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DRAGON BALL RPG 2
LEGAL
This rule book is a non-profit fan-based (RPG) Role-Playing
Game, not intended for commercial release.
The Dragon Ball Pen & Paper Role-Playing Game was created
by an enthusiastic and amazing community of developers.
Andreavnn
Author & Creator
Find Us at!
https://dbzxrpg.com/
https://www.facebook.com/DBZxRPG/
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?
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?
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)
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.
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.
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.
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.
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.
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.
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.)
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 (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.
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 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.
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.
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.
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.
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.
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).
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).
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).
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
Strength Athletics
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
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.
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.
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.
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.
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
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.
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.
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.
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.
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.
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
Power Boost. When you use surge, increase the bonus gained
by your potency modifier.
Personality – (PE)
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.
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.
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.
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.
Power Level
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.
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).
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.
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).
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.)
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).
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.
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.
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.
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.
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.)
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.
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.
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.
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).
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.
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).
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.
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
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.
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.
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.
AG -
ST -
TE -
SC -
IN -
SP +3
PO +3
PE -
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.
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.
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.
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.
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.
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.
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
Class Traits. Class traits are abilities unique to each archetype. They
can enhance your character’s skills, abilities, or other statistics.
Spirit of Adventure. You gain two (2) additional soul points and one
(1) special item at character creation. (See chapter 5 for special items).
Illusionist
Martial Artist
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.
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.
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.
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).
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)
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).
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.
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.
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
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
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.
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.
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.
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.
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.
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.
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.
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.
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
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.
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
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.
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.
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.
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).
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.
Establishing Positions. The Architect and players decide and determine where the
combatants involved in the encounter are positioned at the start of battle.
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.
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.
Garrett: I rolled 7 and I add my agility modifier to it right? So, I have a dice score of
10.
Architect: Okay Scott, Rohan goes first in combat. What do you do?
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.
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.
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
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)
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 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.
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.
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.
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.
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.
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?
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.
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.
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.
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.
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.
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.
Reaction Maneuvers
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.
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?
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: 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.
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.
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.
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?
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.
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.
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.
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.
Architect: Totally! First you will need some technique points. How many do you have
to spend?
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
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
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
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
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
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
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
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.
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?
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.
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.
Effects
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
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]
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.
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
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.
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.
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.
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.
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).
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).
All super saiyan have the s-cells’ ability already accounted for in
their form table.
The ability bulk is NOT used with other stages beyond or below one point five (1.5)
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.
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
Majin
Fusion
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
/ / /
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.
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.
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.
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.
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.
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.
Calm 1-2
Sunny Day 3
Fog 4
Winds 5
Rain 6
Cold 7
Desert 8
Cataclysm 9-10
The Dragon Ball Pen & Paper Role-Playing Game was created
by an enthusiastic and amazing community of developers.
Andreavnn
Author & Creator
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