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This is not a supplement for, nor is this publication based on,


“Dragon Ball Z: The Anime Adventure Game” created by R.
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DRAGON BALL RPG 3


Table of Contents

Introduction ..................................... 6 Actions & Rounds ............................ 78


Architect System ............................... 7 Initiative ........................................ 79
How to play ...................................... 8 The Turn ........................................ 80
The Dice .......................................... 9 Actions........................................... 81
The Basics ...................................... 14 Maneuverers ................................... 82
Attributes ........................................ 15 Combat & Conditions ....................... 88
Skills .............................................. 17 Attack Types ................................... 90
Using Attributes ............................... 20 Damage Types ................................ 91
Saving Throws ................................. 28 Combat Conditions .......................... 95
Recovery......................................... 29 Clashes .......................................... 95
Character Creation .......................... 31 Signature Techniques ..................... 98
Choosing A Race .............................. 33 Technique Creation .......................... 99
Character Perks ............................... 35 Advantages ................................... 101
Races & Archetypes ........................ 38 Disadvantages ............................... 104
Earthling ......................................... 40 Magical Abilities ............................ 109
Saiyan ............................................ 42 Effects .......................................... 110
Arcosians ........................................ 44 Magical aptitudes ........................... 112
Namekians ...................................... 45 Alternate Forms & Powers ............ 116
Androids ......................................... 47 Super Saiyan ................................. 120
Majins ............................................ 49 Arcosians ...................................... 122
Archetypes ...................................... 51 Metamorphosis............................... 123
Soul & Talents ................................ 56 Fusion ........................................... 125
Talents ........................................... 57 System & Options ......................... 129
Gear & Equipment ........................... 63 Training System ............................. 132
Gear Kit .......................................... 64 Optional Rules................................ 133
Wealth ............................................ 65 Campaign & Settings ..................... 136
Battle Jacket ................................... 74 Campaign types ............................. 139
Special Items .................................. 75 Battle Grounds ............................... 140
Battle Weather ............................... 141
Our Mission ................................... 142

DRAGON BALL RPG 4


DRAGON BALL RPG 5
The Dragon Ball Z roleplaying game is about mystical, action adventure in the realm of
martial arts and magic, known as the World of the Dragon. This is a game filled with
moments of wonder and make-believe. Like other roleplaying games, the Dragon Ball Z
RPG or DBZ RPG is driven by the imagination. It’s about visualizing a crater-riddled
battlefield beneath the stormy sky or imagining an epic battle between two Saiyans or
deciding how an adventurer might react to a series of presented challenges.

The Dragon Ball Z roleplaying game has no winning or losing - in the conventional
meaning of those terms. The Architect (Game Master) and you, the players, create a
thrilling world of bold stories and characters who confront deadly perils. You might save
a young boy from certain death or you might meet a grisly end, sent to the next
dimension by a nefarious villain or monster. You might search for the powerful
dragonballs to grant your own personal wish, or you might choose to stop a malevolent
antagonist from conquering the universe. Regardless, even if your party fails to
complete a scenario, but everyone has fun and creates a memorable story, you all win.

Architect (Game Master): After passing over the Northern Wilderness, the Spinach
Wastes suddenly turns in the Bamboo Forest. Left of the forest is East City and the
Temple of Orin. The skyline is littered with modest skyscrapers, and they’ve been
designed to adorn the city and each other. Beyond the city is the desolate barren area
of the Grand Apollon. Beneath you, you spot a Paozusaurus chasing a young boy.

Garret (playing Garret): I want to fly down and rescue the young boy!

Rohan (playing Rohan): Does the Paozusaurus look dangerous? I want to try to get
its attention. Do you think I can draw its attention by swooping down in front of it?

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Unlike a make-up game, DBZ gives structure to the stories you tell, a way of
determining the consequences of your actions. You roll dice to resolve
whether your attack hits or misses, or whether your characters can
climb a cliff, dodge a powerful ki blast, or pull off some other
treacherous task. Nearly anything is possible, but the dice make some
outcomes more likely than others.

Architect: Alright, one at a time. Garret, you are going to try to rescue the young
boy.

Garret: Yes. Is there any way I might be able to grab him without stopping?

Architect: Make a Strength and Agility check.

Garret (rolling dice pools): Awesome, I have a dice score of 12 for the Strength
check and 9 for my Agility check.

Architect: You manage with ease to swoop down and lift the young boy out of harm’s
way without the Paozusaurus striking you.

In the Dragon Ball Z RPG, you create a character and team up with other characters
(played by friends), acting out a story, where you make up the script as you go along!
Depending on your style and choices, it can be like a strategy game: carefully planning
your moves and trying to become more powerful than your enemies. Or, it can be like a
soap opera, with dramatic moments and a crazy cast of characters. First and foremost,
the Dragon Ball Z roleplaying game is a regular social activity where you get together
and have fun. The rest is up to your imagination.

Architect System

The Architect (ARC) is the game master responsible for narrative flow, creating the
scenario and setting of the game, maintaining the pace, and providing dynamic
feedback. They describe the events of the game and make rulings about game situations
and effects based on the players’ choices.

A game session has no real end; when one adventure or mission is concluded, another
one might begin. This is commonly referred to as a campaign. A campaign can continue
for weeks, months, or even years. Your characters will grow in strength and power as
the campaign endures. Every villain defeated, expedition conquered, and every
Saibamen destroyed not only adds to the ongoing adventure, but also earns your
characters new capabilities. This increase in power is reflected by your power level. (See
chapter one)

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World Of The Dragon

The World of the Dragon includes all the realms of Ball Z in its totality of existences,
including planets, stars, and entire universes. There are many places of mystery and
monsters, of heroic warriors, and powerful gods.

The universes of the Dragon Ball Z realm exist within a vast cosmos called the
multiverse, connected in bizarre and enigmatic ways. There are twelve universes, each
labeled with a numeric value, and in these universes are nearly endless adventure and
planes of existence.

The most iconic artifact of the Dragon Ball Z realms are the dragonballs of universe six
and seven. There are seven crystalline spheres that, when brought together, have the
ability to call forth the Eternal Dragon who has the power to grant any wish.

The Architect might set a campaign in one of the twelve universes or in one that they
created.

Because there is so much diversity among the realms of DBZ, you should check with the
Architect about any rules or guidelines that might affect your play. Ultimately, the ARC is
the authority on the campaign and its background, even if the setting has been
previously set.

What You’ll Need To Play

Here’s what you’ll need to start playing the Dragon Ball Z roleplaying game:

This publication, of course, which contains all the rules and guides needed in order
to create a character and play the game. We have divided the rulebook into
several chapters about parts of the game and how to play.

A copy of the character sheet included with this book.

A pencil or pen and some scratch paper.

Some ten-sided dice.

How to play

1. The Architect describes the environment and the world: The Architect tells you
about the realm your characters are inhabiting and what is around you, presenting a
basic variety of options that you choose from.

2. You decide and describe what you want to do: Maybe a party leader speaks for
the whole group, “We’ll attack the target on the left,” for example. Sometimes, different
characters might do different things; while you might attack a close enemy, your friend
might move to protect a critical person of interest. You don’t need to take turns during
typical role-play events, however during an encounter (Chapter 6), an Architect will use
initiative order to resolve actions.

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3. The Architect narrates the results of action: The results of one action often will
lead to another decision or action, which brings the flow of the game back to step 1.

These simple steps apply for all situations; whether you are cautiously searching for an
artifact, monologuing with a villain, or in pitched battle against a gang of saibamen.

Also, as explored in chapter 6 and 7, there are certain situations, called encounters,
where actions are more structured and you (and the Architect) will take turns choosing
and resolving each action as it occurs, in order. This is called the initiative order.
However, most of the time, play is fluid and flexible, adapting to the conditions of the
scenario.

Your actions take place in your and the Architect’s imaginations, relying on the ARC’s
verbal descriptions to set the scene. Some Architects might use music, objects, sound
effects, and other means to set the mood. An ARC might also adopt different voices for
different villains, monsters and other characters in the game. Additionally, an Architect
might use a grid map and miniatures to represent each character involved in a scene to
help keep track of things going on.

The Dice

The Dragon Ball Z game uses polyhedral dice - you can find these types of dice at nearly
any game store as well as a lot of bookstores. The game only uses a specific number-
sided die; a ten-sided die.

In the rules, a ten-sided die is referred to as a d10 where the letter ‘d’ stands for die and
the number ‘10’ stands for the number of sides it has. If the notated ‘d’ is preceded by a
numeral value, the value refers to the number of d10’s to roll, for example with ‘3d10’ a
player would roll three total ten-sided dice.

Dice Result (DR) - is the face-up numeric value shown on the dice after it is
rolled.
Dice Score (DS) - is the total value of all dice results plus any additional
bonuses or modifiers.

When you roll a die and the dice result is a ten (10), you score a Critical; a critical
allows you to roll an additional d10 or an extra dice and add its result to the dice score.

If you roll a die and the dice result is a one (1) you have a Botch; a botch reduces your
total dice score by five (5).

Note that repeat and extra dice (see next page) are not affected by dice results of one
or ten.

Additionally, when rolling for abilities that grant temporary or permanent increases to an
aptitude ignore the critical and botch roll rules. Results of a one (1) are simply a one,
result of a ten (10) are simply a ten.

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Dice Modifier
A dice modifier is a metric that increases or decreases the amount of dice you roll at a
single time. Any rules that adds or removes dice from a roll doesn’t increase due to tier
of power progression. See chapter 11 for details about tier of power.
Extra Dice (ED): A bonus or free Repeat Dice (RD): A d10 that is
d10 added to a roll. rolled again. In the case of a repeat
dice, the second result is always
Dropped Dice (DD): A d10 kept. You can NOT reroll a dice that
removed from a roll before it has has already been repeated.
been rolled.
Solid Dice (SD): A d10 that can
Penalization Dice (PD): A d10 NOT be removed from a roll by any
removed after it has been rolled, but means. Both critical and botch
before any critical or botch results. results count as solid dice.
If a d10 is removed from a roll after
it has been rolled its value is NOT
added to the dice score.

When rolling to resolve any type of action, you will always roll one d10, however there
are rules, such as tier of power in chapter 11, which will grant bonus or extra dice to a
roll. In these cases, the bonus will be described, “One additional d10,” or “+1d10”.

When a rule directs you to roll multiple dice and keep the highest or best result, roll
these dice separate from the regular dice pool. This type of roll is called a Prefix roll,
the number preceding d10 is the number of dice you roll, an example is a 3d10 roll
would be called a tri roll or if the rule reads 8d10 it would be called an octo roll so fourth
and so on.

For example, if you have a dice pool of ten dice and a rule states that you roll 2d10 or a
dual roll and keep the highest result, you will roll one d10 from your pool with another
d10 not from your pool. Keep the highest result and add it to the total scored with your
remaining dice.

If you are short on dice, you can always roll the same dice twice. Remember to record or
keep track of all the rolls you made and what they’re for.

Rolls And Checks

Does your punch hurt a Saibamen or simply miss? Will the time patrol officer believe an
outrageous bluff? Can a character fly, and at what speed? Can you dodge the blast from
a ki explosion, or do you take full damage? In all cases where the outcome of an action
isn’t clear, the Dragon Ball Z RPG relies on d10 rolls, to determine success
of failure.

DRAGON BALL RPG 10


These attributes and their scores are the basis for nearly all d10 rolls that a player or
architect makes on the behalf of characters or villains. These abilities are Agility (AG),
Strength (ST), Tenacity (TE), Scholarship (SC), Insight (IN), Spirit (SP), Potency (PO),
Personality (PE) and their scores typically range from 2 to 20 for most characters. (See
chapter 1 for more about attributes.)

Attribute checks, combat rolls, and saving throws are the main kind of d10 rolls players
will make. These types of rolls form the core rules of the game. Follow these three
simple steps when rolling.

1. Roll the dice and add modifiers. Roll a d10 and add the relevant modifiers.
Modifiers are typically derived from one of the eight attributes, and it sometimes
includes bonuses to reflect a character’s skill. (See chapter 1 for details on each
attribute and how to determine its score.)

2. Penalties and circumstantial bonuses. A combat modifier, an ability, a character


trait, or some other effect might give a bonus or penalty to the roll.

3. Compare the dice score to an opposition target.

A passive opposition is an obstacle that is An active opposition means the obstacle


fixed, meaning something that isn’t that is actively attempting to oppose you.
actively trying to oppose you. It could be This can be anything from an enemy
anything; lifting a heavy object, climbing a combatant or any other hindrance which
cliff, or an otherwise unchanging isn’t fixed and is constantly changing. The
hindrance. The target number of this target number of this type of opposition
opposition is static and will be determined changes and will be rolled in accordance
by the Architect or a rule. to a rule.

These simple rules govern the resolution of most actions in DBZ play. Chapter 7
provides more details about combat and rules for using the d10 in the game.

The First Rule

The first (and probably the most important) rule for you to know is always remember to
have fun. RPG’s are all about bringing friends together, having fun, and sharing in
laughter and joy.

Continuity

Many times, throughout this Rulebook, we will tell you to make changes as you see fit. If
a rule or guideline isn’t working for the group, free feel to make a change. However,
note that the rules and guides were designed and built around the system, and you are
encouraged to keep the continuity of the rulebook by adhering to as many rules as you
can.

DRAGON BALL RPG 11


Defender Wins

In the case of a tie between two or more, the defender always wins. If
in any circumstance this rule seems inappropriate, the member of the
situation with the highest bonus, roll, skill, or attribute wins.

Specific Over General

Specific rules hold rank over general rules, meaning if a general rule says, “Target
number is nine” but a specific rule says, “Target number is six.” the specific rule would
supersede the general rule. Again, if a specific rule contradicts a general rule, the
specific rule wins.

No Guarantees

With few exceptions, the game does not have any “absolutes.” There’s no certain way to
hit another character with an attack, no sure-fire way to dodge an attack, and no total
invulnerability to any type of attack. This is for two reasons: First, guarantees tend to
unbalance RPG games; second, even in works of fiction, “absolutes” are seldom
absolute. When one allegedly exists, often the whole point of the story is for the heroes
to find a way to circumvent or avoid the “absolute” which means it wasn’t really an
absolute after all.

Forbidden But Not Forbidden

Just because something isn’t clearly forbidden doesn’t mean it’s allowed. No one could
think of every possible variation, mixture, or understanding of a rule; meaning
circumstances may arise in a game that the creators didn’t anticipate. While it’s usually
safe to assume that something which isn’t forbidden is acceptable, the final decision is
always up to the Architect. If they don’t want to infer or use the rules the way you want
to, their decision rules. Second, just because something is explicitly forbidden doesn’t
mean you can’t do it. Even when the rules say you can’t do something, the Architect can
lower that constraint if they feel it would be acceptable to do so.

Scale & Movement

You can play with or without a battle grid. Without a grid we use yards to describe
distance. Yards are abbreviated “yd’s or yd”. With a grid you would use squares (Sq.). A
single square on a gridded battle mat is equal to three yards. So, if a player moves
twelve yards, they would move four squares on a battle mat.

Abbreviations

The Dragon Ball Z game uses some standard abbreviations for cross-referencing
purposes, such as AG which means the Agility attribute, or PE which means Personality.
You will find these types of abbreviations throughout the rulebook.

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DRAGON BALL RPG 13
Life energy is known as the latent energy or fighting power within a living being. This
force is a tangible energy inside everyone called ki.

Ki Points

You gain Ki Points based on your power level. You can spend ki points on many different
aspects inside the game. Nearly every action in combat requires ki points and many
outside as well. How many point points are required to perform each action depends on
the situation and your ARC.

Ki Pool

The ki pool is the maximum amount of ki points you have and can spend during an
encounter. Your ki pool is directly related to the power level (see chapter 2 for more
details on a character’s ki pool value).

Influx Rate

Your influx rate is the amount of ki points you can spend from your pool on actions
during a round of combat. Your influx rate resets at the start of each combat round,
allowing you to spend the full amount again.

Influx rate or simply influx is a governing mechanic that allows you to spend ki points on
actions and abilities during combat without dropping to zero points within the first round
or turn of combat. See chapter 2 for more details on influx rate.

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Ability Types

There are three different types of abilities in the game, and


they can enhance your strength, speed, power, and other
statistics. The ki point cost for the following abilities
doesn’t count towards your influx rate during encounters.

Active Abilities

Active abilities are special aptitudes that you can activate for a
cost. The cost can be almost anything, such as sacrificing an
action, paying ki points, or paying life points. These abilities
typically aren’t labeled as active but are easy to recognize.
For example, The Namekian trait cellular proliferation
allows you to spend ki points to heal your wounds.

Sustain Abilities

A sustain ability has a cost or up-keep you must pay each round to keep the ability
active. This is to help keep the balance and insure stability of combat. ARCs might find
this rule unsatisfying, so another suggestion is to allow these abilities only to be used
every so many rounds such as three or five rounds: to “recharge” the ability.

Passive Abilities

Passive abilities are always in play, and you always have the benefits. For example, the
Human trait called perseverance allows human characters to always reroll all dice results
of two (2).

Attributes

These eight attributes provide a description of your character’s physical and mental
characteristics.

Agility, measuring mobility


Strength, measuring physical strength
Tenacity, measuring endurance
Scholarship, measuring reasoning and knowledge
Insight, measuring wisdom and perception
Spirit, measuring magical influence
Potency, measuring life energy
Personality, measuring force of character

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Is your character light on their feet and knowledgeable? Strong and
charming? Hardy and wise? Attribute scores express these qualities
- your character’s assets as well as weakness.

The three main dice rolls of the Dragon Ball RPG are; Attribute
checks, saving throws, and combat rolls rely on the eight attributes and their scores.
The basics behind these rolls are described in the introduction section: roll a d10, add
modifiers, and compare results to an opposition target.

In this chapter, we cover how to use attribute checks and saving throws, and other
activities you can attempt in the game world. Rules for combat rolls are in the Round &
Combat chapters (6-7).

Attribute Scores & Modifiers

Every characteristic has an attribute score, a metric that expresses the magnitude of
that characteristic. However, your attributes scores don’t only measure your innate
aptitudes, but also incorporate your training and capabilities in activities related to that
attribute.

At character creation, you select a character’s three main attributes; primary, secondary
and tertiary. A primary attribute score is eight (8), and secondary attribute score is six
(6). A character’s tertiary attribute score is four (4) and all remaining attribute scores
are two (2). See chapter 2 for more about character creation.

Each attribute also has a modifier derived from the score. Typically, attribute modifiers
will range from one (1) to ten (10). The attribute table below shows the attribute
modifiers from a range of possible attribute scores, from two (2) to twenty (20).

Attribute Score Attribute Modifier Attribute Score Attribute Modifier

2-3 +1 12-13 +6

4-5 +2 14-15 +7

6-7 +3 16-17 +8

8-9 +4 18-19 +9

10-11 +5 20 +10

To determine an attribute modifier without consulting the table, divide the attribute
score by two and round down.

An attribute score can also be called rank. If your Strength score is eight (8) then the
attribute rank would be eight (8).

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Ability Checks

An ability check tests your characteristics and training to overcome an obstacle. When
you attempt an action (other than an attack) that has a chance of failure, the ARC will
call for an ability check to determine the results.

During an ability check, the ARC will decide which of the eight attributes is relevant to
the action and decide the difficulty of the task. This difficulty is called the target
number (TN)- the higher the target number, the harder the task.

To make an ability check, roll a d10, add the attribute modifier and add any other
relevant modifiers. The value is then compared to the value of the target number.

Skills

Skills represent a facet of an attribute score, and your skill score shows your focus of
that facet. (Your starting skills are determined by your races and archetype at character
creation. See chapter 2)

For example, if you attempt to walk across a narrow edge, the ARC might ask for an
agility (acrobatics) check to traverse successfully: agility is the attribute and acrobatics
is the skill. You can only add a skill modifier to your ability checks if you are proficient in
the skill.

To make an ability check with a skill modifier, roll a d10, add the attribute modifier and
then add your skill modifier. As an example, when rolling an ability check to climb you
would roll a d10 add your strength modifier and add your athletics modifier together.
Then value is then compared to the value of the target number.

The skills for each attribute are listed in the following table. (Note, there are no skills
related to Tenacity or Potency.) See the attribute entries later in this chapter for
examples on how to use a skill associated with them.

Attribute Skills

Agility Acrobatics, Stealth, Pilot, Thievery

Strength Athletics

Scholarship Craft, Knowledge, Profession, Investigation, Science, Medicine

Insight Perception, Survival, Creature Handing

Spirit Clairvoyant, Concealment, Use Magic

Personality Bluff, Diplomacy, Intimidate, Persuasion, Performance

DRAGON BALL RPG 17


Sometimes you might ask the ARC if a certain skill applies to the situation. For
a skill to be applied to an ability check, you must have proficiency with the skill
first. Without proficiency with the skill, you won’t be able add the skill modifier to
the check.

For example, if you are attempting to pull off a gymnastic stunt and grab an object, the
ARC will ask for an agility (acrobatics) check. If you have a proficiency in acrobatics, you
can add your skill modifier to the check. If you lack expertise in the skill, you’ll simply
make an agility attribute check without a skill modifier.

Variant Skills

There are some situations where one skill that applies only to a specific attribute might
be used for another. For example, if you are attempting to climb a cliff and the distance
from the ground to its edge is vast, the ARC might ask for a Tenacity (athletics) check to
see if you have enough stamina to climb that far. Even though athletics is not one of the
skills under Tenacity, in cases like this the ARC might allow players to apply skill
proficiencies to different attribute checks.

This would also be the case if you are attempting to intimidate an enemy with brute
strength: the ARC might allow you to use the Strength attribute with the skill intimidate;
which would normally be related to Personality. As always, these variant skills are up to
the players and the ARC.

Passive Checks

Passive checks are a special kind of check that doesn’t require rolling any dice. This type
of check could represent the average result of a task being done repeatedly, such a
searching for a dragon ball continually in the same location. Or it could also be used if
the ARC wants to covertly determine whether you notice a hidden enemy without rolling.

To determine your total for a passive ability check, apply all modifiers normally and
instead of rolling a d10 simply add five (+5) to the value. Then compare this to the TN
of the task or situation.

Cooperation

Under some circumstances, you might team up with an ally and work together to use a
skill. The player with the highest attribute modifier will roll and perform the ability check
normally. The player aiding then adds their related attribute modifier.

Skill Proficiency

You will gain skill proficiencies from your race and archetype at character creation (see
chapter 2). If you’re proficient with a skill, you gain a plus three (+3) modifier when
rolling checks related to that skill. You can also select skill proficiency as a perk when

DRAGON BALL RPG 18


increasing your power level. See chapter 2 for more details on perks and increasing your
power level.

Skills. Select two (2) skills at character creation and gain proficiency with them. Your
character will also gain two (2) more skill proficiencies from their race, remember to
record all your skills on your character record sheet.

Target Number

The Target Number (TN) is a numeric value that represents how hard an action is to
do. When you check to see if an action succeeds, you will roll a dice and add any
relevant modifiers or subtract penalties, then compare the dice score to the TN.

If the dice score equals or is higher than the TN, the ability check is a success - you
succeed and complete the task. However, if the dice score is lower than the NT it’s a
failure. Which means you do not overcome the objective or make any progress toward
completing the task - your ARC might even give setbacks to a future task for the failure.

Standard Target Numbers


Difficulty TN

Very Easy 5

Easy 10

Medium 15

Hard 20

Very Hard 25

Nearly Impossible 30

Challenge

There may be moments when you and another player’s efforts are directly opposed to
one another. As mentioned in the introduction section, this is called active opposition.
This could occur when both parties are trying to do the same thing and only one can
succeed, such as attempting to snatch up a dragonball that lies on the ground between
you. Active opposition also applies if you are trying to prevent each other from achieving
a goal - for example, if you are walking up stairs and another player is trying to hold you
back. These types of results are determined by a special form of ability check called
challenge.

DRAGON BALL RPG 19


Both players in a challenge make ability checks appropriate to your
efforts, applying bonuses and penalties. However, instead of comparing
your dice score to a TN, you compare the score to the results of the other
challenging player. The player with the highest score wins the challenge,
either succeeding at the action or thwarting the other player’s action. In
the result of a tie, the situation might remain the same as before.
Typically, defenders will win ties, but in some cases, such as snatching a
dragonball off the ground, a tie could result in neither player grabbing it.

Encompassing Skills

Encompassing skills apply to more than one specific area of expertise. For example, you
might have knowledge: nature, the general understanding of woodland creatures and
plants. Or, you might have knowledge: history, the information of past events or people.
Both examples are the knowledge skill, however each one is distinct. Encompassing
skills is a general term used with any type of skill that can be applied more than once for
different things.

A character might have the knowledge skill three times, one for each different field of
information. Encompassing skills can be taken as many times as a player wants, and
ARC allows

Using Attributes

All actions or tasks in the game are covered by one of the eight attributes. This section
will explain in detail what the attributes mean and how to use them in the game.

Agility - (AG)

Agility encompasses your speed, agility, and overall quickness. The acrobatics, pilot,
thievery, and stealth skills reflect proficiency in agility.

Acrobatics. An agility (acrobatics) check covers tasks such as keeping your balance
while walking on narrow or unstable surfaces or taking less damage from a fall.
Acrobatics can also be used when attempting gymnastic stunts, including dives, rolls,
and flips.

Pilot. The agility (pilot) skill is all about operating vehicles and things that go fast. Pilot
is a default skill or encompassing skill (see above for more about encompassing skills).
You can have pilot (hover car) or pilot (starship). Pilot can be selected as a skill
proficiency more than once, each time for a different type of vehicle.

Thievery. You have picked up thieving abilities and can perform tasks that require
nerves of steel and a steady hand: disabling traps, opening locks, picking pockets, and
sleight of hand.

Stealth. The stealth skill is your experience or training in avoiding notice, whether by
moving silently, sneaking up on a target, or by finding ways to remain out of sight.
DRAGON BALL RPG 20
Other Agility checks. The following is a small list of other
tasks that an ARC might require an Agility check for:
Securely tying up a prisoner
Wiggling free of restraints
Steering a heavy object descending a slope
Concealing an object on you person
Haste. Haste is the attack speed you gain from mobility and
flexibly. To reflect haste, add (1/2) your agility modifier to
strike rolls when making any type of attack, such as physical,
energy, ballistic, and magical (see chapter 7 for more about attack types).

Dodge. Depending on the situation or encounter, you might add the agility modifier to
your dodge rolls.

Speed. Speed is broken up into two categories; Ground and Flight.

Ground Speed. You can move up to six (6) yards or two (2) squares.
Flight Speed. You can move up to twelve (12) yards or four (4) squares.

For every five (5) attribute ranks in agility, you can move an additional (3) yards or (1)
square. Outside of combat, we suggest, players are able to travel in flight between
100mph/160km to 500mph/804km – Up to ARC discretion.

Initiative. At the start of every combat encounter, you will roll initiative by making an
agility check. Initiative directs the order of combatants’ turns in the round of combat.
See chapter 7 for more details on initiative order and combat.

Conceal
When attempting to hide, make an agility (stealth) check. Your dice score is contested
by an insight (perception) check from any combatant that is actively searching for
signs of your character. You can’t hide from a combatant that can already see you,
and if you make noise while hiding, you are exposed.

During combat, combatants are alert and have a readied defense, so if you come out
of hiding or approach a combatant, they will normally spot you. However, there are
some circumstances where the ARC might allow you to stay hidden as you approach a
distracted combatant. This allows you to gain a combat modifier, giving you bonuses
to your rolls.

Passive Perception
While hiding, even if a combatant is not searching for you, they might still see you.
Compare your agility (stealth) check score to the combatant’s passive insight
(perception) score.

DRAGON BALL RPG 21


Strength - (ST)

Strength is your raw, brute physical power and athletic


ability. A strength check can be used to attempt, lift, push,
pull, break something, or to force your body through
something.

Athletics. A strength (athletics) check covers any type of


difficult situations that involves climbing, jumping, or
swimming.
Climbing a sheer wall or cliff, holding on to a
surface while being attacked.
Jumping up or across remarkably long distances.
Swimming or staying afloat in currents, strong
waves, or areas of otherwise treacherous waters. Or
when a combatant attempts to push or pull you
underwater.

Physical Power. Physical power is the measurement of your


bodily strength. Add your strength modifier to wound rolls
when making a physical attack, such as a punch, a thrown
or melee weapon.

Lift and Push. Your strength score regulates the amount of weight
you can bear. The following will define what you can lift, push, or carry.

Carry Capacity. The amount of weight you can carry is equal to your strength score
multiplied by thirty. That total is the number of pounds you can carry.

Lift, push, drag. You can lift, push, or drag equal to twice your carrying weight or sixty
times your strength score. If you are pushing, dragging, or lifting a weight that exceeds
your carry capacity, your speed drops by three (3) yards.

Super Stack. If your strength modifier is eight (8) or higher than your agility modifier,
you suffer a penalty of three (-3) on all strike and dodge rolls. You also gain +1d10 to
your physical attack wound rolls. If the score is sixteen (16) or higher, you suffer a
penalty of six (-6), and gain +2d10 to your physical attack wound rolls. This effect
continues for every eight (8) points higher your strength modifier is than your Agility
modifier.

Other Strength Checks. The following is a small list of other tasks that an ARC might
require a Strength check for:
Forcing a stuck, locked, or barred door open
Breaking free of restraints
Stopping a heavy object from moving
Pushing over a heavy object
Holding onto a moving object while being pulled by it
Grappling a combatant

DRAGON BALL RPG 22


Tenacity - (TE)

Tenacity reflects your resilience and toughness. It indicates how much punishment you
can withstand before suffering physical trauma. Physical toughness incorporates
stamina, ruggedness, physique, bulk, metabolism, resistance, immunity, and other
similar physical qualities. Tenacity checks are unusual since there are no skills under it.
Tenacity is the measurement of your endurance, which is typically more passive rather
than involving a specific effort.

Life Points. Life Points are the measurement of the amount of damage you can suffer
before you become defeated. Each time you increase in power level, your life points will
also increase.

When you increase your power level, and at character creation, you will roll a d10 and
add your Tenacity modifier and health modifier to the dice result. That value is then
added to your current life points. Also, each time your Tenacity modifier is increased, so
is your life points. For example, if your Tenacity modifier was two (+2) and you
increased it to three (+3), you will adjust your life points as if your modifier has always
been three.

At character creation players roll 2d10 when


determining life points, this is only done at
character creation. All other life point rolls are
1d10 as normal.

Soak. Soak is your ability to ignore the damage


inflicted on you. Your soak is equal to your Tenacity
modifier; whenever Tenacity’s modifier increases,
your soak value also increases (see more about soak
in chapter 7).

Other Tenacity Checks. A Tenacity check would be


required in any attempt to push beyond your
character’s normal limits. An ARC might ask for a
Tenacity check for the following reasons:
Holding your breath
Extended hours of labor or physical activity
Going without sleep
Endure without food or water for an extended time

DRAGON BALL RPG 23


Scholarship - (SH)

The scholarship attribute is not native intelligence, and it also isn’t your current level of
education. It refers to your grasp of facts and knowledge. It governs your ability to
reason, solve problems and evaluate situations. It also includes critical thinking and
flexibility of thought. Craft, knowledge, profession, investigation, and science are all
skills related to scholarship.

Skillful. You have a great aptitude for learning. When


selecting skill proficiency as a character perk (see chapter 2
for more about perks) increase the bonus by two (+2) for
every tier of power. It is important to remember this effect
is retroactive, so keep tracking of your skill proficiency.

Craft. You are trained in a craft, trade, or art, such as


electronic, weapon smiting, weaving, and many others.
Craft is a default skill or encompassing skill. You can have
craft (weapon) or craft (culinary arts). Craft can be selected
as a skill proficiency more than once with each time being
for a different type of trade.

Knowledge. A skill all about study of a body of lore and


academia. Knowledge is a default skill or encompassing
skill. You can have knowledge (history) or knowledge
(nature). Knowledge can be selected as a skill proficiency
more than once with each time being for a different type of
study.

Profession. You are skilled in a livelihood or a profession


role, such as farmer, engineer, explorer, herbalist, or
lumberjack. Like craft and knowledge, profession is a
default skill or encompassing skill. You can have profession
(cook) or profession (miner). Profession can be selected as a skill proficiency more than
once with each time being for a different type of job.

Investigation. When looking around for clues and making conclusions based on the
evidence, you make a scholarship (investigation) check. You might infer the location of a
concealed object, distinguish from the appearance of a wound what kind of weapon dealt
it, or determine the weakest point in a passageway. Searching security logs in a search
for a glimpse of a thief might also require a scholarship (investigation) check.

Science. Science is to use or develop tools, perform experiments, figure out


mechanisms, or use computers. Science is a default skill or encompassing skill. You can
have science (computers) or science (biology). Science can be selected as a skill
proficiency more than once with each time being for a different type of education.

DRAGON BALL RPG 24


Medicine. You can use a scholarship (medicine) check to stabilize an incapacitated
comrade and heal minor wounds. When you use medicine to heal injured party
members, the TN will vary based on the life points of the target; the fewer the life points
the higher the TN will be - see the ability check section within this chapter. If successful,
you heal the injured combatant d10 worth of life points per tier of power.

Other Scholarship Checks. The following is a small list of other tasks that an ARC
might require a Scholarship check for:
Create a fake file
Win a game of chance
Recall information about a specific subject
Attempt to communicate in another language

Insight – (IN)

Insight describes your willpower, common sense, perception, and intuition. An insight
check might reflect an ability to understand feelings and body language, notice
surroundings, or care for the wounded. Creature handing, perception, and survival are
all related to insight checks.

Creature Handing. Creature handling is a social skill where you spend a lot of your
time talking to creatures unlikely to talk back. It allows you to make a creature perform
a trick (even those it hasn't been trained for), influence how creatures feel about you,
train creatures to perform tasks, and even keep rabid beasts at bay
without drawing blood.

Perception. Insight (perception) check lets you spot, hear, or


otherwise detect the Spirit of something. It measures your
general awareness of your surroundings and the keenness of your
senses.

Survival. Survival represents your character’s experience or


training in “living off the land.” You know where to find food and
shelter, and how to endure harsh environmental conditions. The
more capable your character is, the fewer resources you need to
prevail. Master survivalists can walk into a forest, desert, or
mountainous region with little more than a pocketknife and the
clothes on their back and survive for weeks if necessary.

Awareness. Awareness is the keen sense and intuition you gain


from your mental training and perception. To reflect awareness,
add (1/2) your insight modifier to strike rolls when making any type
of attack, such as physical, energy, ballistic and magical (see chapter
7).

DRAGON BALL RPG 25


Other Insight Checks. The following is a small list of other tasks that an ARC might
require an Insight check for:
Get a gut feeling about what course of action to follow
Discern whether a creature is dead or living

Finding A Concealed Object


If you are attempting to search for a hidden object such as a dragonball or computer
disk, the ARC will ask for an insight (perception) check. Perception can also be used to
find hidden details or information you might otherwise overlook. In any case, you will
describe what your character is looking for and the ARC will determine the chance of
success.

Spirit - (SP)

Spirit measures your magical influence - your connection to the arcane and your control
over it. Also called the sixth sense or second sight. Spirit controls characters;
clairvoyant, concealment, and use magic skills.

Magical Power. Magical power is the measurement of a character’s control over the
arcane. Add your Spirit modifier to wound rolls when making a magical attack, such as a
spell, telekinesis, or enchantment.

Clairvoyant. The ability to develop psychic powers base on extrasensory perception.


With skill proficiency in clairvoyant, you increase all saving throw by two (+2) for every
tier of power. Characters can also use a Spirit (clairvoyant) check to sense the location
of other creatures. The stronger and closer the creature, the more powerful the
sensation will be and the lower the TN will be. Clairvoyant can also be used in attempts
to track or follow a target.

Concealment. Concealment is the skill to hide one’s true power from others; hiding ki
is the ability to obscure your life force from others. The skill doesn’t inherently allow you
to know that someone is looking for you. It is simply a reactionary trigger meaning when
a character is attempting to sense you, you may attempt an insight (concealment) check
to prevent them from detecting you.

Use Magic. You can use this skill to read, use, activate or otherwise interact with
magical objects. An ARC might have you roll a Spirit (use magic) check each time you
interact with such items.

Other Spirit Checks. The following is a small list of other tasks that an ARC might
require a Spirit check for:
Identify whether or not magic was used recently in an area or on a creature
Identify whether an object is magical or not
Detect when magic is being used or activated
Sense a creature’s spiritual existence

DRAGON BALL RPG 26


Potency - (PO)

Potency is the unyielding force over ki a character has. It


determines a character’s energy strength, how an attack
hits and how much damage it causes.

Energy Power. Energy power is the measurement of


your ki strength. Add the potency’s modifier to wound
rolls when making an energy attack, such as a ki blast,
beam, or explosion.

Manipulation. When shooting into combat, where allies


are in melee range of the target, you must roll a potency
check (medium TN). If you succeed, then continue normally with
the combat process. If you fail, allies can roll an impulsive saving
throw to avoid the attack. If they pass, the target is stuck
continue normally, if failed an ally is struck by the attack.

Power Boost. When you use surge, increase the bonus gained
by your potency modifier.

Other Potency Checks. The following is a small list of other


tasks that an ARC might require a potency check for.
Charging energy-based attacks (see chapter 6)
Energy duels

Personality – (PE)

Personality is your force of persuasiveness, and ability to impose


your will on others through manipulation, intimidation, cajoling,
and other nonphysical means of influence. The personality attribute represents actual
strength of personality, not merely how one is perceived by others in a social setting.

Bluff. You can make what’s false appear to be true, what’s outrageous seem plausible,
and what’s suspicious seem ordinary. You can make a personality (bluff) check to fast-
talk a police officer, con a merchant, gamble, pass off a disguise or fake documentation,
and otherwise tell lies.

Diplomacy. Use this skill to persuade the receptionist to let you speak the manager, to
negotiate peace between feuding Arcosians, or to convince the Majin Illusionist that has
captured you that they should release you instead of twisting your limbs off one by one.
Diplomacy involves etiquette, social grace, tact, subtlety, and a way with words. When
you are skilled in diplomacy, you know the formal and informal rules of conduct, social
expectations, proper forms of address, and so on. The diplomacy skill represents the
ability to give others the right impression of yourself, to negotiate effectively, and to
influence others.

DRAGON BALL RPG 27


Intimidate. Use this skill to get a bully to back down, to frighten an opponent, or make
a prisoner give you the information you want. Intimidation includes, but is not limited to,
verbal threats and body language.

Persuasion. When attempting to influence someone or a group of people with tact,


social graces, or good nature, the ARC might ask you to make a personality (persuasion)
check. Typically, you use persuasion when acting in good faith, to foster friendships,
make cordial requests, or exhibit proper etiquette. Examples of persuading others
include convincing a chamberlain to let your party see the king, negotiating peace
between warring tribes, or inspiring a crowd of townsfolk.

Performance. Your personality (performance) check determines how well you can
delight an audience with music, dance, acting, storytelling, or some other form of
theater. Performance is a default skill or encompassing skill. Players can have
performance (dance) or performance (sing). Performance can be selected as a skill
proficiency more than once with each time being for a different type of entertainment.

Dragon Rush. During combat, you can use dragon rush toward any actions those
bonuses are increased by one-half (1/2) your personality modifier. (See chapter six)

Other Personality Checks. The following is a small list of other tasks that an ARC
might require a personality check for, you might have skills that also apply to these
types of ability checks:
Control or manipulate characters
Trick a character for information or objects
Inspire awe, wonder, and feelings of grandeur

Saving Throws

A saving throw, also known as simply a save, represents your attempt to resist splash
effects, traps, poisons, charm, mind control, and maintain personal merit. Typically, you
won’t decide when or if you can take a saving throw. An ARC will ask for a save or a
situation will force you to make one.

There are four types of saves; impulsive (agility), corporeal (tenacity), cognitive
(insight), and morale (personality).

To make a saving throw, roll a d10 and add the appropriate attribute modifier. For
example, if you roll a corporeal save you would add your Tenacity modifier to the dice
result.

The target number for a saving throw is determined by the affects source or special
ability. If the save is successful, you typically avoid the effects, if failed you will suffer
the full effects of the source.

DRAGON BALL RPG 28


Impulsive. An impulsive save is a saving throw used to measure your ability to dodge
area-of-effects abilities, such as traps, splash damage and fire.

Corporeal. A corporeal save is a saving throw used to measure your ability to withstand
physical abuse such as; poisons, unconsciousness, and other affects that physically
afflict the body.

Cognitive. A cognitive save is a saving throw used to measure your ability to combat
mental attacks such as; charm, possession, mind control, and other such abilities that
affect the mind.

Morale. A morale save is a saving throw used to measure a character’s ability to remain
true to their alignment or persona, to fight the effects of emotional conflicts.

Recovery

As brave and courageous as you might be, you can't spend all day in the thick of
exploration, social interaction, and battle. You need time to rest and eat, tend your
injuries, refresh your minds and spirits. There are five different lengths and types of
recovery that might affect characters: combat, instant, short, long, and extended.

In-game time is typically relative to the ongoing story and normally tracked by the
game’s ARC. Creating a generic time metric that would fit all types of game play would
be impossible, however, each recovery option below is listed with rough timeframe that
each could take place in; these are by no means what an ARC might actually use.

Combat Recovery. This type of recovery happens during combat, it is very short and a
quick way for you to recovery a small amount of stamina. (See chapter 6 for more
details.)

Instant Recovery. After you have conquered, defeated, or overcome an encounter you
will automatically receive an instant recovery. An instant recovery refreshes your life
points and ki points. After an encounter has been concluded, you gain twenty-five
percent (25%) of your total life and ki points back.

Short Recovery. A short recovery takes between one (1) to four (4) hours of time,
during that time you restore fifty percent (50%) of your total life and ki points back.

Long Recovery. Long recovery takes more time, from five (5) to twelve (12) hours of
time, and during this time you restore seventy-five percent (75%) of your total life and
ki points back.

Extended Recovery. An extended recovery takes nearly all day and lasts between
thirteen (13) and twenty (20) hours, restoring one-hundred percent (100%) of your
total life and ki points back.

DRAGON BALL RPG 29


DRAGON BALL RPG 30
The first step in playing the Dragon Ball RPG is to envision and create a
character. Characters are a combination of statistics, roleplaying, and your own
imagination. As a player you will select a race, subspecies, then archetype. You might
also invent the nature, appearance, and origin story for the character; some ARCs
require more customization than others. Once you complete your character, it will serve
as your representation in the game world.

Before starting step one below, think about the kind of character
you want to play. You might be a courageous Earthling, a
prowling Arcosian, an enthusiastic Namekian, or a flamboyant
Majin. Or you might be more interested in an unconventional
character, such as a brave Gadgeteer who likes ballistic
weaponry that picks off enemies from afar. If you don't
know where else to begin, look at the artwork or entries in
this book to see what catches your interest.

Once you have a character in mind, follow the steps in


order, making decisions that reflect the character you
want. Your conception of your character might evolve with
each choice you make.

What's important is that you come to the table with a


character you're excited to play. Throughout this section, we
use the term character sheet: this is what you use to keep
track of your character, whether it’s a formal character sheet,
some form of digital record, or a piece of notebook paper.

Power Level

As you go on journeys and complete encounters, you will gain experience,


represented by experience points (XP). When you reach a specific number of
experience points, you advance in capabilities, known as power Level.

DRAGON BALL RPG 31


As you increase power levels, you’ll get access to additional features as
detailed below. These additional features are called character perks and
range from improved attributes, new skills or talents, and special
customized abilities. (See the character details section below for character
perks.) At some power levels you will be give specific perks and others you
will use character perks to pick your improvement.

The power level table summarizes the XP you need to increase in levels from
level 1 through level 20, and the influx ki pool and features for a character of that level.

Power Influx Ki Pool Features Experience Points


Level
1 14 30 Character Perk x2 0
2 22 46 Skill Proficiency 90
3 30 62 Character Perk x1 180
4 38 78 Talent 270
5 46 94 Character Perk x1 360
6 54 110 Technique Point 450
7 62 126 Character Perk x1 540
8 70 142 Mixture 630
9 78 158 Character Perk x1 720
10 86 174 Attribute Addition 810
11 94 190 Character Perk x1 900
12 102 206 Skill Proficiency 990
13 110 222 Character Perk x1 1,080
14 118 238 Talent 1,170
15 126 254 Character Perk x1 1,260
16 134 270 Technique Point 1,350
17 142 286 Character Perk x1 1,440
18 150 302 Mixture 1,530
19 158 318 Character Perk x1 1,620
20 166 334 Attribute Addition 1,710

Typically, your character starts at level power one and increases in power by
adventuring and gaining experience points. To figure out the number of experience
point require for you to advance in power level simply multiply your current power
level by ninety (90).

DRAGON BALL RPG 32


Starting off at power level one symbolized your character's entrance into the world of
the dragon. If you're already familiar with the game, or if you are joining an existing
campaign, your Architect might decide to have you begin at a higher level, on the idea
that your character has already endured a few harrowing encounters.

Record your character’s power level on their sheet. If you're starting at a higher level,
record the additional elements you gain from higher power levels, as shown above. A
1st-level character has 0 experience points. A higher power level character typically
begins with the minimum amount of XP required to reach a specified level.

Step 1 - Choosing A Race

All characters belong to one of the sentient humanoid species or races from the Dragon
Ball world. The most common player character races are Earthling, Saiyans and
Namekains. Some races also have subspecies, such as Earthling Human or Beast men.
(Chapter 3 provides more information about races).

Your character’s race contributes to your identity in a significant way, by establishing an


overall appearance and the natural traits gained from culture and origin. A race grants
you racial traits, proficiency in one or more skills, and attribute bonuses. These traits
sometimes compliment with the aptitudes of certain archetypes (see step 2). For
example, the traits of Cybernetic Organism Android make them exceptional spiritualists,
and Majin tend to be powerful in the arts of magic. Sometimes playing against a type
can be fun, too. For example, Arcosians Gadgeteer and Dragon Clan Namekain martial
artist can be unusual but memorable characters.

Remember to record the traits and abilities granted by your race on your character
sheet; you can find a list of racial traits and abilities in chapter 3.

Proficiencies. You will gain skill proficiencies from your race and archetype at character
creation. Record them on your character sheet. (See chapter 1 for more details on
skills.)

Step 2 - Choosing An Archetype

An archetype is a broad model or description of your character’s occupation, what you


are best at and what you are likely to employ during encounters and roleplay.
(Archetypes are described in chapter 3).

Your character receives several benefits from an archetype. These benefits are called
class traits, they set your character apart from members of other archetypes. You
might also gain some proficiencies: armor, weapons, skills and saving throws. Your
proficiencies define many of the things your character can do particularly well.

Record on your character sheet all the traits and features that your archetype gives you
(you can find them in chapter 3).

DRAGON BALL RPG 33


Step 3 - Attribute Scores

Everything your character does in the game depends on your eight attributes: Agility,
Strength, Tenacity, Scholarship, Insight, Spirit, Potency, Personality. Each attribute has
a score or rank you record on your character sheet.
At character creation, select your character’s three main attributes; primary, secondary,
and tertiary. A primary attribute score is eight (8), and secondary attribute score is six
(6). A character’s tertiary attribute score is four (4) and all remaining scores for the rest
of your attributes will start at two (2).

Remember to add any additionally bonuses to your attributes from your race or
archetype.

After assigning your attribute scores you will need to determine their modifiers (you can
find more details on attributes and modifiers in chapter 1).

Tier Bonus. You gain additional bonus experience points when entering a new tier of
power. (See chapter 11 for details about tiers of power.) This represents a change in,
not only power, but possibly also story and tone. When you reach a new tier of power,
you gain twenty-five (25%) of the experience required to the next power level.
Additionally, you also receive one (+1) character perk and soul point when reaching a
new tier or power.

Step 4 - Character Details

Once you know the basic statistics of your character, it's time to flesh them out as a
person. Your character needs a name. Spend a few minutes thinking about what he or
she looks like and how he or she behaves in general terms. There are a few blanks on
top of your character sheet, areas to detail and describe your character.

Life Points. Your life points define how tough your character is in combat and other
treacherous circumstances.

At power level one (1), you will roll 2d10 and add your tenacity modifier to the dice
result to figure your life points. A character’s race will increase the value, so be sure to
check and record your total.

Beyond power level one (1), each time you increase in power level you will roll a d10
and add your stamina modifier, health modifier and any bonuses you gain elsewhere.
The dice score is added to your current life points.

Personality and Roleplay. You have your attributes, your race,


and your archetype, now it is time for your character’s
personality. Sure, characters in Dragon Ball Z can fly
around, shoot lasers, and punch hard, but what’s
their personally like? What makes a Dragon Ball Z
character a Dragon Ball Z character? The answer is
their path—their z-soul. Imagine z-soul like
DRAGON BALL RPG 34
alignments in D&D. A z-soul defines a character’s natural mannerisms, behavior, and
disposition, how you interact with the world. Z-souls are dynamic: they might deal with
how you were raised, there can be different types of z-souls. A good example might be
that your character is prideful or uncaring. Your z-soul might be an honor code, humble
up-bringing, or simply lawful good.

At character creation, you will work with your group and Architect to create the perfect,
formfitting persona for your character. (See chapter 5 for more details on z-soul).

Character Perks

At character creation and specific power levels, you gain perks. You can exchange these
perks for benefits to increase your character’s capabilities. You can spend perks on a
variety of abilities. You can exchange a perk for the following; attribute addition, skill
proficiency, technique points, a single talent, or even a mixture.

Attribute Addition. You can either increase a single attribute score by three (+3) or
two attribute scores by one (+1) each.

Skill Proficiency. You can select to either gain two (2) new skill proficiency or increase
the score of an already known skill by four (+4).

Technique Points. If you select this perk, you receive ten (10) technique points, which
can be spent on customized abilities.

Talent. You will gain the benefits of a single talent (see chapter 4).

Mixture. You can increase a single attribute by two (+2), a single skill by two (+2), and
receive four (4) technique points.

Step 5 - Choosing Gear

Your archetype will determine what equipment you start with including weapons, armor,
and other adventuring gear. (All equipment items are detailed in chapter 5.) Record this
equipment on your character sheet.

Instead of taking the standard gear kit, you can purchase equipment. You start with
wealth to spend, as shown in chapter 5. Extensive lists of equipment, with prices, also
appear in that chapter.

Your strength score limits the amount of gear you can carry. Try not to purchase
equipment with a total weight (in pounds) exceeding your strength score times thirty
(30). (Chapter 1 has more information on carrying capacity).

Dodge. Dodge represents how well characters avoid being wounded in battle. Gear can
also affect your dodge score.

DRAGON BALL RPG 35


Things that contribute to your dodge include the armor you wear and your agility
modifier. Not all characters will wear armor, however. Without armor, your character's
dodge equals a d10 + Agility modifier. If your character wears armor, calculate your
Dodge using the rules in chapter 5. Record your dodge on your character sheet.

Your character needs to be proficient with armor to wear it effectively, armor


proficiencies are determined by your archetype. (See chapter 3). There are drawbacks
to wearing armor if you lack the required proficiency (see chapter 5).

Weapons. Your character can carry a number of weapons equal to the number of arms
they have plus one. For each of those weapons, you’ll need to calculate the modifier and
damage dealt for quick reference. (See chapter 5 for more details about weapons and
their bonuses.)

Step 6 - Finishing Touches

Your character has come together, and you’re starting to really breathe life into them.
There are few more things to finish up before you’re ready to play the game.

Talents are a great way to give additional abilities and power in the form of a niche
capability. Character gain one (+1) talent at character creation.

A signature technique is a special attack created specifically and uniquely for your
character. (See chapter 8 for more details). At character creation your character will get
twelve (12) technique points to spend on a custom technique.

Your ki pool and influx are directly related to your power level, and you will need to
record these values on your character sheet. They are very important and a lot of your
action in game will depend on them (See power level table at the start of this chapter
and chapter 1 for more about ki).

There are quick reference areas on your character sheet that will also need to be filled
in. These areas include basic attack modifiers, initiative, dodge and health thresholds.

Ready To Play. You are now ready to start playing the game. Remember that most
characters aren’t going to work alone or cover every possible outcome. Every character
that makes up the party will have strengths that complement the rest of the group.
Teamwork and cooperation greatly improve your party's chances to overcome the many
dangers in the world of the dragon. Speak with your fellow players and your ARC to
decide whether your characters know one another, how they met, and what sorts of
missions the group might undertake.

DRAGON BALL RPG 36


DRAGON BALL RPG 37
In the world of Dragon Ball, a visit to any corner of the universe will overwhelm the
senses. Between the chatter of different alien languages, the smell of unique cuisines,
and the myriad of architectural styles, the spectrum of diversity is dazzling.

Scattered among the stars are the people themselves, and the inhabitants of universes
are exotic. We focus on universe seven’s inhabitants from the aggressive warrior race
known as Saiyans to the sly and cunning Arcosians, the wise and peaceful Namekains,
the magical and spellbound Majins, and the artificial beings called Androids. Even the
populations of Earth can be found exploring the vastness of the universe.

Playable Races

Over the next few pages you will read about the attribute bonuses, skill proficiencies,
vision, hearing, traits, and other aptitudes of the playable races in the DBZ engine. We
tailored each race and added what we thought was their best and most iconic features
from the myriad of Dragon Ball TV shows. We took those features and attempted to
recreate them in an RPG pen and paper setting.

There is a huge amount of species we don’t cover in the game; either there is too little
information about them, or they simply didn’t display unique enough qualities to be
mentioned. But we always encourage players and architects to build or create their own
species for play.

Choosing a Race

Playable races include Earthlings, Saiyans, Arcosians, Namekians, Majins and Android.

Subspecies. Some races have subspecies. Members of a subspecies have the traits of
the parent race in addition to the traits specified for their subspecies. These include;
Human, Beast Men, Full-Bloods, Half-Bloods, Warrior & Dragon Clans, Artificial
Construct, Cybernetic Organism, and Bio-Engineered.

DRAGON BALL RPG 38


Subspecies get all the characteristics of the race such as attribute scores, health
modifiers, and traits. Where they differ from one another, they gain special traits unique
to that subspecies. As an example, Saiyans, regardless of subspecies, gain pluses to
Strength and stamina, proficiency in the skills athletics and intimidate, a health modifier
of three, and the traits blood of warrior and Saiyan heritage.

The Saiyan subspecies full-blood gains unyielding and natural combatant as additional
traits, and half-bloods gain warrior of two worlds and raging hero. Each of those traits
are unique to each subspecies.

Racial Traits

Racial traits or simply traits are abilities unique to each race. They can
enhance your character’s skills, abilities, or other statistics, and even
grant interesting capabilities. Each species' traits stand out among the
crowd. It is important to read each ability carefully, as some have a
complexity that might cause them to be misused.

The description of each race includes traits that are common to members
of that race. The following entries also appear among the traits of most
races: vision, hearing, attribute score increases, skill proficiencies, and
subspecies.

Health Modifiers. Health Modifiers are the natural endurance or life force of a race, and
they are added to the dice result when you roll for life points at every power level
increase.

Exceptional Aptitudes. An aptitude listed with a race that is worded as exceptional


increases the related aptitude abilities.

Hearing. Increases your passive perception score by ten (10) and grants an
additional three (+3) to the skill score.
Smell. You possess exceptional smell aptitude: during combat you can roll an
impulsive save at the start of a surprised round. If you are successful, you can act
during the surprised round as normal. (See more about surprised rounds in
chapter 6).
Vision. Accustomed to the night, you have superior vision in dark and dim
environments. You can see in dim light within one hundred twenty (120) yards of
you as if it were bright light, and in darkness as if it were dim light.
Saves. If a save is exceptional, increase its score by three (+3). Also, when rolling
the save, you score an advantage on dice rolls of nine (9) and ten (10). (Learn
more about advantages in chapter 1).
Attributes. You gain additional points to your attributes. You can select a single
attribute and increase it by two (+2) or two separate attributes and increase them
by one (+1).

DRAGON BALL RPG 39


Earthling

Earthlings, often referred to as humans, are the main inhabitants of the


planet Earth. They share the planet with other intelligent life forms, including
anthropomorphic animals. They are even led by an anthropomorphic dog named
King Furry. Surprisingly, 1% of Earthlings are half-breeds with some other race, 7% are
monster-type, 17% are animal-type, and of that 75% are the regular true-blue human
type. Except for uncommon hair colors and the occasional odd features (ranging from
longer lifespans to werewolfism), Earthlings are identical to humans as we know them;
however, humans in the Dragon Ball world also seem to be able to utilize elements of
magic.

Earthling characters are the ever heroic and vigilant defenders of their beloved planet
Earth and are willing to protect her at all costs. Filled with moments of heroism,
Earthling players will never experience a dull moment. Even with obvious, less natural
powers compared to some other species, Earthling characters can keep up with the best
of them. With the desire to never fail and unparalleled bravery Earthling characters are
without a doubt the superman of the Dragon Ball game.

You can play as either a true-blue human or as an anthropomorphic animal called a


beast man. Your Earthling character gains the following traits, and in addition you must
pick either a human or a beast man as a subspecies.

DRAGON BALL RPG 40


Racial Traits Attribute Bonus
AG +1
Perseverance. Your Earthling characters can reroll any dice
ST +1
result of two (2): you must accept the second result. Also,
TE +1
decrease the negative effects of botch by two (2).
SC +1
IN +1
Quick to Master. You gain one (1) additional character perk
SP +1
at character creation, for a total of three (3).
PO +1
PE +1

Human. Humans are similar to the humans of our real world, Health Modifier. (+6)
ranging from a variety of ethnicities. Human characters gain
heroic fury and life of adventure. Skill Proficiency.
Select three different
Heroic Fury. Double your personality modifier when using skills to be proficient
dragon rush towards an action.

Life of Adventure. You have led an interesting life that sets you apart from the regular
population. In your quest to learn & venture, you have travelled far and wide. You have
a particular skill or item that is a memento of your past journeys. Pick one (1) special
item to be your memento and be sure to remember how you got it (see chapter 5). Or,
you can instead choose to pick the following talent instead:
Trained by a Master: You gain one (+1) to any attribute that has a score of four
(4) or less. You also gain eight (8) technique points.
Beast Men. Anthropomorphic animals have human characteristics and human forms but
retain most of their animal abilities. You can pick two of the follow traits.

Claws: Natural weapons that can be used without penalty. If you move at least six (6)
yards towards a target and then hit with a claw attack on the same turn, the target must
make an agility (acrobatics) check or be knocked prone. If the target is knocked prone,
you can make an action-free attack against them.

Bite: You can spend one action a turn to use bite attack, a physical attack per normal
rules. The bite attack counts are direct damage and increases your wound roll by 1d10.

Tail: You can make a standard physical attack without any bonuses after you have used
all your actions for the turn; this attack does not require an action to perform.

Wings: Wings increase your flight speed by double its normal rate. Also, while in the air
you increase your dodge roll by five (+5).

Thick Hide: Your soak increases by an amount equal to half your power level, rounded
up. You also increase your corporeal save by three (+3).

Enhanced Senses: Select one of the following options:


Exceptional sensory - vision, or hearing, or smell
Exceptional save - impulsive, or corporeal, or cognitive, or morale
Exceptional attribute - ST, AG, TE, SH, IN, PE, PO, PE

DRAGON BALL RPG 41


Saiyan

Saiyans are a naturally aggressive warrior race who were brought to the brink of
extinction by a powerful Arcosian named Frieza. The Saiyans are a fighting race who,
since ancient times, have lived a violent and inhumane lifestyle, attacking numerous
planets to build up their wealth and power. Saiyans are from the planet Vegeta,
originally named planet Plant. The Saiyan used to share the planet with another raced
called the Tuffles, but after many years of war the Saiyans destroyed nearly all the
Truffles. Before the destruction of planet Vegeta, the Saiyan race was employed by
Frieza as hired mercenaries in a galactic planet trading scheme. Saiyans are known not
only for their muscular physique, but the tails protruding from their lower back.

Without a doubt one of the most powerful combatants in the North Quadrant or even the
known universes, Saiyans are known for their natural combat prowess and the ability to
improve after each battle. Searching for a good yet always fair fight, Saiyan characters
will always be up for a bout. Saiyans also have two special and almost equally powerful
transformations, Ozaru and Super Saiyan. Saiyans bring pure, raw, unadulterated power
to the battlefield.

As a Saiyan, your character gains the following traits,


and in addition they must pick either a Full-blood or a
Half-blood as a subspecies.

DRAGON BALL RPG 42


Racial Traits
Blood of the Warrior. Your Saiyan character reduces the specific
number of experience points required per power level by twenty-five
percent (25%), rounded down.

Saiyan Tail. All Saiyan characters are born with a monkey-like tail that
allows them to transform into a great ape, also known as Ozaru. During a full moon
of any planet, a Saiyan character will uncontrollably transform into the great ape. When
a Saiyan’s tail is squeezed it causes them agonizing pain. An enemy may attempt to grab
a Saiyan’s tail by using the grapple rules (see chapter 6 actions and rounds). If
successful, your character will become prone. You will suffer amount of lethal damage
equal to your power level plus five (+5). You can attempt a morale save to overcome the
effects at a medium TN. If you have a tail reduce the stress test TN by two (-2) when
using any form of super saiyan. If your tail is removed, you can no longer use the great
ape transformation or gain the reduction.

Saiyan Heritage. As a Saiyan character, you have the arcane ability to transform into a
giant ape known as the Ozaru. You can only utilize this form if you have your tail and a
full moon is present. You also have the radical form called Super Saiyan. (These
transformation are explained in the Chapter 10).

Attribute Bonus
Full-Blood. Pure-blood Saiyans from the planet
Vegeta. AG -
ST +3
Unyielding. You do not suffer the effects of TE +3
health from the bloodied threshold. Additionally, SC -
when your health points reach zero (0) you may IN -
make an immediately single unmodified energy
SP -
sphere attack. The attack can’t be a signature
PO -
technique and damage counts are direct, you
PE -
also cannot wager ki points on the attack.
Health Modifier. (+3)
Natural Combatant. When making steadfast
check, ignore any penalties that would apply to the roll. Both
your Corporeal and Impulsive saving throws count as Skill Proficiency.
exceptional. Athletics, Intimidate

Half-Blood. A half-blood or half-Saiyan is part human and


part Saiyan.

Warrior of Two Worlds. You can trade the trait blood of the warrior for the Earthling
traits Perseverance or the Life of Adventure.

Raging Hero. If you suffer any type of damage other than standard or if an enemy
combatant scores a critical against you with any of their combat rolls, increase your
strike and wound rolls by +2d10 until the end of your next turn.

DRAGON BALL RPG 43


Arcosians

Known by many names: Arcosians, Frost Demons, and Glaeris. Not much is known of
their origins, or their home planet. Seemingly very rare and mainly staying far away
from others of their race, the Arcosians are believed to live on a naturally cold planet
with gravity hundreds of times stronger than Earth’s, making them one of the strongest
races in the North Galaxy. It seems most of the known Arcosians are part of the Planet
Trade Organization, if not the leaders themselves. Arcosians seem to view mercy as a
way only to get oneself killed and are willing to destroy anyone they view as a threat.
This leads to the assumption that Arcosian are generally very deceitful. Little is known
about the Arcosians, so there is very little history to speak of. It is known that they can
survive without an atmosphere. Most importantly as they gain power, Arcosians create
new forms to disguise their power from opponents and allies.

Cunning and menacing, Arcosians as a species are rather cold creatures, willing to step
on the small guy for a shot at power. However, there are some Arcosians who can show
compassion to the weak and, to a certain extent, mercy and patience. Arcosians are one
of the most powerful damage dealers of the game.

Your Arcosian character gains the following traits. There are no subspecies for the
Arcosian race.

DRAGON BALL RPG 44


Attribute Bonus Survivor. Arcosians have evolved to deal with a myriad of
harmful environments. As such, they cannot suffocate or
AG - freeze, even after days, in the vacuum of space. They can
ST - even accomplish this feat while mortally wounded. Arcosians
TE - can survive in any environment, no matter how harsh or
SC - limiting it is. And, Arcosian characters increase their all
IN - saving throws by two (+2) excluding morale.
SP +3
PO +3 Brutal Assault. If you spend more than two actions and
PE - successfully attack a target, you gain an extra 2d10 on all
other actions spent attacking the same target during that
turn.
Health Modifier: (+3)
Cruel Intentions. If a target suffers damage from your
Skill Proficiency:
Arcosian character, they suffer three (-3) their next
Survival, Stealth
steadfast check.

Metamorphosis. As Arcosian character you can transform


into smaller, less powerful forms of yourself. You use this
ability to hide your true power from enemies. This ability
also serves to cause less stress to your bodies. You start out
in a suppressed form and must learn how adapt to more
powerful forms. (Metamorphosis is explained in Chapter 10).

Namekians

Namekians are from the planet Namek; they are humanoid, born from eggs, and have
many slug-like characteristics, including green skin, pink patches, and antennae. They
seem to be instantly recognizable by many space-faring races because at one point in
the not-too-distant past the Namekians used to trade with off-world civilizations.
However, there was a great cataclysm on Namek which destroyed nearly all the natural
resources on the planet and ever since then the Namekians have become secluded.
Namekians are natural healers and strong warriors, able to recover from physical
damage quickly and even regrow lost limbs. With such powerful physical properties, it is
no surprise to learn the Namekians can extend their limbs beyond their normal lengths
and grow many times their normal size. Namekians also have amazing hearing and it is
rumored that some can hear across the universe. In addition to the aforementioned
abilities, Namekians have a great resistance to colder climates. All this is coupled with
the fact that they rarely eat, if at all, and typically only drink water.

Peaceful warriors and powerful healers coupled with unmatched senses, Namekians are
strong and reliable fighters. Universal in combat, Namekians cover all the bases from
physical strength, powerful energy, to impenetrable defender, they are the jack of all
trades in the Dragon Ball Z universes. Namekians have a host of tools at their disposal:
most notable are healing and Nobiru-Ude.

Your Namekain character gains the following traits, and in addition they must pick either
Warrior Clan or Dragon Clan as a subspecies.

DRAGON BALL RPG 45


Attribute Bonus

AG -
ST -
TE -
SC -
IN -
SP +3
PO +3
PE -

Health Modifier: (+4)

Skill Proficiency:
Perception, Medicine

Hearing: Exceptional

Cellular Proliferation. Also known as Sai-Sei, you can recover from extremely grievous
wounds, even amputated limbs. Cellular Proliferation requires an action, you’ll spend
eight (8) ki points to use your healing surge even if it has already been used during the
turn; this action provokes a counteraction. (See more about actions in chapter 6).

Nobiru-Ude. You can grow many times in size. This ability takes considerable energy to
preform but grants your character increased physical strength and power. (Nobiru-Ude is
explained more in Chapter 10). Additionally, you can also elongate your arms and legs, at
will, allowing you to perform actions at a range up to nine (9) yards away. These actions
cost an additional five (5) ki points more than normal and provoke a counteraction. The
target must be within a clear line of sight. The attack cannot cross the path of another
combatant or any type of terrain or other obstacle.

Namekian Unite (Fusion). Namekians can unite or fuse with another one of their kind
increasing their powers and skills exponentially. (Explained in Chapter 10).

Warrior Clan. Adept and skilled fighter trained in the martial arts.

Dynamic Combat. Once per turn, when rolling damage for an attack of any type, you
can reroll the wound dice result and use either total. Botch and critical rolls still count as
solid dice.

Dragon Clan. Specializing in mystical abilities and healing powers

Cellular Mending. As a full action you can spend twelve (12) ki points to activate a
target’s surge ability, allowing the target to immediately use one (1) type of surge; this
action provokes a counteraction. When using this trait on yourself it only requires a
standard action instead of a full.

DRAGON BALL RPG 46


Androids

Androids are said to have unlimited energy and eternal life. Due to their inorganic
nature, they also have no aura or ki to sense. There are three types of androids, those
with unlimited power supply and nearly without drawbacks, those that need constant
intake of energy usually stolen from victims to keep their power reservoir from draining
and causing the android to malfunction, and the third kind are bio-androids which seem
to have the abilities of both aforementioned versions.

With nearly limitless possibilities and boundless power, androids are extremely
commanding warriors. Powerful constructs built and shaped for battle, never slowing
down, never giving up. Able to take extreme damage and dish out even more, androids
are deadly and impressive characters on the battlefield. Other characters also cannot
sense an android’s ki, nor can androids be tracked by any sort of tracking device.

There are three types of android subspecies you can choose from; Artificial Construct,
Cybernetic Organism, or Bio-Engineered.

DRAGON BALL RPG 47


Attribute Bonus Concealed Power. You can almost entirely hide your life
force from outside sources. Whenever another character or
AG - outside force attempts to use any kind of ability to scan or
ST - search for potential life forces, they will be unable to locate
TE +3 your android character. This includes mechanical devices
SC - such as scouters. Also, during surprise round, you are
IN - always be able to perform actions and never count as
SP - surprised. Your attack actions gain 1d10 to all rolls.
PO +3
PE -
Built for Battle. Tough and durable Androids are able to
Health Modifier: (+4) take a lot of damage. Your soak value is increased by two
(+2) or by a value equal to your current power level divided
Skill Proficiency: by three (3), rounded up; whichever is higher.
Concealment, choose
one additional skill

Android Types. Artificial construt are types of androids made completely from artificial
parts; as such, they are purely mechanical in nature. Cybernetic organisms are androids
created by mechanically modifying another species. Bio-engineered or bio-androids are
synthetic androids composed using the cells of organic materials.

Artificial Construct.
Power Absorption. During a successful grapple you can choose to steal energy from
your target. Actions spent absorbing, while grappled, reduces the target’s ki points by
your potency modifier multiplied by two (2), the amount is then restored to your ki pool.
Also, when struck with an energy attack of any kind, if the opponent’s strike roll fails by
ten (10) or more, you can absorb the intended damage. Carry out the attack as normal;
however, instead of suffering damage, you instead restore the intended damage to your
ki points. This cannot cause your ki pool to exceed its maximum.

Cybernetic Organism

Unlimited Energy. At the start of each round during combat, you automatically restore
two (2) ki Points multiplied by your potency modifier, for a minimum of four (4) rounded
down.

Bio-Engineered

Organic Consumption. During a successful grapple, you can choose to steal essence of
your target. Actions spent absorbing the target’s essence, while grappled, reduces the
target’s life points or ki points by 1d10 (counts are lethal damage): select life or ki
points before you roll. The resulting value is added to the respective aptitudes. Targets
cannot restore these stolen points for three (3) round: restore other damage normally.

DRAGON BALL RPG 48


Majins

The first known member of this race is the Majin Buu, who has existed since time
immemorial, cycling between rampages and long hibernation. It is rumored that Majin
Buu was snapped into existence by the left-over materials that were used by the cosmic
entities to form the Universes. The Majins are a magic-based race with unique abilities.
One of the most interesting aspects about Majins is their amorphous, shape-changing
bodies that allow them to easily mold their flesh, allowing them to effectively dodge
attacks and extend and enlarge their limbs. Traditionally, Majins are one standard color,
pink, but there have been others that have appeared in a variety of different colors. In
recent times, over the generations since the birth of Majin Buu, Majins have expanded
into an entire species becoming very powerful warriors.

Generally, Majins are fun loving race who like to eat due to their large appetites. Many
Majins inspire to become fighters and study a martial art. Due to their strange powers
and abilities, Majins are often viewed by members of other races to be odd or strange,
though some find them interesting due to their power and unusual abilities. With their
array of odd powers and durability, Majins are stalwart defenders and powerful allies on
the battlefield.

Your Majin character gains the following traits, however there are no subspecies for the
Majin race.

DRAGON BALL RPG 49


Purity. You can transform into a pure or primal form. Attribute Bonus
When your Majin character enters their true form, your
dormant power is released. While using purity you reject AG -
any assimilation target and bonuses you gained through ST -
assimilation. (Purity is explained more in chapter 10) TE -
SC -
Elastic Regeneration. You can recover from extremely IN -
grievous wounds, even amputation. Elastic regeneration SP -
requires an action, you’ll spend ten (10) ki points to use PO +3
your surge even if it has already been used during the PE +3
turn; this action provokes a counteraction. (See more
about actions in chapter 6). Health Modifier: (+3)

Additionally, you can also elongate their arms and legs, at Skill Proficiency: Use
will, allowing you to perform actions at a range up to six Magic, Acrobatics
(6) yards away; these actions cost an additional four (4) ki
points more than normal; this provokes a counteraction.
The target must be within a clear line of sight. The attack Basic Goo
cannot cross the path of another combatant, or any type of
terrain or other obstacle. Agility Score: Four (4)
Strength Score: Six (6)
Assimilation. Majins usually sever a body part which Stealth Proficiency
immediately liquefies to create a goo. To create it you must Life Points: Sixteen
spend at least six (6) ki points and a standard action. The (16)
goo will be added to the end of initiative order and is under
the character’s control.

The Goo. Basic goo is created with the above aptitudes for six (6) ki points. You can
spend additional ki points at the goo’s creation to increase its aptitudes. Attributes are
increased by three per four (4) ki spent. The goo’s life points increase by ten (10) when
additional ki Points are spent.

Your goo character’s purpose is to sneak up on a target and attempt to absorb them for
assimilation. To absorb a target, follow the detailed steps below.

Step One. Impulsive save versus a grapple roll. The target rolls an impulsive save to try
to dodge the goo’s grapple. If the check succeeds, the target may make an out-of-
sequence unmodified attack at the goo. If the check is failed, the goo grapples them.

Step Two. Corporeal save versus a grapple roll. The target rolls a corporeal save to
attempt to escape the solidified goo. If it passes, the target escapes, if it fails, they are
assimilated into the Majin. Note this does not mean they are killed, but rather stored
inside the Majin. Your character takes on the slight appearance, physical stature, and
nature of an assimilated target.

DRAGON BALL RPG 50


Step Three. Your Majin character gains access to the traits, magical
abilities, and signature techniques of the assimilated target. However,
you can only use one trait per round. At the start of your Majin
character’s turn during the effects phase you will declare which trait (of
the ones you have access to) that you will use. Additionally, your Majin
character increases the attribute scores by (1/2) the assimilated target’s
power level, rounded up.

During the assimilated target’s turn they can only attempt to make an
opposing cognitive save to escape.

Your goo can only access one assimilated target at a time and only the
most recent - if you assimilate another target, your last target is
rejected.

You can maintain an assimilated target for only a short time, after which the
target is rejected. A target is rejected automatically for the following situations;
after three (3) rounds have past, if/once a Majin has reached the wounded
threshold, or another target is assimilated.

Archetypes

Archetypes are a quick and easy way to customize your


character. Think of them as a loadout or kits. The archetypes
each have their own corresponding bonuses and abilities, all of
which are included in this section. At character creation, you will
select one archetype for your character. There are five archetypes
to choose from: Adventurer, Illusionist, Gadgeteer, Martial Artist,
and Spiritualist.

Keen Characteristic. A keen characteristic is the natural aptitude


a specific archetype has. A keen characteristic lowers the
character critical requirements; normally to score a critical you
need to roll a ten (10) on the dice, but if a characteristic is keen
and being used as a modifier for a roll then you will only need to
roll a nine (9) to score a critical. (See chapter 1 for more about
criticals)

Class Traits. Class traits are abilities unique to each archetype. They
can enhance your character’s skills, abilities, or other statistics.

DRAGON BALL RPG 51


Adventurer

Everyone has dreamed about leaving their home to see faraway


places: to adventure and wander the vast World of the Dragon in
search of knowledge, treasure, fame, glory, or a multitude of other
wants and desires! The calling from far away adventures and
heroic feats grasps the adventurer, and they journey into the
strange wide world. Adventurers are a swiss-army knife of
knowledge and insight.

Pursuit of Knowledge. You may select up to five (5) different skill


proficiencies. Also, whenever using a perk on a skill proficiency,
increase the score bonuses by six (+6) instead of three. (Skills can be
found in chapter 1).

Spirit of Adventure. You gain two (2) additional soul points and one
(1) special item at character creation. (See chapter 5 for special items).

Keen Characteristic. All proficient skills count as keen.

Equipment proficiencies. Combat Clothes & weapons

Illusionist

Shooting laser beams from your hands not cool enough?


Firing rocket launchers not doing it for you? What about the
ability to punch-stop a train? Well then, the Illusionist is for
you. Can you say crushing the minds of your enemies with
the weird arcana ability to control magic!?

Master of Magic. At character creation, you gain the magical


abilities: magical materialization and telepath free. Also, the
base ki point cost of all magical abilities are reduced by (1/2),
rounded down. Magical based attacks and abilities don’t affect
your influx rate during rounds their cost is simply deducted from
you current ki points.

Psyker. When you spend technique points to create a magical


ability reduce the total cost of the ability by five (-5) points.

Keen Characteristic. Spirit

Equipment proficiencies. None

DRAGON BALL RPG 52


Gadgeteer

Gadgeteers are mechanics and inventors who build weapons and


utilize technology. The gadgeteer creates things, then activates
those things and uses them to “solve” problems with enemies
and other types of encounters. They have quite a few devices and
can have a bundle of fun toys at any one time.

Tinker. You gain skill proficiencies in craft, profession, and


science. If you already have these proficiencies, increase the
score by three (+3).

Gunslinger. When making a ballistic attack, you will roll 2d10 on


the wound roll, selecting the highest dice result and discarding the
lower. Botch and critical rolls still count as solid dice.

Keen Characteristic. Scholarship

Equipment proficiencies. All armor, weapons & Battle Jackets

Martial Artist

Marital artists are warriors that primarily study melee combat


rather than utilizing their ki, creating a chiefly physical archetype.
Rather than focusing on esoteric powers and spiritual attainment,
the martial artist seeks perfection through rigorous training
and constant challenge.

Martial Combatant. When making a physical attack,


you will roll 2d10 on the wound roll, select the highest
dice result and discard the lower. Botch and critical rolls
still count as solid dice.

Experienced Warrior. You gain one (1) bonus talent at character


creation.

Keen characteristic. Strength

Equipment proficiencies. Battle suits & Melee weapons

DRAGON BALL RPG 53


Spiritualist

Spiritualists concentrate on unworldly, ki-based


techniques. Their physical damage is sub-par to any
martial artist, and they rely more on their ki, but
their advantage in battles at range is next to
none. Spiritualists excel at delivering damage at
range and using powerful ki attacks.

Power control. You reduce the ki cost of


energy attack by half (1/2) your potency
modifier.

Energy Slinger. When making an energy


attack, you will roll 2d10 on the wound roll,
selecting the highest dice result and
discarding the lower. Botch and critical rolls
still count as solid dice.

Keen Characteristic. Potency

Equipment proficiencies. Melee Weapons

DRAGON BALL RPG 54


DRAGON BALL RPG 55
All characters have strengths, weaknesses, noble aspects, and dark sides to their
personalities, dynamic qualities, this is called your z-soul.

You should work with your group and Architect to create the perfect, form-fitting
persona for your character. A soul should clearly reflect your character's background,
origin, or concept. Souls can be used to contrast the outward nature, and to create
sources of conflict that make for excellent roleplaying.

Z-souls have two primary functions - first, they establish some abstract character traits
that defines your character, to ensure your character isn’t just a piece of paper full of
numbers and statistics.

Second, they give you and your group an incentive to properly role-play your characters
by giving bonuses to combat encounters and stations.

At character creation you will start with two (2) soul points, regardless of your starting
power level.

Soul Points

Soul points are the measurable numerical value of your notable deeds. You can gain
additional points by accomplishing particularly heroic or astonishing in-game deeds,
through role-playing so well that you would earn fantasy-academy-award nominations
by adhering to your chosen z-soul.

It is important to note that you can also lose soul points if you perform or act in a way
that conflicts with your z-soul.

Due to the abstract nature of z-souls, nearly all instance of this mechanic is typically
handled by the Architect.

DRAGON BALL RPG 56


Spending Soul Points. You can spend points to modify in-game
circumstances in your character’s favor: think fate points. Spending a
soul point is the moment theme music would play.

For example, let’s say that a gigantic methane explosion has just incinerated
your character – you spend soul points and somehow the pressure wave and heat
manage to just miss your character. Or let’s say your opponent just beheaded you - you
spend soul points and, instead, your character manages to parry the blow.

Soul points are powerful and only the say so of the architect has the right to trump a
soul point; they beat-out every other consideration. Below are two examples of z-souls,
you can use them or create your own.

Hope. Being hopeful means believing that evil and misfortune cannot prevail, no matter
how grim things become. Not only do you believe in the ultimate triumph of morality
and decency over malevolence, you maintain steadfast belief in a greater sense of
cosmic justice. All will turn out right in the end, and you mean to be around when it
happens.
Your character regains one (1) soul point whenever you refuse to let others give in
to despair, even though doing so risks harming your own goals or wellbeing.

Pride. Self-confidence run amok. It is the belief that one’s every action is inherently
accurate, even when it should be obvious that it is anything but. You refuse to back
down when your decision or reputation is called into question, even when the evidence is
clear that you are in the wrong. Your ego does not accept any outcome that suggests
fallibility, and you are willing to see others suffer rather than admit that you’re wrong.
Your character regains one (1) soul point whenever you exert your own wants (not
needs) over others at some potential risk to yourself. This is most commonly
the desire for adulation.

Talents

Talents are a special feature that either gives your character a new capability or
improves on one that you already have. Talents represent an area of expertise that
gives characters special abilities: training, experience, and abilities beyond what a
character is granted by their race and archetype.

You gain one (1) talent at character creation, for free (see chapter two). This talent does
not require a character perk.

At certain power levels, you can use a perk to gain a new talent. Importantly, you can’t
take the same talent more than once, but most of the time you wouldn’t want to.

Prerequisites. Some talents have prerequisites. Your character must have the indicated
attribute score, additional talent, or other aptitude designated to take that talent. But
these prerequisites might vary from talent to talent, and most of requirements will
reference aptitudes from chapter two. In addition, if you ever lose a talent’s
prerequisite, you can’t use the talent again until you regain the prerequisite.

DRAGON BALL RPG 57


Alert
Always wary, and ever watchful, you know when something is about to happen.
▪ You gain a (+5) bonus to initiative rolls.
▪ You can’t be surprised while you are conscious.
▪ Combatants don’t gain superiority over you because of being unseen.

Ambidextrous
You are proficient with wielding weapons in each hand.
▪ When rolling strike and wound rolls while having weapons in both hands,
increase the dice results by 1d10.
▪ Increase your dodge by (+3) while wielding a weapon in each hand.

Armor Proficiency
You have trained with armor and are proficient in combat while wearing it.
▪ You can wear any type of battle suits without agility penalties.
▪ Increase the bonus you receive from armor by two (2).
▪ Combat clothes penalties do not affect your stealth skill.

Blitzer
When you use an action to blitz (see chapter 6), you can use an additional action to
also shove the target away from you.
▪ If you use blitz and move at least nine (9) yards in a straight line, you can thrust
the target back several yards, equal to half the distance you travelled.
▪ While using blitz, increase your wound roll by 1d10.

Close Range Shot


You are skilled at making close range attacks with either energy
or ballistic attacks (See chapter 6).
▪ When making energy or ballistic attacks within three (3)
yards of a target, increase the strike and wound rolls for
the attack by 1d10.
▪ Increase either your agility or potency score by two (+2).

Combat Tactician
You can respond quickly and repeatedly to opponents who let their
defenses down.
▪ When attacking a target that has the guard down combat
▪ modifier, increase your strike and wound dice results by
▪ 1d10. (Combat modifiers can be found in chapter 7)
▪ Increase either Spirit, Strength, or Potency score by (+2).

DRAGON BALL RPG 58


Combat Expertise
You are trained at using your offensive combat skills for defense
▪ When rolling dodge, you can add up to your half (1/2) of your personality
modifier to the roll. In exchange all strike rolls are reduced by the same
amount doubled until the end of you next turn.
▪ When rolling to strike, you can add up to your half (1/2) of your personality
modifier to the roll In exchange all dodge roll are reduced by the same
amount doubled until the end of you next turn.
▪ You can’t use both above effect in the same turn or round or while the other
is ongoing.

Cunning Evasion
You are adept at dodging blows and turning powerful shots against you into mere
glances.
▪ When perform an action that can cause a counteraction against you, roll a d10 if
the result is an eight (8) or higher any counteraction’s dice roll is reduced by
3d10 to a minimum of two (2).
▪ The first attack during a round against you doesn’t reduce your defense value.
All subsequence attacks will affect your defense normally.

Diehard
You are a battle hardened veteran able to take any kind of blow. You just won’t go
down, no matter what type of punishment your enemies dish out at you.
▪ When making a steadfast, you will roll 2d10, select the highest dice result and
discarding the lower. Botch and critical rolls still count as solid dice.
▪ Increase any single attribute score by (+2).

Flexible Flanker
You and an ally team up against a foe to maximize the threat you pose and ruin your
target’s defenses.
▪ When attacking a target and an ally is within (3) yards of the same target, you
gain 1d10 to strike and wound roll against the target. If there is more than (1)
ally near the target, then increase the bonus to 2d10.
▪ You can’t be outflanked by enemies, and you do not grant advantage, by
flanking, to combatants.

Flight
The flight talent allows you to fly and grants you access to flight
during combat with all its benefits. Without this talent, you don’t
fly in a traditional manner during combat encounters.
▪ Players without flight can hover and travel through the air,
so long as the Architect allows it, but they can’t use flight
during combat encounters effectively, nor do they gain any
of the benefits that come from flight speed. (See chapter 1
for more about flight speed)

DRAGON BALL RPG 59


Fortitude
You are capable of amazing feats of Tenacity and grit.
▪ Increase your tenacity score by two (+2).
▪ When rolling a steadfast increase your dice result by two (+2).
▪ Whenever you gain a power level, you will roll 2d10 when increasing your health
points. Select the highest dice result and discarding the lower.
▪ This talent has a prerequisites, you must have the talent diehard to use
fortitude.

Improved Initiative
Quicker than normal you are able to react in situations much faster than other
combatants.
▪ While rolling initiative increase your dice result by 1d10.
▪ If you are first in the initiative order you gain 2d10 to all wound rolls during the
first round of combat.
▪ Increase Agility score by (+2).

Iron Fist
You have learned the secrets of imbuing your unarmed attacks with extra force.
▪ Increase your wound roll score by 1d10 while not using a weapon.
▪ When you attack a combatant with a successful physical attack while not using a
weapon, you can use the same action to attempt to grapple the target.
▪ Increase Strength score by (+2).

Lucky
You are a prime example of either sheer stupidity or blind luck. Either way you are
good at just doing stuff you can’t do.
▪ While rolling dice, you can use an action (standard or counter) as a reaction to
repeat a rolled dice. You must use the new result. You can’t use this ability more
once per any combatant’s turn.

Martial Prowess
Trained in the art of a martial arts fighting style, you have mastered the ability to
physically attack your opponents.
▪ When making a physical attack, if you have superiority, add 1d10 to your strike
rolls.
▪ While performing a grapple or thrust, increase the saving throw to resist the
maneuvers’ effects by half (+1/2) your current power level.

Practiced
You are proficient in a myriad of skills.
▪ You gain proficiency in any three (3) skills of your choice.
▪ When making a skill check, you will roll 2d10, select the highest dice result and
discarding the lower. Botch and critical rolls still count as solid dice.
▪ Increase any two (2) attribute score by (+1).

DRAGON BALL RPG 60


Resolve
The gift and capacity to stave off damage.
▪ Increase your soak value by half (1/2) your power level.
▪ You will always be considered to the have defense value
of at least two (2) regardless of how many times you are
attacked during a round.

Second Breath
You recover quickly and can heal damage back with ease.
▪ When making combat recovery, you will roll 2d10, select
the highest dice result and discarding the lower. Botch
and critical rolls still count as solid dice.
▪ Increase any two (2) attribute score by (+1).

Style Focus
Choose any one attack type, while performing that attack you
are especially skillful.
▪ Select one (1) attack type; ballistic, energy, magical or
physical. When rolling to strike for the select type you will
score a critical on a roll of a nine (9) or greater.
▪ Increase any single attribute score by (+2).

Triggerman
With a single motion, you can draw a ballistic weapon and make a devastating opening
attack.
▪ At the beginning of a combat encounter after the initiative has been established
but before the rounds starts, you may make one (1) out of sequence ballistic
attack without any modifiers. This attack cannot be used if there has been a
surprise round. The attack also doesn’t count towards diminishing defense.
▪ Increase you wound roll for all range weapons five (+5) for every tier of power.

Willpower
Willpower is mind over body - control over your physical form and spiritual form.
Willpower can range from many aptitudes.
▪ Choose one (1) saving throw, such as a corporeal or morale. You are especially
proficient at using the selected saving throw. When rolling for the save you will
score a critical on a roll of a nine (9) or greater.
▪ While preforming the selected save you can ignore all botch results, simply count
them.

Dynamic Talent
Can’t find something you like? Nothing here for your specific character design? No
problem, much like the rest of the game you can always create your own talent with
the help and guidance of the Architect. We encourage you to come up with your own
out-of-this-world talent to meet your play style and character needs.

DRAGON BALL RPG 61


DRAGON BALL RPG 62
The bazaar of East City teems with buyers and sellers of many sorts:
engineers, designers, jewelers and grocers, not to mention humanoids of
every shape, size, and fur color drawn from the spectrum of the World of
the Dragon. These marketplaces exist is all the largest cities, and almost
anything imaginable is offered for sale, from exotic species and luxurious
clothing to wicker baskets and simple weapons.

For your characters in the World of the Dragon, the availability of armor,
weapons, capsules and similar goods is of great importance since the proper
gear can mean the difference between life and death in combat. This chapter
details the mundane and artifact items that you might find useful in the face of
the threats that the World of the Dragon present.

Capsules
You can purchase capsules to store your items and gear. The Capsule Corporation is the
world’s leading business in all industries, owned by Dr. Briefs, the inventor and creator
of capsules. Also known as DynoCaps or Hoi-Poi, capsules are for
making objects compact and easy to transport.

Capsules are easy to use just set the capsule you want to use in
an open area, click the top, and throw it at the item. Poof, it’s
all packed up and ready to go. Most items will have their own
built-in capsule which we labeled for you. This is detailed later
in this chapter.

Note, no living thing can go inside a capsule and no capsule


can be closed inside of another—bad things come from
trying to do so.

DRAGON BALL RPG 63


Gear Kit

Kits are starting packages you can take at character creation based on your archetype.
Gear kits can be taken instead of rolling for wealth and purchasing items individually. If
you take a gear kit package, you will start with a wealth of twenty (20w).

Adventurer
Backpack Light Stick x 4
Blanket Rations x 5
Canteen Tent
Capsule x 3 Sleeping Bag
Clock Storage Container
Environmental Clothes Cold/Heat

Illusionist
Rations x 2 Pen & paper x 2
Crystal Ball Satchel
Canteen
Healer’s Kit
Vial x 3
Energy Capsules (s) x 2

Gadgeteer
Battle Jacket Shape Up Capsule (z) x 1
Computer Range weapon x 1
Backpack
Rations x 1
Capsule x 5
Tool Kit – Repair Tools
Canteen

Martial Artist
Satchel Basic Model – Battle Suit or Padded
Canteen Combat
Sleeping Bag & Blanket Clothes
Rations x 5 Dynamic Capsule (s) x 1
Melee Weapon or Range Weapon or additional
wealth 2d10

DRAGON BALL RPG 64


Spiritualist
Satchel
Canteen
Sleeping Bag & Blanket
Rations x 5
Aura Capsule (s) x 1
Power Capsule (s) x 2

Wealth

Money appears in many forms in the dragon world. Zeni, gemstones, trade goods,
objects, knowledge, connections, and property can reflect your character’s financial well-
being. In the game we wrap all these possibilities up in a simple umbrella term called
wealth. Wealth is not only the amount of zeni or goods you have, but also the
knowledge, knowhow, and connections to get the goods from a seller to you. Wealth
appears as a bold ‘w’ after a numeral such as 10w or 100w.

Archetype Wealth
Adventurer 4d10x3
Illusionist 3d10x2
Gadgeteer 5d10x4
Martial Artist 2d10
Spiritualist 2d10x2

Selling Items

Prospects abound to find rewards, gear, weapons,


treasure, and more in the World of the Dragon. If you
don’t want some of it, you can sell it. Normally, you
can sell treasures when you arrive at a city or other
settlement where you can find buyers or merchants
interested in your trove.

Arms, Armor, and other mundane gear. As a general rule, undamaged gear such as
weapons, armor, and other types or mundane equipment fetch half their cost when sold
to a merchant. Typically, weapons damaged by combat are rarely in good enough
condition to sell.

Capsule Items. Selling capsule items can be problematic. They are typically large-scale
items such as hover cars or bikes, temporary homes or storage vessels of some sort.
You wouldn’t simply be able to peddle them to the standard merchant. Consider capsule
items as specialty items that will sell for their full to half price depending on the buyer.

DRAGON BALL RPG 65


Gemstones, jewelry, and other objects. These items will typically retain their full
value when sold to a buyer or merchant. You can trade nearly all of them for some sort
of wealth or simply use them as wealth. For exceptionally rare objects, an architect
might require you to find a buyer in a large city.

Armor

The World of the Dragon is made up of a vast universe with many different species and
cultures, each with their own technology level. It is for this reason that you have access
to a variety of armor types ranging from simple combat clothes to full battle suits and
everything in between. Armor is split into two categories: battle suits and combat
clothes. The armor table below shows the cost, weight, and other properties of the
common types of armor worn in the World of the Dragon.

Battle Suit Cost Soak Bonus Agility Stealth Weight


Basic Model 10w +2 - - 8 lb.
Full Armor Model 50w +8 Y Y 50 lb.
RIT Model 75w +4 - - 25 lb.
Royal Battle Jacket 200w +6 - - 35 lb.
TSR Model 400w +10 Y - 45 lb.

Combat Clothes Cost XP Bonus Strength Stealth Weight


Padded 15w 3 - - 20 lb.
Leather 40w 6 - - 30 lb.
Hide 75w 9 - - 45 lb.
Compression 100w 12 Y Y 80 lb.
Weighted 200w 15 Y Y 120 lb.

Armor Proficiency. Anyone can wear battle armor or combat clothes. However, without
proficiency in the garment, it cannot be used effectively. This proficiency is gained from
the talent with the same name.

Soak Bonus. Battle suits protect the wearer from attacks. The soak bonus is the
numeric value that increases while wearing a battle suit.

XP Bonus. Combat clothes reduce a character’s strength for more experience during
battle. This bonus is the amount of additional experience points a character gains at the
end of any combat encounter in which they wore combat clothes throughout.

Agility, Strength & Stealth. Armor can impede an attribute. If an armor has a ‘Y’
under its related attribute, then while wearing the armor and using that attribute has the
combat condition Impediment. If the armor has a dash under its related attribute, it
simply reduces that attribute by two while wearing the armor and using that attribute.
You can ignore these effects if you have armor proficiency.

DRAGON BALL RPG 66


Variant Sizes

Not all species are the same size or shape. The Architect can impose more realism for
armor purchases using a variant if a character is larger or smaller than the average.

Using this variant, when you find or purchase armor or similar items, you might need
to have it modified to fit. The cost for such work can vary from 10 to 40 percent of the
normal market price of the item, as determined by the ARC.

Don & Doff

This is the time it takes to put on armor or take it off. The amount of time depends on
the type of the armor.
Don. This is the time it takes to put on armor. You can only benefit from an
armor’s bonus if you take the full time to don it.
Doff. This is the time that is required to take off armor. If you have help, this time
is reduced by half.

Armor Don Doff


Battle Suit 3 Minutes 2 Minutes
Combat Clothes 5 Minutes 4 Minutes
Clothes 2 Minutes 1 Minute

Weapons

Due to the unlimited imagination of players and an ever-growing list of weapons that
exist, we made a weapon creation system. When you choose to buy a weapon, you can
design and create a custom weapon, and then your character wields it how you wish.

You can carry several weapons equal to one more than the number of arms you have.

To create a weapon, you will first choose whether you are creating a melee weapon or a
range weapon.
Melee. (10w) Melee weapons follow all the rules for a physical attack. However,
while wielding a melee weapon, your character suffers a negative two (-2) penalty
on strike rolls (see chapter 7). If you wield two weapons, one in each hand, you
suffer a negative four (-4) penalty on strike rolls.
Range. (20w) Range weapons follow the rules for a ballistic attack. While firing a
range weapon within melee attack range, you provoke counteractions. Range
weapons can be used to attack targets that are adjacent or far away, as long as
they are within line of sight of the wielder. Range weapons also require reloading;
you must reload a range weapon after a turn in which you successful hit a target
with the weapon. You must also select from one of the firing range qualities below.
Damage. The base damage modifier for any type of weapon is 1d10.

DRAGON BALL RPG 67


Weapon Qualities. There are several different weapon qualities that you
can give to a melee or ranged armament when purchasing and building a
weapon. Each quality is listed with an additional cost that is added to the
base cost of the weapon.
Artisan. (+50w) – Increases the weapon’s base damage by 1d10.
Bludgeoning. (+15w) - When making a physical attack with a bludgeoning
weapon, if you score an advantage during the strike roll the target is knocked
prone. Complete the attack normally. The target can roll agility (athletics),
medium TN, to not become prone.
Slashing. (+24w) - A physical attack’s damage counts as direct against targets
that are not wearing any type of armor.
Piercing. (+36w) - During the wound roll if you score an advantage, the
weapon’s damage counts as direct.
Reach. (+12w) - You can attack up to one (1) additional square away.
Thrown. (+10w) - You have the ability to throw a weapon at a target. Add half
your vigor modifier instead of agility to your strike roll and half the resulting
damage.
Two-Hand. (+28w) - You can wield the weapon with two hands, increasing the
damage by 1d10.
Explosive. (+60w) - When making a range attack, the attack can damage
multipliable targets all-round the initial target, 360 degrees at a range equal to
twelve yards. Use a single strike roll against the target’s dodge rolls.
Versatile. (+40w) - A ranged weapon can be used as a melee weapon; following
all the normal rules for melee weapons listed above.
Rapid Fire. (+80w) - A range weapon can fire multiple times within one attack
maneuver. Roll a strike roll for the attack normally. If you are successful, roll
2d10. This is the number of hits the target suffers. You do not roll a wound roll,
instead the target only suffers two (2) damage per hit. Also, damage modifiers
cannot be added to the barrage. Artisan quality increases the total damage of
rapid fire by 1d10, not each individual page 68 - hit.
Firing Range. Select one of the following distances
when you are creating a range. The value listed it the
maximum range you can fire from. You can fire from
one square to your maximum range.
▪ Short. 5 squares or fifteen yards
▪ Medium. (+20w) 10 squares or thirty (30) yards
▪ Long. (+40w) 20 squares or sixty (60) yards

Break Value. Both weapons and armor have a break value; this is
the amount of health points an item has. All weapons and armor have
a break value of ten (10). There are two ways for an item to suffer
damage. When you score a botch during a roll using a weapon, it will
suffer one (1) point of damage. Or if an opponent scores an advantage
while targeting you with any type of attack, while you are wearing armor,
the armor will suffer one (1) point of damage. Botch and advantage can be
found in chapter 1.

DRAGON BALL RPG 68


Weapons and armor don’t lose effectiveness when damaged. However, if either is
reduced to a zero (0) break value, they can’t be used for their intended purpose and you
don’t gain any of their benefits.

Repairing Gear. When an item’s break value is reduced to zero, the item becomes
useless. You can repair the item yourself or at a shop, depending on the campaign and
ARC. To repair broken combat items, simply divide the cost of the item by ten (10). The
resulting value is the wealth it costs to restore two points of its break value.

Exploration Gear

This section describes the items, gear, and other equipment that you might need as you
travel, explore, and adventure out into the World of the Dragon.

You can carry up to three small items on you at any given time. If you want to carry
more items, you will need to purchase additional storage-ware; these three small items
don’t include any weapons a character might carry.

Some items come inside capsules and these items count as small while stored within the
capsule. However, when outside or unpacked, they count as their normal size category.
Gear that comes with a capsule already included are marked with a ‘C,’ and items that
can be put into a capsule but don’t come with one are marked with a ‘P’ in the chart
below.

Gear Cost Size Capsule


Backpack 12w M -
Blanket 7w M -
Bucket 7w M -
Canteen (Empty) 2w S -
Capsule (Empty) 5w S -
Chain (9 yards) 15w M -
Clock 4w S -
Computer (Hand Held) 180w S -
Crystal Ball 200w S -
Environmental Clothes 47w M -
Healer’s Kit 3w S C
Jug (Empty) 4w M -
Light Stick 27w M P
Paper & Pen (5/Blank) 5w S -
Rations (3/days) 6w S -
Tool Kit 30w M C
Rope (9 yards) 12w M -
Tent (Two-person) 100w L P
Satchel 7w S -
Sleeping Bag 10w M -
Storage Container 52w L C
Vial (Empty) 3w S -

DRAGON BALL RPG 69


*This items list is not exclusive, additional items can be added by the Architect and
campaign setting.

Size. Items come in different sizes ranging from small, medium, to large. These
categories are designated by; S, M, and L respectively.
S. Small items can be carried on your person in a pocket, inside your shirt or
simply stuffed under a belt, etc. Small items are typically simple pieces of gear,
and you can carry up to three small items at a time.
M. Medium items can be carried on you, but they require a single free hand to
carry or must be put on your back, such as a backpack or sleeping bag.
L. Large items require a level of concentration and both hands to carry. Large
items are cumbersome and can be awkward to carry.

Blanket: A large folded blanket, for one d10 worth of life points to a target per
person. use.

Chain: A chain has normal break value Light Stick: For 1 hour, a light stick
of 10. It can be damaged with a sheds bright light in a 3-yard area and
successful hard TN Strength check. dim light for an additional 3 yards.

Clock: A standard clock that can be used Paper & Pen: Five blank pages and a
to tell time, as in a stop watch or a pen
timer.
Rations: Rations consist of dry foods
Computer: A small hand-held computer suitable for extended travels (3 days),
device that can perform mundane including jerky, dried fruit, and other
computing tasks. similar foods.

Crystal Ball: This crystal ball is about 6 Tool Kit: This tin box contains simple
inches in diameter. While touching it, you tools for a single profession. Examples
increase your magical attacks to strike range from climber’s kit, disguise kit,
and to wound rolls by 1d10. Additionally, gaming set, artisan tools, and others.
when using clairvoyant or using magic
skills, increase your dice score by five Rope: Rope has a break value of 5. It
(+5). can be broken with a successful medium
TN Check.
Environmental Clothes: A single set of
clothes that will protect you from one Tent: A simple and portable canvas
selected element such as heat, cold, shelter, a tent sleeps two people.
topical, water, and more.
Satchel: A cloth or leather pouch can
Healer’s Kit: This kit is a pouch hold up to 3 small items.
containing bandages, salves, and splints.
The kit has five uses. As an action you Sleeping Bag: A portable, insulated
can expend one use of the kit to stabilize bedroll for one person.
a target that has 0 life points. Restore

DRAGON BALL RPG 70


Container Capacity.

Container Capacity
Backpack Up to 6 small items / 2 medium items
Bucket 3 gallons liquid
Canteen 1½ pints of liquid
Capsule One item of any size
Jug 1-gallon liquid
Storage Container Up to 20 small items / 6 medium items
Vial 4 ounces liquid

Boosters

Boosters are small bottles that resemble capsules. These vials contain special and
sometimes magical liquids. Usable in combat with a move action, boosters can help you
increase your status, restore health or ki points and even give you temporary power
improvements.

Type Effect Bonus Cost


Energy Boosters

S A small capsule with a healing effect +d10 to Life Points 45w


M A capsule with a healing effect Restores 25% of Total Life 75w
Points
L An effective capsule with a healing Restores 50% of Total Life 125w
effect Points
Z The ultimate healing capsule Restores 75% of Total Life 175w
Points

Type Effect Bonus Cost


Regen Boosters
S A small capsule that gradually Restore d10 every round for 25w
heals you three rounds
M A capsule that gradually heals you Restore d10 every round for 55w
five rounds
L An effective capsule that gradually Restore d10 every round for 205w
heals you eight rounds

DRAGON BALL RPG 71


Type Effect Bonus Cost
Power Boosters
S A small capsule with the power of ki Increase ki points by 2d10 40w
inside
M A capsule with the power of ki inside Increase ki points by 4d10 60w

Type Effect Bonus Cost


Aura Boosters
S A small capsule with defensive Increase soak value by 4 50w
power inside every round for three rounds
M A capsule with defensive power Increase soak value by 6 100w
inside every round for six rounds
L An effective capsule with Increase soak value by 8 150w
defensive power inside every round for eight rounds

Type Effect Bonus Cost


Energy Boosters

S A small capsule with a healing effect +d10 to Life Points 45w


M A capsule with a healing effect Restores 25% of Total Life 75w
Points
L An effective capsule with a healing Restores 50% of Total Life 125w
effect Points
Z The ultimate healing capsule Restores 75% of Total Life 175w
Points

Type Effect Bonus Cost


Shape Up Boosters
S An effective capsule that removes Remove the effects of any 100w
the effects of Health Thresholds health threshold for three
and keeps it from slowing you rounds.
down for quite a while

Type Effect Bonus Cost


Dynamic Boosters

S Small and cheap, its performance Increase one selected attribute by 60w
is iffy three for three rounds
M Medium-sized with decent Increase one selected attribute by 120w
performance six for three rounds
L Amplifies the powers inside it Increase one selected attribute by 180w
nine for three rounds

DRAGON BALL RPG 72


Vehicles

A vehicle can help you move more quickly through the world, but its
primary purpose is to carry equipment and other items that would
otherwise slow you down. The vehicles and battle jacket table show
each vehicle’s speed and base carrying capacity. You can purchase
vehicles the same way that you might purchase items or weapons.

Pilot Proficiency. If you have proficiency with a certain kind of


vehicle or a specific pilot skill, you can add that proficiency to any
checks you might make while in control of that vehicle in difficult
circumstances.

Carrying Capacity. Carrying capacity is the number of items that


will fit in a vehicle besides passengers and driver. The letter’s listed
refer to the item size above. These categories are destined by S, M
and L respectively.

Durability. Vehicles do not have a soak value, but they do have


health points. A vehicle’s health points are based on the number of
passengers it can carry. A vehicle has 25 health point per passenger
space.

Defense. While piloting a vehicle in combat you can add your pilot
skill value to your defense. When you pilot vehicles, you also gain an
additional defense bonus based on the vehicle’s maneuverability.

Name Cost Capacity Speed Passengers Maneuverability


Motorcycle 300w Mx3, Lx1 24yds. 2 +4
▪ Turbo. You can use a motorcycle’s turbo speed every six rounds or once every
five minutes in game time. Turbo doubles the speed for the cycle for two rounds
or every 60 seconds in game.
Hovercar 550w Mx6, Lx3 12yds. 6 +2
▪ Hover. Ignores any type of difficult terrain.

Airplane 1,000w Mx12, Lx10 12 yds. 10 +3


▪ Hover
▪ Optional Purchase: (250w) Heavy Rail. Counts as a ballistic weapon (1d10dmg)
with the artisan quality. Use the pilot’s ballistic strike roll to attack targets.
House 1,250w Mx10, Lx8 12 yds. 4 +1
Wagon
▪ Living space. House-wagons come with all the comforts of a small home.
Bathroom, kitchen, etc.

DRAGON BALL RPG 73


Jet-Copter 700w Mx2 36 yds. 1 +4
▪ Hover
▪ Burst cannon. Counts as a ballistic weapon with the rapid-fire. Use the pilot’s
ballistic strike roll to attack targets.
Submarine 800w Mx2, Lx1 12 yds. 2 +3
▪ Dive. Submarines can travel below the water for up to five hours without
resurfacing.
Jet Squirrel 400w Mx2 36 yds. 1 +4
▪ Burst cannon. Counts as a ballistic weapon with the rapid-fire. Use the pilot’s
ballistic strike roll to attack targets.
Spaceship 10,000w Mx16, Lx12 70x10k 6 +1
yds
▪ Living Space
▪ Gravity Simulation Machine (See chapter 11)
▪ Optional Purchase: (1,200w) Hyper drive – Increases the spaceship speed by ten
times (x10) (70k yds x10)

Capsule House
A capsule house is a type of house that can be put away and carried around in a
capsule: portable housing with all the comforts of a home including bathroom, kitchen,
etc. Capsule homes come with their own capsule.

Size Storage Occupies


S Mx20, Lx15 3
M Mx30, Lx20 7
L Mx40, Lx25 9

Battle Jacket

A battle jacket is a super-powered mechanized suit that you can wear to increase your
fighting ability. Battle jackets can travel below the water, in space, and other
environments without breathable air for up to five hours without needing to return to
favorable conditions.

It will take you a move action to get into or out of your battle jacket. While piloting your
battle jacket at the start of your turn you will need to roll an agility pilot (battle Jacket)
check, TN hard to drive the suit normally. If you fail, you can’t pilot the suit effectively
and can only take a single action while piloting it.

The TN for piloting a battle jacket is reduced by one TN difficulty level for each tier of
power until the TN reaches very easy at which point you will no longer be required to roll
a pilot check while driving the suit.

Purchasing. You can purchase a battle jacket for four-hundred wealth (400w).

DRAGON BALL RPG 74


Weaponry. Battle Jackets can carry a number of weapons equal to two more than the
number of arms they have. When you purchase a battle jacket you also get two of the
options below, you can as purchase additional options if you wish. You can also build
your own custom weapon using the weapon creating section in this chapter. The cost of
a custom weapon for a battle jack is increased by one-half (1/2) its normal value.

When attacking with a battle jacket, use the suits AG of six (6) and the pilots’
awareness; you can increase the suit’s AG by three (+3) for by spending sixty wealth
(60w). Also, while using any type of melee weapon increase the damage by 1d10.

Options
Hikou. (+125w) - The battle jacket is able to use its’ flight speed.
▪ Flight speed eighteen (18) yards or six (6) squares

Blaster. (+80w) - Energy beam can be fired from your battle jacket's right arm.
o Range weapon, Artisan, Firing Range (Short)

Full Power Energy Wave. (+100w) - An energy wave can be fired from you battle
jacket's left arm's palm.
▪ Range weapon, Artisan x3, Explosive, Firing Range (Medium)

Rocket Launcher. (+200w) - There is a huge and powerful rocket launcher inside the
back cavity of your battle jacket.
▪ Range weapon, Artisan x4, Explosive, Firing Range (Long)

Rocket Storm. (+175w) - Hundreds of small rockets fired from your battle jacket’s chest
in a machineguns fashion
▪ Range weapon, Artisan, Explosive, Rapid Fire, Firing Range (Medium)

Laser Blast. (+225w) - Your battle jacket's ultimate beam weapon fired from the chest.
▪ Range weapon, Artisan x5, Firing Range (Short)

Crushing Hands. (+60w) – Powerful robotic arms that are able to crush an opponent's
bones.
▪ Melee weapon, Artisan x2, Bludgeoning, Reach, Two-Hand

Special Items

This section contains a range of special items that can be found in the World of the
Dragon. They are not common or easily found, and the ARC should take care over
placing these items in campaigns. Invaluable and unique, they should be kept rare
enough so that finding one, even in the hands for an enemy, provokes some excitement
from the players, but not so hard to obtain that players feel they will never possess such
treasures.

Brave Sword. A magical enchanted sword created by a Konatsian wizard to defeat the
evil monster Hirudegran.
A melee weapon with the quality’s artisan and slashing. The Brave Sword also
inflicts additional damage to any combatant considered evil. Increase your wound
roll by d10 when attacking evil characters.
DRAGON BALL RPG 75
Dragonball. Large crystalline spheres that feature five-pointed stars ranging from one
to seven. Alone, each individual ball has no powers or special qualities. However,
whenever all seven dragonballs are brought together, they have the ability to call forth
the eternal dragon who can grant nearly any wish. You have one dragonball in your
possession.

Dragon Radar. A portable device that helps you locate dragonballs by scanning for the
electromagnetic pulse put out by them. Notably, the radar gives visual representation of
depth and height, but it doesn’t not give actual values for those metrics.

The radar points arrows in the direction of nearby dragonballs. Pressing the button on
the top causes the view to zoom out and show a more detailed map of the area, helping
narrow down the precise location.

The radar can locate dragonballs at great distances such as, a continent, planet, or even
universe. Your Architect will decide the maximum range for your radar based on the
game. The minimum range for your radar is ten (10) squares or thirty (30) yards. At
this range you will need to look for the ball on your own merits.

Flying Nimbus. The flying nimbus is a magical, yellow cloud that can serve at a mode
of transportation. You can use the nimbus to fly around at high speeds without using
any energy, making it useful even if you can fly faster on your own.

The flying nimbus’ flight speed is eighteen (18) yards or six (6) squares. You can also
summon the cloud to you, from anywhere, simply be calling its name.

Potara Earrings. These earrings are worn by the supreme Kais and their apprentices.
Despite being worn casually, they have incredible powers, allowing two individuals to
fuse together. (See chapter 10 for more information about fusion.)

Power Pole. A magical length-changing staff. You can change its length at will, allowing
you to make physical attacks at range. You can make physical attack actions at a range
of up to nine (9) yards away. This provokes counter actions. Also, increase the damage
of the attack by one d10.

Senzu Bean. A mystical bean with immense rejuvenation powers. When you eat the
bean your energy and physical health are restored to their fullest; these effects are
typically almost instantaneous. You can eat a senzu bean and immediately restore all
your ki points and life points. The beans can also keep you full for ten days.

Scouter. This is a wearable device, an all-purpose computer that can be used as a


communication device and can locate and track the location of other creatures. When
tracking a creature, the scouter gives out a numeric value of the creature’s strength as
well as the distance to it. There is no roll involved in tracking a creature; however, the
creature can use concealment to lower the scouters ability to locate and scan their
strengths.
You also gain an additional plus two (+2) to impulsive saves while wearing a
scouter.

DRAGON BALL RPG 76


DRAGON BALL RPG 77
A typical combat encounter is a dash between two sides, a flurry of punches, feints,
deflections, energy blasts, and melee combat. The Dragon Ball Z RPG organizes the
chaos of combat into a cycle of rounds and turns. To make combat manageable,
combatants take turns. Combatants consisted of both player-controlled characters (PC)
and characters controlled (NPC) by the ARC. During a round, each combatant takes a
turn in battle. The order of turns is determined at the beginning of a combat encounter,
when combatants roll initiative. Once all combatants have taken a turn, combat
continues to another round until one side is overcome.

Combat Step by Step

Establishing Positions. The Architect and players decide and determine where the
combatants involved in the encounter are positioned at the start of battle.

Determine Surprise. The Architect determines whether any combatants are


surprised or if any combatant notices an enemy without being noticed in return.

Rolling Initiative. All combatants involved in a combat encounter must roll initiative,
determining the order of turns for each combatant.

Surprise Round Actions. If any combatant gains a surprise round, they act in
initiative order each one taking actions.

Taking Turns. In initiative order, all combatants take their respective turns which
include various actions.

Ending a Round. Once all combatants have taken their turn, the round ends and the
second round begins. This continues until one side is defeated.

A complete turn last about four (4) seconds in-game world. Noting that due to the
natural of dragon ball z this timeframe might/could be shorter or longer.

DRAGON BALL RPG 78


Surprise

A band of Saibamen sneaks up on your camp, springing from brushes


and trees to attack. A gelatinous Majin goo slithers over the rocky
outcropping, unnoticed by the combatants until it engulfs one of them. In these
and other situations, one side of the battle gains surprise over the other.

When this happens, battles begin with a surprise round. This takes place after initiative,
but before the first round. The ARC will determine who is surprised by the attack. If
neither side is attempting to be sneaky, both will automatically notice each other. If any
combatants are unaware of the enemy combatants’ presence or hostile intentions, they
are surprised.

If one combatant manages to get the jump on another, they can act during the surprise
round following the normal rules for turns and rounds found later in this chapter.

When a character is surprised, they cannot take any actions (not even instant actions)
during the surprise round and they have the guard down combat modifier until the end
of the surprised round. (Combat modifiers can be found in chapter 7).

Initiative

Initiative is the order of turns also call the initiative order. It determines the sequence of
turns during combat. When a combat encounter starts, every combatant makes an
agility check to determine their place in the order. The Architect will make one roll for an
entire group of undistinguishable NPC combatants, so each member of the group acts at
the same time.

Roll a d10 and add (1/2) your agility modifier to the dice results, plus any other
modifiers to determine your initiative score.

In the case of a tie, the combatant with the higher agility score will go first. If both
combatants tie again, both will roll a d10 and the highest result wins.

Initiative Order. The ARC, or sometimes another player, will rank all the combatants in
order from the highest initiative score to the lowest. This is the initiative order in which
everyone will act during each round. Typically, the initiative order will remain the same
round after round within the same battle.

If your initiative is ten (10) higher than all enemy combatants in a combat encounter,
you will get one (1) additional action to spend during your turn. Increase this bonus by
one (+1) thereafter for every five (5) higher in initiative you are over all enemy
combatants.

DRAGON BALL RPG 79


Architect: You managed to save the young boy and get him to safety. Now the
Paozusaurus has engaged you in combat. Roll initiative!

Garrett: I rolled 7 and I add my agility modifier to it right? So, I have a dice score of
10.

Rohan: My initiative is 11.

Architect: Okay Scott, Rohan goes first in combat. What do you do?

Rohan: I attack the dino!

The Turn

When your turn arrives in the initiative order, it’s your turn
to perform actions in the round. Each of your turns has
three steps: effect, act, and end. The effect phase happens
before anything else and takes nearly no time, the act
phase is where all the juicy stuff happens, and then the end
phase happens, you guessed it, at the end of your turn.

Effect Phase. Before you take any actions, there are a


few things you must track, certain effects that occur at
the start of your turn. These things take almost no
time in the game world and are simply mechanical
effects.
Ongoing Damage: If you are suffering from
ongoing damage, you will suffer those effects
now.
Mechanical Effects: Deal with any other
effects that occur during your turn.
Ending Effects: Some effects and mechanics
might automatically end at the start of your
turn.
No Actions: You can’t take any actions during
the start of a turn until all the above statements
are completed.

Act Phase. You can use any type of action on a


maneuver to perform complex tasks ranging from
solving a puzzle, transforming into complete
badasses or, of course, rocking the socks off the bad
guys. See later in this chapter for more details on this
phase of combat.

DRAGON BALL RPG 80


End Phase. The end phase is identical to the effects phase, but simply takes place at
the end of your turn. Track certain effects that occur at the end of your turn and check
any other effects that might be occurring during the end of your turn that don’t
specifically affect your character but the whole encounter. These things take almost no
time in the game world and are simply the mechanical effects.
Ongoing Damage: If you are suffering from ongoing damage, you might suffer
those effects now.
Mechanical Effects: Deal with any other effects that will occur during the end of
you turn.
Ending Effects: Some effects and mechanics might automatically stop at the end
of your turn.
No Actions: Characters cannot take any actions during the end phase of any turn.

The Round. The total sum of turns is called a round. A round starts with the character
highest in initiative order and ends with the lowest, before starting back at the highest
again. Once all combatants have taken their turn during the initiative order, the round is
over. Repeat the process starting with the highest initiative until the encounter is
overcome or has ended.

Actions

Every combatant, player controlled or otherwise, has three (3) actions they can make
during their turn in combat. ‘Actions’ is used as an umbrella term to encompass the six
different types of actions a character can perform during combat. There are a myriad of
different action types and ways to use those types.

Bonus Action. You can make one (1) additional action during your turn, for a total of
four (4), if you successfully strike and wound another combatant during the round.

Action types. There are six different types of actions you can perform.
Standard. This type of action is used for many different things, including
attacking an enemy or using a piece of equipment or a device. Any maneuver or
anything that takes your focus to perform is a standard action.
Full. A full action is the collective sum of all the actions you have during a round
(which is 3). Note, if you have spent any actions before your turn and want to use
a full action, you still can if the previous actions were either counter or instant.
Move. You can move any distance up to your speed values (see chapter 1). A
movement action is required only if you are moving more than three (3) yards or
one (1) square.
Counter. Counter actions are a response to an enemy performing a
specific action against you leaving melee range, attempting to make a
ranged attack within melee range, or other special situations. You get one
(1) free counter action per round of combat, you may also spend your
normal actions as counter actions.
Instant. Instant actions take almost no effect or time to perform.
You can take as many instant actions in combat as you wish, they
do not count towards the total number of actions you can take per
round.

DRAGON BALL RPG 81


Triggered. If you want to wait to take an action in response to something, take a
triggered action, which lets you take part of your turn later during the round.
Declare the type of action and maneuver the triggered action will be. A triggered
action can be any action (other than triggered) or a maneuver.

To perform a triggered action, select the type of action and maneuver it will be. Then
you will define what will activate the triggered action. For example, “When the Saibamen
gets into a position, to perform a melee attack.” If the defined activation doesn’t happen
before the next round, the triggered action is effectively lost.

When the defined activation happens, just before any other actions are resolved, the
triggered action occurs. Perform the triggered action and fully resolve its effects.
Afterwards the turn and round will continue as normal.

All actions are weighted the same, meaning all actions count as the
same thing. We separated actions with a naming convention to
help you and players better understand what an action was and is
being spent on.

Maneuverers

Maneuverers is an umbrella term used to describe the different


‘things’ you can use actions for. You spend an action, such as full,
standard, or move to perform a maneuver; the following are the
different types of maneuverers.

Attack. The strike roll, or hit roll, is used when attempting to


assault a target with any type of attack. Such as a physical,
energy, ballistic, or magical attack. A strike roll requires the use
of a standard action. You will roll a d10 and add the relevant
modifier to the roll, plus any additional situational modifiers.

You roll a d10 and add haste and awareness modifiers to the
dice result when attempting to hit a target: this is called the
strike roll.

A strike roll’s dice score is compared to the target’s dodge roll score. If the strike roll is
higher, the attack successfully hits; if the dodge roll is higher the attack fails and misses
the target.

Blitz. You throw yourself into a fight, dashing forward or flying at a target launching an
all-out attack. Blitz is a special physical attack that requires a full action. You must be at
least three (3) yards away from the target, to a maximum of fifteen (15).

Blitz costs an additional four (4) Ki points per three (3) yards you are from the target
when attempting to use it; otherwise it follows all normal rules for a physical attack.
(See more about physical attacks in chapter 7)

DRAGON BALL RPG 82


For every three (3) yards you move before striking the target, roll one (1) additional d10
on your wound roll for the attack.

When a character uses blitz, their botch is increased by one (1) until the end of their
next turn and they can’t add their agility modifier to dodge against the next attack that
is taken against them.

Barrage. A barrage is a combination of many energy waves, fired at a very rapid rate.
This technique is usually used as a last resort or a desperation move, typically motivated
by frustration or rage; barrage is a special type of energy attack. (See chapter 7 for
more about energy attacks)

Barrage requires a full action to perform and costs an additional eight (8) ki points.
Otherwise, follow all normal rules for an energy attack.

Roll a strike roll for an energy attack normally, and if you are successful roll 3d10. This
is the number of hits the target suffers. You do not roll a wound roll; instead the target
only suffers damage equal to your spirit modifier for each hit. Add any ki wager on top
of the total damage inflicted to the target. Hits from barrage counts as direct damage.

Combat Recovery. Want to stand facing the enemy exchanging monologues for three
episodes? Combat recovery allows you to restore life points and ki points during battle at
the cost of your actions.

A combat recovery maneuver requires a full action. Roll a d10 for both life points and ki
points, restore the corresponding dice results in points.

Deflect. When you are attacked by a combatant you can forgo your dodge roll, spend
twelve (12) ki points and a counter action to attempt to deflect the attack. There are
three ways you can deflect an attack.
Parry. Melee attack only. Instead of rolling dodge you will roll your to strike
against your attacker’s roll. If you are successful you deflect the attack and take
no damage. Roll 2d10 and deal that amount of lethal damage to the attacker. If
you fail continue as normal.
Deflect. Range attack only. Don’t roll your dodge roll instead roll an impulsive
save and add your haste modifier to the roll. If your dice score is higher than the
attacker’s strike roll you successfully deflect the attack.
▪ Rebound. You can attempt to rebound the attack back at the attacker. If
you have successfully deflected an attack. Roll to strike the attacker,
normally, with your own to hit values, reduced your dice score by one-half
(1/2). If your roll is successful, the attack hits them. Roll the damage for the
attack as normal but reduce the total damage by one-half (1/2). Also, all
damage from a rebounded attack will always counts as standard.
Guard. Any attack types. Reduce the incoming attack’s damage by one-fourth
(1/4) its total.

DRAGON BALL RPG 83


Dragon Rush. Dragon rush, or simply rush, is a one-time, once per combat, usable
bonus you can apply to any action as you see fit. You start every combat scene with a
single available dragon rush.

Dragon rush is activated using a free action and lasts three (3) rounds, until the end of
the third turn. You gain a bonus number of d10s equal to your dragon rush modifier. You
can spend these extra dice throughout the three rounds dragon rush lasts, at any point,
for any type of rolls.

Taking, passing and rolling a critical on a morale save during a combat scene grants one
extra dragon rush to use during that specific encounter.

Energy Charge. You can charge an energy attack (see chapter 7), to create an
overwhelming blast. Energy charge is a special ability that can be applied to any energy
attack. This maneuver requires a full action to perform.

Energy charge costs an additional ten (10) ki points and otherwise follows all normal
rules for an energy attack.

When you use energy charge in conjunction with an attack, increase its wound roll by
5d10.

While charging, you grant enemy combatants the superior combat condition (see combat
conditions in chapter 7). In addition, you provoke counteractions to be taken against
you for any enemy within six (6) yards.

Grapple. When you want to grab or restrain a combatant, you


can seize them, attempting to keep them from escaping. You can
use a standard action to perform this maneuver, but you must
have at least one free hand and the combatant must be within
three (3) yards.

Make a strength (athletics) check opposed by the target’s


strength (athletics) check. You can also use opposed agility
(acrobatics) checks, the target gets to choose which. If
you succeed, the target is subjected to the prone condition
(see combat conditions in chapter 7).

Escaping a Grapple. During their turn, a target can


attempt to escape a grapple. To escape, they must succeed
on a strength (athletics) or agility (acrobatics) check
opposed by your check of the same type.

Moving a Target. When you move, you can drag or carry a


grappled target with you; however, your speed is halved. You can
make a strength check with a TN based on the weight of the
target, and if successful, you can move at normal speed.

DRAGON BALL RPG 84


Power Up. Power up increases your character’s overall badassery by
letting you spend more ki points per round. You can power up as many
times as you wish during a combat encounter.

Power up requires a standard action. Powering up increases your influx rate


temporarily by one-fourth (1/4) its normal total. All effects of power up last until
the end of your next turn.

Surge. This backup power is the energy or potential you are holding back, a second
wind of sorts. When an ability activates a surge, you can use one of the following two
(2) types. After and only when an ability activates the usage of a surge its effects
happen immediately. Some abilities might specify which surge type
you can use. You can’t use both power and healing surge
in the same round of combat.

Power Surge. You restore one-half (1/2) of your total ki


points; this action provokes a counteraction.

Healing Surge. You can spend ten (10) ki points to


restore health points, restoring d10 worth of health
points; this action provokes a counteraction.

Any character can use any surge, as many times as you


want, when an ability grants you the means to do so:
even if that ability is from another character.

Thrusting. Using a standard action, you can make a


special melee attack to shove a combatant, either to
knock them prone or to push them away from you (you
chose before rolling)

The target of your shove must be within three (3) yards


of you. Make a strength (athletics) check opposed by the
target’s strength (athletics) check. You can also use
opposed agility (acrobatics) checks, the target gets to
choose which. If you win the check, either knock the target prone (See combat
conditions prone see chapter 7) or push them three (3) yards directly away from you.
When your roll is two (2) higher than then enemy’s you will push them back three (3)
yards. Increase this bonus by three (3) thereafter for every two (2) higher your roll was
over the enemy’s.

Transfer Essence. Transfer is a supportive maneuver in which you transfer your own ki
to another combatant either through touch or in the form of an energy wave to replenish
this combatant’s energy.

Transfer uses a standard action. You can restore up to ten (10) life points to a target at
the cost of your own, at a one for one ratio.

DRAGON BALL RPG 85


While transferring essence, you grant all enemy combatants the
superiority combat condition (see combat conditions chapter 7). In
addition, you provoke counteractions to be taken against you for any
enemies within three (3) yards.
Empower. You can empower an ally with extra ki points as a full action.
You can transfer a number of ki points to an ally equal to one-fourth (1/4)
your total ki point value. This value excludes any extra bonus ki points you
are entitled to.

These extra ki points can be spent by the ally as they see fit and the extra
points don’t count towards the ally’s influx rate. (See chapter 1 for more about
influx rate)

Rapid Movement. You move with great speed, which creates the illusion
of teleportation. You can use this maneuver as a move action or a counter action. You
spend six (6) ki points to use rapid movement which lets you move anywhere on the
battlefield up to your speed value instantly without provoking counteractions. When you
perform rapid movement, you gain an additional d10 to your next strike or dodge roll
(One or the other, not both).
If you successfully dodge an attack you can immediately spend fourteen (14) ki
points and a counter action to use rapid movement.

DRAGON BALL RPG 86


DRAGON BALL RPG 87
The bwak of a fist striking against a target. The sonic boom of a combatant moving at
supersonic speeds. A brilliant flash of light as an energy explosion blooms from a
spiritualist. The sharp smell of petrichor filling the battlefield as rain begins to down
pour. Fury of blows, shouts of conquest, cries of agony. Combat in the Dragon Ball RPG
can be messy, lethal, and electrifying.

Whether it is a skirmish against a handful of thugs or an all-out battle with soldiers and
their ruthless sovereign, combat is the staple of the Dragon Ball RPG. This chapter will
cover all the mechanics, guidelines and rules for combat not already covered in chapter
six.

The Architect controls all the nonplayer characters (NPCs) involved in combat, and each
player controls their own character. "You" can mean the character or combatant that
you control.

Attacking

Battle in the Dragon Ball RPG is won through cleverly chosen attacks, able defenses, and
luck. In a typical turn, you will use your actions (see chapter 6) to mount an attack,
whether on foot or flying. Also, your defenses will be frequently tested by foes’ attacks.

Strike Roll. A strike roll is your character’s attempt to attack another character. This
could include any type of attack; melee, energy, ballistic, or magical. See later in the
chapter for details on attack types.

Roll a d10, then add haste and awareness modifiers to the dice result when
attempting to hit a target: this is called the strike roll.

A strike roll’s dice score is compared to the target’s dodge roll score. If
the strike roll is higher, the attack successfully hits; if the dodge roll is
higher, the attack fails and misses the target.

DRAGON BALL RPG 88


Dodge Roll. Your ability to avoid injury and other ill effects
is measured by your defense. Roll a d10 and add your
defense value to the result.

Your defense value is equal to your agility modifier,


plus any other modifiers that might be applied.

Compare your dodge score with the attacker’s strike


score. If the strike roll is higher, the attack successfully
hits; if the dodge roll is higher the attack fails and
misses the target.

Diminishing Defense. Even if you are on guard all the


time, no one can be completely defensive through the
throes of combat. Each time you are attacked during a
round, reduce your defense value by one (-1). Your value
cannot go below zero (0).

For example, maybe you have a defense value of five and


have been attacked three separate times. Your defense
value is lowered to two against the next attack. If you are
attacked again in the same round, your defense value will
be lowered to one.

If your defense value is reduced to zero, you can still roll


dodge, but you will not gain any modifiers. At the start
of every round, your defense values are restored to
full.

Rohan: I’m going to spend a standard action to perform the attack maneuver. I use
an energy attack against the dino! I wager 5 ki points and my strike roll score is 9.

Architect: Nice roll! Okay, the dino attempts to dodge. He scores a pitiful 4, so you
successfully hit him.

Rohan: Awesome! Right, this is where I get confused. How do I calculate damage now
that I hit?

DRAGON BALL RPG 89


Attack Types

There are four different types of attacks in the game; physical, energy, ballistic, and
magical; Each type is entered below with a (x) numeric value. This value is the base ki
cost required to use the technique.
Ballistic. All ballistic attacks follow the same rules. A ballistic attack is a form of
strike that doesn’t involve physical contact or ki energy, such as when using a
firearm or ki blaster. Unlike other attacks, ballistic damage does not have an
attribute tied to it. Instead, the damage comes directly from the firearm itself.
Additionally, ballistic attacks cause direct damage to the target.
▪ Ballistic attacks do not spend any ki points to perform, and they also do not
require a base wager.
Physical (3). A physical attack can be anything from a punch or kick, to a
headbutt or knee. All physical attacks follow the same rules: physical attacks can
either use a mundane weapon or your own fist. Melee strike range, three (3)
yards, is the length or distance a target needs to be within to perform a physical
attack against them.
Energy. An energy attack is the general term used when attacking with any type
of energy-based attack; energy attacks all follow the same rules.
▪ Sphere (4). A sphere is small or large balls of ki that are thrown like a ball
at a target. An energy sphere attack can only target a single enemy. This is
the default energy attack type if no other type is chosen.
▪ Blast (6). A blast in the shape of a cone which extends from the hand. Ki
blast energy attacks can damage multipliable targets, up to three (3), in a
90-degree arc in front of the attacker. To make a blast attack, use a single
strike roll against the targets’ dodge rolls.
▪ Explosion (8). Explosions are a detonation of energy. An explosions attacks
can damage multipliable targets all around the initial target, 360 degrees at
a range equal to twelve (12) yards; circular. Use a single strike roll against
the targets’ dodge rolls.
▪ Beam (10). A beam is a focused and controller blast attack in the form of a
sphere with a tail. A hit from a beam attack counts as direct damage and
requires you to use a full action to perform.
Magical (3). A magical attack is a special, unique ability that has its own
exclusive qualities. This can range from telekinesis, mind control, to a radical
lightning bolt.

Ki Wager. When you attempt to strike a target, before any dice are rolled, you can
make a ki wager. This is the amount of ki points you are willing to spend or to risk on a
given attack.

Start by declaring the number of ki points you will wager and then roll dice to strike the
target. If the attack is successful, the amount of ki points you wagered are added to the
attack’s wound roll total. If the attack fails, the wagered ki points are lost.

All attack types have a base ki point cost (BKP). This cost is not included as part of a
wager and is NOT added towards damage. Base cost is the amount of points required to
perform the attack, where wager is a gamble to increase the attack’s damage.

DRAGON BALL RPG 90


Wound Roll. If a strike is successful, roll a d10 to determine the amount of damage the
target suffers. This is called the wound roll. Each type of attack has an attribute related
to it that increases the wound damage. These modifiers can be found in chapter one and
are located on your character sheet.
Physical Power. Directly related to your strength, this modifier is added to a
physical attack’s damage result.
Power Boost. This modifier is added to an energy-based attack’s damage result.
Magical Power. Connected to Spirit, a magical attack’s damage results are
increased by this modifier.

Roll a d10 and add the relevant modifier to the results and then increase the score by
the amount of ki points you wagered on the attack. (If you did wager any ki). The total
score is the amount of damage that attack inflicted to the target.

Architect: You roll a d10 and add your power boost modifier to the results, then
increase the score by the amount of ki you wagered, which was 5, I think.

Rohan: Okay. I rolled a 6, my power boost modifier is 4 and I wagered 5 ki points.


So, I score a total of 15 damage to the dino!

Architect: That was a powerful hit! Make sure you remember to subtract the ki points
from your ki pool and influx rate. What type of damage does the attack do?

Rohan: It doesn’t say what type of damage, so that means it is normal damage.

Architect: Right, well the dino has a soak of 7, so he only suffers 8 damage.

Damage Types

There are three different types of damage an attack can inflict to a target. The most
common damage in the game is standard or normal damage. Unless otherwise stated by
the attack, all attacks will inflict standard damage to a target.
Standard. This type of damage has no special qualities. All attacks do standard
damage unless otherwise stated.
Direct. A target inflicted with direct damage can only use half of their soak score
against the attack.
Lethal. Lethal damage bypasses a target’s soak altogether, so targets cannot use
soak to reduce this type of damage.
Damage Over Time (DOT). Damage causes over a period, typically several
rounds. You can take a corporeal saving throw, base TN five (5), to end the effects
of any type of dot. Standard, direct, and lethal damage types can also be a DOT.

*When attacking a target with lethal damage, you will always roll to hit against their full
defense, regardless of how many times the target has dodged previously in the round.

DRAGON BALL RPG 91


Soak. Soak is the ability to stave off damage from attacks, to weather the damage
through natural toughness. Soak is a passive score that is related to your Tenacity.

You have a natural soak of three (3), or a soak value equal to your Tenacity modifier
whichever is higher.

Whenever suffering damage, reduce the total amount suffered by your soak score. The
remaining damage from the attack is removed from your life points. Soak is used
against the total amount of damage suffered from an attack not each individual damage
dice roll.

Architect: Alright, you have one more action this turn after moving and attacking.
What are you going to do?

Rohan: I have two actions; I got the bonus action for making a successful attack. I
am going to use blitz this time, so how far is the dino?

Architect: You do get a bonus action, that’s right. Let’s say the dino is about nine
yards away from you.

Rohan: Awesome. I use an action as a standard and perform a blitz. I wager another
5 ki points. My strike roll score is a 11.

Architect: Ouch, you hit again.

Rohan: I moved nine yards, which means I get an additional 3d10 to my wound roll.
So, I am rolling 4d10 plus my ST modifier and ki wager. My dice score was 31
damage!

Architect: Wow! That is intense. The dino’s soak is only 7, so it suffers 24 damage to
its life points. That was amazing but remember typically a blitz maneuver is a full
actions. I will allow you to use it right now because that was an awesome attack.

Health Thresholds. Health Thresholds are the measurement of your ability to stand up
to punishment, turn deadly strikes into glancing blows, and stay on your feet throughout
a battle.

When you suffer any type of damage you will subtract the value from your current life
point total. As you lose points, you will reduce your combat effectiveness when you
reach specific health thresholds.
Bloodied. When you reach fifty percent (50%) of your total life points, you suffer
a penalty of two (-2) to all rolls during combat.
Injured. Broken and battered, when you reach twenty-five percent (25%) of your
total life points, you will suffer a penalty of three (-3) to all rolls during combat.
Wounded. When your life points are reduced to ten percent (10%) or less life
points, you are considered wounded. While wounded you suffer a four (-4) penalty
to all rolls during combat.

DRAGON BALL RPG 92


Steadfast. Whenever your life points reach one of the above-mentioned
health thresholds, you can make a morale check called steadfast.

A steadfast check is a morale saving throw with a NT of eight (8) plus (+1/2)
your power level; if passed, you ignore the effects of that health threshold.

Also, if you roll a critical (see chapter 1) you gain an


additional dragon rush for the encounter. If you have
reached multiple health thresholds during a single turn,
you can roll one (1) steadfast for all thresholds.

Architect: That was a super effective attack, I think my


dino might be in trouble. You have one more action what
are you going to do?

Rohan: I am going to use my last action to move back


using my speed to keep some distance between us.

Architect: Move back you said? Okay, as you are moving


back away from melee combat range, the dino will get to
use a counteraction against you. He will spend the counter
to attack you with his bite!

Reaction Maneuvers

Unlike normal actions, you cannot trade an action in for a counter as


you please. A counter can only be turned into a maneuver when one
of three things occurs during combat:
Performing a specific action that allows a counter to be used against you
Leaving the melee range of an enemy or enemies
Attempting to use any type of ranged attack, of any kind, while within melee
range

Architect: The dino attacks you with his bite. He scored a 14 to strike, which will hit
you. His wound roll score is 12, his bite attack also has penetration.

Rohan: What does penetration do?

Architect: It makes the damage of his attack direct, which means you can only use
half of your normal soak against it.

Rohan: Wow, okay. I’ll record that on my sheet. I need to remember to be more
careful next time.

Architect: That is the end of your turn, correct? Did you deduct your ki points?

DRAGON BALL RPG 93


Point Pool Management

During a round or turn of combat, you will be keeping track of two important values: life
points and ki points. As you suffer damage, you will subtract the value from your current
total life points. As you spend, wager, and pay the costs for abilities and attacks, you
will subtract those expenditures from your current ki pool total.

Architect: Now, that your turn is over, Garrett’s begins.

Garrett: Alright, to follow up on Rohan’s attack, Garrett is going to shoot a ki beam at


the dino! I am using all my actions to trade in for a full action, then perform the
maneuver energy charge. I rolled my strike and scored a 16 and my wound roll score
is 28, with a wager of 8 ki.

Architect: That is an exciting follow up. I don’t think my dino is going to hold out
much longer.

Garrett: Wait, I am going to spend my dragon rush on the roll also. Giving me three
more d10s to roll. Which total an additional 18 more damage.

Architect: Well, you typically need to express the use of dragon rush before you roll.
However, for now we will overlook that. You did a total of 46 damage to the dino. That
is enough to defeat him.

Garrett: Fantastic! Sorry, about forgetting the rush rules.

Rohan: We won! The dino is defeated, what XP and treasure do we get?

Defeated. In Dragon Ball, death might only


be temporary, but once you reach zero life
points you are considered defeated,
possibly dead, simply unconscious, or just
otherwise incapacitated and can no
longer perform any action inside
combat.

Typically, zero life points spells


death. However, your Architect
might resolve otherwise. Death
looms over everyone is the Dragon
Ball world, and it isn’t something to
scoff at even with the power of
dragonballs.

DRAGON BALL RPG 94


Combat Conditions

Combat rarely consists of foes standing toe-to-toe and bashing each other. Movement
and position are key; if you fire from a hiding place at an enemy in the open, you gain a
combat condition. Temporary advantages and disadvantages in combat are reflected in a
set of common combat bonuses.

There are four types of conditions; superiority, impediment, guard down, and prone. If
you gain the effects of a condition more than once, simply increase the effects by one
(+1) for each additional duplicate condition.
Superiority. While rolling dice, superiority reflects a positive circumstance during
the situation in your favor. If you have superiority, roll an additional d10 with the
roll: extra dice.
Impediment. Reflects a negative condition during an event that is not in your
favor. If you are impended, remove one d10 from the dice you are rolling:
dropped dice.
Guard Down. If you have the guard down condition, you can’t add your agility
modifier to your dodge roll. Also, you lose the highest dice result rolled:
penalization dice. You will be granted at least one dice result for dodge regardless
of guard down.
Prone. While prone, all damage is considered lethal regardless of the source. You
also have the condition guard down, as described above. Your dodge roll score is
also reduced by three (-3), to a minimum of one.

Ending a Condition. You can defend or end a condition by performing a moral


saving throw or spending a move action: prone condition. Characters that have
impediment or are facing a character that has superiority over them can roll a
morale save, with a medium TN based on the game’s current tier of power. If
successful, the condition does not apply against you; if failed, the
condition stands as normal.

If you are prone, you can attempt a morale save as well. If successful,
you can end the condition and stand up. However, you reduce the number
of actions you can take during the round by one (-1).

Whenever a condition is challenged, you will always carry out the situation
as normal whether the condition is overcome or not.

Clashes

There are two types of clashes: energy clash and melee clash. Each is unique,
but both are essentially the same. An energy clash is a situation in which two
energy-based techniques collide and compete to consume one another and
proceed to their targets. A melee clash is a flurry of blows, deflects, and physical
combat in which both sides fight for dominance.

DRAGON BALL RPG 95


Garrett: Now that we’ve won, I do have a question. If we fight a more capable enemy
that can use energy-based attacks, how would a clash work?

Architect: A clash with energy-base attacks or in melee is rather simple. With energy
clashes players can enter voluntarily as a counteraction. Melee clashes are a bit rarer
but are triggered when strike and dodge rolls tie.

When two characters fight for dominance, due to the extreme power, other combatants
cannot aid them or enter the affray.
Energy. When you are the target of an energy-beam attack, you may spend a
counteraction (if available) to enter a clash.
Melee. When you are the target of a physical attack, if both the strike roll and
dodge roll result in a tie, you may spend a counteraction (if available) to enter a
clash.

A clash begins when a player who is the target of a beam or physical attack forgoes their
defense and uses a counteraction to enter a clash. Combat is paused as the clash is
carried out and completed.

Both players will make five (5) strike rolls. Each time a roll is made, players will wager
an amount of ki and add it to the strike roll score. The player that has the highest score
wins, and once a player has won three (3) rolls, the clash is over. The winning player
then carries out their attack normally.

Both players manage their ki wagers normally. The winning player adds all the ki they
wagered to the wound roll results for the attack. Players are still bound by the influx rate
of their power level and the total of their ki pool while in a clash.

Garrett: That seems pretty straight forward and simple, I like it. I can’t wait until I
can beam duel someone like Goku and Vegeta did.

Rohan: I think it’s awesome, I found combat very smooth, yet complex. I like how it
builds off small simple rules.

Architect: Wonderful, are you two ready for your next adventure?

Garrett & Rohan: Yes!

Rohan: I do have one last question about range attack distances.

Range Distances. It is assumed that all range attacks reach their intended target if the
attack is successful. If the attack fails, it is assumed the attack either missed or fell
short. However, the exception to this is character that are simply just too far to attack
with a range attack. We estimate range, when it is required, by the amount of total
damage produced by the attack. Ki attack range is equal to six (6) yards or two square
for every twelve (12) point of any type of damage. Ki attack range is equal to three (3)
yards or one square for every twelve (12) point of any type of damage.

DRAGON BALL RPG 96


DRAGON BALL RPG 97
Many characters and foes wield powerful attacks, such as Goku’s Kamehameha or
Vegeta’s Final Flash. In this section you will be able to build special attacks unique to
your character. Such attacks can become very complex and powerful, so remember to
discuss technique creation with your Architect.

You can build and create as many signature techniques as you want, though some
Architects might limit this amount.

Technique Types

There are three classifications of techniques: ki manipulation, martial arts, and unique
abilities. These classifications are the base for customizing a new and unique technique.
Each classification is entered below with a (x) numeric value, and this value is the base
ki cost required to use the technique.
Ki Manipulation. Techniques that utilize the attack type energy; there are several
different types of techniques that utilize energy - the four types listed in the
Combat & Conditions chapter and also the following:
▪ Rapid Fire. (9) - Roll 2d10, the dice score is the number of times you hit.
However, don’t roll damage; each successful hit inflicts two (2) lethal damage
to the target. Also, damage modifiers cannot be added to the barrage. The
exception to this is ki wagered. This damage is added to the total damage of
the attack, not each successful hit. This ability does NOT gain additionally dice
from the tiers of power and can NOT have the power shot advantage.
▪ Guided. (7) – Roll an energy attack. if you are unsuccessful, roll the attack
again. If you are still unsuccessful, roll the attack a third time. If you
are still unsuccessful the attack is lost. Each time you roll to hit, after
the first time, reduce your dice score by half (1/2). Whether a hit is
successful or fails, reduce the target’s defense (see diminishing
defense in chapter 7). After rolling all strike rolls have been made
continue the attack sequence normally; rolling only one wound
roll.

DRAGON BALL RPG 98


▪ Kiai. (5) - This technique cannot be seen directly through the naked eye. Roll
two attacks with the physical attack-type profile. Add modifiers for energy base
attack-types instead of physical. Select the roll with the best dice score and
compare it against the target’s dodge, then continue the sequence normally.
Repeat this process with your wound roll; roll two dice add energy-base attack
modifiers instead of physical. Counts as a range attack.
Martial Arts. Physical and martial-arts techniques that use the attack type
physical; the following are the various types of martial techniques:
▪ Basic. (3) Techniques which involve attacking with your fists and legs: punch,
kick, headbutt, etc.
▪ Combination. (12) A technique that combines the different basic-type moves
into a continuous attack that leaves no room for defense. Roll 2d10, then select
the dice with the highest dice score. This value is the number of times you hit
with a physical-type attack profile. Instead of rolling damage for each hit, roll
2d10 and select the die with the highest dice score; this value is the amount of
direct damage each hit inflicts on the target. Damage modifiers cannot be
added to the barrage. The exception to this is ki wagered. This damage is
added to the total direct damage of the attack, not each successful hit. This
ability does NOT gain additionally dice from the tiers of power.
▪ Powered. (5) Using ki to temporary increase the strength of your melee
attacks. Roll two attacks with the energy attack-type profile sphere, then add
modifiers for physical attack types instead of energy. Select the roll with the
best dice score and compare it against the target’s dodge, then continue the
sequence normally. Repeat this process with your wound roll; roll two dice and
add physical-base attack modifiers instead of energy.
▪ Detachment. (4) This technique involves detaching a physical part of your
body to make a weapon for attacking. Make a normal physical attack (see
chapter 7). Using the equipment section, create a melee weapon with a single
weapon quality. You can pay an additional three (3) technique points to add an
additional weapon quality to the weapon. You add as many qualities as you like.
Unique. These types of techniques are those that require ki points to use, but
don’t qualify as melee or energy.
▪ Aura. (2) A special technique that creates a field of energy around you. This
energy can be used for attack and defense against an opponent. Requires a
move action to activate and provokes a counterattack within melee range
when activating.
▪ Dynamic. (x) A catchall for any type of signature technique that doesn’t
qualify as those above. A dynamic technique gives you and the ARC the
ability to design, from the ground up, your own type of technique. Consult
with your Architect.

Technique Creation

To create a technique, you will need technique points (TP). Points can be gained as your
power level increases (see chapter 2). You also an amount gain technique points equal
to (1/2) your power level when reaching a new tier of power. The cost of creation of a
technique is associated with the type of technique, like those listed above.

DRAGON BALL RPG 99


Advantage. Techniques can be modified or improved by giving them
advantages. Advantages are special rules that make the attack stronger, more
accurate, or cause a different damage type. Adding advantages to a technique
increases its base ki point cost. For every advantage a technique has, the
base Ki point cost increases by three (+3) points.

Disadvantage. Disadvantages give a technique a


negative effect. Such as damage to the user, less accuracy, or
less strength. Adding disadvantages to a technique decreases its
base ki point cost and gives you technique points back. For
every disadvantage a technique has, decrease its base ki point
cost by two (-2) points. Any technique points given back due
to a disadvantage can only be spent on the technique that
has said disadvantage.

Debuff. A debuff is a type of effect that provides a detrimental


effect to the target. Its effect, while it persists, hampers that target
in some way. Debuffs are persistent and typically lasts more than one
turn. A debuff will reference a rule, which will define the duration of the
debuff.

Effects might include lowering attributes, hindering a target’s actions,


or causing damage over time. A target cannot have more than two
debuffs at a time. A debuff can come from either an advantage or a
disadvantage.

Advantage and Disadvantage Entries. Both advantages and


disadvantages entries have a technique point value associated with
them. Each is accompanied with a plus (+) or a negative (-)
symbol; where plus is the amount of technique points given back
and negative is the technique point taken away. Some entries
might have multiple pluses or negatives. This is shown as (x/x)
two or more values separated by a slash (/).

Entries with multiple values can be take several times equal to the
number of values listed. For example, an advantage with (-2/-2)
can be taken twice on a single technique for four (4) total
technique points. Taking an entry twice typically increases or
decreases its effects - see each entry for details on taking it
more than once.

Taking an entry multiple times will change the base ki point cost of the technique. When
taking an advantage, a second or third time, increase the base ki point cost of the
technique by an additional three (+3) ki points for each instance.

Also, some entries will have restrictions. Restrictions might keep a specific entry from
being used with a specific technique type or might limit the amount of times it can be
taken with a specific technique.

DRAGON BALL RPG 100


Getting Started

With the basics covered, we will begin the step-by-step


process of making a signature technique for your character.

Garrett: I want to create a signature technique. Will you help me out?

Architect: Totally! First you will need some technique points. How many do you have
to spend?

Garrett: I have eighteen points to spend. I think I want to create an energy


technique, maybe a kiai type.

Architect: Okay, that’s easy. So first you will need to “purchase” the kiai technique-
type. It costs five points.

Below is the TP cost for each technique-type. (The details for: sphere, blast, explosion,
beam and basic are listed in chapter 7)
▪ Sphere – (2) ▪ Basic – (1)
▪ Blast – (3) ▪ Combination – (11)
▪ Explosion – (5) ▪ Powered – (7)
▪ Beam – (7) ▪ Detached – (5)
▪ Rapid Fire – (11) ▪ Aura – (5)
▪ Guided – (5) ▪ Dynamic – (x)
▪ Kiai – (5)

Garrett: Okay, I subtracted five from my TP, I have thirteen points left to spend. I
want to add some advantages to the technique, probably some extra damage and
accuracy.

Architect: Alright, advantages cost TP too. They are listed on this page. Check them
out and pick which ones you want for your signature.

Advantages

Accurate. Increases a technique’s ability to strike a target. Increase strike by +1d10


when attempting to attack a target.
▪ -3/-3/-3
▪ Advantage
▪ Ki Manipulation, Martial Arts, & Unique Abilities

Absorption. Reduce an attack’s damage against you. Reduce damage by two (-2) when
attacked by a target.
▪ -4/-4/-4
▪ Advantage
▪ Unique Abilities.
DRAGON BALL RPG 101
Condition. Temporary advantages and disadvantages in combat are reflected in a set of
common combat bonuses. Each condition requires a technique point payment. Details of
each condition can be found in chapter 7.
▪ Superiority. A successful hit grants superiority to the wound roll. Can only be
applied once.
▪ Impediment. After successfully inflicting damage to a target, apply impediment
to the target’s next roll. Can only be applied once.
▪ Guard Down. Declare an attack against a target and roll active opposition
impulsive saves. If the attacker wins, the target suffers guard down. Can only be
applied once.
▪ Prone. After a successful attack, damage applied, roll active opposition corporeal
saves. If you win, the target is knocked prone. Can only be used once per round.
▪ -13
▪ Advantage
▪ Ki Manipulation, Martial Arts, and Unique Abilities

DOT. A debuff that inflicts damage to a target over a period. There are two options to
choose from when adding DOT to a technique. Targets can roll a corporeal save and use
a move action, to end the effect. TN can typically range from easy to medium. Select
either option one or options two below when purchasing this advantage.
▪ (1) If a target is successfully hit and after the attack is complete, the target will
suffer two (2) lethal damage at the start of their turn and for the next five turns.
Can be taken up to three times increasing the damage by two (2) per round.
▪ (2) After a target has been stuck and damage has been rolled, divide
the damage total by five (5). The target suffers the resulting value at
the start of their turn and for the next five turns. Minimum one (1)
damage per round; this damage counts as direct. Cannot count as
lethal damage. Only taken once.
▪ -7/-5/-3
▪ Advantage
• Ki Manipulation, Martial Arts, and Unique Abilities

Dynamic. You can do anything you want with this advantage.


There are a few rules though. First, you must work closely with
your Architect on concept of the advantage. Second, you cannot
create an advantage that is already listed in this section. Third,
Architects have final say. Other than that, use your imagination.
Notably, dynamic advantage has no set technique point cost. The
cost is created between you and the Architect. Moreover, if your
advantage is to have multiple levels you will need to discuss that
technique cost too. Really though, players, we are leaving this
one up to you, one hundred percent.
▪ -x/-x/-x
▪ Advantage
▪ Ki Manipulation, Martial Arts, and Unique Abilities

DRAGON BALL RPG 102


Efficiency. Decrease the ki point cost of your technique by two (-2) for each
purchase. This advantage can be taken as many times as you wish.
However, a technique will always have a base ki point cost equal to its’
technique type regardless of how many times it has this advantage. Also,
each time you purchase this advantage its’ TP cost is increased by two (+2).
▪ -4 (+2)
▪ Advantage
▪ Ki Manipulation, Martial Arts, and Unique Abilities

Homing. If an attack fails to hit a target, roll the attack again without using
another action, but reduce the attacks strike and wound results by half (1/2).
▪ -6
▪ Advantage
▪ Ki Manipulation, Martial Arts, & Dynamic

Knockback. Force an adjacent target back three (3) yards. Roll the technique normally,
afterwards the target rolls an impulsive save, medium TN. If passed, nothing happens. If
the save is failed, the target is forced back three (3) yards. This movement can cause a
counter action against the target.
▪ -9
▪ Advantage
▪ Ki Manipulation, Martial Arts, and Dynamic

Penetration.
Reduces the effectiveness of a target’s defense. A target’s soak is reduced by two (-2)
for the first and second purchase. With a third purchase, the technique gains the rule
direct damage (see chapter 7).
▪ -6/-6/-12
▪ Advantage
▪ Ki Manipulation, Martial Arts, and Unique Abilities

Power Shot. Increases a technique’s ability to damage a target. Increase your wound
roll by 1d10 when attempting to damage a target.
▪ -6/-8/-10
▪ Advantage
▪ Ki Manipulation, Martial Arts, & Unique abilities

Stat Boosting. Increase a specific attribute temporarily. Select a single attribute per
purchase. You can attempt to increase the selected attribute by any amount.

You will state your target number, then make a corporeal save with an easy TN, plus
one for every rank over normal in the selected attribute. You must make this save every
round to sustain the boost. If the save is failed, you will suffer three (3) lethal damage
for every rank over normal in the selected attribute. You can’t boost personality or
scholarship.
▪ -13
▪ Advantage
▪ Unique Abilities

DRAGON BALL RPG 103


Swift Charge. Increases the speed of energy charge. You can reduce the energy charge
action from full to two (2) standard. Second purchase reduces energy charge to a
standard action, but the bonus to damage rolls is reduced by half.
▪ -11/-11
▪ Advantage
▪ Ki Manipulation

Twin-Linked. Choose either strike or wound. When rolling the selected type increase
the number of die you roll by 1d10. You will roll 2d10 selecting the highest dice result
and discarding the lower. Botch and critical rolls still count as solid dice.
▪ -9/-9
▪ Advantage
▪ Ki Manipulation, Martial Arts, and Unique abilities

Quickened. Increases the speed of an attack. Prevents a counter action against the
specific attack-type associated with the technique. A second purchase allows the
technique to be used while using a move action (Beam type attack cannot be used this
way). You can use a move action to move and perform the technique at the same time.
▪ -7/-13
▪ Advantage
▪ Ki Manipulation, Martial Arts, and Unique Abilities

Garrett: I purchased power shot (1) and accurate (1) for ten points. I have only three
left, but I want to get another rank of accurate. Is there a way I can do that?

Architect: There is a way to earn additional technique points outside of the power
level and rewards. You can give your technique a disadvantage. This will give you
some points for a negative effect. Just remember the additional points can only be
spent on the technique that the disadvantage is applied to.

Disadvantages

Backlash. This technique produces some sort of backlash or blast that affects anyone,
including the wielder, within melee range. Inflict four (4) lethal damage to any
character, other than the target, within melee range when using this technique.
▪ +3/+3
▪ Disadvantage
▪ Ki Manipulation, Martial Arts, and Unique Abilities

Dead-Link. Choose either strike or wound. When rolling the selected type decrease the
number of die you roll by 1d10 to a minimum of one (1). You will select the highest dice
score discard it. Botch and critical rolls still count as solid dice.
▪ +3
▪ Disadvantage
▪ Ki Manipulation, Martial Arts, and Unique Abilities

DRAGON BALL RPG 104


Dynamic. You can do anything you want with this disadvantage. There
are a few rules though. Firstly, you must work closely with your
Architect on concept of the disadvantage. Secondly, you cannot create
a disadvantage that is already listed in this section. Third, Architects
have final say. Other than those few things use your imagination. The
dynamic disadvantage has no set experience point cost. The cost is
created between you and the Architect. If your disadvantage is
to have multiple levels, you will need to discuss that technique
cost too. Really though, like with the dynamic advantage, we are
leaving this one up to you, one hundred percent.
▪ +x/+x/+x
▪ Disadvantage
▪ Ki Manipulation, Martial Arts, and Unique Abilities

Inaccurate. Decreases a technique’s ability to strike a target.


Decrease to strike by 1d10 when attempting to attack a target.
▪ +2/+2/+2
▪ Disadvantage
▪ Ki Manipulation, Martial Arts, and Unique Abilities

Knockdown. Forces you back three (3) yards. Roll the technique normally, then
afterwards roll an impulsive save, medium TN. If passed, nothing happens, if the save is
failed, you are forced back three (3) yards. This movement can cause a counteraction
against you.
▪ +2
▪ Disadvantage
▪ Ki Manipulation, Martial Arts, and Dynamic

Long Charge. You increase the energy charge action by a standard. Perform the
maneuver as normally, as a full action, then the following turn spend one (1) additional
standard action before using the ability.
▪ +6
▪ Disadvantage
▪ Ki Manipulation

Low Penetration. Increase the effectiveness of a character’s defense. A target’s soak is


increased by three (+3) when dodging the technique.
▪ +2/+3
▪ Disadvantage
▪ Ki Manipulation, Martial Arts, and Unique Abilities

Short Range. The technique is only usable inside melee range, or three (3) yards, of
the target. A second purchase gives any opponent using a counteraction against the
wielder superiority to their counter rolls.
▪ +3/+4
▪ Disadvantage
▪ Ki Manipulation, Martial Arts, and Dynamic

DRAGON BALL RPG 105


Stat Drain. Decreases a specific attribute temporarily. Select a single attribute per
purchase. You decrease the selected attribute by two (-2) multiplied by the number of
purchases, until the end of your next turn, when using the attached technique.

This disadvantage can be taking for different attributes and can be purchased for a
single attribute up to five times. The effects of the attribute drain last a number of
rounds equal to the purchased value. The attribute can be decreased to a minimum of
one.
▪ +4
▪ Disadvantage
▪ Ki Manipulation, Martial Arts, and Unique Abilities

Weak. Decreases a technique’s ability to damage a target. Decrease to wound by 1d10


when attempting to damage a target.
▪ +2/+2/+2
▪ Disadvantage
▪ Ki Manipulation, Martial Arts, and Unique Abilities

Vitality Drain. Pay additional ki points or pay life points to use the technique. Select ki
or life points at purchase. You decrease the selected by four (-4) multiplied by the
number of purchases. This disadvantage can be purchased as many times as you wish.
▪ +2/+2/+2
▪ Disadvantage
▪ Ki Manipulation, Martial Arts, and Unique Abilities

Garrett: Oh, there are a lot of options to choose from. I am thinking I will take stat
drain on my technique for some extra points, but can you help explain it to me? I am a
bit lost on how it works.

Architect: Sure, no problem. Okay you will pick an attribute, say strength. Each time
you use the technique, your strength will be lowered by two. This will give you three
technique points back to use. Now, you can take stat drain, again, for strength, and
the decrease to strength will be four. That will give you back another three points for a
total of six points.

Garrett: I get it, that is fairly simple. So, that is how vitality drain works too. Alright, I
will take just one purchase of stat drain for agility. Then I will have eight points to
work with.

Architect: Awesome, make note of it on your sheet. Are you going to get another
level of accurate?

Garrett: Actually, I am going to just pick up another level of power shot for eight
points and call it a day for now.

Architect: Sure. Now you will need to figure out the base ki point cost of the
technique and of course name your technique.

DRAGON BALL RPG 106


Ki Calculation. Add together the base ki cost for the technique-type, and the ki cost for
each additional advantage. For every advantage a technique has, its base ki point cost
increases by three (3) points. Taking an entry multiple times will change the base ki
point cost of the technique. When taking an advantage, a second time, the normal cost
is increased to five (5) and to seven (7) for a third.

Garrett: Okay. My technique is a kiai type, which has a cost of five. I have two
advantages, that is a cost of eleven total so far. However, I have two levels in one of
them, so that is another two points. So, that is a total base ki point cost of thirteen.

Architect: That’s right. I think you’re done with your technique. Do you have a name
for it?

Garrett: Fut Gar Kuen!

Fut Gar Kuen


Technique Type: Kiai
Attack Type: Energy
Cost: Thirteen (13)
Properties: +1d10 = Strike, +2d10 = Wound
Advantages: Accurate & Power Shotx2
Disadvantages: Stat Drain-Strength

DRAGON BALL RPG 107


DRAGON BALL RPG 108
Magic is a special type of power and it is primarily used for techniques, such as
possession. Magic is closely related to ki and sometimes the two are almost
indistinguishable. Since magic isn’t completely distinct from ki, while you might possess
lower martial combat, you could still easily possess immense magical ability.

Magical abilities require the use of ki points just like other attack types and are created
with technique points the same as with signature techniques (see chapter 9). But unlike
signatures, magical abilities don’t have advantages and disadvantages. Due to the
limitless possibilities and boundless power of magic, you will create abilities rather
differently than signatures.

Creating A Magical Ability

To create an ability, you will need technique points (TP); points can be
gained as your power level increases (see chapter 2). The cost of
creating any magical ability is a flat three (3) technique points. All
magical abilities have a minimum base ki point cost of three (3) which
will increase or decrease when you add effects to it.

Adding Effects. When you are ready to create an ability, you will
use the following questions. These questions ask you about your
ability, and depending on the answers, you will add or subtract
technique points and base ki cost. We do encourage you to
work with your ARC when creating abilities since creating a
magical ability can become subjective. Notably, all magic
abilities have a default range of one (1) to three (3) squares or
three (3) to nine (9) yards.

Each question will be labeled with a term unique to it, such as debuff,
damage, effect, resistance and others. The questions will also be labeled with
‘TP’ and ‘BKP’ preceded by a numeral value. The value refers to either an
increase (+) or decrease (-) cost of technique points and base ki points. You
might also answer some questions more than once, depending on how powerful the
ability is.

DRAGON BALL RPG 109


When answering these questions, remember they only pertain to the ability you are
currently making, so don’t count any other rules, bonuses, or restrictions in your
calculations. You can also answer these questions more than once. For example, if you
want to increase your ability’s damage by 3d10, that would increase the TP cost by nine
(+9) and the base ki point cost by fifteen (+15).

Effects

Offensive/Defensive/Supportive. Will the ability you are creating be offensive,


defensive, or supportive? If an ability is:
▪ Offensive. +3TP/+3BKP
▪ Defensive. +2TP/+2BKP
▪ Supportive. +1TP/+1BKP

Action. Which of following actions will your ability require to be used?


▪ Standard. +2TP/+2BKP
▪ Full. +1TP/+2BKP
▪ Move. +3TP/+3BKP
▪ Counter. -1TP/+1BKP
▪ Instant. +6TP/+8BKP

Inflict. Does the ability increase your chances of striking a target? If your ability
increases your chances, is the value a static number or it is a number of additional
d10’s?
▪ Static number. +4TP/+3BKP - per ten points to strike
▪ Additional d10. +2TP/+3BKP - per d10 extra.

Damage. Does your ability inflict damage to a target? If your ability inflicts
damage, is the value a static number or it is a number of additional d10’s?
▪ Static number. +5TP/+6BKP – per 6 points of damage
▪ Additional d10. +3TP/+5BKP - per d10 extra.

DOT. Does your ability inflict damage over the course of combat? If your ability
inflicts damage over time, is the value a static number or it is a number of
additional d10’s?
▪ Static number. +3TP/+3BKP - per ten points to strike
▪ Additional d10. +2TP/+2BKP - per d10 extra.

Resistance. Will your ability give the target the option to resist its affects? If so,
is it against a passive or active opposition?
▪ Passive. -2TP/-3BKP
▪ Active. -2TP/-2BKP

Buff. Does your ability apply some sort of fortifying effect to the target?
▪ Buff. +5TP/+5BKP

Debuff. Will the ability apply some sort of debilitating effect to the target?
▪ Debuff. +4TP/+4BKP

DRAGON BALL RPG 110


Increase/Decrease. Does the ability increase or
decrease an aptitude?
▪ Increase. +5TP/+4BKP per four points to aptitude
▪ Decrease. -2TP/-2BKP per four points to aptitude

Points. Does your ability require additional ki points or life


points to use?
▪ Base ki cost. -3TP/per six additional points
▪ Life points. -5TP/per ten life points

Control. Will your ability allow you to control a target, an object,


or another element? How many rounds will your control last?
▪ Target. +8TP/+8BKP - per round controlled
▪ Object. +5TP/+5BKP - per round controlled
▪ Other. +4TP/+4BKP - per round controlled

Prerequisite. Does your ability have any type of prerequisite?


▪ Prerequisite. -4TP/-6BKP per prerequisite

Construct/Deconstruct. Does your ability have the power to create or break


down an object?
▪ Construct. +3TP/+4BKP
▪ Deconstruct. +4TP/+5BKP

Range. Does your ability have a limited or distance range?


▪ Short. +4TP/+6BKP - 7 squares or twenty-one yards or less
▪ Medium. +7TP/+9BKP – 14 squares or forty-two yards or less
▪ Long. +9TP/+11BKP – 28 squares or eighty-four yards or less

Round Limit. Does your ability last a specific amount of time longer than one
turn?
▪ Round. +4TP/+3BKP – Per additional round the ability last. The ability will
last until the end of your turn.

Dynamic. Will your magical ability have a dynamic power uniquely its own? Work
with your group and ARC to determine the technique point and base ki point costs.
▪ Dynamic. +xTP/+xBKP

Ki Calculation. Add together the base ki cost for your magical ability, and the increase
and decrease based on the answers to the questions above. The base ki point cost of
any magical ability is two (2), for each question with increase, add the numeric value
that precedes ‘BKP’ to the cost. Any question with a decrease, subtract the numeric
value the precedes ‘BKP’ from the cost.
As an example: You choose a magical ability with damage/d10 which increases
the base cost by five (+5). The ability also has a prerequisite which reduces the
cost by four (-4). This makes the total base ki point cost for the ability four (4).
[3+5-4=4]

DRAGON BALL RPG 111


Technique Calculation. An ability costs two (2) technique points to create, add the TP
cost from any question with an increase and subtract any decreases.
For example: You choose an ability that costs (3) TP, it has inflict (+4TP) and
DOT (+2TP). This makes the ability cost a total of nine (9) technique points.

Magical aptitudes

In addition to being able to create your own magical abilities using the steps above, the
following are examples of magical abilities that you can purchase with technique points.

Energy Shield - Magical Ability


You create a shield of ki energy around yourself and/or nearby allies to protect against
attacks; the shield increases soak value.
• Defensive, Increase, Counter, Dynamic (distance)
• Base ki point cost: 18
• Technique Point Cost: 14
• Increase: Soak increased ten (+10)
• Dynamic: (+1TP/+2BKP) 2 squares or 6 yards

Healing Wave - Magical Ability


You have the ability to heal yourself and allies. You can heal a single
target instantly or over time, and you can also heal all nearby allies.
• Supportive, Full, Dynamic Buff, Range, Prerequisite
• Base ki point cost: 15
• Technique Point Cost: 16
• Range: Short
• Prerequisite: Spirit score greater than six (6)
• Dynamic Buff: (+12TP/+10BKP) You can
either invoke a nearby ally to sure a healing
surge or heal twenty (20) life points over the course
of five rounds. You could also choose to heal all nearby
allies 1d10 life points.

Illusion
You are able to create illusions using magic, meaning you can
create fake objects. You can use this ability to create the
illusion of simple tools, clothes, weapons, and other small
items. The limit is up to your imagination and ARC
regulations.
• Supportive, Standard, Control (target), Construct
• Base ki point cost: 17
• Technique Point Cost: 16

DRAGON BALL RPG 112


Instant Transmission - Magical Ability
This ability allows you to teleport instantly to any location with a range.
The movement is instant and doesn’t provoke counteractions. Your end
location can’t be detected by any type of tracking.
• Supportive, Move, Prerequisite, Dynamic (distance, detection)
• Base ki point cost: 24
• Technique Point Cost: 22
• Dynamic: (+20TP/+20BKP) Local distance - Planet
• Dynamic: (+10TP/+10BKP) End location and movement can’t be
detected
• Prerequisite: Spirit and Agility greater than ten (10)

Magical Materialization - Magical Ability


The creation of small and simple items from “thin air.” You can use this ability to
materialize simple tools, clothes, weapons, and other small items. The limit is up to your
imagination and ARC regulations.
• Supportive, Standard, Construct
• Base ki point cost: 9
• Technique Point Cost: 8

Telekinesis - Magical Ability


You are also able to mentally lift objects, some even with great weight (follow the same
rules for lift & push under strength in chapter 1, however use your Spirit attribute
instead). You can use telekinesis to create or move an obstacle, offensively as an attack,
or defense to create protection. Any damage inflicted by telekinesis can be increased by
an object’s hardness value.
• Supportive, Standard, Construct, Deconstruct, Control (target, object, and
other)
• Base ki point cost: 31
• Technique Point Cost: 29

Telepathy - Magical Ability


This ability allows you to use telepathy to speak using your mind.
You can speak to as many people as you wish within a range. You
can have full-fledged conversations and share information.
• Supportive, Instant, Prerequisite, Dynamic (distance,
communication)
• Base ki point cost: 15
• Technique Point Cost: 19
• Prerequisite: Spirit score greater than four (4)
• Dynamic: (+10TP/+10BKP) Local distance - Planet
• Dynamic: (+4TP/+2BKP) BKP is increased by three
(+3) per character you are speaking with.

DRAGON BALL RPG 113


Second Sight - Magical Ability
You can attempt to sense the location of other creatures by meditation. This ability
requires no active or passion opposition. You are simply either able to detect or not
detect the creature. Targets are still allowed to use any special abilities they possess to
hide from your sight, but they can’t use a concealment check. This ability only allows
you to see the target and their current surrounding. You can’t determine their fighting
capability with this ability.
• Supportive, Full, Prerequisite, Dynamic (distance, failure, detection)
• Base ki point cost: 16
• Technique Point Cost: 17
• Prerequisite: Spirit score greater than four (4)
• Dynamic: (+9TP/+9BKP) Local distance - Planet
• Dynamic: (+15TP/+15BKP) Target can’t use concealment to avoid detection
• Dynamic: (-7TP/-7BKP) Architect can decide when you are unable to locate the
target.

DRAGON BALL RPG 114


DRAGON BALL RPG 115
Transformation is the act of changing one’s body into another form in order to tap into
greater stores of energy, strength, and speed.

There are two types of transformations: alternate forms and manifested powers.
Alternate forms are a powerful but temporary change. Manifested powers are a
permanent but weaker change.

Stress Test

Alternate forms and manifested powers can become taxing. Each round you use them,
you might need to take a stress test. The test counts as a saving throw for rule
purposes. Making the test roll takes no in-game time and is rolled before the start of
each round of combat.

The test also represents the sustain cost for a form or power. Each will have its own
target number listed with its entry. Some forms and powers will not have a listed stress
test TN, these don’t require you to roll a test.

To make a stress test, add your highest and lowest attribute modifiers together without
any bonuses (unmodified). Add this new modifier to a d10 roll. The dice result is a
passive opposition roll against the form or power’s stress value.

Stress exhaustion. If the test is passed, you maintain the form for another round. If
the test is failed, you will immediately lose the forms or powers benefits and return to
your base normal state. You will also suffer from stress exhaustion and you can’t use
another form and must wait three (3) rounds after failing a stress test before you’re able
to again.

Each tier of power will reduce a transformations stress test by two (-2). This effect can
make a stage have a zero (0) value, at which point the stage can be used freely without
needing to roll or make a test.

DRAGON BALL RPG 116


Voluntarily. Characters can voluntarily revert back to their base form or a lesser stage
of a transformation at will. This required the same amount of time as transforming into
said stage. The only rule to this is where an ability might require characters to perform a
special attack such as Majin’s lost control rule.

Forms Tables. These tables are a list of attributes modifiers, denoted by their first two
letters, that are increased when you are using each form or power. This increase
happens during that same action in which the transformation happens.

Stages. Some transformations have multiple stages or levels. Each stage stacks with
the previous stage, unless otherwise specified.

Accessibility. Typically, you will have to earn forms from your Architect as rewards or
plot-points. Included with each form, there is also a tier of power restriction (see chapter
11 system & options for tier of power rules).

Also, keep in mind that most alternate forms will have a restriction allowing only specific
races to use and gain access to the form and its abilities.

Manifested Powers

Manifested powers are the latent power within you. Releasing this inner potential
awakens an increase in your combat prowess and strengths.

Manifested powers are permanent increases or bonuses that once obtained will always
be active. You can have multiple manifested powers at a time and manifested powers
can be used with alternate forms.

Some manifested powers are only available to specific races and are restricted by a tier
of power (see chapter 11 for tier of power details).

Potential Unleashed. Unleashed your inner potential, drawing upon the latent powers
from within you, and awakening your hidden strength.

Potential unleashed counts as a manifested power and you can gain its benefits multiple
times. When you are given access to potential unleashed by your ARC, you will add an
‘x’ to it as well representing a numerical value. This value represents the number of
times you have potential unleashed. For example, “Potential unleashed x2” means you
have gained the manifested power increase to attribute modifier twice.

▪ Tier of Power. Paragon +


AG ST TE SH IN SP PO PE
+2 +2 +2 +2 +2 +2 +2 +2

Potential unleashed increases all the following: all attributes by two (+2), increase
your influx rate by 1d10+2 (minimum three), and increase your dragon rush by one
extra die (+1d10) when used.

DRAGON BALL RPG 117


Rage. During times of extreme emotional distress, you have the potential to activate
rage, a manifested power that temporarily and substantially increases your fighting
abilities.

Rage is gained when a you are subject to great distress from a narrative source such as
a death or a plot point. You also have the potential to trigger rage when your health
points reach the wounded threshold.

When reaching your wounded threshold value of health points, roll a morale save with a
very easy TN. If fail, your character gains rage.

When you have rage, you are an unstoppable force of raw power. Ignore all incoming
damage regardless of its source. Ignore all health effects and any other negative
modifiers that would or are currently affecting you. All attacks hit automatically; do not
roll to hit. Rage lasts until the end of the round and you can’t gain rage more than once
per combat scene. After you have used rage, you will become temporarily exhausted
and cannot perform any actions other than combat recovery for the next two (2) rounds.

Giant Form. The racial trait Nobiru-Ude allows Namekian characters to use the
manifested power giant form (see chapter 3 for Namekian racial traits). Giant form
increases your physical stature nearly ten times bigger than normal, making you grow to
enormous size. Below are the effects of giant form.
▪ Transformation. Manifested
▪ Power Stress Test. 13
▪ Tier of Power. Dragon +
AG ST TE SH IN SP PO PE
Special +5 - - - - +6 -
Gargantuan. You have superiority against all targets. When making an attack
against a target, the target must make a cognitive saving throw. On a failed save,
it is impeded (impediment) until the end of your next turn. Also increase your
melee attack range from three (3) yards to nine (9) yards.
Crushing strike. Once per turn, you can make a special physical attack. Roll an
attack as normal when rolling to wound; on a dice result of eight (8) or more, rolls
count as criticals.
Durable. Hard and resilient, temporarily increase your soak by three (+3) and
reduce all lethal damage by to direct damage.
Cumbersome. Your agility attribute is reduced by one half (-1/2).

Alternate Forms

In the World of the Dragon, there are many different and powerful beings that are able
to change or rapidly evolve. Perhaps the most iconic is the legendary Super Saiyan
transformation, the pinnacle of strength for the entire Saiyan race.

Each stage of a transformation will stack or be applied to the next stage. Note that you
can’t use more than one alternate form at a time. Transforming into an alternate form
requires a full action.

DRAGON BALL RPG 118


At any point you reach zero (0) life points, you become unconscious or count as
defeated. If in an alternative form at the time, you will suffer from stress exhaustion and
return to your normal state. See above for the stress exhaustion rules.

Power Boost. This is a standard transformation any race can use which gives you
access to increase power and latent abilities.
▪ Transformation. Alternate Form
▪ Stress Test. 9 + power level
▪ Tier of Power. Dragon +
AG ST TE SH IN SP PO PE
+2 +2 +2 +2 +2 +2 +2 +2
Keen. All dice roll count as critical when the result is eight (8) or higher.
Dragon Fury. When using dragon rush increase your bonus by your entire
personality modifier.
Boosting. For each tier of power available increase the form table bonus to
attributes by two (+2).

Saiyan & Half-Saiyan


There are several dynamic transformations available to Saiyan and half-Saiyan
characters, from the great ape to the mighty super Saiyan and beyond.

Great Ape. Ozaru changes Saiyan characters into a great ape with unmatched strength
and power during the full moon of any planet. Unlike other transformations, the great
ape doesn’t have a stress test.
▪ Transformation. Alternate Form
▪ Stress Test. -
▪ Tier of Power. Dragon +
AG ST TE SH IN SP PO PE
Special +6 - - - - +5 -
Indominable. All targets count as being impeded (impediment) against your
combat rolls. All physical and energy-type attacks count as direct; however, you
can only use standard attack-types, no signature techniques. Also increase your
melee attack range from three (3) yards to nine (9) yards.
Agile. Large in size, but slow. Your agility attribute is reduced by one-fourth (1/4).
Hearty. Tough and robust, temporarily increase your soak by six (+6) while
transformed.
Rage. Unlike other transformations, the great ape form does not have a stress
test. Instead, you’ll make a cognitive save every round: TN medium. If passed
nothing happens. If failed, roll a die and randomize the number of ally characters
in the combat scene. Use all actions to make attacks against the selected ally,
physical attacks if within melee range and energy, magic at range. Roll 5d10 and
add your power level: this is the amount of Ki points that must be wagered per
attack. If the value exceeds what is possible for your influx or ki points, divide the
amount by two (2).

DRAGON BALL RPG 119


Super Saiyan

Your Saiyan characters have the arcana ability to transform


into the powerful Super Saiyan, an advanced transformation that
increases a character’s combat prowess. There are four (4) stages
of Super Saiyan, each stage builds off the last. You do not
have to transform into one stage to use another; you can go
from base to stage three without needing to use other stages.

All super saiyan have the s-cells’ ability already accounted for in
their form table.

Super Saiyan (1)


▪ Transformation. Alternate Form
▪ Stress Test. 24
▪ Tier of Power. Legendary +
AG ST TE SH IN SP PO PE
+6 +6 +6 - - +6 +6 -
S-Cells. Increases attribute modifiers for the above
attributes during a combat encounter by six (+6) before
any modifiers are applied to the result.
Power Burst. When using the combat maneuver power
up changes its text to the following. “Powering up
increases your influx rate temporary by (+1/2) its normal
total.” Also, power up’s effects last for two turns until the end
of your second turn.
Heroic Surge. You can use a surge type twice per combat
encounter. When using combat recovery, roll 2d10, select the
highest result and discard the lowest.

Ascended Saiyan (1.5)


Transformation. Alternate Form
Stress Test: 28
Tier of Power. Ascended +
AG ST SA SH IN SP PO PE
- - - - - - - -

Bulk. Double your strength & potency and decrease your


agility by one fourth (-1/4). Additionally, increase the
retroactive penalty effect of super stack by one (+1).
Unbound. In a combat encounter, you can make a single
attack. When making this attack, you are not bound by your influx limitation and
can wage any amount up to your total current value of ki points.

The ability bulk is NOT used with other stages beyond or below one point five (1.5)

DRAGON BALL RPG 120


Super Saiyan (2)
▪ Transformation. Alternate Form
▪ Stress Test. 28
▪ Tier of Power. Perfect +
AG ST TE SH IN SP PO PE
+12 +12 +12 - - +12 +12 -

S-Cells x2. Increase the effects of s-cell by six (+6).


“Increases attribute modifiers for the above attributes during
a combat encounter by twelve (+12) before any modifiers are
applied to the result.”
Boosted. When using power up and any surge-type, roll
2d10 and increase the respective abilities effectiveness by the
highest results after all other rules and outcomes have been
applied for those abilities.

Super Saiyan (3)


▪ Transformation. Alternate Form
▪ Stress Test. 38
▪ Tier of Power. Mythic +
AG ST TE SH IN SP PO PE
+18 +18 +18 - - +18 +18 -

S-Cells x3. Increase the effects of s-cellx2 by six (+6). “Increases attribute
modifiers for the above attributes during a combat encounter by eighteen (+18)
before any modifiers are applied to the result.”
Boundless. Change unbounded to the following: “Once
per round, you can make a single attack. When making this
attack you are not bound by your influx limitation and can
wage any amount up to your total current value of ki points.”
Power Drain. This form is powerful but takes a toll on
your character. Each round you successfully pass a stress
test, increase the required TN of this form’s test by five (5),
until the character is forced into stress exhaustion. Stress
exhaustion lasts five (5) rounds instead of three (3). When
suffering from exhaustion after using this stage, reduce your
current ki points by 3d10+ plus your power level.

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Animosity. The first time you transform into any stage of Super Saiyan, you will make
a morale check (TN medium, see chapter 1) along with your stress test. If successful,
you can act as normal, if failed, you must use the maneuver combat recovery, during
your next available turn, even if you are at full health and ki points.

Animosity is only taken the first time you use transform into any form of Super Saiyan,
afterwards you can ignore the rule.

Super Saiyan Mastery. You can master the powers of the Super Saiyan
transformation. Mastery is a modified form and typically comes with great discipline and
training; most ARCs will give this out as a plot point, or they might choose another
option.

Mastery reduces the stress test super saiyan forms by one-fourth (-1/4), and
activation/transforming can be done while preforming a move action. Outside of a
combat scene, you can maintain any stage as long as you wish, or at the Architect’s
discretion.

Increase the bonus from s-cells by six (+6) and the effects of heroic surge and boosted
by +1d10. This bonus doesn’t stack form to form.

Arcosians

Unlike other races with alternate forms, the Arcosians start in


an alternate form at character creation. This form is a
suppressed form of their true self. This is done to help
reduce the stress to their bodies. Arcosians have access
to all stages of metamorphosis at character creation and
can attempt to use them at any point they wish.

Suppression. Arcosians have the ability to transform into


weaker states, and then transform back up from there into
their stronger normal selves. The base form is not included in
this list because the form is the one you start in. The Arcosians
seemingly create their suppression transformations by growing a
power suppressing bio suit and then altering and shedding it as
they see fit to increase their power back to normal.

Instead of going from stage one to higher levels, you


actually start character creation in stage three or
suppression form, which gives no benefits. You can
transform into higher forms as you wish to increase your
power: from stage three to two, from two to one, and from
one to your true form.

DRAGON BALL RPG 122


Metamorphosis

Your Arcosian characters are so powerful, even


at character creation, you must suppress your
powers to reduce the stress to your own body.

Stage Two (2)


▪ Transformation. Alternate Form
▪ Stress Test. 18
AG ST TE SH IN SP PO PE
+2 +2 +2 - - +2 +2 -
Deadly. Once per round, you can make a single, no signature, physical attack that
counts as lethal damage.
Relentless. If you spend three (3) or more actions
against a single target you gain one additional ‘free’
action against that target. This action cannot be a
signature and cannot be used in conjunction with any other
type of special attack-type.
Speedy. When you transform into a stage of metamorphosis,
at the start of the next round you will go first, ignoring
initiative; you only have one turn for that round and will
resume normal initiative the following round.

Stage One (1)


• Transformation. Alternate Form
• Stress Test. 28
AG ST TE SH IN SP PO PE
+4 +4 +4 - - +4 +4 -
Death Shot. Once per round, you can make a single, no
signature, energy attack that counts as lethal damage.
Efficient. When using any action, the base ki point cost is
lowered by 1d10 to a minimum of two (2).
Influx. Increase your influx value by one-fourth (+1/4).

DRAGON BALL RPG 123


True Form (-)
• Transformation. Alternate Form
• Stress Test. 38
AG ST TE SH IN SP PO PE
+6 +6 +6 - - +6 +6 -
Bio Suit. Count all direct damage as standard damage. Count all
lethal damage as direct damage. All environment damage is
reduced by twenty-five percent (-25%).
Superior Power Up. This ability functions exactly like the action
power up; however, it can only be used three (3) times per combat
scene. When used, increase your influx rate by double (x2) its
normal total. You can still use the normal power up action as
well.

Restoration. When transforming into any stage of


metamorphosis, roll 2d10+ plus power level and restore that many
health and Ki points. You can only gain this benefit once per round.
This ability will also restore lost limbs and other assorted body parts.

Stress Reduction. When reaching a new tier of


power, reduce the stress test value for all stages of
metamorphosis by two (-2). This stacks with any
other stress test modifier.

Majin

Created by comics powers your Majin character is powerful and deadly,


even more so when they are in their purest form. The form they took
when they first came into existence.

Whether this powerful transformation is your Majin’s true form or pure


form. It is either you natural cosmic powers or possibly magic
influence that makes this form’s power deadly for everyone.

Pure Form (-)


▪ Transformation. Alternate Form
▪ Stress Test. 30
AG ST TE SH IN SP PO PE
+8 +8 +8 - - +8 +8 +8
Primordial power. There is no limit on the number of turns you can use this
form. Each round, while in this form, increase its stress test by six (+6) until it
becomes impossible pass it. Pure power increases all your dice rolls by 1d10. It
also increases each roll by 1d10 for each round you remain in the form.
o Additionally, the form lowers all your base ki point costs for any type of
ability by one-fourth (-1/4).

DRAGON BALL RPG 124


Lost Control. If or when you fail a
stress test, roll the dice and
randomize the number of
combatants in the combat
encounter, not yourself, and even if
there is only one opponent. Use all
available actions to make attacks
against the selected target,
physical attacks if within melee
range and energy, magic or attacks
if not. Roll 5d10 and add your power
level; this is the amount of ki points
that must be wagered per attack. If
the value exceeds what is possible
for your influx or ki points, divide
the amount by two (2). Afterwards,
you will exit the form and suffer
stress exhaustion.

Bonuses from pure form cannot be use


when making you steadfast check.

Fusion

Fusion is the process of merging two


separate beings into one, combining their
attributes and fighting strengths.

There are different types of fusion in the world of the dragon and
each has its own special requirements. We focus on three: fusion
dance, potara earrings, and Namekian fusion. Fusion can be an
extremely powerful combination and has the potential of creating
powerful warriors of unmatched skill. When
characters fuse, both consciousnesses are
fused together, creating a new mind and
character.

When two characters fuse together, select


the highest attributes between them and
increase it by the difference of the lower
attribute. Do this for each represented
attribute.

The newly fused character also added


together both separate character’s
health modifier when determining
health point.

DRAGON BALL RPG 125


Garrett: Okay, we have fused together. What do you do now?

Architect: Alright, it’s pretty easy. First, what is the highest strength score between
you both? Looks like it’s thirteen, so that’s the base score for the fused character.
Now, the lowest strength score is ten and the difference between ten and thirteen is
three, right? So, you increase the base score of thirteen by three making the fused
character’s strength score sixteen.

Garrett: Oh, wow. That doesn’t seem that hard at all. We do that for each attribute as
well as power level, right? What about our special abilities and techniques?

Architect: Yes, do that for each aptitude. All other abilities and techniques of both
characters are accessible to the fused character. Any repeats are simply ignored, and
this goes for talents too. Also, don’t forget to correct your health points after your
attribute score has changed. You get to add both character’s race health modifiers
together for that.

When fusing characters are more than three (3) power levels higher or lower than one
another, the difference bonus they receive to aptitudes is capped at six (6).

Note that the Artificial Construct race cannot use any type of fusion with another race
other than its own; another Artificial Construct character.

Potara Earrings. As artifacts of the Kaioshin, these earrings have


the ability to combine two characters together into a single entity.
Two characters put one earring on opposing ears and in a bright
forceful light the two become one. This fusion is temporary for all
characters other than Kaioshin. Out of combat, this fuse lasts
for one hour. During combat, this fuse lasts five (5) rounds.

Notably, if your characters wear the earrings on the


same ears, you will not fuse. The Potara earrings also
have special abilities that allow the use of other
Kaioshin artifacts.

Fusion Dance. This is a special type of dance created


by the Metamorans that align two separate beings into
one form. The fusion is done by two characters
performing a sequence of moves in complete unison.

At the end of the dance both characters index fingers


touch each other, then in a bright light and a flash they
become a single fused character. This fusion last only
four (4) rounds, and both characters must have the
same power level and relatively similar stature to
become fused.

DRAGON BALL RPG 126


Ex-Fusion. This is a type of fusion created using the fusion dance along with a device
called the Metamo-Ring. The ring allows for characters of any power level to use the
fusion dance to merge into a single character.

Ultra-Fusion. This is another type of fusion dance that allows up to five characters to
merge into a single being. This fusion only last two (2) rounds. When determining
attributes, increase the value between the lowest attribute and the highest by double
(x2) its normal would-be value.

Namekian Fusion. This is the fusion of two Namekian characters in order to create a
single being with increased power. One Namekian is the host form and absorbs the
other; this fusion can create a new consciousnesses or allow one of the fuse’s
personalities to dominate the other.

Unlike the other fusion methods, Namekian fusion has a different type of increased
benefits. When two Namekians fuse together, select the highest attribute between them
then use this score for the new being. If the attributes are equal, increase the score by
two (+2) for the new being. The fused character’s power level is equal to the highest
power level for the two fusing and is then increased by one (+1).

If your Namekian character is fusing for the first time, you gain the following benefits in
additional to those explained above: increase each attribute by three (+3) and new
power level by two (+2). The fused character also gains two (2) additional character
perks to spend.
DRAGON BALL RPG 127
Namekian fusion has no limit on the amount of characters that can be fused. Only two
characters can fuse at a time, but the resulting being can then fuse again with another
Namekian, and so fourth and so on.

Unlike other transformations there is no time limit on Namekian fusion, it is a permanent


union and can only be undone by using fission. Once combined, the two fused characters
are forever gone and are replaced by the new character.

Defuse. When any fusion reaches its time limit, combat is paused, and both combatants
will separate back into their respective characters, at their pervious initiative positions;
combat will then continue as normal.

Fission. This is the separation of a single character into two different beings; when one
character becomes two or more different characters. Again, this is not what happens
when two characters ‘defuse,’ but rather when one character is forced into two
characters.
When a fission occurs divide the attribute scores and power level of the
single character, rounded down. The resulting value are then given to
each of the new characters.

When two fission characters are able to fuse together, through any
means, they do not use the rules for fusion but rather they simply add
together their attributes and power levels to once again create the
original character.

While separated if either of the two characters gain increases to


aptitudes those also carry over to their single fused form.

DRAGON BALL RPG 128


DRAGON BALL RPG 129
This chapter will cover some extended play and optional rules. Optional
rules are discretionary rules that an ARC will let you know are in effect
during game-play.

Tiers of Power

A game might last a single session or longer. So, some scenarios


might call for a higher levels of play. So, we designed an additional
system called tiers of power.

Typically, a normal game will start in the dragon tier of power. As your
characters grow and stories develop, a game might require more
metrics than the standard. With the different tiers of power, players and
ARCs can increase their power and abilities far beyond standard game
play. Tiers of power add additional dice to rolls, however, these
additional dice do NOT affect rolling for health points each power level.

Standard Gameplay
Dragon Tier. Power levels one through five. You are effectively novice combatants.
This is standard game play without any additional bonuses.

Heroic Tier. Power levels six through ten. You are becoming experienced combatants
and increase all dice rolls by an additional d10.

Paragon Tier. Power levels eleven through fifteen you will increase all dice rolls by
two additional d10s.

Legendary Tier. At power levels sixteen through twenty. Increase all dice rolls by three
additional d10s.

DRAGON BALL RPG 130


Advance Game-Play
Imperfect Tier. Power levels twenty-one through twenty-five. Increase all dice rolls
by four additional d10s.

Ascended Tier. Between power levels twenty-six through thirty you will increase all
dice rolls by five additional d10s.

Perfect Tier. Power levels thirty-one through thirty-five. Increase all dice rolls by six
additional d10s.

Supreme Tier. Power levels thirty-six through forty. Increase all dice rolls by seven
additional d10s.

Mythological Game-Play
Mystic Tier. Power level forty-one through forty-five. Increase all dice rolls by eight
additional d10s.

Universe Tier. Power level forty-six through fifty. Increase all dice rolls by nine
additional d10s.

Note that each tier is separate; they do not stack. The bonus d10s listed are the total for
each tier. The standard d10s you are entitled to when making rolls is not noted in the
tier charts. For example, at imperfect tier you will be rolling 5d10s total when making
rolls.

The additional dice from tiers of power are not applied to steadfast rolls. They are added
to any sure or combat recovery roll taken.

In addition to the number of dice you roll, the standard target numbers (TN) also
increase with each tier. Each tier increases all TN’s by five (+5). This includes every
difficulty level of target number from “very easy” to “nearly impossible.”

Tier TN Increase
Imperfect +5
Ascended +5
Perfect +5
Supreme +5
Mythic +5
Universe +5

Base Ki Cost. Every ability, trait, technique, power, or any other aptitude that has a
base ki point cost will also increase with each tier of power. Increase all base ki point
cost by one-fourth (+1/4), rounded down, their total cost for each tier of power.

Note that any type of ability that reduces the base ki point cost of abilities is also
increased by one-fourth (+1/4) its value.

DRAGON BALL RPG 131


Extended Attributes. Standard attribute table shows players attributes to twenty (20),
but with the extended attribute table below players can see modifiers for past twenty.

The chart below details the modifiers for attributes between twenty-one (21) to forty
(40). You can even increase attributes higher than forty depending if your ARC sets an
attribute cap.

Score Modifier Score Modifier


21 +10 29-30 +15
22-23 +11 31-32 +16
24-25 +12 33-34 +17
26-27 +13 35-36 +18
28-29 +14 37-38 +19`
39-40 +20
Training System

You will always want to improve and although an ARCs will provide lots of chances and
opportunities to earn experience points, there might be down time that can be filled with
training.

If you have free time and permission, you can choose to train to earn extra experience
points and perks. First, you will select a number of conditions ranging from one (1) to
six (6): this represents the standard target number difficulty levels.

Difficulty Condition Range


Very Easy 1
Easy 2
Medium 3
Hard 4
Very Hard 5
Nearly Impossible 6

The difficulty level associated with the condition range is the starting TN you will use
when making your train session rolls later; for example, condition four (4) would be
difficulty hard.

Intensity level. This is the number of times you must roll and successfully pass the TN
difficulty selected above. You can select an intensity level between one (1) and four (4).

Training Roll. Make a training dice roll against the difficulty level number you selected.
A training roll is 1d10 plus all four of your saving throw modifiers added together and
divided by two (2).

Compare your dice score to the condition range, or TN difficulty, to determine if you
pass the roll or fail the roll. If you fail half your rolls or less, you gain half the benefit you
would normally gain passing all rolls; if you fail more than half your rolls, you don’t gain
any benefits.

DRAGON BALL RPG 132


Reward. If you pass all your rolls, add together your conditions range and intensity
level, then multiply the subsequent value by twenty-five (x25). The result is the amount
of experience points you receive for the training session. Each tier of power increases
the multiplying value by fifteen an additional fifteen (+15).

If you don’t pass all the required rolls but pass at least half of them, you will gain half of
the value from the above formula.

Optional Rules

Character Advancement Option. Architects can use the following variant in place of
the standard power level system (see chapter 1). This option gives more control over
what you gain with experience points. Instead of gaining experience by increasing in
power level as stated in chapter one, you will spend your experience points to purchase
any of the character perks listed below. You will still use the power level progression
chart in chapter one for ki points and influx as they are related to your power level, but
otherwise will ignore all other information.
Attribute Addition. (21xp) You can either increase a single attribute score by
three (+3) or two attribute scores by one (+1) each.
Power Increase. (23xp) Increase your power level by one (+1). You don’t gain
any character perks based on the power level progression chart in chapter one
with this purchase.
Skill Proficiency. (15xp) You can select to either gain two (2) new skill
proficiency or increase the score of an already known skill by four (+4).
Technique Points. (19xp) If you select this perk, you receive twelve (12)
technique points, which can be spent on customized abilities.
Talent. (17xp) You will gain the benefits of a single talent (see chapter 5).
Mixture. (25xp) You can increase a single attribute by two (+2), a single skill by
two (+2), and receive four (4) technique points.

Random and Generation Attributes. There are two optional rules you can use for
attributes instead of the standard way: randomized and generated.

Randomized. You will roll a d10 for each attribute. The dice result, one-nine (1-9), is
the score or rank of the respective attribute.

If a player rolls a ten (10) they can re-roll one (1) other dice result, but they must take
the second roll.

DRAGON BALL RPG 133


Generated. Using the same rules for primary, secondary, tertiary, you will roll a die and
the dice result will correspond to an attribute from the chart below. Make three separate
rolls, one for primary, secondary and tertiary. Then the remining attributes start at two
(2) like normal.

Dice Result Attribute


1 Tenacity
2 Strength
3 Insight
4 Scholarship
5 Personality
6 Spirit
7 Potency
8 Agility

Life Meter. Architects might use the follow optional rule for life points instead of the
normal health point pool.

Once all battle calculations for an attack have been complete and you have determined
the total amount of damage (applying soak and other affects normally) inflicted to your
target. Divide the damage by the target’s Hardiness, rounded down.

You character’s hardiness is equal to your race’s health modifier plus you power level.
You will use this number to divide any damage total you suffer from attacks. The
resulting number is the amount of life points you suffer.

Life Point. This is a single measurement of a life meter. A life point is represented as a
single square or boxes on your character sheet.

Life Level. The three (3) tiers of a Life Meter are also called Life Level. The three tiers
are bloodied, injured and Wounded; these levels count as thresholds per normal rules.

The fatigue is the first level. When you take damage, unless a specific type of damage,
you will subtract it from your fatigue level first. Once you have run out of fatigue
squares you start losing battered squares, they function just the same as before and
once you run out of them you reached another life level. Fatal level is the last tier before
defeat and/or death.

Each life level has ten squares or boxes in it. Meaning each character can suffer up to
thirty points of damage before they are defeated.
Example (1): Garrett has taken no damage yet. He suffers three (3) damage
from Rohan’s attack. Garrett marks off three life squares by putting a slash
through three boxes on his Fatigue Life Level in his Life Meter.
/ / /

DRAGON BALL RPG 134


Example (2): Garrett suffers more damage from another one of Rohan's Attacks.
This time he suffers six (6) damage.
/ / / / / / / / /

Example (3): Rohan’s next attacks causes five (5) damage to Garrett’s Life
Meter.
/ / / / / / / / / /
/ / / /

Each time a character takes damage fill in a mark starting from left to right once a Life
level has been completely filled in move on to the next level below it until all boxes have
been filled in.

The Gunman Variant. This is a talent Architects can give out to a player whose
character solely wields or relies on a ballistic weapon or ballistic attacks.

With this variant, a character’s ki points, pool, and influx are reduced by one fourth
(1/4) its normal total per power level.

With this talent you are highly skilled with range weaponry. You score a critical on a roll
of eight (8) or better and ignore the effects of botch rolls.

Pure Progression. With this rule in play, during combat you gain combat experience
every second of a fight; your powers and strengths growing exponentially in real time.
When performing in a combat scene, whenever you fail a to strike roll or a dodge roll,
increase the respective aptitude by one (+1) the following round. This bonus stacks and
can increase up to double your total to strike or dodge value respectively. Your
characters cannot gain more than one (1) to either aptitude each turn.

After combat has ended, you gain a bonus amount of experience equal to the total value
of the increases you gained, for to strike and/or dodge, multiplied by forty-five (x45).
This represents the combat experience and increase in power gained through pure
progression during a combat scene.

Arcosian damper. Some ARCs might handicap Arcosian characters to help keep them
more harmonized with the strength progression of other player characters. Starting at
power level one when an Arcosian’s gains experience points reduce the amount by
twenty-five percent (25%).

Each tier of power will decrease this effect by five percent (5%), unless the tier of power
Ascended is reached; your character will earn experience normally from here on out.

DRAGON BALL RPG 135


DRAGON BALL RPG 136
The Architect or ARC is the game’s narrator, the one who directs the story and you
through the imagined world. We have chosen to use the Architect system for its ability
to describe combat and other encounter situations in a more elegant fashion, without a
bunch of restrictions from specific rules, such as kicks, head-butts, punches, double fist
punches, etc. That would take days and limit the imagination of you and your group. So,
we chose the Architect system, giving more control to the ARC of your game. Unlike the
rest of the chapters, this chapter is directed to ARCs and a game rather than the
players.

Scene Description. In an Architect system, the game mechanics don’t always depict
what happens in the combat. For example, if a player is punched and knocked back
mechanically, a good Architect might describe this as the combatant is hit in the face
with a hard-right hook, and as the air itself is pushed away by the force, the player is
knocked back and slammed into the mountain side. You get the idea, be creative and
descriptive, give the players that hair rising action.

Tools of the Architect. As the ARC you have many tools at your disposal, but we are
going to give a quick cover of the most important ones. Namely the ones that help you,
the ARC, keep control and forward the momentum of the game. A seasoned role-player
might be familiar with these tools, but we wanted to touch on them anyway.

Story Arcs and Hooks. It is important, as an Architect, for you to have a hook for each
player’s character. Meaning you have something that not only would draw a character
into the main story of your game, but the player themselves too. There is an endless list
of hooks out there in imagination land, so be innovative and be unique.

Soul Points. Points not only give you the ability to correct poor decisions but keep
players from running ramrod all over the imagined world, doing as they please. Soul
points reward players for playing characters to a moral alinement. Do not forget to
award, for not just for beating a bad guy, but for roleplaying too.

DRAGON BALL RPG 137


Antagonist. Every game needs a bad guy trying to blow
something up, or taking over a planet, searching for the
dragonballs, or even claiming reign over the whole galaxy. They
might even simply be stealing candy from a baby, those monsters!

Combat Modifiers. Have a special situation during combat? Use the combat modifiers
(see chapter 8) to give combat an epic feel, make throwing dice at each other a little
more exciting. Don’t see a modifier you like? Make one up. Don’t forget to tell a story,
even during combat. Blow up a planet, sure, but take twelve sessions telling your
players how close it is to blowing.

There are loads more, but we wanted to touch of those few that are pretty important
and make sure our Architects had a good grasp on them.

DRAGON BALL RPG 138


Campaign types

We have covered some tools for the Architect. While that is good, what happens if you
can’t find or don’t have an Architect? Or what if you’re down a few players for that
week’s session? Don’t worry, we thought of that too and got you covered with different
campaign types.

Homebrew Campaign. This is the standard campaign setting where a group of friends
get together and roll funny shaped dice, travelling along inside of an imaginary story.
With the help of an Architect, everyone will progress through a rich and engaging story.
Pretty standard stuff.

Battle Royale. Don’t have an Architect? Can’t rope someone into being one? No
problem, we invented a different type of gameplay for you.

With Battle Royale, you and all players create characters with the universe tier of power
at power level fifty (50). There are no rules barring those already in place for character
creation, on top of that each player gets an extra twenty (20) character perks to use.
You read that right, twenty. This isn’t your typical Sunday walk through the park. This is
Dragon balls to the wall, min-max madness.

Once everyone has created a character, roll initiative and start the battle, and the last
man standing wins. It’s a deathmatch, free-for-all, winner takes all. For glory or nerd
points, this type of campaign gets everyone involved.

Marital Arts Tournament. Battle Royale a bit much for you? Enjoy something more
traditional and controlled. How about a Marital Arts Tournament? One-verses-one
combat to see who the best and most powerful fighter in the World of the Dragon, the
best player at mini-maxing. Again, a prefect alternative for groups without a willing
Architect, or simply a great side mission to break up the main story of a campaign.
There are few specific rules for a Martial Arts Tournaments you will need to know.

Stage of Power. Select a tier of power. You will build a character using the standard
rule set at the maximum power level for the selected tier of power. Each quarter of the
tournament you will increase the tier of power and increase your power level to its
maximum. You will also gain five (5) extra character perks to spend.

You can choose to start in any tier of power, or simply on a specific one. Either way,
agree as a group and start yelling your attacks at each other.

Quarters. A tournament is a single elimination, one-on-one match. There are typically


four quarters: first round, quarterfinals, semi-finals, and finals. During the first round, all
combatants fight against one another, and defeat means elimination. Groups without an
even number of players or with a large number of players might have more than one
first round.

DRAGON BALL RPG 139


The winners continue on to the quarterfinals where they will repeat the process again.
Afterwards, all the winners will move on to the semifinals. The two combatants who win
the semifinals then fight in the finals for the championship.

If you are having trouble with creating a bracket for your tournament, we would like to
point you to the following URL for help.

https://en.m.wikipedia.org/wiki/Bracket_(tournament)

Battle Grounds

Okay, we have the characters, but where do they fight? On a grid paper with some dice?

We created battle grounds to help you and your group get a real feel of immersion.
Battle grounds are simple enough, just pick anywhere you can imagine and that is
where the battle takes place. Really easy so far. Now you’ll pick, or randomly decide,
from the weather affects and terrain features below. You can prebuild a battle ground or
do it on the fly.

The Grid. You can play the Dragon Ball Z RPG with or without a grid. Without a grid, we
use yards to describe distance. With a grid, you use squares or one space. One space or
square is equal to three (3) yards. (see chapter 1 for more information on scale and
movement)

The DBZ RPG was designed to work using a gird or not using a gird. It was intended for
dealer’s choice; we wanted you to have the freedom in your play style.

Battle Terrain. Terrain works great with a grid or without. You can choose from the list
or simply roll a single D10 for a random result. You can even mix and match or use all
five. The bracketed numbers are the dice score for the terrain feature if you randomize
them with a d10.
(1-2) Water Feature - Hardness 0 - A large or small water type feature, either
a lake, steam, or swamp.
(3-4) Rocky Features - Hardness 3 - Tall rock formations. For each result of
this terrain, add three (3) rocky features to the battle area.
(5-6) Forest Features - Hardness 1 - Trees or thick forestry. For each result of
this terrain, add three to five (5) forest features to the battle area.
(7-8) City Features - Hardness 2 - Buildings, houses, or other city-type
features. For each result of this terrain, add two (2) to five (5) city features to the
battle area.
(9-10) Course Feature - Hardness 1 - Any type of course features such as
gravel, sand or even grass. This pick will cover the entire battle area.

Like we said, this is a simple and non-inclusive list, but enough to get the battle ground
filled up with some playful terrain features to throw bad guys into. We encourage you to
use these features or come up with your own to help make a battle more dynamic.

DRAGON BALL RPG 140


Hardness. Each battle terrain feature is listed with a hardness value. This value relates
to the amount of damage the feature causes when you are forcibly knocked into it or
struck with it. All terrain damage counts as lethal damage, and regardless of how you
are knocked into the terrain, if your Architect tells you to take terrain damage you are
subject to the full value.
Zero: This terrain inflicts two (2) damage to any target that is knocked into it.
One: If you are knocked into this terrain you will suffer four (4) damage.
Two: When you are knocked into this type of terrain hardness, you will suffer six
(6) damage.
Three: This terrain feature causes eight damage (8) when you are knocked into it.

These damages will increase by one-fourth (1/4) with each tier of power in play.

Terrain size. While using a grid and adding terrain is great and really brings a new
dynamic to your typically blast and smash, sometimes there just isn’t enough room on
the table. We didn’t want to tie terrain a standard size. We thought we would leave it up
to you, the Architect and players.

Battle Weather

We have created your battle field, now is it sunny or is it pouring down destruction and
kittens. Battle weather affects can be combined in any fashion; you could have it raining
while a thick fog rolls in.

Battle weather entries are listed with bracketed numbers. If you are randomizing battle
weather the number relates to a dice score.

Climate Test. You can resist the effects of a weather type by wearing an explorer outfit
or taking a climate test. Roll a survival check with a medium TN, if you pass, ignore the
effects of any weather in play. If you fail the check, you are subject to any weather
affects in play.

Sunny Day - Battle Weather


This is the normal and default weather affect that every encounter will have unless
stated otherwise.
Positive: +1d10 combat recovery (see chapter 7 for recovery information)

Fog (1-2) - Battle Weather


Imagine a battle in thick fog where all you can see are the flashing of color and
explosions of ki. There are two types of fog: light and thick. Both affect your ability to
use energy attacks and see.
Light Fog: When you shoot into combat, your potency check for manipulation is
increased by 1d10.
Thick Fog: If you shoot into combat while in a thick fog, you automatically fail
your potency check for manipulation. Also, all allies rolling an impulsive save
increase their TN by 1d10.

DRAGON BALL RPG 141


Winds (3-4) - Battle Weather
Typically, there is always wind, but we are covering the more aggressive winds: those
from with storms or hurricanes.
Forceful Gale: Strong winds which reduce your defense, speed and initiative
values by 1d10.
Typhoon: Blasting winds that cause buildings and other reinforced structures to
buckle and break. Reduce your defense, speed and initiative values by 2d10.
Hurricane Winds: Powerful and rapidly shifting winds reaching triple digits, which
reduce your defense, speed and initiative values by 3d10.

Rain (5-6) - Battle Weather


There are three types of rain you can have during a battle: drizzle, down pour, and
storm.
Drizzle: Light rain that reduce your strike, initiative, and speed values by a 1d10.
Down Pour: Heavy rain that affects battle and movement. Strike, initiative, and
speed values reduced by 2d10.
Storm: Thunder and light with heavy rains. Strike, initiative and speed values
reduced by 3d10. Also, every two rounds of combat, the Architect rolls a d10; if
the dice score is a one or two (1-2), randomly strike a combatant with lightning,
and ignore other all other scores. Lightning inflicts 2d10 lethal damage on the
player. Roll an impulsive save to dodge the hit: TN hard.

Cold (7-8) - Battle Weather


Cold weather varies in its forms. You might have actual cold weather or snow, maybe
even ice. Sometimes all three!
Freezing Temperatures: Combat recovery are reduced by five (-5). Also, all
strike rolls suffer a negative 2d10 and defense scores are reduced by a 1d10.
Snow Fall: Fast, large and wild snow fall covering everything in sight with inches
of snow. Strike, defense, speed, and initiative are reduced by 2d10.
Ice: Freezing large areas of land and cooling the air down to extreme
temperatures. Ice reduces strike, defense, ground speed, and initiative by 3d10.
Also, when players move, while on the ground, they must take an impulsive save
with hard TN. If passed nothing happens, but if failed, players fall prone.

Desert (9-10) - Battle Weather


This weather affect doesn’t actually mean a desert per-se, but strong heat and dry or
humid air.
High Temperatures: Remember fire mountain, it is the one that was on fire.
Steadfast is TNs are increased by a d10, also whenever players pay any base ki
point cost, increase the value by one-fourth (+1/4) its normal.
Volcanic: A battle on top of an active volcano, now that would be epic. We can’t
think of anything cooler than that. Steadfast TNs are increased by 3d10, also
whenever players pay any base ki point cost, increase the value by one-half
(+1/2) its normal.

DRAGON BALL RPG 142


Cataclysm - Battle Weather
Unlike all other battle weather, cataclysm is just that: a maelstrom of crazy, typically
followed by the earthshattering explosion of the planet. When you use cataclysm
weather, every round you randomly select three (3) different battle weathers; reroll any
doubles until you have three different weather situations.

Weather Dice score

Calm 1-2
Sunny Day 3
Fog 4
Winds 5
Rain 6
Cold 7
Desert 8
Cataclysm 9-10

If you roll a one or two, you


score the calm battle weather;
this weather has no negatives
or positives. If you roll a nine
(9) or ten (10) you have to roll
for three (3) more battle
weather conditions. Also, when
randomly determining battle
weather, you will always use
the last option in the
determined entry.

DRAGON BALL RPG 143


DRAGON BALL RPG 144
LEGAL
This rule book is a non-profit fan-based (RPG) Role-Playing
Game, not intended for commercial release.

Dragonball, Dragon ball Z, Dragonball GT and Dragonball


Super are all owned by FUNimation, Toei Animation,
Shueisha, Fuji TV, Viz Media, and Akira Toriyama.

Please support the official release.

All copyrighted material used in this publication belongs to


the respective individual or group that has declared legal
ownership and in no way does the creator or others involved
in the creation of this publication own said copyrighted
material.

This is not a supplement for, nor is this publication based on,


“Dragon Ball Z: The Anime Adventure Game” created by R.
Talsorian Games.

The Dragon Ball Pen & Paper Role-Playing Game was created
by an enthusiastic and amazing community of developers.

Andreavnn
Author & Creator

Special Thanks to all our community and their unyielding


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Our Mission

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