Dragonball ZT RPG

Combat

Combat Time
Combat time is measured in phases. 1 Phase = 3 seconds. When every character (including NPCs) has acted, a new phase begins.

4 Phases = 1 Round. At the end of each round all characters and NPCs get back Hits they have lost, up to their Physical, and ki they have lost, up to their Base Combat.

Taking Turns
The first character to go tells the GM how many actions they're making this phase (if they are able to do more than one). Then, the player takes their character's first action.

Acting in order, the remaining players tell the GM how many actions their characters are making and take their first action. For NPCs, the GM will choose how many actions each character is taking and take their first actions.

After every character has taken their first action, characters then take their second actions in order. Characters without second actions are skipped. This process continues until every character has taken all their actions, after which the next phase begins.

Each action occurs as it is rolled - a split-second after any actions that have already been rolled and a split-second before the next action that's rolled.

Characters can't "skip" actions and wait to go later in the phase.

Free Actions
Anything that a character can automatically perform except under the most extreme conditions. They're extremely simple actions that don't require an AT or much effort; if something requires significant concentration, it's not a free action.

Initiative Rolling your Mental + 3D6 to determine action sequence.
Talking Shouting a sentence or two to someone else.
Boosts Flight, super characteristics, and some transformations are considered free actions.

Non-Roll Actions
Characters often attempt non-roll actions: these are actions that don't require an AT but are complicated enough to count as an action.

Get Up Stand if you have been knocked down or thrown, plus take one other Action (except Run or Sprint).
Move Travel up to your full Move, plus take one other Action (except Run or Sprint).
Run Travel up to twice your Move.
Sprint Travel up to three times your Move; your Combat skill totals are halved for a full phase.
Power Up Gather ki or use a non-attack technique.

Roll Actions
Any action that requires an AT, counting as an action.

Attack Use any type of attack (including techniques).
Grab You can grab a person or object; your AT is -2, and your Evasion is halved for a full phase.
Throw Throw a person or object.

Reactions
When someone takes a shot at you or swings at you with a weapon, you can try to get out of the way - that's where reaction skills come in. Only one reaction can be made, so choose wisely!

Evasion Your character can dodge, block, or parry to get out of the way of any incoming attack, using their Evasion skill.
Counterblast Your character utilizes their own Energy Blast to negate an incoming Energy Blast, using their Power skill.
If your character uses a steady stream Energy Blast, they could become entangled in a Beam Battle.
Defend Your character utilizes their defenses to negate an incoming attack, using their Deflection or Iron Skin.

  • Note: Free actions, such as Flight and some transformations, can be combined with reactions.
  • Note: In the event of a tie, reactions are considered DVs, and thus the attacker wins with their AT.

Types of Attacks
Unarmed Attack: Made with fists, feet, tails, etc, or a weapon that is a natural extension of your body. Uses Fighting skill and has a range of 1/2 Move.

Armed Attack: A sharp or blunt weapon that uses the force of your body. Uses Weapon skill and has a range of 1/2 Move, however some larger weapons may increase this range.

Ranged Attack: Whenever you shoot or throw something, such as guns, bows and arrows, spears, etc. Uses Weapon skill and has a range specified in their descriptions.

Power Attack: Whenever you use your ki to shoot ki-based attacks. Uses Power skill and has a range as far as can be seen.

Cover
Characters are harder to hit when they've got cover: something that hides them from attackers. In some situations, such as thick smoke and fog, these modifiers may also be added to Mind DVs to spot a hidden character.

Add the cover modifier (or modifiers if more than one applies) to the DV to hit the target.

Cover Modifier
Light smoke +2
Thick smoke +4
Very thick smoke +8
Poor light +2
Moonlit night +4
Complete darkness +8

  • Example: Joe is in a dark alley looking for his target, Bloggins. He spots movement in the back of the alley and see that it's indeed Bloggins. Joe launches a 15 ki Destructo Disk, but it's a moonlit night, which adds +4 to the DV. Joe rolls his Power total (30) + 3D6 and gets an AT of 13. Bloggins rolls his Evasion total (25) + 3D6 and gets an AT of 11, plus the 4 for cover, for a total of 15 - Joe misses.
Characters can also hide behind objects - such as walls or parked vehicles - which provide cover and may need to be destroyed before a character can be damaged. Add the cover modifier based on how much of the target character is covered.

Target is:
1/4 covered +2
1/2 covered +4
3/4 covered +8
Fully covered Attacker cannot hit target directly; attacker must eliminate cover first.

  • Example: Joe's target, Bloggins, ducks behind a brick wall and he's now 1/2 covered. That's an extra +4 to the DV to hit him. Joe launches another 15 ki Destructo Disk. The GM applies +4 for the moonlit night and another +4 for the brick wall: Bloggins's AT is now increased by 8!
  • Note: If Joe is feeling particularly nonchalant about collateral damage, he can choose to shoot directly at the brick wall. If his attack is strong enough to destroy or penetrate the wall, the DV for any remaining damage to hit Bloggins has the additional cover modifier removed.

Rear Attacks, Blindsiding, Backstabbing, and Feints
Characters defending from an unexpected quarter suffer a negative modifier to their reaction. If a character starts behind, or is travelling at a higher Mach speed than another character, the defending character's reaction DV loses their 3D6. The defending character still rolls their wild die, and in the event of a 1 automatically fails their reaction.

In a similar fashion, characters can choose to use a feint for an action, drawing upon their mental prowess to fake their opponent out by rolling their Mind AT vs their opponent's. If succesful, the defending character suffers the above penalty if the attacking character's next action is an attack against them.

  • Note: The Defend reaction cannot be used against a successful attack of these natures.

Surprise
When characters are surprised, their attackers can automatically take their first action before the "surprised" characters can act. The "surprised" characters cannot use reactions to this first action.

Fear
Whenever a character's Powers Level is revealed, compare their Power Level to the opponents' Power Level to determine the result.

Power Level is Effect
Less than opponent. Opponent is unimpressed, but might still hold their action anyway just to smirk.
Up to 2x greater than opponent. Opponent may be impressed. Roll a die. On a roll of 1-3, the opponent acts last this phase regardless of Initiative.
2-5x grater than opponent. Opponent is impressed; hesitates, acts last this phase regardless of Initiative.
5-10x greater than opponent. Opponent is very impressed; hesitates, may not act for 1 full phase. May perform reactions normally.
10-100x greater than opponent. Opponent is awed or incredulous; may not act for 1-6 phases. May perform reactions normally.
More than 100x greater than opponent. Opponent is stricken with fear; may run away, hide, or faint.

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