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SKILLS Modifiers:
Each skill is paired with a characteristics to figure out if Effect on Doing Task Modifier
you succeed at a task. Much easier………….………………………………………….……+4
Easier…………………..………………………………………………..+2
Body Skills: Anything to do with physical stuff (Physical). Harder………………….…………………………….....................-2
Mind Skills: Mind, Will, Charm (Mental). Much Hard…………..………………………………………………...-4
Evasion Skills: Not getting hit (Combat). Almost Impossible………………………………………………….-6
Fighting Skills: Hitting with your body (Combat), or
Techniques. Actions: One action can be taken as follow:
Weapon Skills: Hitting with weapons (Combat).
Power Skills: Use of special powers (Physical or Mental), Attack: Attacks and powers.
or Energy Attacks. Block: The Difficulty is the attacker’s Combat +
(Fighting or Weapon) Skill + 10.
SKILL TESTS Dodge: Add +3 to your Evasion Skills for this Phase
against all attacks; you may not attack this Phase.
Get Up: You can take one other action, except Run or
Roll 3D6 + Characteristics + Skills or Fighting
Sprint.
Technique to beat a Difficulty Value: Grab: Your Action Total is -2, and Evasion Skill is -3
this Phase.
Difficulty Level Difficulty Value Other Action: Any other single action.
No Problem…………………………………………………….……10 Move: Move up to half your Move stat, plus take one
Easy……………………………………………………………………..14 other Action, except Run or Sprint.
Hard…………………………………………………....................18 Run: Move up to your full Move stat.
Really Hard…………………………………………………………..22 Sprint: Move up to twice your full Move stat. Your
Mega Hard……………………………………………………………26 Combat Characteristics are at ½ normal and your
Evasion Skill is 0.
To beat the target value, you will roll the following Throw: Throw a person or object (-4 to Action Total if
combination, called an Action Total [AT] not made for throwing).
Power Up: Gather Power or use a non-attack Power.
Action Total = Characteristics + Skill +
FIGHTING
3D6 dice
If your Action Total meets or beats the Difficulty Value, you Attacks are made as Opposed Action witch mostly Combat,
succeed. If you roll all 1’s, you automatically fail! with the Fighting, Weapon or Power Skills as follow:
NAMEKUSEIJIN: Limb Regeneration – Spend 100 Improving each of the follow with experience points:
points of energy. The amount of energy you can generate;
The amount of energy you can gather;
SAYAJIN: The amount of energy you can control.
CHARACTERISTICS TRAINING
Spend 40 points to distribute between Physical, Mental,
Combat and Move. At least 1 point in each. A normal human will gain 10 points of experience for every
year of practice.
Trainig under multiple gravities: Multiply the level of
gravity by 10 for every year of training. Normal humans
may only go up to 2 gravities per year, and can only
withstand a maximum of 6 gravities. Sayans can jump to 10
gravities per year and have no limit of withstanding.
Use the Dragon Balls: The Dragon can give no more than
5000 XP points.
APPLYING XP
GENKI DAMA
Determine how far you are reaching out, and multiply the
fighter’s Power Level and Power Ups by the table: