Dragonball ZT RPG
Grabs & Holds
Grab
Hold
Pin
Throw
Tackles and Slams
*Rules are subject to change at any time, with or without notice*
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.
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.
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.
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