If the bioandroid chooses to stab the target and absorb their
essence they completely heal their fatigue and increase their health points by the targets toughness
value. If they absorb a non-android character of significant strength through envelopment, their tier
permenantly increases by 1 and they gain a permenant bonus die in the targets highest attribute.
When enveloping a target, the target may contest the absorbtion a number of turns equal to their
toughness value as a grapple. If the target successfully escapes, they take 1 fatigue.
SEMI-PERFECT Form
TIER X TRANSFORMATION
ADDITIONAL BONUSES:
See Description.
KI DRAIN: 0
ADDITIONAL PENALTIES:
Bioandroids Only.
DESCRIPTION
If a bioandroid successfully absorbs a cyborg or bioandroid, they may choose to assume a new
form. If they choose to transform, they compare their own attributes to their target and take a free
rank in all attributes that exceed their own. If this would force the bioandroid to exceed 5 ranks in
any attribute, they take a permenant bonus die in that attribute instead. Their tier is permenantly
increased by half the tier of power of the target to a minimum of 1.
Perfect Form
TIER X TRANSFORMATION
ADDITIONAL BONUSES:
See Description.
KI DRAIN: 0
ADDITIONAL PENALTIES:
DESCRIPTION
If a bioandroid successfully absorbs a cyborg or bioandroid, they may choose to assume a new
form. If they choose to transform, they compare their own attributes to their target and take a free
rank in all attributes that exceed their own. If this would force the bioandroid to exceed 5 ranks in
any attribute, they take a permenant bonus die in that attribute instead. Their tier is permenantly
increased by half the tier of power of the target to a minimum of 2.
TRANSFORMATIONS
40
40
OTHER TRANSFORMATIONS
Kaioken
TIER 1 TRANSFORMATION
ADDITIONAL BONUSES:
KI DRAIN: 0
ADDITIONAL PENALTIES:
DESCRIPTION
Users may add an additional bonus die to their pool while using Kaioken by increasing fatigue
gained per turn by the number of dice added.
SHIN KAIOKEN
TIER 2 TRANSFORMATION
ADDITIONAL BONUSES:
KI DRAIN: 0
ADDITIONAL PENALTIES:
DESCRIPTION
Users may add an additional bonus die to their pool while using Kaioken by increasing fatigue
gained per turn by the number of dice added.
PERFECT Kaioken
TIER 3 TRANSFORMATION
ADDITIONAL BONUSES:
KI DRAIN: 0
ADDITIONAL PENALTIES:
DESCRIPTION
Users may add an additional bonus die to their pool while using Kaioken by increasing fatigue
gained per turn by the number of dice added.
41
TRANSFORMATIONS
Awoken Potential
TIER X TRANSFORMATION
ADDITIONAL BONUSES:
KI DRAIN: 0
ADDITIONAL PENALTIES:
N/A
KI DRAIN: 0
ADDITIONAL PENALTIES:
N/A
DESCRIPTION
This transformation draws out all of the users latent power. The awakening of the potential strength
and skill within a fighter necessary for this great a leap in power is so difficult to perform that it is
typically only done by dieties, and even then it takes a great deal of time.
IMPROVING A
TRANSFORMATION
Oftentimes throughout Dragon Ball and
Dragon Ball Z characters are able to train in
such a way that they manage to improve their
transformations or the ability to use their
transformations. Now, through intense training,
the same is possible here.
HOW TO IMPROVE A
TRANSFORMATION
TRANSFORMATIONS
42
UPGRADES
KI DRAIN
BONUS DICE
(ATTRIBUTES)
BONUS DICE
(SKILLS)
TRANSFORM
SPEED
Tension
43
DESCRIPTION
Cost
DESCRIPTION
Cost
DESCRIPTION
Cost
DESCRIPTION
Cost
DESCRIPTION
Cost
TRANSFORMATIONS
FUSION
PERFORMING FUSION
FUSIONS IN ACTION
TRANSFORMATIONS
44
CHAPTER 4
COMBAT
ORDER OF COMBAT
COMBAT
46
46
ACTIONS
COMBAT ROUND
TYPES OF ACTIONS
STANDARD ACTIONS
aid
attack
combined attack
Cover
feint
grapple
prepare action
Move actions
Afterimage technique
Manipulate Object
move
FULL ACTIONS
AIM
BLOCK
CHARGE KI
RUSH
TRANSFORM
REACTIONS
Evade
Parry
FREE ACTIONS
STANDARD TESTS*
*Check the Free Actions section for further
clarification.
47
COMBAT
STANDARD ACTIONS
COMBINED ATTACK
ATTACK
COVER
AID
FOR EXAMPLE
Turabaga has been fighting off Amond for a few
rounds, trading powerful blows. With every hit
that connects the Earth trembles below them.
Turabaga, with 3 dice in Strength and 3 dice in
Martial Arts, bringing his total pool for this test
to 6 dice. He goes in for the punch and gets a
startling 10 successes. His 10 successes and 3 in
Strength mean that Turabaga deals a massive 13
damage to Amond with the next hit.
COMBAT
FEINT
GRAPPLE
48
48
PREPARE ACTION
MOVE ACTIONS
AFTERIMAGE TECHNIQUE
MANIPULATE OBJECT
MOVE
49
FULL ACTIONS
AIM
BLOCK
CHARGE KI
RUSH
TRANSFORM
COMBAT
REACTIONS
EVADE
PARRY
FREE ACTIONS
ATTACKING AND
DEFENDING
PHYSICAL ATTACKS
COMBAT
MULTIPLE ACTIONS
50
FATIGUE
51
DAMAGE
AWE
COMBAT
TENSION
COMBAT
52
53
COMBAT
MOOK COMBAT
MOBS
COMBAT
DETERMINATION
54
FOR EXAMPLE
Demon King Vuvuz launches a vicious
counterattack against the Mob of warriors
attempting to defeat him. He decides to
capitalize on his speed in order to take down as
many opponents as possible and elects to take
three different attack actions. The combination
of his Strength Attribute and Martials Arts skill
gives him a dice pool of eight. He subtracts
two dice for the two additional actions which
gives him a total of six dice to roll. Vuvuz rolls
a 2, 5, 9, 1, 6, and 8. That is three successes
and one failure, which gives him a total of two
successful hits. Vuvuz lashes out with a series
of rapid punches and kicks, sending several of
his opponents to the ground, and lowering the
Mobs total Determination by two.
DUELING
55
THE STAREDOWN
SUCCESSES
1
2
3
4
5
EFFECT
The opponents highest
attribute.
The opponents highest
skill.
One Z Soul possessed by
the opponent.
The opponents remaining
health.
The opponents remaining
Willpower.
PREPARATION
COMBAT
STRIKE
This is the third and final turn of the Duel, and its
where everything comes to task. The winner of
the Preparation phase strikes home a powerful
blow that the loser is powerless to defend
against. The attacker rolls a single standard
melee attack using Strength + Martial Arts. The
strike automatically hits and the defender may
neither block, dodge or parry to avoid damage.
In addition, the attack ignores any armor the
defender may be wearing, however, they will
still soak an amount of damage equal to their
Toughness. Damage is otherwise inflicted
normally.
If the Preparation phase resulted in a tie, then
both participants strike simultaneously, resulting
in a staggering Cross-Counter. In this case,
both participants make a single standard attack
melee attack. The strike follows the same rules
as above. It hits automatically and neither may
defend against it. In addition, it ignores any
armor that either participant may be wearing,
though, they will still soak an amount of damage
equal to their Toughness. Damage is otherwise
inflicted normally.
INTERRUPTED
BEAM STRUGGLES
COMBAT
56
OBSERVATION
SUCCESSES
1
2
3
4
5
EFFECT
The opponents Ki + Ki
Blast value.
The magnitude of the
opponents attack.
The size of the opponents
attack.
The opponents remaining
Ki Pool.
The opponents remaining
Willpower.
CHARGING
COLLISION
57
COMBAT
CHAPTER 5
BEYOND THE LIMIT!! AN ATTACK TO
SURPASS ALL!
KI
59
KI ATTACKS
KI ATTACKS
MAKING A TECHNIQUE
KI ATTACKS
60
60
KI ATTACK TYPE
ATTACK TYPE
COST
DESCRIPTION
BALL
x1
BEAM
x1.5
BLAST
x1.5
x1
STRIKE
KI ATTACK MODIFIERS
*These descriptions are abbreviated. Full descriptions may be found after these tables.
DESCRIPTION
DAMAGE
AMPLIFICATION
Damage
10
COST
10
12
14
16
18
20
KI USE
DESCRIPTION
Modifies how much Ki from the Ki Pool the attack uses.
Ki USED
10
COST
x4
x3.5
x3
x2.5
x2
x1.5
x1
x0.75
x0.5
x0.25
BURST VALUE
DESCRIPTION
Modifies the number of attacks made in a single action.
Burst Value
COST
x1
x1.5
x2
x2.5
x3
Charge
DESCRIPTION
Modifies how long an attack may be charged for.
Charge
COST
x1
x4
x6
x8
x10
61
KI ATTACKS
MINIMUM
TENSION
DESCRIPTION
The miminum amount of Tension necessary to use an attack.
TENSION
10
15
20
COST
x2
x1
x0.5
x0.35
x0.2
PIERCING
DESCRIPTION
Modifies how much armor the attack negates.
PIERCING
COST
x1
x2
x4
x6
x8
x10
DAMAGE AMPLIFICATION
KI USE
BURST VALUE
MINIMUM TENSION
PIERCING
CHARGE
KI ATTACKS
62
62
KI ATTACK PROPERTIES
AREA
OF EFFECT
COST
X
BARRIER
COST
x1.5
DESCRIPTION
DESCRIPTION
Radius
Cost
5 Meters
x1.25
25 Meters
x2
50 Meters
x3
100 Meters
x5
ARMOR
BREAKER
COST
x20
DESCRIPTION
An attack with this property is able
to completely pierce armor. For
the purpose of calulating damage,
this attack ignores Toughness and
physical armor.
63
KI ATTACKS
BLINDING
COST
BURNING
COST
x1.25
x3
DESCRIPTION
DESCRIPTION
Controlled
Effect
COST
DONATION
COST
x1.5
DESCRIPTION
An attack with this property allows
the attacker to be completely
selective in who it affects. The
attacker may choose to attack
specific targets and omit others.
x1
DESCRIPTION
An attack with this property doesnt
do damage, but instead transfers
Ki to the target. On a successful
Ki + Ki Control test, the user may
transfer an amount of Ki equal to
the number of successes achieved
during the test.
Ki donated to a character may
exceed the Ki Pool limit.
KI ATTACKS
64
64
Electrical
COST
x1.25
DESCRIPTION
COST
X
DESCRIPTION
An attack with this property is able
detonates on contact with the
target. When calculating damage,
this attack may get bonus dice
earlier than standard attacks.
65
Bonus
Cost
Standard -1
x2.5
Standard -2
x5
Standard -4
x7.5
COST
x1.5
EXPLOSIVE
FREEZING
DESCRIPTION
An attack with this property
begins freezing the target when
successfully hit. The attack inflicts
damage as a normal Ki Attack.
A character being attacked by
a freezing attack must make a
toughness check with a DN equal
to the attackers Ki attribute. If
this test fails, the defender gains 1
Fatigue for a number of turns equal
to the amount by which they failed
to meet the DN, unless they can
warm themselves. Warmth as part
of the environment is ultimately
defined by the GM, however, the
use of (or strike by) any attack
with the Burning quality will warm
the user (or target). In addition,
should the target spend a full
round charging Ki, the residual heat
created by the excess energy will
also end the effect. In addition, if
the target generates more failures
than successes, then they are frozen
for a number of turns equal to their
net failures and may not act. The
target may spend Willpower to act
normally.
KI ATTACKS
HANDS FREE
COST
HEALING
COST
x3
x2
DESCRIPTION
DESCRIPTION
quickshot
COST
X
DESCRIPTION
An attack with this property is
performed incredibly quickly. For
each level taken in Quickshot the
attacker temporarily moves up
in the turn order by that number
of characters for the purpose of
making this attack.
Level
Cost
x2
x3
x5
x8
x10
KI ATTACKS
HOMING
COST
x2
DESCRIPTION
An attack with this property has
limited tracking ability. If this attack
misses, the attacker has the option
to reroll their attack with a number
of penalty dice equal to half the
number of failures and nonsuccesses they had last attack, to a
minimum of 1.
REMOTE
CONTROLED
COST
x3
DESCRIPTION
An attack with this property is
actively controlled by the user. If
this attack misses, the attacker has
the option to reroll their attack. If
the defender attempts to dodge
the attack the attacker may make a
Search test and have the defender
oppose that test rather than the
initial attack test.
66
SUICIDAL
COST
X
SHOCKWAVE
COST
x0.5
DESCRIPTION
DESCRIPTION
Level
Cost
x0.8
x0.7
x0.6
x0.5
x0.25
67
KI ATTACKS
CALCULATING COST
USING KI ATTACKS
KI ATTACKS
68
PRE-MADE KI ATTACKS
For those who need a bit more reference for how their characters attacks would function, heres a
tiny shop of pre-made ki attacks for you to look at, in the same format that theyre laid out on the
character sheet. Each also has a small narrative explanation where necessary.
NAME
Bakuhatsuha
KI USE
TYPE
Blast
PIERCING
DAMAGE
AMPLIFICATION
CHARGE
PROPERTIES
EXP SPENT
113
Min. Tension
10
burst value
1
Area of effect (100m)
DESCRIPTION
This attack, used by Nappa and others, is primarily used to destroy large areas with a huge
explosion. It covers a 25 meter radius and selectively hits targets. The Controlled Effect, in this case,
is meant to replicate the effect of the attack coming from the ground rather than the hand of the
user, though the hand motion is still necessary.
NAME
Barrier
KI USE
TYPE
Blast
PIERCING
DAMAGE
AMPLIFICATION
CHARGE
PROPERTIES
EXP SPENT
17
Min. Tension
69
burst value
1
Area of effect (5m)
ki attacks
NAME
KI USE
TYPE
BALL
PIERCING
DAMAGE
AMPLIFICATION
CHARGE
EXP SPENT
200
Min. Tension
10
NAME
burst value
PROPERTIES
Explosive (-2)
BLASTer shell
KI USE
TYPE
BALL
PIERCING
DAMAGE
AMPLIFICATION
CHARGE
EXP SPENT
50
Min. Tension
10
NAME
burst value
PROPERTIES
Explosive (-1)
Death Beam
KI USE
TYPE
Beam
PIERCING
DAMAGE
AMPLIFICATION
CHARGE
EXP SPENT
126
Min. Tension
15
NAME
destructo disk/kienzan
KI USE
10
TYPE
Ball
PIERCING
DAMAGE
AMPLIFICATION
CHARGE
PROPERTIES
EXP SPENT
200
homing
Min. Tension
15
ki attacks
burst value
PROPERTIES
burst value
o
Armor breaker,
70
NAME
Energy-Dan
KI USE
TYPE
BAll
PIERCING
DAMAGE
AMPLIFICATION
CHARGE
EXP SPENT
15
Min. Tension
burst value
PROPERTIES
DESCRIPTION
The Energy-Dan is a generic catch-all technique for those barrages of energy balls that you see the
cast use from time to time. It uses virtually no ki and has no huge benefits other than its Burst Value.
Luckily, due to the lack of ki used theres no huge risk in using it.
NAME
Final Flash
KI USE
10
TYPE
Beam
PIERCING
DAMAGE
AMPLIFICATION
10
CHARGE
EXP SPENT
150
Min. Tension
10
NAME
Gallick Gun
KI USE
TYPE
BEAM
PIERCING
DAMAGE
AMPLIFICATION
CHARGE
EXP SPENT
96
Min. Tension
NAME
KAMEHAMEHA
KI USE
TYPE
BEAM
PIERCING
DAMAGE
AMPLIFICATION
CHARGE
EXP SPENT
72
Min. Tension
71
burst value
PROPERTIES
burst value
PROPERTIES
burst value
PROPERTIES
ki attacks
NAME
Solar flare
KI USE
TYPE
blast
PIERCING
DAMAGE
AMPLIFICATION
CHARGE
EXP SPENT
72
Min. Tension
NAME
burst value
PROPERTIES
Blinding
spirit bomb
KI USE
10
TYPE
ball
PIERCING
DAMAGE
AMPLIFICATION
10
CHARGE
PROPERTIES
EXP SPENT
1875
explosive (-4)
Min. Tension
20
burst value
0
armor breaker,
g
n
i
m
o
c
e
r
o
m
!
n
o
o
s
Ki attacks
72
all!
b
n
o
g
a
r
D
,
day
happy birth
On this day in 1986, the first episode of dragon ball aired on
fuji tv! Thirty years later, the franchise has continued to gain
popularity, change lives and define childhoods. were happy that
we could enjoy this journey with you, and hopefully well have
plenty of dragon ball to enjoy in the years ahead!
THINGS TO DO:
- create an items/equipment/vehicle chapter
- implementation of the villain creation system
- a bunch of premades that run the gamut.
- Continue updating and expanding the character sheet
Thank you for being patient with us as we worked on a new
release. I know this isnt version 0.6 like everyone wanted, and
i know some of the balancing tweaks swing a little far on the
pendulum, but please be continue to be patient with us as we
continue developing the game into something that is both fun to
play and properly emulates the franchise we all love so much.
players and gms, thank you so much for playing! from the bottom
of our hearts, we sincerely thank you!
As always, please contact us on facebook, twitter, tumblr or even
Gmail!
thecreamgames.tumblr.com
@TheCreamGames
Facebook.com/TheCreamGames
[email protected]
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