Dragonball ZT RPG

Grabs & Holds

Grab
Reaching with hands and clutching an opponent around the chest or around an appendage (leg, ankle, wrist, or arm). Can also be used against a weapon or any device they might be holding. To resolve a grab, the attacker uses Fighting AT - 2 vs a DV equal to the defender's Fighting (Weapon if grabbing a weapon) AT. If the attacker wins, the defender's appendage or item is grabbed.

The defender may immediately try to break free. To break free, the defender uses Body AT vs the attacker's Body AT. If the opponent wins, they break free. If the attacker wins, they have hold at the beginning of the next action or phase, or if grabbing an item, has wrested the item away.

If the opponent is successfully grabbed and held, the attacker can follow up with a hold, pin, or throw.

Hold
A held character takes the attacker's Physical + Fighting skill in dice of damage. While held, both attacker and defender suffer -50% to all reactions when attacked by others. To break free, the defender must use their Body AT vs the attacker's Body AT. If the opponent wins, they break free of the hold. If the attacker wins, they have hold of the opponent at the beginning of the next action or phase. If the character has multiple actions in a phase, they can attempt to break free once per action. The character is held until they break free or the attacker lets them go.

While held, the attacker may forgo damage to force the defender to move a certain direction. They can force both characters to move a distance equal to their Move minus the defender's Move.

  • Example: Bloggins has successfully grabbed Joe. On his action, he forgoes damage to move him towards a waiting cage. He may force him to move 0 Move (Both have a Move of 5), so they struggle and get nowhere. On Joe's action, he attempts to break free, rolling an AT of 11 vs Bloggins' AT of 14, and is still held. If they were to be attacked that phase, they would both have -50% for their reaction ATs.

Pin
A pin stops all movement, holding the opponent immobile on the ground. While pinned, both attacker and defender suffer are unable to react when attacked by others. The opponent must be successfully grabbed, then the attacker uses their Fighting AT - 3 vs the opponent's Fighting AT. If the attacker wins, the target is pinned and suffers -3 to escape. The defender remains pinned until they escape or the attacker lets them go. If the defender wins, the pin failed and the defender breaks free.

  • Example: Bloggins has Joe in a hold but is unable to move him. On his action, he attempts to convert the hold into a pin, rolling an AT of 12 vs Joe's AT of 7. Bloggins converts the hold into a pin, doing 40 dice of damage. Joe attempts to escape, rolling an AT of 9 vs Bloggins' AT of 14. Joe takes 40 dice of damage while he remains pinned until Bloggins lets him go or he escapes. If they were to be attacked that phase, they would both be unable to react.

Throw
A character can throw a grabbed opponent or object using the throwing table. The default is for a baseball-sized object. The table must be adjusted when throwing different-sized objects.

Hitting a target with a thrown object requires passing a DV using Combat + Body skill AT vs the target's Evasion AT.

To throw a baseball-sized object, roll 3D6 and add your Physical against the DV listed. The result is how far and high the object was thrown, the speed when it left your hand, and how long it stays in the air before hitting the ground or Target.

DV Distance (Move) Height Velocity Aloft (Phases) Object Modifier
2 5m (3) 1m 25kph 1sec (0) Heavy Bag of Groceries 2
5 10m (5) 2m 40kph 2sec (1) Child, 2 Heavy Bags of Groceries -4
7 40m (20) 10m 75kph 3sec (1) Adult Female -6
9 80m (40) 20m 100kph 4sec (1) Adult Male -8
11 100m (50) 25m 110kph 5sec (2) Lion, 2 Men -10
13 1/2km (250) 125m 250kph 10sec (3) Motorcycle, Bear -12
15 1km (500) 250m 360kph 14sec (5) Small Car -14
17 5km (2,500) 1.25km 800kph 30sec (10) Large Car, Elephant -16
19 10km (5,000) 2.5km 1,150kph 45sec (15) Small Semi-truck -18
21 20km (10,000) 5km 1,600kph 64sec (21) Light Tank -20
23 40km (20,000) 10km 2,250kph 90sec (30) Small Jet -22
25 80km (40,000) 20km 3,185kph 127sec (42) Battle Tank, Whale -24
27 160km (80,000) 40km 4,500kph 180sec (60) Large Jet, Train -26
29 300km (150,000) 75km 6,175kph 247sec (82) Small Ship, Building -28
31 10,000km (5 million) 250km 28,000kph Planetary Orbit Battleship, Large Building -30
33 10 million km (5 billion) 250,000km 36,000kph Solar Orbit Aircraft Carrier -32
35 10 billion km (5 trillion) Infinite 360,000kph Interplanetary Space Mountain -34

  • Example: Bloggins has pinned Joe. On his action, Bloggins picks up Joe and throws him. He rolls 3D6, getting 18, and adds his Physical for a total of 23. The table indicates he can throw a baseball 40km. Joe is a grown man, so he subtracts 8 from his roll. 23 - 8 = 15, indicating 1km. Using the chart, Joe will reach an altitude of 250m and remain aloft for 14 seconds (5 phases) before crashing back down to Earth, taking (500 Move divided by 3) 167 dice of falling damage.

Tackles and Slams

  • Collisions: Flying into the opponent. Collisions do 1 dice of damage every 3 Move traveled per phase, but both combatants take full damage and are knocked down.
    • Example: Bloggins and Joe are hovering 100 Move apart. Bloggins decides to slam into his opponent at Mach 1. Both combatants take 30 dice of damage.
    • At greater distances and higher velocities, the damage increases.
      • Example: Bloggins and Joe are hovering 500 Move apart. Bloggins flies at him at Mach 1 and Joe decides to slam into him. Both combatants take 166 dice of damage.
  • Move By: Full Move and attack during movement with a -3 to attack and any reactions that phase. Damage equals (Physical / 2) + 1 dice for every 5 Move traveled per phase. The attacker takes one-third of the damage.
    • Example: Bloggins and Joe are 100 Move apart. Bloggins decides to try to hit him and keep flying (Move By) at Mach 1. He suffers -3 to hit, and at -3 to react to any hits. He hits, doing 7 (13 / 2) + 20 (100 Move per phase / 5) = 27 dice of damage, or 90 damage to Joe. Bloggins takes 30 damage, and finishes his action.
    • At greater distances and higher velocities, the damage increases.
      • Example: Bloggins and Joe are hovering 1 km apart. Bloggins flies at him at Mach 2. Bloggins decides to try to hit him and keep flying (Move By). He suffers -3 to hit, and at -3 to react to any hits. He hits, doing 7 (13 / 2) + 100 (500 Move per phase / 5) = 107 dice of damage, or 378 damage to Joe. Bloggins takes 126 damage and continues flying for another 1 km.
  • Move Thru: Full Move and attack at end of move with a -1 to attack for every 5 Move travelled and -3 to any reactions that phase. Damage equals (Physical + 1 dice for every 2.5 Move traveled per phase. The attacker takes one-half of the damage.
    • Example: Bloggins and Joe are 10 Move apart. Bloggins decides to fly into him at 10 Move / phase without hurting himself too much (Move Thru). He's at -2 to hit, and at -3 to react to any hits. If he hit, he'd do 14 (13+1) * 4 (10 Move / 2.5) = 56 dice of damage, or 205 damage to Joe. Bloggins takes 103 damage himself.
    • At greater distances and higher velocities, the damage increases, this maneuver becomes impossible to perform, but if somehow successful, the damage is astronomical!
      • Example: Bloggins and Joe are hovering 5 km (2,500 Move) apart. Bloggins decides to fly into him at Mach 5 without hurting himself too much (Move Thru). He's at -500 to hit, and at -3 to react to any hits! If, somehow, he managed to hit, he'd do 14 (13 +1) * 1,000 (2,500 Move / 2.5) = 14,000 dice of damage, or 48,941 damage to Joe! Bloggins takes 24,471 damage himself!

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