Professional Documents
Culture Documents
Dragonball
Dragonball
2nd Edition
Editorial
This virtual book (or E-BOOK) was written by Marcelo de Matos, but known as “Guaxinim”, who is not
profiting from anything present here, as its distribution is free.
This book uses Daemon's open RPG system, which can be found at http://www.daemon.com.br If you want to create your own
Anime RPG, be sure to visit this page!
Thanks:
Considerations
Don't Sell This Book!
This book was created with the aim of promoting our website and all our work as fanatics of this
wonderful world that is Dragon Ball Z, as we are not earning anything for this book and you cannot
earn anything for it either, besides it is Of course the fun.
Questions or
suggestions: d20rpg@ieg.com.br
Machine Translated by Google
A Dragon Ball Story By this time, Goku was already quite grown up. So much so that, after
A Chinese legend tells that, spread around the world, there are seven make your dream of becoming an arts tournament champion come true
magical artifacts known as spheres. martial arts decided to fulfill the promise he had made years ago
of the dragon. Whoever manages to bring together the seven spheres will have the to Chi Chi, daughter of King Cleaver, to marry her.
right to invoke Shen Long, the dragon god, and demand the fulfillment of And so, Goku and Chi Chi got married and soon after had their first
a wish, whatever it may be. son: Son Gohan, named after Goku's grandfather. The land was finally at
It was inspired by this legend and another Indian origin, which peace and the
spoke of a humanized monkey that flew on a cloud and future seemed peaceful. Little did they know what was coming...
carried a magic staff, which screenwriter and artist Akira
Toriyama created one of the most popular series in the history of manga Dragon Ball Z
and anime: Dragon Ball. Consecrated as the most famous and popular phase of the series,
The series first appeared in 1984 in the pages of the weekly magazine Dragon Ball Z chronicles Goku's adventures as an adult, giving
Shonen Jump. Its great success made it with Toei highlight your epic battles against incredibly
Animation began producing an anime version in 1986. powerful and his transformation into the legendary Super Saiyan.
And it was in this cartoon format that Dragon Ball Consisting of 291 episodes, Dragon Ball Z is divided into
won the world. Its 508 episodes produced between 1986 and four story arcs: Saiyan, Frieza, Cell and Boo. Its main difference in
1997 told the world about the life and deeds of the hero Son Goku, relation to the previous phase is in the style of the script,
from his childhood to his adulthood when he becomes a more dramatic and with less space for comical situations.
of the most powerful warriors in the universe.
The first phase, made up of 153 episodes, covers the life of the First Saga: The Saiyans
hero, from childhood to early adulthood. The story begins five years after Goku's victory over
Piccolo. In the years that followed, the land experienced a period of
The Dragon Balls peace. But this peace is suddenly broken with the arrival
It all starts when Bulma, a teenage scientist, to the planet of the powerful alien Raditz, a member of the race
meets the boy Goku in the interior of China. Bulma of the Saiyans and who reveals himself to be Goku's older brother.
is after the dragon balls and discovers that Goku is the bearer of one of The hero discovers that he is also a Saiyan, sent to earth
them, the four-star one, which he inherited from his late grandfather. With still a baby to win her over. As Goku did not fulfill his original mission, his
the boy's strength, Bulma convinces Goku to be brother decides to do the job. To force Goku to
your protector in the search for the Dragon Balls. And so, they both leave helping him in conquering Earth, Raditz kidnaps Gohan. The hero if
for incredible adventures. He is forced to join forces with his old enemy Piccolo to try to free his
But their path would not be easy. After all, there were many other son. After a great battle, Raditz is killed and
suitors for the Dragon Balls and who, unlike Bulma who just wanted to Gohan saved, but at the sacrifice of Goku's life.
find a boyfriend, had much less simple desires such as, for example, However, a greater threat is coming: Vegita and Nappa,
dominating two even more powerful Saiyans from Raditz will arrive on Earth within a
the world. On that list were figures such as pathetic year to destroy humanity.
Emperor Pilaf and the powerful exercised stateless, known Guided by Kame Sama, Goku leaves to train in the “Other World”
as Red Ribbon Force. with the famous Lord Kaio, while Krillin,
To face these threats, Goku needed to improve his fighting skills and, Yamcha, Tem Shin Han and Chaos will train at the sacred temple
to do so, he ended up being with Kame Sama. On earth, Piccolo is in charge of training
trained by three great masters. The first of them was Kame from Gohan. A year passes. The Saiyans arrive. The spheres
Sennin, who had once been the master of Son Gohan, the son's late grandfather, of the dragon are used to resurrect Goku who, however,
hero. Master Roshi taught Goku the Kame Hame Há move and the needs a certain amount of time to return. Meanwhile, the other heroes
presented with the flying golden cloud. The second was Karin, face the Saiyans. In the midst of battles, Yamcha,
Guardian of the divine water and seeds of the gods, who prepared the Ten Shin Han, Chaos and Piccolo end up falling dead.
hero to defeat the assassin Taopaipai and the Red Force Goku finally arrives and, using his new technique, the
Ribbon. And the third was Kame Sama, guardian of the Earth and creator Kaioken, defeats Nappa with ease. From there he goes to
of the Dragon Balls, who trained Goku for three years to face Vegeta and the first epic battle of the series takes place.
that he could beat the powerful Piccolo Daimao, which ended up Gohan, Krillin and Yajirobe also join the fight and, after a
happening at the end of the 23rd Martial Arts Tournament. endless series of blows, lightning and special techniques with
Machine Translated by Google
Right up until the transformation of Vegeta and Gohan into giant apes, titanic until, finally, Frieza is defeated. Soon after this
the fight ends in a sort of draw, as the fighters are so injured that they fato, Namekusei explode.
can't even stand. At first it was thought that Goku died in the explosion. But
Krillin tries to take advantage of Vegeta's prostration to kill him, but later it is discovered that he is returning home safe and sound, taking
Goku asks his friend to let the enemy escape, as he intends to face him advantage of the time on the trip back to train.
again. And so, Vegeta leaves the earth in his Meanwhile, on Earth, Porunga's power is used again. This time to
small ship. resurrect Yamcha, Ten Shin Han, Chaos and
Kurilin. Feito isto, os Namekuseijins partem para seu novo planeta.
Second Saga: Frieza A year passes and Goku still hasn't returned. Suddenly a
Terrible news shakes the heroes: Frieza is alive and heading
The time has come to repair the damage. With the death of
Piccolo, Kami Sama and the Dragon Balls disappeared, making it the land accompanied by his father, King Cold.
impossible to use Shen Long to resurrect the dead. A The heroes, reinforced by Vegita, set up a line of defense.
The only way out is to go to Piccolo's home planet, to use the original But when Frieza arrives on the planet, the person who welcomes him to
dragon balls. face him is young Trunks, a warrior of unknown origin who
Thus, while Goku recovers on Earth, Bulma, also possesses the power of Super Saiyan. Without much effort
Kurilin e Gohan partem em uma nave para o planeta Namekusei. Trunks defeats Frieza and King Cold, and ends up saving the Earth.
Basic concepts
As with any game, you need to know the rules and Ki Points: These are the points used to activate techniques,
terms used, to be able to play. RPG is no exception. without them the Z Warriors are nothing!!!
During the game, or even when you are creating your Training Points: These are points obtained through
Character, we will use a lot of terms that you might not arduous training and serve to evolve your character.
be familiar. These concepts terms used in the Dice: In RPGs, several types of data are usually used.
Techniques and combat are also covered in this chapter. dice and not just the traditional 6-sided dice. In this RPG
Character: Before starting to play, each Player needs to we will use 6 and 10 sided dice. The notations used are 1d6 and
create a Character, which is the representation of this Player in the 1d10. Rolling 1d3 is not a roll of a three-sided die, but the
world of DBZ-DARK. A Player can create a Character roll of a 6-sided die divided by two and rounded
wizard or warrior, as you wish. During the game, the Character performs up. 1d100 means two 10-sided dice, one of which
the actions proposed by the Player. A Character does not of them will be the ten and the other the unit, thus obtaining a
will roll the dice or consult the tables, in the same way as the number between 1 and 100. A result of 00 means 100.
Player will not fly out the window or fight a Nanekusei. Comparison Data: It is a comparative way of estimating the
Character Sheet: spreadsheet where the characteristics of each how powerful the creatures and Characters are. The data from
Character are noted. The Character sheet can be found in the zipped comparison tells how many 6-sided dice (d6) a Character
file of this book, each Player must possesses that Attribute. For example, a human normally has 3D in all
print a copy of the form for your use. Attributes, which gives him a range of
Master or Narrator: It is the Player who will be responsible for the 3 to 18 in your Attributes.
rules of the game. He is a kind of director or coordinator of the Life Points, or PV: This is the way we represent “energy” that a
game. It is up to him to control all other Characters who are not Character has. The more HP a Character has, the harder it is to kill him.
are controlled by Players (see NPCs) and create and execute Human characters generally have 12 to 20 hit points. A Character
Adventures. Much of the success or failure of an Adventure depends regains 1 HP per day of complete rest.
on it. During a game, it is the Master who will propose a
problem or mystery that Players will try to solve. Technique Points: These are used to purchase techniques for
Adventure: A story created by the Master, containing within it your Z warrior.
a problem to be solved by the Players. An adventure Damage: When a Character is injured and loses Points of
It can be short, ending in two or three hours, or very long, requiring Life, we say he received damage. When a Character's HP reaches 0,
successive game sessions. Theoretically, a he faints and loses 1 HP per round, until
Adventure could last forever. reaches -5, when the Character dies.
Campaign: A succession of Adventures, involving the saga Round: Measure of time that is equivalent to approximately 10
of Characters, from the first game. seconds. It is used to keep time during Adventures.
NPCs (Non Player Character): Non-Player Characters. Designates It is an abstract measure and used only by the Master and Players,
Characters that are controlled by the Master and sufficient for all Characters to perform an action.
not by the Players. NPCs often serve as supporting Characters in Scene: Time measurement not defined. As in a film, it takes as
Adventures. long as necessary to narrate a “scene”
Attributes: They function as a way of transporting a Character to It can be from 3 to 10 rounds, or up to two or three minutes.
the fictional world and establishing comparisons between Test: In every RPG, Characters take Tests to check if they managed
him and the various creatures. These are the Attributes that describe your to open a locked door, if they found the
Character as he is. They are 8 in number, divided into physical book they were looking for in the library or to know which way they went
and mental. Physical Attributes are Constitution, Strength, Dexterity that damn Challenging. This is called Testing. Tests are
and Agility and the mental ones are Intelligence, Willpower, Perception made with percentages. 1d100 is rolled with modifiers and
and Charisma. Attributes vary depending on your data checks whether the number drawn on the dice was LESS or EQUAL
comparison data (see Comparison Data). to the Test number. In this case the Test was successful.
Enhancement Points: These are points that a Player has Attack and Defense: In the Daemon System, attack and defense are
to “refine” your Character’s story. Can be used very simple. Just look at the attack or defense skill with a given weapon.
to get allies, more riches, more power, Magic; and it depends on each 1d100 is rolled and if the number obtained is LESS or EQUAL to the
Player to spend their points in the way they see fit. Players start with 5 Skill value, the result is considered
Enhancement points per correctly carried out attack or defense.
Character. Enhancements are advantages that a Player can Critical Index: Divide the Attack Test value by 4.
buy to improve your Character, or disadvantages that may value, rounded down, is the critical index. If the play
buy to limit Very powerful Characters. 1d100 is equal to or less than the critical index, it is considered
Skill: determines what your Character can do. He that the blow was delivered against a vital center (head, heart, lung,
He may know how to use a sword, or be an excellent carpenter. AND throat...). The damage, in this case, is rolled two
the Skill that tells how good he is at a certain profession. To the times and added to strength bonuses and others.
Skills are represented as a percentage. IP (Protection Index): The 'armor' your character wears
Weapons Expertise: Determines how much your Character knows is using. In the case of Z warriors, this Armor is generally natural.
fight with a weapon. It is made up of two numbers, attack and defense.
(Longsword 35/30). These numbers are used in Tests Fighting Power: It is the power of a warrior measured in points.
of attack and defense, when your Character is fighting with the
weapons. It is also used for Combat Skills.
Machine Translated by Google
Character Creation
In most RPGs, Players are solely responsible for creating their 6. Are his parents still alive?
Characters. In the Daemon System this is also allowed, but we recommend 7. If so, how and where do they live?
that the Characters are built only by the Master or with great participation 8. Does he have brothers or sisters? Do you know where they are and what
from him, to have cohesion to the story and the group. they are doing? (valid for other types of relatives).
9. Did he have friends in his youth? Describe them.
10. Is he married (or engaged or widowed)? If so, how did it happen?
You know, the Character doesn't! 11. Does he have children? If so, what are they like?
Playing a role is much more than changing your tone of voice and 12. Has he received formal education? If so, how far did she go?
repeating catchphrases. When playing RPGs, you need to become someone 13. Who was your master.
else. Do what she would do, act as she would act and, above all, remember 14. Who taught you your first techniques?
what she would remember. 15. Why did he choose this profession?
16. What is he physically like in detail?
One of the most important things when playing a Character is to
separate the things you know from the things HE knows. Remember, your 17. What aspect of his physical appearance is most distinctive or most
easily noticed?
Character is a person who is just beginning to discover their powers, and
the powerful beings that hide.
Goals/Motivation 1. Does
You, on the other hand, know more about the world of DBZ (because he have any goals? If so, what is it?
you watched the anime). 2. And why does he try to do this?
When you create your Character, you need to imagine what your 3. What will he do when he achieves his objective?
memories are and you cannot exceed them. The Character probably knows 4. What will he do if he fails?
that there are Saiyans, Demons, and Extra-Terrestrials, but he will hardly 5. What does he consider to be his biggest obstacle to his success?
know at first how to defeat them, or have the power to do so. 6. What does he do to overcome these obstacles?
7. If he could change anything in the world, what would it be?
A really skilled DM can run the game so that the Players NEVER know 8. If he could change anything about himself, what would it be?
more than their Characters. To do this, just change what is in the book. 9. Is he afraid of anything?
YES, Screw!
Personality 1.
The Master CAN and SHOULD do this! Players who rely too much on How do other people describe your Character?
2. How would he describe himself?
the information contained here may regret it faster than they think.
3. What is your Character's attitude towards the world?
4. What is his attitude towards other people?
Step 2: Past
Environment
Our example character will be Warrior Z Dum Dum, a fighter who trained
History
with Master Tsuru, but rebelled and fled. He currently lives in a cave where
1. What is his name?
he trains his techniques. He has a sphere with a star in the center. He feels
2. How old is he?
that it is not common there and that one day it could cause problems. He is
3. When and where was he born and raised?
currently 25 years old.
4. Did he know your parents? How was your childhood?
5. How do you feel about them?
Machine Translated by Google
Agi 17 68
Passo 7: PVs, PKs, IP
Int 19 76
Will 20 80
Now it's just a question of math. Life Points are
Per 14 56
equal to the sum of Strength plus Constitution divided by 2 and rounding up.
Car 8 32
Total 150
Ki Points are equal to the sum of Intelligence plus Strength.
ça of will divided by 2 and rounding up.
Step 4: Enhancements The Protection Index (IP) depends on the armor the Character is
wearing or their Z constitution, check the
The next step is to polish the history of your attributes chapter.
Character. This is what Enhancement points are for. At the
In the case of this Campaign, each Character has 5 points of Dum Dum has 28 PVs, 22PK from IP 2d6+Armor.
Improvement, (up to 8 positive improvements, with Negative Improvements
to balance the account). Step 8: Hero Points
According to the story, the Player decided to choose the
following Improvements, with costs already calculated. Your Heroic points function as a boost to the player's HP.
sheet will look like this:
Character. These are points that can be used in situations
involving heroic acts. The Character receives 5 points
Training arena (your cave) 2 twice more your WILL.
Artifact Guardian (dragon ball) 3
Dum Dum is a first level character, with WILL
Step 5: Profession and Skills 20, therefore it has 45 Hero Points.
Assume your Character can be anything you want. Step 9: Technique Points
you want (as long as it doesn't disrupt the Campaign or
Background of the other Characters). Each player starts with five technique points, which he
A profession is not mandatory. you must use it to buy your initial powers. More information in the chapter
Skill points are calculated as follows: of the same name.
Points = 10 x Age + 5 x INT
NOTE: It is recommended to distribute the Dum Dum has 5 Technique points, which he spent on
“raw” Skill points (that is, those that your Character is entitled to) and THEN Energy Shot 3 and Ki Protection 2
add the initial Attribute bonuses. This will save you a lot of time and
calculations.
Step 10: Equipment
Dum Dum is 25 years old and has INT 19 (345 Pts in total).
A Character's possessions will depend on the story and
the context of the Campaign, as well as your profession, contacts,
Skills: Total Attribute Expense
Improvements and Expertise. The supreme rule of common sense
Driving (ships) 20 17 37
must be followed.
Ki Reading 36 14 50
Ki Control 50 20 70
Dum Dum He has few things because he had to quickly escape from
Knowledge of planets 15 0 15
Master Tsoru, some old furniture he found in
Manipulation (intimidation) 50 20 70
a public dump and other trinkets he likes to pick up.
Total 171
Machine Translated by Google
Attributes
(Z version)
Attributes are numbers that carry the basic characteristics of a Character into the game. These numbers tell you how
the Character is compared to other Characters, creatures and even some objects.
There are eight Attributes, divided between Physical and Mental. The Physicals are Constitution, Strength, Dexterity and Agility; the mental ones
are Intelligence, Willpower, Perception and Charisma. After the description of each attribute is the Z effect topic that shows
What are the extra rules for one of the attributes in the hands of a z warrior.
Dexterity (DEX)
Physical Attributes Defines the Character's manual skill, dexterity with
hands and/or feet. Does not include body agility, only manual dexterity. A
Character with high Dexterity can better handle weapons, use tools, operate
Constitution (CON) delicate instruments, shoot a bow and arrow, grab objects in mid-air...
Determines the Character's stamina, health and physical condition.
In general, a Character with a low Constitution value is weak and ugly, while a Z Effect : High dexterity grants you an extra attack per
high value guarantees a good round for every 20 points in this attribute.
appearance or a brutish appearance, it's up to you. Not that
it necessarily means that the Character is strong or weak; this is determined by Agility (AGI)
the Force. The Constitution determines the
Unlike Dexterity, Agility is not valid for things done with the hands but for
number of Life Points, the higher the CON, the more
the whole body. With a high
VPs the Character will have. Also used to test resistance
value in Agility a Character can run faster,
to poisons, fatigue and climatic and physical rigors.
balance better on a wall, dance with more grace, dodge attacks... It is important
Effect Z: Constitution determines the resistance of your skin
to establish the difference between Dexterity and Agility for game purposes.
your body (IP).
WITH IP
Z Effect : High dexterity grants you extra defense for
1D, 2D 1-12 1d2
round for every 20 points in this attribute.
3D 13-18 1d3
4D 19-24 1d6
5D 25-30 2d6 Mental Attributes
6D 31- 36 3d6
7D 37 - 42 4d6
Intelligence (INT)
8D 43 - 48 5d6
Intelligence is the ability to solve problems, no more
9D 49 - 54 6d6...
and no less. An intelligent Character is better able to understand what is
happening around him and does not allow himself to be deceived as much.
Strength (FR) easily. Also deals with memory, ability to abstract
Determines the Character's physical strength and muscular capacity. The concepts and discover new things.
Force does not have as much influence on appearance as Z Effect : Damage modifier on your techniques.
Constitution A skinny karate fighter might be strong enough to break piles of
bricks, but a muscular bodybuilder could hardly match the feat. Strength, like Attribute Bonus
the Constitution, has an influence on the calculation of Life Points. How much 1D, 2D 1-12 0
3D 13-18 0
the higher the FR, the more VPs a Character will have. Strength also affects the 4D 19-24 +1
damage he is capable of dealing with melee weapons, and 5D 25-30 +2
maximum weight that it can carry or support (for a few moments), as shown in 6D 31- 36 +1d6
the table below. 7D 37 - 42 +2d6
Effect Z: Strength indicates several things, including the damage caused 8D 43 - 48 +3d6
by punches and kicks, the rest you can find in the extra table in the 9D 49 - 54 +4d6...
end of this chapter. For now, see the damage data table:
Willpower (WILL)
Attribute Damage
This is the Character's ability to concentrate and determine. High Willpower
1D, 2D 1-12 1d2
will make a Character resist things like torture, hypnosis, panic, temptations,
3D 13-18 1d3
and
4D 19-24 1d6
mind control. The DM may also require Willpower Tests to verify that a
5D 25-30 2d6
Character does not become terrified in the face of a frightening situation. It is
6D 31- 36 3d6
also related to spiritual energy, as together with intelligence
7D 37 - 42 4d6
8D 43 - 48 5d6
decide the number of Ki points you have.
9D 49 - 54 6d6...
Z Effect : A Z Warrior gains a number of hero points.
extra cos equal to your 2 times your Willpower.
Machine Translated by Google
Table of
Charisma (CAR) Comparisons
Determines the Character's charm, his ability to make other
people like him. A high value in FR AGI
Charisma doesn't mean he's handsome or anything like that, just Attribute Load (kg) Rise
(kg) (m/s)
nice: a professional model who has high Constitution and low
Charisma would be an insufferable bore; An ugly, skinny, but friendly 1D 1-2 15 30 1,5
little guy could easily gather lots of friends around him. 3-4 20 40 2,0
5-6 25 50 2,5
2D 7-8 30 60 3,0
Charisma also defines a Character's Luck. No
35 70 3,5
there is a Luck Attribute, but in complicated situations, the Player can 9 40 80 4,0
ask the Master to Test his Luck. After all, people with “high spirits” 10 45 90 4,5
tend to be more fortunate 11 12 50 100 To walk
3D 13 55 110 5,5
than the grumbling pessimists.
14 60 120 6,0
Effect Z: Goku's attribute, this attribute serves to
15 70 140 7,0
defeated enemies become your friends, this is how it works 16 80 160 8,0
winning a fight you must lower your charisma by WILL 17 90 180 9,0
of the opponent, multiply by 4 and make a test. If you pass, the 18 100 200 Olympic athlete
4D 19 110 220 11
enemy starts to respect you and accompany you.
20 125 250 12
NOTE: results above 100 are automatic hits, and 21 140 280 14
Negative results are automatic errors. 22 160 320 16
23 180 360 18
24 200 400 20
Perception (PER) 5D 25 225 450 22
It is the ability to observe the world around and notice important 26 250 500 25
details such as that gun barrel appearing in the 27 280 560 28
corridor curve. A Character with high Perception is always attentive 28 310 620 100km/h
29 355 710 35
to strange things and almost imperceptible minutiae,
30 400 800 40
while the subject with low Perception is distracted and flighty. 6D 31 450 900 45
Effect Z: Perception serves to detect the Ki of a living being, 32 500 Car 50
Do something. The Attribute tested will depend on the nature of the 45 2500 4400 220
46 2800 bus 5600 250
action: breaking down a door will require a Strength Test;
47 3200 6400 280
drawing a map requires a Dexterity Test; “take it up” 48 3600 7200 As
a politician's secretary to obtain confidential information 9D 49 4000 8000 360
requires a Charisma Test. 50 4400 8800 400
51 450
Attribute values range from 1 to 100 or more, but for
52 5000 10000 500
most Characters are between 10 and 30 (initially it is
53 5600 11200 Me-21
Of course). To test them you need to find the Test number. 54 6400 12800 Mach 2
This number is equal to the Attribute value multiplied by four, 10D 55 7200 14400 710
and is given as a percentage, normally somewhere between 40% and 120% 56 8000 16000 800
57 8800 17600 900
(there is no problem with going above 100%, it just indicates that
58 10000 20000 Me-21
is a superhuman Attribute). 59 11200 22500 1100
This will be the Test number, in percentage. Write down the Test 60 12800 25000 Mach 3
numbers next to the corresponding Attributes on the sheet 11D 56 14400 28800 1400
57 16000 32000 1600
of Character.
58 17600 35000 1800
59 20000 40000 2000
60 22500 45000 2200
61 25000 50000 Mach 4
12D 62 28800 57600 2800
And so on...
Machine Translated by Google
Skills
Skills are your Character's abilities, they say what List of Skills
he knows how to do it and what are his chances of doing it right.
At the time the Character is created, it is calculated The list of Expertises is presented in the following format:
how many Skill points he will have to spend. These points Group*
of Skills can be spent on any Skills in this chapter, but always with Subgroups
the DM's approval. Note: the * symbol will only appear in cases where the
Expertise has subgroups. When this occurs, you must choose only
Skill Points: When we create a Character, it ONE of the corresponding subgroups.
will have a certain amount of points to distribute between
the Expertises. This will depend on your age and your Intelligence. Animals*
Some possible subgroups: Animal training (0),
· Each point of Intelligence means 5 points of Skill. Mounting (AGI), Taming (0), Veterinary (0).
· Each year of natural age means 10 Skill points. Traps (PER)
Melee Weapons* (DEX)
No Character can have more than 500 points, no Some possible subgroups: Knives, Daggers, Daggers, Swords,
regardless of your age or INT. Axes, Whips, Flails, Maces, Hammers, Bows, Crossbows and
Spears. There are melee weapons that do not fit into these
Subgroups: Some Skills are marked with a * sign. subgroups, such as nunchucks, bolos, nets,
These Skills are actually large groups of smaller Skills, encompassing bizarre oriental weapons or demonic weapons. In this case, each
a series of subgroups. During creation weapon will be considered its own subgroup.
of the Character, the Player must specify which subgroup his Firearms* (DEX)
Character knows. It is not prohibited to invent a subgroup that Some possible subgroups: Revolvers, Pistols, Weapons
was not mentioned in the Skill description (in fact, we even Antiques, Submachine Guns, Shotguns, Hunting Rifles (Shotguns),
recommend that Players do this), but all Skills Military Rifles, Machine Guns, Heavy Weapons, Grenades and
created by Players must be approved by the DM. Experimental Weapons.
Note the Languages Skill: when spending points on it, the Player Art*
need to choose a specific language. Nothing prevents him from using Some possible subgroups: Architecture (0), Performance
more Skill points to learn another language, but each (CAR), Singing (CAR), Cooking (PER), Dancing (AGI), Drawing and
subgroup should be treated as a separate Skill. Painting (DEX), Escapism (AGI), Sculpture (DEX), Photography
(PER), Illusionism (DEX), Musical Instruments (DEX), Jewelry
Starting Value: There are three types of Skills. In the first type, a (DEX), Sleight of Hand (DEX), Writing (INT).
The basic attribute serves as a starting point, as these are instinctive Some possible subgroups: Antiques, Gems, Metals
Skills, that is, anyone has minimal knowledge in this area. In a Valuable (Goldsmiths), Works of Art.
second group there is no starting base (that is, they start at 0%), as Camouflage (PER)
they are highly technical Skills. There is also a third type that starts Sciences* (INT)
with the value Some possible subgroups: Agriculture, Anatomy, Anthropology,
of another Skill, as they are very related skills. Archeology, Astronomy, Botany, Law or Jurisprudence, Ecology,
Each point spent beyond the start increases Skill by 1%, up to the Philosophy, Physics, Genetics, Geography,
maximum limit of 50 Skill points plus the initial value (later Geology, Herbalism, History, Literature, Mathematics, Psychology,
with the points earned this limit can be exceeded). Chemistry, Sociology, Theology or Religion, Ufology.
A Character cannot use a Skill if it has 0%, as Driving* (AGI)
This means he has no knowledge in that area. If you Some Driving subgroups: Car, Bus, Truck, Forklift, Crane,
try to surf the Internet, what are your chances of getting any results Carriage, Motorcycle. Some
if you have never dealt with a computer before? None. Could you Driving subgroups: Racing Car, Racing Motorcycle, Helicopter,
understand a text in Hungarian or Russian? Commercial Airplane, Military Airplane, Space Shuttle,
But you can try to make a simple drawing, even if Speedboat, Yacht, Sailboat, Cargo Ship, Ultralight and Hang Gliding.
have not learned Fine Arts - Drawing. Knowledge of Planets (0) – You know other planets,
A Character with Dexterity 12 already has 12% in Dexterity Weapons. other races, among other curiosities of each one, knows how to distinguish
Fire and in all its subgroups. It's a low percentage, hierarchies, knows what types of techniques they can use, etc...
only a 12% chance of getting a shot right, but it reflects a person Ki Control (Will) – With a successful check you can
who has never shot in their life! The Player can choose to increase hide your Ki, that is, lower it to zero, and prevent it from being
the SUBGROUP detected or tracked.
Pistols for 25%, with the addition of 13 Skill points, but you can Disguise (INT)
NOT add points to the Firearms Skill Energy Shot (0) - This is the skill used to hit any Ki shot type
to increase all her subgroups! technique. Note: As a shot is considered, then use the firearms
IMPORTANT: a minimum spend of 10 points is mandatory on rules, or
each new Skill chosen by the Player (even those that have In other words, every two points spent are equivalent to one point
initial value). This represents the effort to learn and develop percentage (1%).
the basics within the Skill, enough to use it correctly. Electronics (0)
Machine Translated by Google
Enhancements
Enhancements are unusual, rare or even supernatural details that
Magic Weapon or Amulet
make the Character different from others, in addition to granting certain Possessing a magical weapon or object is unusual. When choosing
advantages in game. this Enhancement, the Player must define what they specifically want:
These points cannot simply be “spent”, but
the DM and Player need to do all the HOW Roleplay 1 point: the Character can possess a small or medium magical
and WHEN your Character achieved these characteristics. You weapon (dagger or short sword), with a bonus of +1 (+1
points must be part of the Character's Background and not for damage and +10% to split between attack and defense), or a
just being “advantages” and “disadvantages”. simple magic item.
Negative points 2 points: the Character can have a more powerful weapon, with
Characters can choose up to 3 (three) Negative Enhancement a bonus of up to +3 (+3 to damage and +30% to split
Points. These points can be used to between attack and defense, depending on the weapon).
purchase Positive Enhancement Points, on the basis of a It can be a good luck charm or a protection charm
Negative Point for each Positive Point. against an element.
Positives Library
The Character has a vast library in his refuge, if the
Character is in a position to consult it, the library will increase the
Ambidestria
Character's knowledge on some subjects.
2 points: the Character can handle weapons and instruments
A library only has knowledge studied in books.
with both the right and left hand, with equal efficiency. You can also
In game terms, the library will triple, up to a maximum of
use two melee weapons at the same time, if
90%, the value of some Expertise Subgroups, always related to
are small enough for single-handed use. They are
knowledge. The Player must specify during Character Creation which
Outside this category are bows, crossbows, spears, most axes and
Subgroups the library has.
hammers and great swords. Ambidexterity only affects
They can be Subgroups of several different Skills.
Skills based on Dexterity, not Agility: boxing, martial arts and others
1 point: deals with 2 Skill Subgroups.
do not receive benefits from ambidexterity.
2 points: 6 Subgroups
3 points: 10 Subgroups
True love
1 Point: you have someone who truly loves you, it could be
Good Fame
a true friend, a relative, a girlfriend, etc., and it would be
1 Point: You are known for some of your achievements. A fight in
capable of anything for you (that someone is an ordinary person).
special or something like that.
2 Points: Everything above, but this someone, is as powerful as 2 Points: You are a hero known worldwide.
you and must have a record created with the same number of points
as yours.
Common sense
1 point: every time a Character who has good
Training Arena
sense is to do something obviously stupid, the Master
For more information, see the Training chapter
You can tell him that what he intends to do is nonsense.
1 point: You have a place to train starts with 10 more
This Enhancement is very useful for beginner Players,
extra training points.
as a way of justifying the help that the Master gives to Characters who
are starting out, without angering the other Players. The Master can
Firearms also force that “not so smart” Player to buy this Enhancement.
No matter how rich or powerful your Character may be
be, to carry firearms, one of these two conditions must
be satisfied: either your Character acquired them legally, has
Contacts and Allies
certificates and license (which is not an excuse to get into
Remember that allies can die over time. When this occurs, it is
a shooting) or acquired them on the black market (and therefore can
assumed that the Character gained another ally in the same field, got
be criminally charged with illegal possession of weapons). Any
to know his descendants or his successor. The Master must always
Whatever the reason, it must be explained in Background.
remember
1 point: the Character has revolvers or pistols, rifle
that the Character's contacts and allies also have their own problems,
or semi-automatic weapon within the limits of the law.
and are not available to their Character
2 points: submachine guns, 12 gauge carbines, automatic or
whenever a problem occurs and that occasionally they will also
reserved weapons.
demand favors or ask for help (this can be used
3 points: heavy machine guns, other military weapons, heavy
as a source of Adventures by the Master). Every Touch Point
weapons.
amounts to a few small contacts.
1 point: an important ally.
2 points: two important allies.
3 points: four important allies.
4 points: eight important allies.
Machine Translated by Google
Covenants Regeneration
1 point: pacts with very powerful entities can be 1 point: You regenerate 1 HP for every 12 hours.
a great source of power, if you're willing to pay the price 2 points: You regenerate 1 HP for every 6 hours.
price. Some Warriors offer part of their energy (Attribute Points, Ki 3 points: You regenerate 1 HP for every 3 hours.
Points, Skill Points or their own soul) in exchange for riches, power, 4 points: You regenerate 1 HP for each hour.
the cure of an illness or 5 points: You regenerate 1 HP for every ½ hour.
the death of an enemy. Benefits may include: special abilities, KI 6 points: You regenerate 1 HP for each round.
Points, life, common attributes, Z 7 points: You regenerate 2 VPs for each round.
Machine Translated by Google
Wise 1
point: there is a Skill (except combat Skills) in which your Lucky you
Character knows absolutely everything there is about it. Consider 2 points: this Character is incredibly lucky.
that he has 90% in this Skill, in addition to experience, contacts and Once per game session, the Player may Re-Roll a die if they have
knowledge related to this area. failed a Test (any type of dice roll). He must announce this decision
Each Character can choose this Enhancement only ONCE and BEFORE rolling the dice (that is, if he succeeds on the first try, he
a maximum of two Characters from each group can choose it. will have spent the “luck” of the session).
During the Game, the Master can help the Character with issues
related to the chosen Skill, with ideas, suggestions and the best Talent
procedure to be taken. 1 point per Art: all Normal Tests linked to a given Art (Skill) are
made as if they were Easy Tests and Hard Tests are made as
Seductive Normal. At the Master's discretion, other Skills may be chosen by
1 point: your Character receives +25% on any Test involving the Player, as long as they are not Combat Skills.
seduction. Furthermore, it exerts a natural seduction on any member
of the opposite sex (and on some people of the same sex too!).
Negatives
Sensible
Gluttony
Your Character has great intuition, an extreme sensitivity that
allows you to know about things even without having access to -1 point: You eat a lot and never feel full.
information about them.
1 point: the Character dreams of supernatural things, which Warrior Spirit -1 point: You never
may happen. He writes books, models sculptures and paints pictures give up in a fight. -2 points: You always try
about it. These tables must be used by to face stronger warriors, even if it costs you all your life on
Master as help in preparing Campaigns and Adventures. 2 earth...
points: the Character has a kind of sixth sense, an extrasensory
perception that borders on the paranormal. Megalomania -2 points:
In some cases, with the DM's permission, the Player may attempt a You think it is indestructible that there is no person
Perception Check to notice things that are beyond the normal senses: stronger than you in the entire universe.
a supernatural presence, a risk to their life, or the location of a lost
object. Lack of Control -3 points: You
need to pass a Will test to be able to charge your KI, otherwise
Sense of Direction 1 point: your you won't be able to try for an hour, or until you see something that
Character knows how to orient himself, even without visual makes you furious.
bases he does not need a compass, the Sun, stars or other points
of reference to know where the cardinal points are. You will always
Doesn't like fighting -1 point: Despite
be able to remember a path you have taken. 2 points - Same as
being a great warrior, you prefer talking to fighting.
the skill above,
but works no matter what planet the Character is on.
He has Fama
Numerical Sense 1 point: the -1 Point: You are known for some achievement of yours. That
makes everyone who knows you angry with you
Character is able to immediately count a large number of -2 Points: You are a world-known villain.
objects, with great precision. You can count heads of cattle, how
many matchsticks fell out of a box, playing cards and things like that.
Heightened Senses
1 point for each sense: the Character has sharper senses than
other Characters. Their vision, hearing, touch, smell and/or taste
are much more developed.
In Perception Tests that use these senses, the GM must reduce the
difficulty by one level (a Hard Test becomes Normal; a Normal Test
becomes Easy; and for an Easy Test there is no need to roll the dice).
I'm Leve
1 point: your Character is a light sleeper and may wake up with
any noise, sudden movement or commotion near the place where
he is sleeping. Very good for those who don't want to be caught by
surprise during their rest.
Machine Translated by Google
Rules
No matter how cautious the Characters are, no matter how Márcio Alexsunder has Dexterity 12. He wants to release
careful they are, at some point in the Adventure they will be forced a small mechanism and has time, lighting and tools available. The
to face something or someone (wait for it). DM decides the Test is Easy. The value
oh... this is DBZ, players will always face someone!!!!). Normal Test would be 12x4=48, but as the DM judged the
To do this, it is necessary to very carefully define the Easy Test, the value becomes 48x2 = 96, or almost an automatic
success.
gras for Combats and Tests.
The rules are simple, but very efficient.
Hard Test
Testes In other situations, the Test may become more difficult than
When you decide that your Character is going to throw a than usual. Lack of light, pressure (a powerful Warrior
stone on an enemy's head, a mechanism is needed to approaching while the Character tries to find the exit
the DM knows whether the Character got it right or not and continues to of that damn maze), lack of adequate equipment and
Adventure based on this. This mechanism is called Testing. other reasons constitute a Hard Test. In this case, the Test
It is done at half the cost.
Tests are always made by rolling 1d100, where the result 00
means 100.
The Player must roll a number LESS than or EQUAL to the Márcio Alexsunder has Dexterity 12. He wants to release
value being tested to succeed in the Test. a small mechanism, but as it is very dark, the Master decides that
In ANY situation, regardless of the value the Test is Hard.
The normal Test value would be 12x4=48, but as the Message
is being tested, a data result greater than 95 means failure,
ALWAYS. If you judged the Hard Test, the value becomes 48/2 = 24.
the Active Source. The FR difference is 16-13=3. Thus, 3x5 = 15%. After deciding how many and who is helping, we will calculate the
Adding 50%, the chance of the Active Source (Kevin) winning will be Summed Attribute. Take the highest individual value and separate it from the
15+50 = 65%. Roll 1d100, and if it is less than or equal to 65, too much. Add all other values and divide the result by 2,
Kevin wins the dispute. rounding up. Add the highest value that was left
Activates. Therefore, we have a FR difference of 13-16 = -3, so we have -3x5= -15% and the chance of Andreas Robert, Janus, Gabriel and Luigi are trying to raise a
winning is 35%. 400kg statue. They have FR 11, 16, 17 and 8 respectively.
Antony has FR 11 and wants to lift a 100kg stone that 18 (already rounded). Now we add Gabriel's 17. Total
It's on your backpack. The weight of 100kg is equivalent to a 35. The statue has a weight equivalent to FR 30. Their chances
FR 12. Let's consider the Character as an Active Source. The FR difference is 11-12= -1. The chance will be 50%-5% lifting the statue are good: 75%.
= 45%.
How to get the Rays right
If you hate doing math, consult the table below:
Whatever technique is used, the Attacker must
Choose the Active Source and the Passive Source and cross the values.
use your DEX against the opponent's AGI, to see if you can hit or shoot.
This is Active Source's chance to win the Test.
Success and Failure Kurilin shoots during the Martial Arts Tournament a
automatic energy beam against Dum Dum. Krillin has Dexterity 20
There are cases where there is no chance of winning. This happens when the difference between Attributes and Dum Dum has AGI 17. Krillin's chance of hitting the lightning
And what should you do when several Characters are trying to do something together? First of all, it is will be EQUAL to the Character's Skill value.
important to
DM determine how many Characters REALLY can Robert wants to move in silence. The Master demands
Attacker (DEX)
17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37
- - - - - - - - - -
17 50 55 60 65 70 75 80 85 90 95 -
- - - - - - - - -
18 45 50 55 60 65 70 75 80 85 90 95 - 19 40 45 50 55 60 65 70 75 80 85 90 95 - 20 35 40 45 50 55 60 65 70
- - -
75 80 85 90 95 - Automatic success
- - - - - - -
- - - - - -
21 30 35 40 45 50 55 60 65 70 75 80 85 90 95 -
- - - - -
22 25 30 35 40 45 50 55 60 65 70 75 80 85 90 95 - 23 20 25 30 35 40 45 50 55 60 65 70 75 80 85 90 95 - 24 15 20 25 30 35 40 45 50 55 60 65 70
- - - -
75 80 85 90 95 -
- - -
- -
Defender 25 10 15 20 25 30 35 40 45 50 55 60 65 70 75 80 85 90 95 -
-
26 5 10 15 20 25 30 35 40 45 50 55 60 65 70 75 80 85 90 95 -
27 - 28 - 5 10 15 20 25 30 35 40 45 50 55 60 65 70 75 80 85 90 95 -
-
29 - 5 10 15 20 25 30 35 40 45 50 55 60 65 70 75 80 85 90 95
- -
5 10 15 20 25 30 35 40 45 50 55 60 65 70 75 80 85 90
- - -
30 - 5 10 15 20 25 30 35 40 45 50 55 60 65 70 75 80 85
- - - -
31 - 32 - 5 10 15 20 25 30 35 40 45 50 55 60 65 70 75 80
- - - - -
33 - 5 10 15 20 25 30 35 40 45 50 55 60 65 70 75
- - - - - -
5 10 15 20 25 30 35 40 45 50 55 60 65 70
- - - - - - -
34 - 5 10 15 20 25 30 35 40 45 50 55 60 65
- - - - - - - -
35 - 36 - 5 10 15 20 25 30 35 40 45 50 55 60
- - - - - - - - -
37 - 5 10 15 20 25 30 35 40 45 50 55
- - - -
Automatic Failure 5 10 15 20 25 30 35 40 45 50
- - - - - - - - - - -
38 - 5 10 15 20 25 30 35 40 45
- - - - - - - - - - - -
39 - 40 - 5 10 15 20 25 30 35 40
- - - - - - - - - - - - -
5 10 15 20 25 30 35
Machine Translated by Google
Combat
In RPG, combat is also quite simple. To better understand What to do in a round?
it, we will divide the combat into phases and explain each one. One round, or one turn, lasts about 5 to 10 seconds. Each
During each round of combat, all four phases happen in this Player has the right to perform one action per round, except in
order: some cases (such as Dexterity Z).
There are special combat situations that can provide important One way or another, when a blow hits a person, part of the
modifiers to attack and defense values. They are described in detail damage can be absorbed by their protection. From the damage value,
in this chapter. Note that some of them can happen together. When it subtract the IP value. Z Warriors Ip is used to reduce ALL types of
happens, don't worry: simply apply all modifiers together. damage.
Out-of-Range Attacks are attacks that always of cities, in alleys and other dark places. In order for a Surprise
Attack to occur, the victim must not know that they are being
miss their target. In the case of arrows, they fall to the
watched and have no reason to suspect. The surprise attack is
ground before reaching the target. In the case of bullets, they
carried out as an Easy Attack and the surprised side has no right
pass through the enemy, but the distance is so great that
to defense (but is entitled to the protection of its IP!).
there is not enough precision in the Attack to hit the target.
There is an important factor in this. Just because an Attack is
out of range doesn't mean the enemy knows it. It can be an Attack from the back
interesting attitude to shoot enemies out of range to force them to There are two types of Back Attacks. The difference is whether
look for cover, as, even though the shots are not accurate, the or not the victim is aware of the attack. If so, apply a half defense
sound of the gunfire is unmistakable. This can buy time for other penalty due to the difficulty in seeing the opponent. If the victim
actions. cannot see the opponent, consider a surprise attack. When
So-called covering fire can be used to force the enemy to seek someone makes this attack, consider the attack an Easy Test if the
cover or keep them down long enough for a colleague to travel a victim is distracted or paying attention to other things.
certain distance.
Occasionally, stray bullets may occur, hitting
random people, but this is up to the DM. Victor surprises Ronald by attacking him from behind. Ronald,
who fights with [Martial Arts 30/30] will have a defense value of 15
Disarmament in this round.
Disarming is a localized attack. The attacker declares that he
is attacking the opponent with the intention of taking away the Mira
weapon. If the blow is a hit, the attacker does not damage the A Character can lose an entire round targeting a
defender, but the defender loses his weapon, which is thrown out enemy and, as a result, receive bonuses.
of reach of the fighters' hands. If the defender is using two The conditions are as follows: -
weapons, one weapon must be disarmed at a time. The attacker cannot be involved in close combat.
If the number rolled on the 1d100 is a disabling critical hit, the If a battle is going on, it is recommended that he moves at least 20
attacker not only disarms the defender, but does so in a humiliating or 30 meters away.
way. This means throwing the enemy's weapon far away, on top of - During the round in which he is aiming and in the round in
a table, or even catching the defender's weapon in the air. A which he is going to attack, the Character cannot suffer any type of
humiliating disarm must have practical effects in play, always threat or distraction (in the attack round, he cannot be attacked by
decided by the Master. anyone with a higher Initiative than his. If the Initiative is smaller, a
possible attack does not interfere with the attack that happened before).
Mark is using a bat against Eris. Eris doesn't want to hurt her - The defender cannot be involved in combat either
out-of-control companion, so she decides to take the baton away next in the round in which the targeting is being done.
from Mark. Eris has 45/40 Martial Arts, needing a 23 on 1d100 to If these conditions are met, the attacker makes an Easy test
knock Mark's staff to the ground. for the Targeted Attack. This technique is used by warriors who
want to launch a ki blast at powerful targets without being noticed.
All-Out Attack Also
known as Charge. The Character forgets all
recommendations about prudence and attacks his enemy.After aiming at the target for an entire round, it is time for Eder
He makes a single attack and has no right to defense. to fire a Ki shot. As he was not hindered or threatened while aiming,
Your attack value increases by +50%, defense by -50 and he can make use of the advantages of his action. Eder has [ki shot
damage by +1d6 for every 10 points of WILL. 35%], and can now make an attack with a 70% chance of hitting.
Robert and Ozaki were fighting when the light suddenly goes
Surprise Attack There are
out. Robert, who has the blind fight maneuver, continues to use
cases in which one (or more) Character prepares an
[40/40 fight], but Ozaki will face difficulties: his [35/50 fight] is now
ambush. The basic idea is to surprise the enemy, making an
reduced to just [18/25 fight].
attack without him being able to defend himself. The most
Ozaki is in serious trouble.
common situations are on roads that cut through dense forests or in suburbs
Machine Translated by Google
Phil is in the middle of a courtyard being shot at by 3 Red Ribbon Localized Damage
robot snipers on the roof of a house. Phil shoots
If a Character suffers damage equivalent to more than half
back as he runs for shelter, but is in a disadvantageous position. Your of their Life Points on a single body part, the Player
[revolver 25%] is penalized by must make a CON Test. If he passes the Test, the member
Half: just a 13% chance of getting it right. will be temporarily weakened, unable to be used. Failure
in the Test can mean permanent loss of the limb.
Non-Mortal Combat
Two Characters can be fighting and not fighting. They are During the fight with the Saiyans, Piccolo received both
the classic cases of Campaign Characters who have a disagreement lightning damage to his arm that he was disintegrated.
due to some problem in the Adventure and end up losing patience
with each other or during a Tournament of Inevitable Death
Martial Arts in which you cannot kill an opponent. There are situations where death is inevitable. A fall of
Martial Arts fights also fit into this category. Neither Character
a tall building, or a blow from Frieza to the middle of the head...
intends to kill the other: winning is enough. If we have extreme situations like these, it is not recommended
to force Players to roll dice dozens of times if the
Treat all rules normally, with the exception of damage. Consider Character will actually die. Remember, however, that this type
that only a third of the damage is real and the rest is temporary. If a situation is frustrating. We advise against this situation
Character reaches zero or fewer Hit Points happen to a Player Character.
(adding the real and temporary damage), he faints. Will wake up
within 1d6 hours fully recovered from the temporary damage, but still Treatment
with the real damage.
A Character recovers 1 HP per level per day, and 5 Hero Points
NOTE: Note that Z Warriors need to inform that the attack
per full day of rest.
that the damage they are dealing will not be deadly.
Remember that the Character may also suffer special damage
such as sprains, ruptured ligaments or broken bones. In these cases,
Suffocate consider a longer period of time in weeks or
A Character is able to go CON/2 rounds without breathing. up to months for a complete recovery.
This applies if he is under the influence of gases or under the These rules do not apply to healing through God Seeds, which
water. After this time, if he is in a gassy room, heal any damage instantly.
he WILL breathe the gas, even though he knows it can be deadly. If
If you are underwater, you take 1d6 points of damage per round. Dying
Despite all efforts, your Character may die
Andrew hides in a lake to escape Vegeta.
when his Life Points reach -10.
Andrew has CON 14 and can only stay for 7 rounds
Any Character that has your Life Points
submerged. Vegeta flies past the place but doesn't make it
resets immediately falls unconscious, losing 1 HP per round due to
detect Andrew's Ki, who manages to escape this time...
the injury, until reaching -10 and, if no one does
nothing for him, it will be certain death!
Falls
There are two ways for a Character to suffer a fall: intentional or NOTE: Some rules from the original version of the daemon system
accidental. In cases of accidental fall, the were excluded because they didn't make much sense in the adaptation (they
Character does not expect to suffer the fall and his muscles do not are made for normal humans!), but if the master wants to use these
they were prepared to absorb the impact. rules, it is his will and complete freedom.
The damage is 1d6 each per meter of fall, with the right to Test
of AGI to reduce damage by half. A jump allows the
Character cushions the height with good leg movement. If you pass
the AGI Test, reduce damage by 1d6 for each
Character comparison die.
Remember that humans have 3D, while Z warriors or
Saiyans can have 4, 5, 6 or more comparison dice.
Machine Translated by Google
Regras Z
Of course, the fights and cosmic powers of the Z Warriors How to calculate your Fighting Power
needed new rules to shelter their adventures and A Z Warrior has approximately one Fighting Power
here they are. equal to the sum of all your Physical Attributes, divided by 2,
added to Xd6, with X being the total amount of Ki he has (it varies during the
Charging your Ki fight and with each powerful blow he applies). When it's ready
You know that glow the Z Warriors make before they fight? That's where into battle, the maximum of your fighting power can be measured
they are charging their ki, when they do by the formula Power = (Physical Attributes/ 2) + 6* PK.
Otherwise, you will be unable to use your techniques. of the Campaign, but which can be increased with hard training.
difficult and you will barely be able to move. Goku in Oozaru during DB Jackie 100
Chun Goku 139
Dum Dum has 22 Ki Points, which he uses to charge his special attacks during the 22nd Tein-Shinhan 180
and techniques (Energy Shot and Ki Protection) tournament during the 22nd tournament 180
Master Tsuru 120
Recovering Ki
Vegeta recently arrived on Earth 18.000
The character recovers (or charges) his Ki by concentrating (that bright
Goku doesn't fight against Vegeta 8.000
aura that surrounds Saiyans before
combats). You can recover your Ki at the rate of 1 Point
At this point, Character Sheet values can no longer be measured in
of Ki per level per round
human terms and the results of
combats will be the responsibility of the Master.
Fighting Power
Fighting power is the comparison of combat skills Frieza 530.000
of each Warrior. It can be measured with a special device or
through Sense Ki or Perception checks. 15 million!
Goku Super Saiya-Jin
Human Warriors (Player Characters) have
values ranging from 100 to 5000, while Saiyans or demons
How can Buu reach many millions!!!!
Machine Translated by Google
Techniques
In this adaptation I decided to use the points system Ki Absorption
techniques that are used to buy the techniques below, see Cost: 1 Technique Point per level.
What will be the notation of each technique: Maximum Level: 20
Each technique takes 2 Ki Points per level to be fired. Therefore, Description: You have a technique that allows you to absorb a
to fire a Ki Energy Beam of level Ki Energy Shot fired at you. You receive damage (that passes through
3, the Character spends 6 Ki points. IP) but can absorb 1 Point of
Ki for every 6 points of damage the Shot deals.
Technique name
Cost: Cost in Technique Points, for each level. Desviar o Ki
Maximum Level: the highest level that can be purchased. Cost: 1 Point per level
Description: What the technique does. Maximum Level: 30
Description: You can deflect an energy attack that was
Ki Energy Shot fired at you, making a Dodge check against the target.
Cost: 1 Point per level. attack damage. If it is equal or greater, you can divert the
Maximum Level: 30 attack at up to 60º . With a little training, it can be used
Description: You have a technique that allows you to concentrate to try to hit opponents within the beam's field.
great energy in a Ki shot. Each Level of Energy Shot deals 1d6 points
of damage to the target, divided between Kienzan (cutting disc)
all people within a 3m radius of the point of Cost: 2 Technique Points per level.
impact. Also called DonDonPa, Masenko, DeathBall... Maximum Level: 20
Description: By concentrating energy in the palm of your hand you
Ki Energy Protection can muster enough energy to fire a cutting disc or piercing shot that
Cost: 1 Point per level. deals 1d6 damage per level.
Maximum Level: 30 If the damage is critical, roll 1d10 on the table below and check the
Description: You have a technique that allows you to concentrate extra damage multiplier and the limb that was torn off.
great energy into a Ki shield. Each Level of Result Limb Hit Head Arm Damage
Energy Protection allows you to defend yourself from 1d6 points of damage Right. Dead or x5
of lightning fired at you. 1 x2
It is also called Force Field. 2~3 Left Arm. x2
4~5 Perna Esq. x3
Absorb Energy
Cost: 5 Points per level
Prerequisites: Be an android or robot.
Description: Drain your opponent's energy for yourself
With this technique you make an attack roll. If you get it right,
Instead of dealing normal damage, you can choose to absorb ki points
(one for every 3 points of damage you would do) or life points.
(in addition to causing damage, you absorb 1 HP for every 3 you take).
Ki Sword Fusion
Cost: 1 Point per level
Maximum Level: 3
There are three types of mergers, which are detailed below:
Description: With this technique you can create a sword from
your hand up to 1m long per level, this sword will function as an
extension of your hand, causing damage from a distance Fusion of Bodies
Cost: 50 Points.
Maximum Level: 1
Sleep
This is a type of fusion performed only by nanukuseis and
Cost: 2 Points per level
Maximum Level: Androids, in this fusion the two warriors of the same race merge, but
unlike the two previous fusions this does not create a new warrior but
30 Description: Opponent must pass a Will vs. Will test. o Power
an increase in the powers of one of them who must be chosen. In the
Level x1d6. If you fail, you fall asleep.
case of nanekuseis (it was the case of Neil and Piccolo who merged
and Piccolo kept his appearance but added Neil's attributes), it works
Four arms as follows: take the attributes, levels, skills, etc., and add the one that
Cost: 10 Points per level
will keep your personality. In the case of androids it is practically the
Maximum Level: 1
same thing, except in this case there is no choice but the strongest
Description: You can create two more arms on your shoulders.
can absorb the other and increase their powers.
bros, thus increasing their attacks and defense.
Benefits: With this technique you create two more arms on your
shoulders, giving a +4 bonus to AGI and DEX, in addition to gaining
Metamaru Fusion
an extra attack per round (this attack has to be a punch or strike using
Cost: 50 Points.
the extra arms).
Maximum Level: 1
This is the fusion carried out with the fusion technique, for it to
Stop the time work some prerequisites must be met. First, their height and at least
Cost: 50 Points.
one Attribute of the two must be the same; Secondly, they must have
Maximum Level:
the fusion technique; And finally, each person will roll a die (no matter
1 Description: You are able to stop time for a few minutes. You
how many sides), for the fusion to work it is necessary for both of
cannot breathe while time is frozen (CON/2 rounds).
them to roll either two even numbers or two odd numbers. If they are
successful, take a new chip and add up all the attributes of the two
involved in the fusion and add it up, (yes, that's right, add up the
Body Swap entire chip, from PVs, Ki Points, techniques, skills, everything,
Cost: 50 Points.
everything must be added up ).
Maximum Level: 1
Description: With this technique you can switch bodies with your If they fail, do the opposite, take the greatest attribute between
opponent. This technique gives you the power to, with lightning, the two and subtract everything. This fusion lasts half an hour and
change bodies with your opponent, this exchange will transfer to the there is no way to stop it sooner or prolong it.
other body only your mental attributes and this technique will be
maintained, only that in the new body you cannot use any of your Potala Fusion
techniques (except this one) nor the techniques of the opponent
This is the fusion using potala earrings. To activate it, two warriors,
taken!!!
regardless of race, power or height, simply need each fighter to put
Note: if the lightning does not hit the opponent, the master must
one earring in their ear and the other in the opposite ear. It works
do a test to see what it hits, as the effect only stops when someone is
almost exactly like the previous fusion only without testing and without
hit.
failures.
The highest value of each Attribute remains as the Dominant,
Teleportation and you add HALF of the value of the lowest Attribute to the New
Cost: 50 Points.
Character sheet that will emerge from this fusion. The character with
Maximum Level: 1
the highest number of Mental Attributes becomes the “base” for the
Description: With this technique you can teleport to any place in new Character (e.g. Supreme Mr. Kayo) Lasts forever or until
the universe as long as you know the destination location. Humans the earrings break.
can only teleport within the same planet.
Genki-Dama
Cost: 50 Points.
Maximum Level:
1 Description: Consists of concentrating the energy of living
beings in a single attack (even plants and animals).
The Genki-Dama deals 1 point of damage for each being that
donates its Ki (at the Master's discretion, Z Warriors can provide more
points for the Genki-Dama). The maximum energy a Genki-Dama
absorbs per round is 50 points and, if you are attacked, it is partially
dissipated.
Machine Translated by Google
Other Breeds
Each race has a cost in improvement points that must be paid at head, and they are always men and their means of reproduction is
the time of character creation. through vomit... Yes, vomit, and the patriarch (the oldest among the
Once chosen, it's forever. You cannot acquire a race during the Nanekuseijins) when he needs more people he vomits a new being
campaign!!! (which will still be a child) and over time he will grow up and become
an adult ready for work or war...
Main Representatives: Piccolo and Dendê.
Sayajins
Saiyans are the warrior race that were born on the planet Vegita.
In the cartoon only Goku, Vegita, Nappa and Raditz are examples of
this race, as their planet of origin and their entire race were destroyed
by Frezza, but the master can create an alternative reality where
Saiyans still exist...
Personality: Very self-confident and passionate about com-
Hit, nothing in a sayajin's life is worth more than a good fight...
Physical Description: They are the same as ordinary humans,
but they have some peculiarities such as their hair that is always black
and unchanging, that is, it never grows and always maintains the same Androids
hairstyle, in addition, they have a monkey tail that allows them to Beings created from human bodies mixing them with robotic pieces,
become Oozaru. More information in the special levels area. thus forming androids, or cyborgs (I prefer androids).
Main Representatives: Goku and Vegeta.
Personality: Cold and calculating, they always live in consid-
so much internal personality conflict...
Physical Description: Same as Human.
Main Representatives: Nº18 and Nº17
Half-Sayajins
They are the results of the crossing of a human and a
Sayajin, or another creature that has sayajin blood, so here also fits Challenging The Frezza
the ¼ sayajins, the 1/16 sayajins and so on, just have a sayajin race, of the Challengings, does not have much information, only
generation in your family... that it is a powerful race and focused on dominating races that they
Personality: Varied like humans, without major differences, it is consider inferior. The challenging seek to unite and help.
often said that from humans they take their appearance and their
ideas and from Saiyans their extreme strength... Personality: Too self-confident, which often ends up destroying
Physical Description: Same as humans, the only their own lives. The Challenging are a very close-knit race, where
notable difference is a tail identical to that of the Saiyans... hurting or killing a famous challenger can be a reason to be hunted by
Main Representatives: Gohan and Trunks. everyone else of their race...
Nanekuseijins The
nanekuseijins are those born from the planet Nanekusei, or new
Nanekusei (after the Frezza saga).
Personality: They tend to be quieter and more closed, sometimes
too serious, or too shy, as is the case with Dendê.
Physical Description: They are green with show muscles, in
colors ranging from pink, purple, or brown. They have antennas on
Machine Translated by Google
Training
Well, we have already created our Character and we are going Training in greater gravity or with the help of gods ,
to live the adventures with our group, but before the master starts in the Kingdom of the Dead or Supreme Masters may be worth
the Campaign, he needs to know that Characters in DBZ evolve. more points per hour of training, according to the Master.
For example, Krillin himself. He starts the DB saga with a
fighting power of less than 100 and over the course of the sagas, it Training Skills The same basic
reaches a maximum of 14,000!!! The same will happen with the rules work. For every hour of study (the most someone can
Player Characters. They will also develop during the Campaign. learn something in a day is equal to INT/5 rounded down) you
Here is a chapter that will interest your players in training, the accumulate 1 Training Point that must ONLY be used in Skills.
evolution of a character through training, there are several ways to Every 10 Training Points equals 1% in a Skill, up to a maximum of
train, I will discuss some below that I consider very interesting, 50%. Above that, only train with experts who themselves have a
and which are shown throughout the series: higher value than this in the Skill you are learning.
Points of
Training
Augmented Gravity
Training points must be spent to purchase Attribute and
Increased gravity multiplies what is being evolved by the gravity
Technique points.
level, for example, a month of strength training at gravity 10, for
Every 100 training points can be exchanged for a Technique
example, will earn 100 training points per hour instead of just 10.
or Attribute point. Every 25 Points can be exchanged for one PV or
PH and every 50 Points can be exchanged for one Ki Point.
NOTE: To calculate the maximum Gravity that your Character
can withstand, you must look in the Attributes table for the
maximum value that it can carry and divide it by its own Weight.
Intense Training
This is the training that will serve as the basis for the next ones. Dum Dum weighs 70 kilos and has FR 29 (carries 355kg). The
Training is counted per Training Hour. maximum gravity in which he can normally train is 5G. For short
A warrior can endure up to CON/5 hours of training per day periods of time he can train in environments of up to 10G (the
(rounded down), or he will be so exhausted that he will lose points maximum he can lift is 710kg).
instead of gaining them. For every hour of intense basic training
you earn 1 Training point.
Machine Translated by Google
Kaio-Sama's house
Kaio-sama's humble home, his planet is located at the end of the serpent and has 10x more gravity
than Earth. Kaio-sama lives here with his monkey, Bubbles. See Extended Severity rules.
Planeta Kaioshin
The planet Kaioshin is where Gohan trained to fight Buu. Also, the last part of the encounter fight
with Buu occurred here. Goku trained here also in DBGT so that the ihs tail grows out. The planet has
a strange energy that doubles the training points earned here.
Items
Not an RPG is complete without good items, so check them out below- Kintoun Cloud – It is a mystical cloud
Here's a small list of them: that is used to fly. You can
fly in the cloud by climbing on it. She went
HoiPoi Capsule given to Goku by Master Roshi.
It is a small and light capsule, Only people with hearts
that when the button on the pure can fly in it.
top, a structure or vehicle explodes
from within.
They were created by Dr. Brief. Magic Carpet – It’s a
Persia rug that has the ability
Examples of Capsules: to float in the air. Mr.
Chapter 1 - Small House - It is one of the small houses in the Popo used the carpet in
Hoipoi capsules created by Dr. Briefs. It has a chimney, three windows, several occasions.
and a door with the number 1 at the top. It uses commands to
Cap.2031 - Mini Refrigerator - When Future Trunks was waiting drive the carpet.
with the Z warriors for Goku, he used a capsule
a refrigerator came out. Inside, there are several types of soft drinks. It Magic Staff - Goku's magic staff
has the number 2031 on it. can grow or shrink using commands.
Chapter 8 - Boat - This boat was used during Goku's adventures Goku used it several times when he was young,
and Bulma in Dragon Ball. It's a simple boat with an engine at the back. common damage +1d6.
Chapter 82 - Driving Boat - This is Kame's steering boat.
It can support three people and has a glass dome to protect passengers. Potara Earrings - The earrings are from kaio-
shin and are used to merge. When two
individuals wear earrings on the opposite side
Dragon Radar - Is capable of from the ear, they merged into one person
detect all dragon ball in very powerful. To separate you must
Earth shows on the display where it is take off or break the earrings, more information in
the dragon ball and by pressing the the chapter on mergers.
button at the top, you can increase
the tracked area as a zoom
Seed of the Gods - These seeds are
used to restore health or
energy of those who eat. They work
anyone and at any time, including people
Fighting Vest - This vest who are close to the
imitates old armor design death. It is Master Karin who plants the
of vegeta that only covers the chest, the seeds. The seeds recover everyone
abdomen and back, also guarantees the lost Life Points and Ki.
a bonus of +10 to your IP,
without penalties. Trackers - A device to place on one of
the eyes that is used to
determine the opponent’s power, speed and
Time Machine - In the alternative future, distance. All information
Bulma invented a machine so that can be seen in the green part of the device.
Trunks goes back to the past to fix a And you can also communicate. That
fact. The time machine needs approximately 8 Technology comes from Saiyans and Frieza.
months to recharge to travel
in time the reason it takes a long time, is
because of time-evaluable technology Medical Stretcher - A stretcher with padding inside to protect the
(the capital of the west was destroyed by the patient. The only thing is that it is not covered in the
androids, where was capsule corp.) cell front of the face. Goku was placed after the battle with Vegeta
also used to return to the past to in the land. It is an earth technology.
absorb the androids. Recovers 1 HP per hour of rest.
Sweet Pipi - This is a sweet that Bulma made, that the person
eat, have stomach pains and diarrhea when you hear “pi pi”. Medical Machine - the machine is used to help warriors
It was given to Oolong by Bulma to make him obey her orders. recovering faster than normal. With the patient in
commands. machine, a part attached to the top with a special liquid is
placed in the mouth. This is a part of the technology that was
on Frieza's ship. Recovers 1 HP per minute of rest.
Machine Translated by Google
Examples of NPCs
Bacterium Pilaf
FR 15, CON 18, DEX 10, AGI 12 FR 10, CON 12, DEX 10, AGI 12
INT 5, WILL 10, PER 10, CHA 1 INT 25, WILL 30, PER 30, CAR 5
HP 20, PH 10, Ki 1 PVs 12, PH 20, Ki 1
Att. [1] Martial Arts 30/30 Att. [1] Briga 30/30
Damage 1d3, IP Dano 1d3+2, IP 1d3
1d3 Powers: Does not shower Poderes: Pilaf não conta com
since he was born. Anyone near him great powers, but he has a multitude
must make a CON vs. of machines and robots that will do
3D or all attacks will be made with all the dirty work for him, in addition
half Value against him. to facing the Z Warriors.
Guilan FR
Tsuru FR
30, CON 30, DEX 7, AGI 10 INT
5, WILL 10, PER 10, CHA 5 HP 30, CON 30, DEX 19, AGI 22
35, PH 35, Ki 3 Att. INT 15, WILL 16, PER 15, CH 12
[1] Brawl 40/40 HP 30, SP 36, Ki 10
Damage 2d6+1, IP Att. [2] Marciais Arts 100/100 (x2)
2d6 Powers : Guru -guru- Damage 3d6, IP
3d6
gum Slime that surrounds the opponent
Powers: DoDonPa
with FR 15, paralyzing them until they can free
themselves. All attacks made on a pinned level 7 Ki Energy Protection level
person are made at double the attack value. 7, Energy Absorption level 7.
Tares
FR 58, CON 50, DEX 41, AGI 30
Jackie Chun FR 32,
INT 12, WILL 16, PER 15, CAR 5
CON 30, DEX 21, AGI 20 INT
PVs 70, PH 40, Ki 20
15, WILL 16, PER 15, CHA 12
Att. [3] Artes Marciais 150/190 (x3)
HP 30, SP 36, Ki
Dano 8d6, IP 6d6
10 Att. [2] Marciais Arts 110/90 (x2) Powers:
Damage 3d6, IP
Bukujutsu level 10,
3d6
Energy Shot level 8 Ki
Powers:
Energy Protection level 6, Energy
BanKokubiKkurishon Attack that paralyzes
Absorption level 7.
the opponent unless they pass a WILL vs. 5d6
Ring Attack Level 5
and deals 1d6 points of damage per round for
With this power, Tares can attack
2d6 rounds.
several opponents around him,
Kame-Hame-Ha level 6,
forming a ring of energy where everyone in this ring receives 1d10
Ki Energy Protection level 6,
points of damage per level.
Energy Absorption level 6.
Machine Translated by Google
Dr. Kotchin
FR 10, CON 20, DEX 13, AGI 15
INT 25, WILL 26, PER 20, CAR 12
PVs 20, PH 52, Ki 0
To. [1] Brig 30/30
Dano 1d3+2, IP 1d6
Powers: Dr. Kotchin does not have
fighting powers, but has
with a multitude of androids,
machines and cyborgs to use
for your purposes. Its main objective is
to bring back to life
your colleague dr. Willow, enemy of
Mestre Kame.
Androids
FR 50, CON 40, DEX 40, AGI 30
INT 0, WILL 0, PER 25, CAR 0
PVs 70, PH 40, Ki 0
To. [3] Garras 100/120 (x3)
Dano 7d6, IP 6d6
Tao Pai Pai
Powers: FR 35, CON 45, DEX 30, AGI 40
INT 15, WILL 20, PER 25, CAR 10
PVs 50, PH 40, Ki 10
To. [3] Artes Marciais 110/90 (x3)
Dano 7d6, IP 6d6
Saibaiman Powers:
Saibaimans (cultured men) are born from a special seed that Saiyans DonDonPa level 10
carry with them in space. They
They use Saibaiman when they don't want to go into combat
with the opponent because he considers him too weak or unworthy.
The Sayiajins who came after Raditz (Vegeta and Nappa) bring six
Saibaimans to earth, but nothing prevents some
of these seeds accidentally fell to Earth
.
Raditz
Normal Oozaru
FR 80, CON 70, DEX 50, AGI 50 INT FR 120, CON 100, DEX 50, AGI 20
15, WILL 15, PER 15, CHA 5 HP 100, INT 10, WILL 10, PER 25, CAR 5
AP 50, Ki 30 Att. [4] PVs 150, PH 75, Ki 30
Marciais Arts 150/150 (x4) To. [4] Garras 150/150 (x3) dano 10d6+36
Dano 10d6, IP 9d6+10 Bite 100% damage 8d6+10
Powers:
Bukujutsu level 15,
Level 10 Energy Shot
Level 10 Ki Energy Protection,
Energy Absorption level 5.
Machine Translated by Google
As Spheres of Namek
On Namek, there are also seven spheres, but they are
much larger than the Earth Dragon spheres.
If you can gather the seven dragon balls and say the
magic words (in the Namek language), you can make three
wishes to Porunga, the Dragon of Namek. After this wish,
the spheres turn to stone for one Namek year (which is equal
to 130 days on Earth).
Machine Translated by Google
Name____________________________________________
Race___________________________________________
Sex ____________ Height __________ Weight __________
Techniques Level
Armor: __________________ ___ ____________
___ ____________
.
___ ____________
Care
___ ____________
.
___ ____________
.
___ ____________
.
___ ____________
.
___ ____________
.
. Enhancements Cost
.
___ ____________
.
___ ____________
.
___ ____________
___ ____________
Equipment
___ ___ ___ _____ ___