Dragonball ZT RPG

Mid Fight Example

Intro
Stripe has finally caught up with the nefarious Saiyan, Mike, and is hoping his strength will be enough to stop him from harming more people. Stripe was able to narrow his search by using his ability to Sense Power, and combined with his ability to Hide Power Level, he has gotten the drop on the unsuspecting Saiyan.

Round 1
Phase 1

  • Stripe sneaks within range and strikes from behind with his Mighty Spear at Mike.
    • Stripe rolls 12, plus his Weapon AT modifier of +9, for a total of 21.
    • Because Mike is surprised, he is unable to react and is hit with 92 dice of damage.
      • Because Stripe's weapon is sharp, no Knockback is incurred.
      • Stripe rolls his 92 dice, resulting in 417 damage to Mike, less 150 Defense, for 267 Hits lost.
  • Mike Powers Up, unsure about what just happened.
    • Mike has 30 ki activated, and 120 ki in reserve.
Phase 2
  • Stripe presses his advantage, striking Mike again from behind.
    • Stripe rolls 15 and his wild die is a 6. He rolls it again and gets 3, giving him a total roll of 18 plus his Weapon AT modifier of +9, for a total of 27.
    • Mike evades, but because he is being attacked from behind, he doesn't get to roll for his Evasion, and has an Evasion AT modifier of +17.
    • Stripe's attack lands a second time, dealing another 92 dice of damage.
      • Because Stripe's weapon is sharp, no Knockback is incurred.
      • Stripe rolls his 92 dice, resulting in 365 damage to Mike, less 150 Defense, for 215 Hits lost.
  • Mike turns to face Stripe, now angered by the Kajite's audacity. His Saiyan Rage is activated.
    • Mike rolls 1D6 and gets 5; his Saiyan Rage will last for 10 phases until Round 3, Phase 3.
    • As a free action, Mike transforms into a Super Saiyan.
      • Mike rolls 2D6 and gets 3, activating Super Saiyan 2.
        • Mike's ki increases by 2% for his Rage, and a further 50% for Super Saiyan 2. He now has 46 ki activated, and 184 ki in reserve.
    • For his action, Mike Powers Up.
      • Mike has 96 ki activated, and 134 ki in reserve.
    • Mike's Super Saiyan 2 form burns 10% of his maximum ki, or 25 ki. His reserve is reduced first and has 109 ki left.
Phase 3
  • Stripe knows he is in trouble, but has mastered all of his Multi-Forms.
    • Stripe transforms into Form 4, becoming a small but fierce kitten.
      • Sripe's ki increases by 24% for Form 4. His now has 0 ki activated, and 141 ki in reserve.
    • For his action, Stripe Powers Up.
      • Stripe has 30 ki activated, and 111 ki in reserve.
  • Mike responds by launching a 30 ki Dark Energy Blast at Stripe.
    • A 30 ki Dark Energy Blast is within Mike's skill range to use without an activation check.
    • The GM notes that the wind howls and the ground shakes slightly.
      • Mike rolls 4, plus his Power AT modifier of +24, for a total of 28. But Mike rolled a 1 on his wild die, so his attack backfires.
        • 6 ki backfires on Mike, dealing 60 dice of damage; 230 damage is rolled, less 150 Defense, for 80 Hits lost.
      • A 24 ki Dark Energy Blast launches at Stripe.
      • Stripe evades, rolling 9, plus his Evasion AT of 14, for a total of 23.
      • The Dark Energy Blast hits Stripe, dealing 240 dice of damage.
        • Stripe rolls 1D6 and gets 4, indicating his Battle Armor's Deflection protected him, negating 10 ki and leaving 140 dice of damage.
        • Mike rolls his 140 dice, resulting in 790 damage to Stripe, less 100 Defense, for 690 Hits lost.
        • For Knockback Stripe rolls 10, plus his Body total of 124, for a total of 134.
          • The attack launches Stripe back 6 Move; because his Physical is 34, he remains standing.
        • Stripe rolls 2D6 and gets 7, indicating his Battle Armor was not destroyed.
    • Mike's Super Saiyan 2 form burns 10% of his maximum ki, or 25 ki. His reserve is reduced first and has 84 ki left.
Phase 4
  • Stripe Powers Up a second time.
    • Stripe has 60 ki activated, and 81 ki in reserve.
  • Mike uses Flight at Mach 1 for 2 ki to fly behind Stripe, and then swings a fist at the back of Stripe's head.
    • Mike rolls 12 plus his Fighting AT modifier of +25, for a total of 37. But Mike rolled a 1 on his wild die, so his roll is halved to 6, for a total of 31.
    • Stripe uses Flight at Mach 1 for 2 ki to negate the rear attack.
    • Stripe evades, rolling 16, and his wild die is a 6. He rolls it again and gets a 3, giving him a total roll of 19 plus his Evasion AT of 14, for a total of 33.
    • Stripe succeeds and ducks under Mike's fist!
    • Mike's Super Saiyan 2 form burns 10% of his maximum ki, or 25 ki. His reserve is reduced first and has 59 ki left.
  • Round 1 is over.
    • Stripe recovers 34 Hits. 14 ki is recovered in his reserve, bringing his total reserve to 95 ki.
    • Mike recovers 108 Hits. 16 ki is recovered in his reserve, bringing his total reserve to 75 ki.

Round 2
Phase 1

  • Both roll for initiative.
    • Stripe rolls 10 plus his Mental of 10, for a total of 20.
    • Mike rolls 12 plus his Mental of 5, for a total of 17.
    • Stripe chooses to move first this round.
  • Stripe begins to charge his Feline Force Strike in his claws.
    • Stripe uses 30 ki.
    • A 30 ki Feline Force Strike is within Stripe's skill range to use without an activation check.
    • The GM notes that the wind howls and the ground shakes slightly.
  • Mike growls and Powers Up again.
    • Mike has 114 ki activated, and 25 ki in reserve.
    • Mike's Super Saiyan 2 form burns 10% of his maximum ki, or 25 ki. His reserve is reduced first and has 0 ki left.
Phase 2
  • Stripe continues to charge his Feline Force Strike in his claws.
    • Stripe adds another 30 ki, but only needs to spend 15 ki.
    • A 30 ki Feline Force Strike is within Stripe's skill range to use without an activation check.
    • The GM notes that the ground shakes strongly, and small stones start to rise off ground.
  • Mike strikes once again at Stripe.
    • Mike rolls 3 plus his Fighting AT modifier of +25, for a total of 28. But Mike rolled all 1s and critically failed, so he stumbles in his execution, allowing Stripe to evade with ease.
    • Mike's Super Saiyan 2 form burns 10% of his maximum ki, or 25 ki. His activated ki is reduced now and has 89 ki left.
Phase 3
  • Stripe finishes charging his Feline Force Strike.
    • Stripe adds another 26 ki, but only needs to spend 13 ki.
    • A 26 ki Feline Force Strike is within Stripe's skill range to use without an activation check.
    • The GM notes that the ground shakes violently, whirlwinds of flying debris are seen, and small rocks split.
    • Stripe launches his 86 ki Feline Force Strike, having spent 58 ki to generate it.
      • Stripe rolls 17, plus his Power AT modifier of +14, for a total of 31.
      • Mike doesn't trust his luck and decides to raise a 35 ki Deflection.
        • Mike's Sense Power technique doesn't sense the attack, so Mike knows it has less than 160 ki.
        • Mike wasn't paying attention to the visual cues around him, however, so he's unaware of how insufficient his Deflection will be.
      • The Feline Force Strike smashes into Mike, dealing 860 dice of damage.
        • Mike's Deflection negates 35 ki, leaving 510 dice of damage, and is destroyed.
        • Stripe rolls his 510 dice, resulting in 2,330 damage to Mike, less 150 Defense, for 2,180 Hits lost.
        • For Knockback Mike rolls 16, plus his Body total of 208, for a total of 224.
          • The attack will launch Mike back 326 Move.
            • Mike arrogantly braces for impact against 110 Knockback, moving back 216 Move; because his Physical is 108, he remains standing.
            • Stripe rolls his 110 dice, resulting in 230 damage to Mike, less 150 Defense, for 80 Hits lost.
  • Mike thinks the Kajite has expended all of his ki, so he again uses Flight at Mach 1 for 2 ki to get behind Stripe, launching another 30 ki Dark Energy Blast.
    • A 30 ki Dark Energy Blast is within Mike's skill range to use without an activation check.
    • The GM notes that the wind howls and the ground shakes slightly.
      • Mike rolls 10, plus his Power AT modifier of +24, for a total of 34.
      • Stripe evades, but because he is being attacked from behind, he doesn't get to roll for his Evasion, and has an Evasion AT modifier of +14.
      • The Dark Energy Blast hits Stripe, dealing 300 dice of damage.
        • Stripe rolls 1D6 and gets a 3, indicating his Battle Armor's Deflection protected him, negating 10 ki and leaving 200 dice of damage.
        • Mike rolls his 200 dice, resulting in 400 damage to Stripe, less 100 Defense, for 300 Hits lost.
        • For Knockback Stripe rolls 8, plus his Body total of 124, for a total of 132.
          • The attack launches Stripe back 68 Move; because his Physical is 34, he remains standing.
        • Stripe rolls 2D6 and gets a 6, indicating his Battle Armor was not destroyed.
    • Mike's Super Saiyan 2 form burns 10% of his maximum ki, or 25 ki. His activated ki is reduced now and has 2 ki left.
Phase 4
  • Stripe Powers Up as he turns around, desperately needing ki to fight the enraged Super Saiyan 2 who stands over 100 meters away.
    • Stripe has 30 ki activated, and 65 ki in reserve.
  • Mike moves uses Flight at Mach 1 for 2 ki to get behind Stripe, closing the 68 Move gap at once, and makes a wild swing at Stripe with a fist.
    • Mike rolls 13, plus his Fighting AT modifier of +25, for a total of 38.
    • Stripe uses Flight at Mach 1 for 2 ki to negate the rear attack.
    • Stripe evades, rolling 14, plus his Evasion AT of 14, for a total of 28.
    • The attack hits Stripe, dealing 243 dice of damage.
      • Mike rolls his 243 dice, resulting in 842 damage to Stripe, less 100 Defense, for 742 Hits lost.
      • For Knockback Stripe rolls 8, plus his Body total of 124, for a total of 132.
        • The attack launches Stripe back 111 Move; because his Physical is 34, he is knocked down.
      • Stripe rolls 2D6 and gets a 10, indicating his Battle Armor was not destroyed.
    • Mike's Super Saiyan 2 form burns 10% of his maximum ki, or 25 ki. Mike has no ki left to burn and is exhausted.
  • Round 2 is over.
    • Stripe recovers 34 Hits. 14 ki is recovered in his reserve, bringing his total reserve to 79 ki.
    • Mike recovers 108 Hits. 16 ki is recovered in his reserve, bringing his total reserve to 16 ki.

Round 3
Phase 1

  • Both roll for initiative.
    • Stripe rolls 11 plus his Mental of 10, for a total of 21.
    • Mike rolls 11 plus his Mental of 5, for a total of 16.
    • Stripe chooses to move first this round.
  • Stripe uses Flight at Mach 1 for 2 ki to close the gap and launches his Electric Tiger Smash from behind.
    • Stripe increases his Hit by 4, his Evasion by 1, and his dice of damage by 150, costing 20 ki.
    • Stripe rolls 10, plus his Power AT modifier of +14, for a total of 24, activating the technique against its DV of 20.
    • The GM notes that the wind howls and the ground shakes slightly.
      • Stripe rolls 12, plus his Fighting AT modifier of +13, for a total of 25.
      • Mike evades, but because he is being attacked from behind, he doesn't get to roll for his Evasion, and has an Evasion AT modifier of +27.
      • Stripe's plan was sound but Mike is still too fast to strike, even from behind.
  • Mike swings for Stripe again.
    • Mike rolls 11 plus his Fighting AT modifier of +25, for a total of 36. But Mike rolled a 1 on his wild die, so his roll is halved to 5, for a total of 30.
    • Stripe evades, rolling 17, plus his Evasion AT of 14, for a total of 31.
    • Mike's fist swings wide, and Stripe is able to duck under it.
    • Mike's Super Saiyan 2 form burns 10% of his maximum ki, or 25 ki. His reserve is reduced first and has 0 ki left. Mike has no ki left to burn and is exhausted.
Phase 2
  • Stripe notes that Mike didn't use Flight, possibly indicating he's exhausted. Stripe uses Flight at Mach 1 for 2 ki to fly 500 Move away, giving himself time to recover and plan.
  • Mike screams at Stripe, yelling that he's a coward, and sprints 30 Move towards him.
    • Mike's Combat skill totals are now halved until his action in the next phase.
    • Stripe is now 470 Move away.
    • Mike's Super Saiyan 2 form burns 10% of his maximum ki, or 25 ki. Mike has no ki left to burn and remains exhausted.
Phase 3
  • Stripe Powers Up, knowing he's several kilometers away from the Saiyan.
    • Stripe has 36 ki activated, and 49 ki in reserve.
  • Mike continues to sprint another 30 Move in the direction Stripe travelled.
    • Mike's Combat skill totals are now halved until his action in the next phase.
    • Stripe is now 440 Move away.
    • Mike's Saiyan Rage subsides.
      • Mike's total ki is under 200, so he automatically drops out of Super Saiyan 2. His Hits are above half his total Hits, so he maintains his Super Saiyan form.
        • Mike's ki decreases by 2% for his Rage, and a further 50% for Super Saiyan 2. It then increases by 25% for Super Saiyan. He now has 0 ki activated, and 0 ki in reserve.
Phase 4
  • Stripe sees Mike in the distance, but he's too far away for his change to be visible. Stripe Powers Up again.
    • Stripe has 66 ki activated, and 19 ki in reserve.
  • Mike continues to sprint another 30 Move in the direction Stripe travelled.
    • Mike's Combat skill totals are now halved until his action in the next phase.
    • Stripe is now 410 Move away.
  • Round 3 is over.
    • Stripe recovers 34 Hits. 14 ki is recovered in his reserve, bringing his total reserve to 33 ki.
    • Mike recovers 53 Hits. 16 ki is recovered in his reserve, bringing his total reserve to 16 ki.

Round 4
Phase 1

  • Both roll for initiative.
    • Stripe rolls 14 plus his Mental of 10, for a total of 24.
    • Mike rolls 9 plus his Mental of 5, for a total of 14.
    • Stripe chooses to move last this round.
  • Mike stops and Powers Up, drawing on what little ki he has left.
    • Mike has 16 ki activated, and 0 ki in reserve.
  • Stripe Powers Up a final time, activating almost all of his ki.
    • Stripe has 96 ki activated, and 3 ki in reserve.
Phase 2
  • Mike continues to sprint towards Stripe another 30 Move, confident that he has almost finished the Kajite off.
    • Mike's not entirely wrong, as Stripe only has 332 Hits remaining.
    • Mike's Combat skill totals are now halved until his action in the next phase.
    • Stripe is now 380 Move away.
  • Stripe begins to charge his Feline Force Strike in his claws, looking to end the battle once and for all.
    • Stripe uses 30 ki.
    • A 30 ki Feline Force Strike is within Stripe's skill range to use without an activation check.
    • The GM notes that the wind howls and the ground shakes slightly.
Phase 3
  • Mike continues to sprint towards Stripe another 30 Move, unaware of the attack Stripe is charging.
    • Mike's Combat skill totals are now halved until his action in the next phase.
    • Stripe is now 350 Move away.
  • Stripe continues to charge his Feline Force Strike in his claws.
    • Stripe adds another 30 ki, but only needs to spend 15 ki.
    • A 30 ki Feline Force Strike is within Stripe's skill range to use without an activation check.
    • The GM notes that the ground shakes strongly, and small stones start to rise off ground.
Phase 4
  • Mike uses Flight at Mach 1 for 2 ki to get behind Stripe, striking at him with a kick.
    • Mike rolls 5, plus his Fighting AT modifier of +19, for a total of 24.
    • Stripe uses Flight at Mach 1 for 2 ki to negate the rear attack, and uses Super Reflex to increase his Combat by 150, burning 300 Hits to do so.
    • Stripe evades, rolling 15, his Evasion AT of 29, for a total of 54, which is then halved due to charging, for a final total of 27.
    • Stripe's choices are risky, but he is successful in avoiding the kick!
  • Stripe continues to charge his Feline Force Strike in his claws, chancing that he is able to move first next Round.
    • Stripe adds another 30 ki, but only needs to spend 15 ki.
    • A 30 ki Feline Force Strike is within Stripe's skill range to use without an activation check.
    • The GM notes that the ground shakes violently, whirlwinds of flying debris are seen, and small rocks split.
  • Round 4 is over.
    • Stripe recovers 34 Hits. 14 ki is recovered in his reserve, bringing his total reserve to 17 ki.
    • Mike recovers 53 Hits. 16 ki is recovered in his reserve, bringing his total reserve to 16 ki.

Round 5
Phase 1

  • Both roll for initiative.
    • Stripe rolls 11 plus his Mental of 10, for a total of 21.
    • Mike rolls 13 plus his Mental of 5, for a total of 18.
    • Stripe chooses to move first this round.
  • Stripe finishes charging his Feline Force Strike.
    • Stripe adds another 30 ki, but only needs to spend 15 ki.
    • A 30 ki Feline Force Strike is within Stripe's skill range to use without an activation check.
    • The GM notes that the ground continues shakes violently, whirlwinds of flying debris are still seen, and more small rocks split.
    • Stripe launches his 120 ki Feline Force Strike, having spent 75 ki to generate it.
      • Stripe rolls 11, and his wild die is a 6. He rolls it again and gets another 6, followed by 4, giving him a total roll of 19 plus his Power AT modifier of +14, for a total of 34.
      • Mike evades, rolling 10, plus his Evasion AT of 21, for a total of 33.
      • The Feline Force Strike smashes into Mike, dealing 1,200 dice of damage.
        • Stripe rolls his 1,200 dice, resulting in 4,900 damage to Mike, less 150 Defense, for 4,750 Hits lost.
          • Because the damage was higher than half of Mike's total Hits, the GM rules that Stripe's blast vaporizes Mike's legs as he is knocked back.
        • For Knockback Mike rolls 8, plus his Body total of 153, for a total of 159.
          • The attack launches Mike back 1,041 Move; because his Physical is 53, he is knocked down.
  • Mike is reduced to -1,250 Hits, or about 20% overkill of his total Hits.
    • The GM rules that Mike isn't immediately killed, but rather mortally wounded and at severe risk of death without some form of intervention.
    • Mike's body is flung kilometers away in the blast, and Stripe is unable to directly detect him.
    • It's possible Mike will ultimately die, but it's also possible that he could survive, and will be back with a Zenkai Boost and a vengeance.

Experience
Stripe receives 1,762 XP.

  • Mike's Enraged Super Saiyan 2 Power Level of 44,056,000, divided by Stripe's Base Power Level of 250,000, multiplied by 10.
Mike receives 136 XP, if he survives.
  • Stripe's Form 4 Power Level of 6,000,000, divided by Mike's Base Power Level of 440,560, multiplied by 10.