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THE BASICS SPECIES STUNTS

I actually think most of the standard character creation in Fate There are Human, Namekian, Saiyan, Frost Demons, Androids
Accelerated really doesn't need to be changed much. Just follow the and the countless other species, creations and entities that exist in the
usual: Dragon Ball Verse.
• Refresh of 3 to start. If you watch all the series and movies you'll see that the sheer
• Normal amount of Aspects (High Concept, Trouble and one or number of possibilities feels endless. With specialties of species,
more others). You will probably want to incorporate your species modifications, experiments, alternate timeline stuff, mystical elements
(or whatever you are) into your high concept. and so much more.
• Create or choose a stunt.
Making specific modifications for species would be a mistake.
• Physical and Mental stress tracks of 3
However, it is nice to know you are unique both in ability (stunts) and
• Approaches as normal. Choose one at Good (+3), two at Fair (+2),
personality (aspects).
two at Average (+1), and one at Mediocre (+0).
Since you've probably already added parts about your species in
Ignore the descriptive words for the “ladder”. Everything you do one or more aspects you'll want a stunt to represent your species. So
There have been many attempts at custom Dragon Ball style
is going to far surpass anything a normal mortal human could do that this is where I suggest each character start with a 2nd free stunt that has
games in the past. Most of these systems were messy and convoluted.
using the ladder words is just downright silly at this point. to be specifically tailored to your species. Once again be creative but
Partly because of the dramatic increases in power that were hard to
work with your GM to figure this out. Here are a couple of examples I
represent in systems with hard dice numbers.
was thinking of in my game:
It wasn't till I really began to play FATE Core and FATE Accelerated EXTRA ACTION
that I realized a more narrative heavy system actually lends well to the In fate, during a conflict each character normally receives 1 action
NAMEKIAN REGENERATION
concept despite so much of the theme focusing around conflict and and the ability to traverse 1 zone for free. Due to the complexity of
combat. powering up, moving and transformation, it's suggested in this to give Once on your turn as your action you can utilize the natural
Frankly there aren't a lot of changes that need to be made to the each character the ability to take two actions and be able to traverse 1 regenerative properties of the people of Namek to erase a physical
existing FATE system to get this to work. In this case I'm suggesting the zone for free. consequence of your choice. Even restoring whole limbs! This costs
more abstract FATE Accelerated with the approaches since Skills in FATE you 1 Fate Point to activate.
Core don't seem nearly as needed. BASIC STUNTS
The other beautiful thing about the FATE A big part of the Dragon Ball universe are techniques. This is
SAIYAN POWER
system is that loss really doesn't have to basically what your stunts are used for. Whether it's to perform your
mean death. Getting special beam cannon, Kaio-ken, Time Skip technique, etc.. You'll probably One of the things Saiyan's are really known for. No matter how badly
“Taken Out” or even want to be creative and unique with these so work with your GM to you beat them down, they always come back stronger than ever. If you
“Conceding” happens a figure out specifics. are “Taken Out” in a fight. The next time your stress tracks are restored
lot in the various Dragon (even if it means returning you to the same conflict) you automatically
Just follow the normal guidelines for Stunt creation. Remember
Ball series. increase one Power Limit! This can only happen once per scene unless
that powerful stunts that do something special other than just a +2 in a
the GM says otherwise.
special situation or approach swap will probably need to be powered by
So lets go through what a FATE Point or Power Points (see Power section).
extras and dials need to be
adjusted to make FAE
work for Dragon Ball
FATE!
TRANSFORMATION STUNTS POWER LEVEL Basically this means you have jumped up a whole new category of
awesome power and no longer need to power up to attain it.
As your character grows in power they may take a Power level is the large gap between entities in the Dragon Ball
Transformation Stunt whenever they have a chance to take a universe. All common people start at a Power Level of Zero. All Player's If you have a way to temporarily increase your Power Limit (such
new stunt. It is up to the GM whether this is allowed from start at a Power Level of 1 (or higher if the GM says so). This doesn't as a Transformation Stunt), this can increase your Power Limit past 10,
character creation or not. I personally prefer to have the directly transfer to Scouter Power Levels presented in Dragon Ball Z but does not increase your actual Power Level. You still have to keep
players discover it as they progress. which were largely dropped from use after the initial fight with yourself powered up to retain those high levels of power.
Vegeta and Nappa anyways.
No matter their name, Transformations POWER POINTS
come in a chain. The simplest of which These Power Levels are more of a way to create an Power Points are just the name for how much you have charged
increases a character's temporary abstract limit on who you could conceivably hold a conflict up towards your power limit. You always start a new scene or conflict
Power Limit by +3. Each against and survive or win. with your Point Points at 0 (Zero) and can charge them up to the
transformation in the chain after that • Lower Power Level: Anyone with a Power Level maximum of your Power Limit.
increase the character's Power Limit below you is insignificant in power compared to When you're in an epic Dragon Ball style battle. Attacking,
by an additional +2 temporarily. It takes your own. For every Power Below you they are, you receive a +10 defending, creating an advantage, etc.. Can all benefit from your existing
one of your actions to transform in a to any roll you make against them during conflicts and in direct power. When doing a physical action other than Powering Up, you can
conflict for every stage of your transformation contests unless it's social or mental in nature. Thus it's still spend any number of Power Points and gain +2 to the roll for each Power
chain unless you spend 1 Fate Point. If you spend 1 Fate Point possible for someone of a Power Level below you to hurt you, Point you spend. Unlike a Fate Point you do not need to invoke an Aspect
when Transforming you can choose to instantly transform to but it may involve Transformations, lots of Advantages and for this and the Power Points can stack on each other. You can of course
any point along your Transformation chain and instantly gain 2 Powering Up. still add invoked aspects, stunt bonuses, boosts, etc.. on top of these
Power Points.
• Equal Power Level: This is where the real fight comes in. The Power Points. Power Points (like Fate Points) do not need to be spent
When transforming it only increases your Power Limit, not playing field is balanced and the fights can be bitter and tough. before the roll and can be added afterwards at any point during the
your current Power Points. You still may want to spend an action action as long as it has not be completely resolved.
Powering Up after transforming. • Higher Power Level: This may be too tough for you since anyone
with a Higher Power Level gets that +10 bonus against you per You can also spend power to instantly react with superhuman
Example; The Saiyan warrior known as Rutabega has a Power Level! Plan very carefully when challenging such an speed. You can interrupt an action that is about to happen with an extra
current Power Limit of 3. But he also has the stunts for SSJ-1 (Super opponent. action of your own by spending 3 power points. These power points do
Saiyan), SSJ-2 and SSJ-3. He knows If he goes SSJ-1 he can increase his not add any bonuses, they merely grant you that extra action.
Power Limit to 6 (Base of 3, +3 for the first transformation) and get a POWER LIMIT
significant advantage. However if he spends a Fate Point he can Each Power Level is basically split into 10 sub-levels. This POWERING UP
transform from his regular form straight into SSJ-3 to increase his Power represents your limit when “Powering Up” (See Powering Up below). You can spend an
Limit to a whopping 10 instantly (Base of 3, +3+2+2) and still have an This only applies to entities with a Power Level of 1 or higher. Common action to Power Up.
action left over to begin powering up. folk don't have any sort of ability to “Power Up”. Powering up simply
increases your current
Although you can start each conflict at the awesome ability of
POWER your current Power Level. You still have more room to charge up and
number of Power Points
To represent the sheer scale of power differences from your by 1. You can not exceed
grow. During the conflict you can attempt to power up on your turn to a
regular person to a god that can destroy a planet with a thought. We your current Power Limit
maximum of your Power Limit. although there may be stunts
need some form of scale to represent that. This is where we introduce
three new Extras to the game. Power Level, Power Limits and Power Suggested starting Power Limit of PC's is 3. If anything were to or circumstances that temporarily
Points. We also introduce a new Action Type. Powering Up. permanently increase your Power Limit score to 11 or higher it would raises your Power Limit.
instead reset your Power Limit to 1 but increase your Power Level by 1.
POWER EXAMPLE FLIGHT DESTRUCTO DISC (1PP or 1FP)
The Saiyan warrior Rutabega is a powerful warrior that has This is another adjustable dial depending on your game. It's
landed on Earth from Beyond the Stars. His Power Level is 3, The fine cutting edge of this energy disc is such that unless you can
suggested that you tie flight to one of three things.
Power Limit is 5 and he currently has the stunt to go Super completely block it, it can do some devastating and very legal cutting
Saiyan 1. • Everyone PC can fly. No requirements necessary for PC's. damage.
Upon landing on Earth he encounters two • Flight requires a Stunt. You can force it so that If you manage to succeed with an attack with your Destructo Disc the
warriors. One is an accomplished martial artist named PC's need to actually train themselves to fly. defender must reduce the damage using Consequences first before
Rumbo, that has little mastery over his ki and is they can use Physical Stress. If the defender can't reduce any damage
• Flight requires a certain Power Level. Maybe
still a Power Level 1. Rutabega is 2 Power with Consequences then they are Taken Out even if they had Physical
you don't want to start to see flight till the
Levels higher than him and instantly receives a Stress boxes remaining.
PC's have attained a Power Level of 2.
massive +20 to all checks made against Rumbo
even before any other bonuses for Choose one of these options when determining SCATTER SHOT (1PP or 1FP)
Approaches, Stunts, Advantages, etc.. whether the PC's know how to fly at all, or when they
Charging energy from each hand you swing your arms apart and launch
gain this option. It's the Dragon Ball Universe, they'll know
Rumbo is so weak that the GM determines that multiple energy spheres against opponents at once.
how to fly eventually. It's just up to the GM to determine
Rutabega can just instantly take Rumbo out of the when and how. A single attack can be aimed at multiple opponents. You can only do
scene at his leisure (or even just ignore him completely this if your final attack roll was of a +2 or higher. You split the amount
if he wishes). POWER BLASTS rolled between the number of targets you wish to attack. This does not
The other defender of Earth is Android 1138 that When you get right down to it, most of the blasts, have to be split evenly and you can decide how much of the bonuses
was created with a Power Level also of 3 and a Power Limit of whether they have fancy names or effects, are mechanically very each blasts receives but there must be a minimum of +1 given to the
3. So at the beginning of the conflict Android 1138 and Rutabega are similar. Kamehame was just a big blast that Goku could pump a lot of blast.
fairly evenly matched at the same power level and both starting with power into. Special Beam Cannon was a powerful beam that just took After that step each blast then receives a +2 bonus and is treated
Power Points of 0 (zero) at the beginning of the conflict. Piccolo a long time to Power Up for so that he'd have the Power Points separate for the purposes of invoking aspects, adding Power Points,
to actually put into it (since he didn't have the raw power of Goku or etc..
Rutabega goes first in the conflict. He knows he'll need an edge in
Vegeta).
this fight so the first thing he does is transform into a Super Saiyan and
begin to powerup. He doesn't want a chance this could go badly so So for the majority of power blasts, it's really simple enough for a CONCLUSION
Rutabega spends 1 Fate Point to transform. player to say something like, “I'm doing my special Kamehameha!”, but The rest of it is just being creative with Aspects and Stunts just
not actually need a stunt for it. It's suggested to make make a list of your like the majority of Fate. Aside from certain special powers you may
He only has one transformation stage so this provides no benefit
special blast or move names. want to be fueled by Power Points and/or Fate Points, there's no real
for options, but it does instantly grab him 2 Power Points. He then
It's only if there is a special effect that aren't covered by “Create detailed magic system in the Dragon Ball Universe that is normally dealt
spends his second action to continue to power up. This means Rutabega
an Advantage”, you might require a stunt for it. Something like, “Solar with.
is now sitting at a Power Limit of 8 and current Power Points of 3 out of
8. Flare”, which causes a blinding effect on the opponent is really just a, Have fun with it and be creative. Hopefully the Power system and
“Create an Advantage” action. “Galactic Donut”, would be similar as a a few tweaks with stunts are all that's really needed to play Dragon Ball
Android 1138 knows that if he attacks now he'll already be at a
create an advantage. FATE!
severe disadvantage and so also begins to power up bringing his Power
Points up to a total of 2 out of his limit of 3. He's already close to his limit Once again follow the suggested guidelines for stunts. You may want the
and the fight has barely begun. special blasts to cost additional Power Points or Fate Points to activate.
Here are a few examples of some of the special effects as stunts that I
This should be interesting. Lets hope Android 1138 has friends!
think sound pretty fair:

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