Dragonball ZT RPG

Damage

Damage is subtracted from the target's Hits (even objects have Hits). The target takes their Defense away from the number of damage done by the attack first. Any damage left over is taken away from Hits. When Hits reach zero, a character is knocked out / dead, depending on the seriousness of the damage inflicted.

    • Example: Stripe has a Maximum Hits of 1,962. If he were reduced to -490 Hits, there is no way he can survive. The GM would rule on the severity of his wounds for anything between 0 and -490 Hits.

Doing Damage
Damage is determined by rolling and adding the total of a group of D6. If using strength (Physical) to attack, roll a number of dice equal to Physical + Fighting skill. The total rolled is the amount of damage done. If using a melee weapon, role Physical + Weapon skill + additional weapon dice. If using a ranged weapon, roll the number of dice specified in the weapon description.

  • Note: To speed up gameplay, instead of rolling dice any player can opt to use an average of their expected dice roll: Multiply the amount of dice x3.

Knockback
When hit by a blunt attack, you have a chance of getting knocked back. Subtract the number of attack dice from the target's Body Total + 3D6. This is the Move distance of knockback (you're knocked down if the Move exceeds twice your Physical). Knockback occurs regardless of damage; an exception is a Deflection, where the attack doesn't reach the target.

  • Example: Bloggins is hit with a 60 dice attack. While unharmed, with a Body total of 40, he can still take knockback. He rolls 11 for a total of 51, and is knocked back 9 Move.
  • Note: The force of sharp weapons and Deadly Effect Energy Blasts will penetrate through a character, rather than push into them, resulting in no knockback.

Brace for Impact
Whenever a character is going to suffer knockback, they can opt to brace. Doing so will reduce the knockback incurred, but increase the amount of dice of damage being done by the same amount.

  • Example: As a Super Saiyan 2 with Saiyan Rage, Mike is hit with a 3,200 dice attack which could destroy the planet he is on. While his deflection stops 2,000 dice, 1,200 still gets through, of which his Body AT reduces the knockback by 220. He chooses to brace for impact completely, preventing the blast from causing catastrophic damage to everything and everyone behind him. His brace reduces his knockback from 980 Move to 0, but he now suffers an additional 980 dice of damage! The total dice of damage incurred by the attack is 2,180 (average of 6,540 damage), but his heroics have saved the planet!
  • Note: Bracing for impact can also be done partially to reduce, but not completely remove, knockback.

Collisions
Knockback often results in a collision. In any collision, both the target and the thing hit will take 1 dice of damage per 3 Move traveled. If less than an even 3, round down.

Move 3 6 9 12 15 18 21 24 27 30 +n
Dice 1 2 3 4 5 6 7 8 9 10 n/3

  • Example: Bloggins is knocked back 7 Move into a wall. He (and the wall) take 2 dice of damage.
If you are "knocked down" while flying, you fall all the way to the ground.

Other Kinds of Damage
Effects of the environment that harm you through accumulation. The GM rates how severe the effect of the damage is, and sets damage accordingly.

Severity Dice / Phase Effect
Mild 1-10 Painful, dangerous over some time.
Intense 11-20 Intense pain / can kill over a few Phases.
Deadly 20+ Can kill almost instantly.

  • Example: Bloggins is hit by a severe electrical shock. This could kill him in moments, so the GM rules he will take Intense (12 dice) damage.
  • Note: These types of damage ignore Defense.

Recovering
Each round in which you are resting or being healed, you recover your Physical in Hits.

  • Example: Bloggins has a Physical of 5. He recovers 5 Hits per round. However, if the GM has determined the damage taken is especially deadly, recovery may be in hours or even days.

Critical Damage
If someone suffers more than half their total Hits in a single blow after Defense, the attack either impales them or severs a limb; the nature of the attack determines which. Recovery is reduced as long as someone is suffering from critical damage, the extent of which is determined by the GM.

  • Example: Joe attacks Bloggins with his sword. Joe does 33 dice of damage for a total of 116 damage. Bloggins has a Defense of 50 and 100 Hits. Although he has 34 Hits left after Defense is subtracted, the damage was higher than half his total Hits. The GM rules that Joe's sword severs Bloggins' hand at the wrist, and his recovery is reduced by 50%.
  • Example: Stripe attacks Joe with his Mighty Spear. Stripe does 92 dice of damage for a total of 320 damage. Joe has a Defense of 100 and 400 Hits. Although he has 180 Hits left after Defense is subtracted, the damage was higher than half his total Hits. The GM rules that Stripe's Mighty Spear impales Joe through the midsection, and his recovery is reduced by 75%.

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