Dragonball ZT RPG

Basics

Rolling Actions
Characters roll their Skill Total / 10 + 3D6 (AT) whenever they do something important and there's a risk of failure.

A player rolls an AT when their character is trying to strike an enemy, repair some equipment, or get information out of someone else. A player doesn't have to roll an AT to see if their character can walk down to the corner store.

Note: ATs are always rounded down.

Skill Total AT Modifier
0-9 0
10-19 +1
20-29 +2
30-39 +3
40-49 +4
50-59 +5
n0-n9 +n

The Wild Die
Whenever a character rolls an AT, the player must choose one die of a different color to be the character's wild die (this is not an extra die, it's just a different color).

Whenever the wild die comes up as a 2, 3, 4, or 5, add it into the dice total normally.

When the wild die comes up as a 6, add it to the die total. Roll it again and add the new number to the total, too.

If the new roll is a 6, add it to the total and roll the die again. You can keep on rolling as long as you get sixes. It's possible to get high totals if your wild die rolls several sixes in a row.
  • Example: Joe is rolling his Fighting total (30) + 3D6 again. His normal dice come up as a 5 and a 4, while his wild die comes up as a 6. He gets to roll the wild die again - and gets another 6! He rolls the die again, and gets a 3. His AT is 27!
For the first roll only, if the wild die comes up as a 1, a complication arises and the die roll is halved, with the exception of ki techniques which cause a backfire.
  • The wild die represents the quirkiness of fate and luck. Sometimes characters are really, really lucky... and other times not so much.

Critical Rolls
If a player rolls all sixes on an AT, they automatically succeed.

If a player rolls all ones on an AT, they automatically fail.

  • Note: On critical rolls, an opposing roll is not made.

DVs and Opposed Rolls
When characters roll an AT, they're rolling against a DV or they're rolling directly against another character's AT to see who does better.

Difficulty Level DV Examples
Challenged 10 Climb a ladder. Repair a torn shirt.
Everyday 14 Climb a tree. Repair an old car. Remember a famous fighter.
Competent 18 Climb a dying tree. Repair a computer or VCR. Remember a not-so-famous fighter.
Heroic 22 Climb a stone wall. Design a clunky giant robot. Remember a not-so-famous fighter from long ago.
Incredible 26 Climb a brick wall. Design and build an advanced Stealth Fighter. Remember a minor Red Ribbon Army commander.
Legendary 30 Climb a mostly smooth cliff face. Design and build a starship. Remember the name of an ancient warrior.
Superheroic 34 Climb a mostly smooth cliff face in terrible winds. Design Capsule technology. Remember the location of where an ancient ruler is buried.
Competently Superheroic 38 Climb a sheer surface through pure will. Cold-start a starship engine in less than 12 seconds. Remember the ancient password to open the lost spell book of an ancient Guardian.
Exceptionally Superheroic 42 Endure the pressure at the bottom of the sea. Decode an encryption algorithm while asphyxiating in an evacuated air lock.
Incredibly Superheroic 46 Leap a tall building in a single bound. Design and create Android technology.
Legendarily Superheroic 50 Know the contents of all the books in a library. Overpower a locomotive.
Cosmic 54 Endure the vacuum of space. Know the complete history of a single planet back to the dawn of time.
Competently Cosmic 58 Know all the planets in one quadrant of the galaxy.
Exceptionally Cosmic 62 Know where King Yemma bought his airplane. Run the entire length of Snake Way in two days or less.
Incredibly Cosmic 66 Know all the planets in the galaxy. Know the complete histories of several planets back to the dawn of time.
Legendarily Cosmic 70 Endure the heat of the surface of a sun. Know the secrets of the mysteries of the universe.

  • Everyday tasks are ones that real-life people could accomplish.
  • Superheroic tasks are ones that no ordinary person could perform, only super-beings.
  • Cosmic tasks are for truly powerful beings such as King Kai or Shenron the Dragon.
  • Note: Depending on other factors, the GM may make additional adjustments to the DV.

Initiative
Every round, each character rolls their Mental + 3D6. The character who gets the highest total gets to decide whether they act first or last in each phase for that round. The remaining characters all act in descending sequence; ties are broken by rolling 1D6 until a victor emerges.

(Sometimes it makes sense to act last - by letting others go first, you can react to their actions.)

*Rules are subject to change at any time, with or without notice*