Dragonball ZT RPG
Experience
Training
A normal humanoid gets 12 XP / year training. There are some shortcuts to training:
- Do your training "off camera": You don't have to roleplay through the entire process of training. A GM can give XP for training when characters state they are for a given time.
- Train under multiple gravities: Gravity Rooms create an artificial gravity field from zero (you're floating) to 100x Earth's gravity. Humanoids begin at 1x for a base, with the exception of Saiyans, who have a base of 10x. To begin training, you must make a Body AT vs a DV of Gravity Level - Base + 10. If you fail, you must master a lower level. You must spend at least one week training under a Gravity Level to gain XP, equal to the Gravity Level * 10 per week.
- Example: Bloggins enters the gravity room and sets the dial for 10x. He's always been under 1x and needs to make sure his body can withstand the strain, so he must beat a DV of 19 (10 - 1 + 10) If he doesn't make it he may need to be hospitalized, however if he does make it he can train as per normal.
- To master a Gravity Level you must train for at least one week, then roll a Body AT vs a DV of Gravity Level - (Weeks * 5). Once won the Gravity Level becomes your base. You may still train under that Gravity Level with half XP gained.
- You do not gain XP for training in lower gravity than your base.
- Go to the Pendulum Room: The Pendulum room allows vast amounts of time to pass in a single pendulum stroke.
- Use Magical or other enhancements.
- Go to the Other World and Train with King Kai: You will gain 30 XP a day. However, you have to be killed, talk King Yemma into letting you study under King Kai, and travel Snake Way to get there, which is useless unless you get someone to gather the Dragonballs to wish you back to life.
- Use the Dragonballs: You can get the Eternal Dragon to grant you XP. The amount gained is 10% of your Power Level equivalent, plus 1,000.
- Extreme Training: Extreme training can take place on a planet with the conditions, or in places like the Hyperbolic Time Chamber or a Hologram Room. Improvement is based on how much you face and how long you face it.
Roll
| Extreme Factor
|
1
| Extreme fluctuations of temperature
|
2
| Large carnivorous monsters
|
3
| Extreme weather
|
4
| Current gravity level above the base is 1D6 - 1. Each level is one additional factor above the base
|
5
| Unstable terrain
|
6
| Weird mental effects
|
- Roll 1D6. Depending on your roll, your selected training will have the extreme factor for that number, plus every factor of a lower number.
- Multiply how much XP you get (12 per year, 1 per month, 0.4 per week) by the number of extreme factors, and add gravity XP on top for the total XP.
- Example: Bloggins rolls a 4, which gives him extra gravity (he rolls another 1D6 - 1 and gets an extra 5 level above his base of 1) plus extreme weather, large carnivorous monsters, and extreme temperatures. His gravity XP will be 50 until he masters the new gravity level, and 25 for every subsequent week after mastery. Bloggins masters the new gravity after a single week, and continues to train for an entire year. After a year he gains 1,373 XP (4 * 12 per year for factors = 48; 1 * 50 gravity XP for first week; 51 * 25 gravity XP for remaining weeks).
Fighting
Assuming you survive, you will always get XP from a fight, even if you lost.
- XP = Opponent's Highest Power Level / Your Base Power Level * 10.
- Note: Extra XP can be given out at a GM's discretion.
Characteristics
Characteristics can be increased as a character increases in power. Cost is equal to the next level, and total increase is limited to two per 100,000 Power Level increase.
Skills
Skills can never be higher than 20 * Associated Characteristic.
- Cost to raise a skill is equal to the next level.
- Example: Raising a Fighting skill from 20 to 21 costs 21 XP. Raising a Power skill from 21 to 22 costs 22 XP. Raising an Evasion skill from 20 to 22 costs 43 XP.
Hits and Defense
Defense can never be higher than 10 * Physical.
- Cost to raise Hits is 1 XP.
- Cost to raise Defense is 2 XP.
*Rules are subject to change at any time, with or without notice*