Dragonball ZT RPG

Crafting

Overview
Not everything has to be about punching and shooting. The more mentally focused among us may have a vested interest in creation or invention. For the most part, inventions are going to come in 5 varieties: Weapons, Defenses, Vehicles, Sensors, and Devices.

Designing equipment involves passing a Mental + Gadgeteer AT vs. a DV appropriate to the type of equipment being devised. The designer must spend a certain amount of time working on the invention before making the AT. If the AT fails, the designer must go back to the drawing board for the specified amount of time before trying again. The characteristics of equipment determines the final DV required to build it.

  • Note: A character without the Gadgeteer skill can attempt to craft an item using 1/10th their Mind AT. Generally speaking, it's better to seek out those few individuals talented in the skill.

Weapons
Items that do damage or cause destruction. Weapons can be lasers, rifles, machine guns, bombs, electrical fields, etc.

Weapon Damage Range Time DV Modifiers DV Effect
1-10 dice (handguns, rifles) 1 km 7 days 14 Tech Level A +4 Primitive
10-25 dice (rocket launchers, tanks) 10 km 14 days 18 Tech Level B 0 Modern (Earth)
25-50 dice (artillery, battleships) 100 km 30 days 22 Tech Level C -4 Future (Namek)
50-100 dice (bombs, mega-lasers) 1,000 km 60 days 26 Tech Level D -8 Far Future (Frieza)
100-500 dice (nuclear missiles) 10,000 km 120 days 30 Small Size +4 Fits in the palm of the hand. A pistol or knife.
each +500 dice +10,000 km +120 days +4 Medium Size 0 Easily carried or worn. A rifle, sword, or spear.
Large Size -4 As big as a car or truck. A rocket launcher or bazooka.
Huge Size -8 As big as a house. A tank gun or battleship turret. Increases building time x2.
Gigantic Size -16 As big as a building. A mega-laser or nuclear missile. Increases building time x4.
Enormous Size -20 As big as a city block. A Death-Star Cannon or World-Demolisher. Increases building time x10.
Faster +8 Half Time
Slower -4 Double Time
Area of Effect (per 10 Move) +4 Will affect everyone caught within its area of effect.
Increase Range +8 x10 Range
Decrease Range -4 1/10 Range
No Range -8 Must be used Hand-to-Hand
Computer-Controlled +8 Can fire or wield itself as if it had a Combat + Weapon of 4.
Disguise +4 Not recognizable as a weapon.
Capsule +8 Can be contained in a Capsule.
Stun Only -4 Will not cause permanent damage to the target.
Attached +8 The Weapon is worn like clothing and cannot be taken away from the user while conscious.

Defense
A Defense can range from primitive shields to body armor to force fields. Anything that protects the wearer/user is a Defense.

Defense Protection Time DV Modifiers DV Effect
1-10 dice (shields, body armor) 7 days 14 Tech Level A +4 Primitive
10-25 dice (tank armor) 14 days 18 Tech Level B 0 Modern (Earth)
25-50 dice (battleship armor) 30 days 22 Tech Level C -4 Future (Namek)
50-100 dice (starship force fields) 60 days 26 Tech Level D -8 Far Future (Frieza)
100-500 dice (planetary screens) 120 days 30 Small Size +4 Fits in the palm of the hand. A portable force field. 1-5 dice to destroy.
each +500 dice +120 days +4 Medium Size 0 Easily carried or worn. A shield or suit of armor. 5-10 dice to destroy.
Large Size -4 As big as a car or truck. 10-15 dice to destroy.
Huge Size -8 As big as a house. 15-25 dice to destroy. Increases building time x2.
Gigantic Size -16 As big as a building. 25-100 dice to destroy. Increases building time x4.
Enormous Size -20 As big as a city block. 100-500 dice to destroy. Increases building time x10.
Faster +8 Half Time
Slower -4 Double Time
Area of Effect (per 10 Move) +4 Will affect everyone caught within its area of effect.
Disguise +4 Not recognizable as a defense.
Capsule +8 Can be contained in a Capsule.
Stun Only -4 Will only protect against stunning attacks.
Invisibility +16 Will make the operator invisible.
Immunity +8 Renders the operator immune to the effects of cold, heat, underwater pressure, or the vacuum of space.
Increases Physical +12 Adds 10 to the character's Physical.
Increases Move +8 Adds 10 to the character's Move.
Attached +8 The Defense is worn like clothing (or armor) and cannot be taken away from the user while conscious.

Vehicle
Anything that flies, floats, drives, or otherwise carries passengers from point A to point B.

Top Speed Time DV Modifiers DV Effect
1-100 km/h (Cars, Motorcycles, Ships) 7 days 14 Tech Level A +4 Primitive
100-250 km/h (Sportscars, Race Cars) 14 days 18 Tech Level B 0 Modern (Earth)
250-500 km/h (Airplanes, Helicopters) 30 days 22 Tech Level C -4 Future (Namek)
500-1,000 km/h (Jet Fighters, around Mach 1) 60 days 26 Tech Level D -8 Far Future (Frieza)
1,000-5,000 km/h (Fast Jet Fighter, Mach 5) 120 days 30 Small Size +8 Fits in the palm of the hand. A skateboard. No passengers. 1-5 dice to destroy.
each +5,000 km/h +120 days +4 Medium Size +4 Easily carried or worn. A bicycle or motorcycle. 1 passenger. 5-10 dice to destroy.
Large Size 0 As big as a car or truck. Up to 10 passengers. 10-15 dice to destroy.
Huge Size -4 As big as a bus, semi, or fishing boat. Up to 100 passengers. 15-25 dice to destroy. Increases building time x2.
Gigantic Size -8 As big as a jetliner, train, submarine, or destroyer. Up to 500 passengers. 25-100 dice to destroy. Increases building time x4.
Enormous Size -16 As big as a cruise ship or battleship. Up to 1,000 passengers. 100-500 dice to destroy. Increases building time x10.
Faster +8 Half Time
Slower -4 Double Time
Defenses Special Roll separately as per Defenses above.
Weapons Special Roll separately as per Weapons above.
Underwater +4 The craft can submerge and travel underwater like a submarine.
Flight +4 The craft can fly and hover like a helicopter.
Spaceship +8 Craft can enter and return from space.
Starship +16 Craft can travel to other star systems.
Time travel +16 Craft can travel through time.
Teleport +30 Craft can teleport instantaneously to its destination. The range of the teleportation is equal to the vehicle's top speed in kilometers.
Autopilot +4 Can pilot itself as if it had a Combat + Control skill of 4.
Disguise +4 Not recognizable as a vehicle.
Capsule +8 Can be contained in a Capsule.
Attached +8 The Defense is worn like clothing (or armor) and cannot be taken away from the user while conscious.
-1 MV -2 per MV The Vehicle is sluggish and unresponsive.
+1 MV +4 per MV The Vehicle is particularly nimble and responsive.
Other Extras +4 each See Items for descriptions of each Extra.

  • Example: Dr. Briefs wants to design a combination Aircar/Submarine Capsule. He picks a top speed of 100 km/h (DV 14, 7 days), make it Large (+0), capable of traveling underwater (+4) and in the air (+4), and designs it to be a Capsule (+8). The total DV is 30. He decides to give it -3 MV (-6 DV) for a total DV of 26. No sweat for a genius like Dr. Briefs. He goes into the garage for 7 days and voila! Capsule Aircar/Submarine!

Sensors
Sensors allow the user to detect objects they normally couldn't, either because its too far away or something normally invisible to the user. By default, a Sensor can only amplify the user's own senses, like binoculars or a telescope or a microphone. The ability to detect objects not normally detectable by the user, such as sensing Infrared Radiation, Dragonballs, or Power Levels, increases the difficulty depending on the type of object or radiation being detected.

Range Time DV Modifiers DV Effect
1 km 7 days 14 Senses ordinary radiation / substances 0 The sensor can detect light, sound, air, water, etc.
10 km 14 days 18 Senses ordinary invisible radiation / substances +4 The sensor can detect heat, motion, sound, radio waves, poison gas, etc.
100 km 30 days 22 Senses unusual invisible radiation / substances +8 The sensor can detect gamma waves, infrared, ultraviolet, nuclear radiation, biological weapons, etc.
1,000 km 60 days 26 Senses rare / extraordinary invisible radiation / substances +16 The sensor can detect Dragonballs, Ki Power, invisible opponents, ghosts, aliens disguised as humans, beings from another dimension, etc.
10,000 km 120 days 30 Tech Level A +4 Primitive
each +10,000 km +120 days +4 Tech Level B 0 Modern (Earth)
Tech Level C -4 Future (Namek)
Tech Level D -8 Far Future (Frieza)
Small Size 0 Fits in the palm of the hand. Night Vision Goggles, Dragon Radar, Scouters, or Tricorders. 1-5 dice to destroy.
Medium Size -4 Easily carried. A Telescope, Sonar Buoy, or Radio Antenna. 5-10 dice to destroy.
Large Size -8 As big as a car or truck. A Satellite Dish. 10-15 dice to destroy.
Huge Size -12 As big as a house. A Radar Dish. 15-25 dice to destroy. Increases building time x2.
Gigantic Size -16 As big as a building. A Radio Telescope Dish or Hubble Space Telescope. 25-100 dice to destroy. Increases building time x4.
Enormous Size -20 As big as a city block. The Aricebo Radio Telescope. 100-500 dice to destroy. Increases building time x10.
Faster +8 Half Time
Slower -4 Double Time
Tight Beam -4 Will only detect the radiation or substance in a specific direction.
Increase Range +8 x10 range
Decrease Range -4 1/10 range
No Range -8 Must touch or be very close to the object to detect the specified substance or radiation.
Disguise +4 Not recognizable as a sensor.
Capsule +8 Can be contained in a Capsule.
Attached +8 The Defense is worn like clothing and cannot be taken away from the user while conscious.

  • Example: Bulma's Dragon Radar would have a range of about 1,000 km (DV 26, 60 days), is small (0), and is designed to detect a rare or extraordinary substance (+16). Bulma would have to pass a Gadgeteer skill roll against a DV of 42 to design the Dragon Radar. If she failed, she could try again every 60 days until she got it right.

Device
A Device can be anything from an interstellar trajectory calculator to a positronic catalyzer. Examples of Devices in Dragonball Z include Dr. Brief's Capsules, the Android Remote Control, or Bulma's Shrinking Watch. Building a device requires the player discuss the effects of it with a GM who will determine an appropriate DV.

Effect Time DV Modifiers DV Effect
Everyday Device (a pocket calculator, a TV, or a radio) 7 days 14 Tech Level A +4 Primitive
Competent Device (a computer, laser, or solar power converter) 14 days 18 Tech Level B 0 Modern (Earth)
Heroic Device (a shrinking watch, a Ki Power converter, a Robot) 30 days 22 Tech Level C -4 Future (Namek)
Incredible Device (an Android Remote Control, Nuclear Power, a primitive Android such as 16) 60 days 26 Tech Level D -8 Far Future (Frieza)
Legendary Device (a Starship FTL drive, Fusion power, an Advanced Android such as 17, 18, 19, or 20) 120 days 30 Small Size +4 Fits in the palm of the hand. A Shrinking Watch, Android Remote Control, or a calculator. 1-5 dice to destroy.
Superheroic Device (Capsule technology, Anti-matter power, a Biological Android such as Cell) 240 days 34 Medium Size 0 Easily carried. A desktop computer or Android. 5-10 dice to destroy.
Large Size -4 As big as a car or truck. A Mind-Transferal Chair or a Regenerative Healing Tank. 10-15 dice to destroy.
Huge Size -8 As big as a house. A giant Holographic Projector or an Ectoplasmic Containment Grid. 15-25 dice to destroy. Increases building time x2.
Gigantice Size -12 As big as a building. A Fusion Reactor. 25-100 dice to destroy. Increases building time x4.
Enormous Size -16 As big as a city block. A Terraforming Atmosphere Converter. 100-500 dice to destroy. Increases building time x10.
Faster +8 Half Time
Slower -4 Double Time
Disguise +4 Not recognizable as a device.
Capsule +8 Can be contained in a Capsule.
Attached +8 The Defense is worn like clothing and cannot be taken away from the user while conscious.
Other Extras +4 to +16 Other special advantages possessed by the device.

  • Example: Dr. Gero wishes to design Android 16. Android 16 is an Incredible Device (DV 26, 60 days) and is disguised to look like a human (+4). The GM also decides that Android 16's special abilities warrant an extra difficulty (+12). Dr. Gero must spend 60 days designing and building the Android, then pass a Gadgeteer skill test vs a DV of 42 to activate him.

Repair
Repairing a broken invention, such as fixing a Dragon Radar or repairing Android 16.

Damage Time DV
Slight (almost 100% total points) 1-6 hours -20
Minor (75% total points) 1 day -16
Medium (50% total points) 7 days -12
Major (25% total points) 14 days -8
Critical (almost 0% total points) 30 days -4
Totaled (0% total points or less) 60 days 0

  • Example: Android 16 suffers Critical damage. Android 16 required a DV of 42 to create, but his damage is critical (-4) so it will only require 30 days of work with a Gadgeteer skill test vs a DV of 38 to repair.

Two Heads are Better Than One
Several inventors can team up and help each other on their inventions, such as Bulma helping Dr. Briefs repair Android 16. Whenever 2 or more inventors are working on the same invention or repair, reduce the time required by half. Therefore with Bulma's help, Dr. Briefs can repair Android 16 in only 15 days instead of 30.

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