Dragonball ZT RPG
Boost Techniques
Flight (Free Action)
Mach 1 is equal to 500 Move per phase.
This technique allows for lightning fast movement or flight at hypersonic speeds, purchased/maintained per phase.
Mach | Flight | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | +n |
Cost | 1 | 2 | 4 | 6 | 8 | 10 | 12 | 14 | 16 | 18 | 20 | 22 | 24 | n*2 |
Super Speed (Free Action)
Raising your speed for a phase (for the purposes of increasing actions), requires burning your ki to multiply your speed.
Total Actions | 2 | 3 | 4 | 5 | +n |
Ki Cost | 2 | 6 | 18 | 54 | n-1 cost*3 |
Super Reflex (Free Action)
Raising your Base Combat for a phase (for the purposes of increasing accuracy/evasion), requires burning your Hits to increase your Combat.
Combat Increase | +2 | +4 | +6 | +8 | +10 | +20 | +30 | +40 | +50 | +n |
Hits Cost | 4 | 8 | 12 | 16 | 20 | 40 | 60 | 80 | 100 | n*2 |
Super Strength (Free Action)
Raising your Base Physical for a phase (for the purposes of increasing damage), requires burning your Hits to increase your Physical.
Physical Increase | +2 | +4 | +6 | +8 | +10 | +20 | +30 | +40 | +50 | +n |
Hits Cost | 4 | 8 | 12 | 16 | 20 | 40 | 60 | 80 | 100 | n*2 |
Physical | To Lift a(n): | To Bend or Break |
4 | Adult Female | Wood Boards |
6 | Adult Male | Aluminum |
8 | Lion, 2 Men | Iron |
10 | Motorcycle, Bear | |
12 | Small Car | Steel |
14 | Large Car, Elephant | |
16 | Small Semi-truck | Hardened Steel |
18 | Light Tank | |
20 | Small Jet | Titanium |
22 | Battle Tank, Whale | |
24 | Large Jet, Train | Unobtainium |
26 | Small Ship, Building | |
28 | Battleship, Large Building | Super Unobtainium |
30 | Aircraft Carrier | |
32 | Mountain | Anything |
Kaio Ken (Free Action)
The fighter trades their Hits for an increase to their strength, dexterity, and speed; basically burning themselves out to get a higher Power Level, Physical, and Combat.
Every phase Kaio Ken is active, the fighter's body exerts a small, steady burn that ignores Defense.
In order to perform the Kaio Ken at a given level, the fighter must pass a Body AT vs. a DV appropriate to the level of Kaio Ken. The difficulty increases by +1 each phase the Kaio Ken is in use, and must be rolled against each phase.
Base DV | Cost (Hits / Phase) | Power Level | Ki | Mental | Physical | Combat | Move | Skills | Defense | Hits | |
Kaio Ken | 27 | 4 | Base * 2 | Base + 2% | Base | Base + 20% | Base + 20% | Base | Base | Base | Base |
Kaio Ken x3 | 28 | 6 | Base * 3 | Base + 3% | Base | Base + 30% | Base + 30% | Base | Base | Base | Base |
Kaio Ken x4 | 29 | 8 | Base * 4 | Base + 4% | Base | Base + 40% | Base + 40% | Base | Base | Base | Base |
Kaio Ken x5 | 30 | 10 | Base * 5 | Base + 5% | Base | Base + 50% | Base + 50% | Base | Base | Base | Base |
Kaio Ken x10 | 35 | 20 | Base * 10 | Base + 10% | Base | Base + 100% | Base + 100% | Base | Base | Base | Base |
Kaio Ken x15 | 40 | 30 | Base * 15 | Base + 15% | Base | Base + 150% | Base + 150% | Base | Base | Base | Base |
Kaio Ken x20 | 45 | 40 | Base * 20 | Base + 20% | Base | Base + 200% | Base + 200% | Base | Base | Base | Base |
n Level | 25 + n | 2 * n | Base * n | Base + n% | Base | Base + n0% | Base + n0% | Base | Base | Base | Base |
Spirit Bomb
The Spirit Bomb technique allows an inherently good-natured user to tap into the energy from the life forces of all living things around them, creating a tremendous sphere of ki that will harm anyone who is inherently evil-natured. The capacity of the Spirit Bomb is only limited by the extent to which a user can reach out to the lifeforms around them, and takes more time depending on the distance. When charging a Spirit Bomb, a user can take no other actions; the energy is lost if the user is Knocked Down.
Range | Time | Lifeforms | Capacity |
Visual | * 1 | 100s | * 2 |
City | * 1.25 | 1,000s | * 3 |
Country | * 1.5 | 10,000s | * 4 |
Continent | * 1.75 | 100,000s | * 5 |
Planet | * 2 | Millions | * 6 |
System | * 3 | 10s Millions | * 7 |
Sector | * 4 | 100s Millions | * 8 |
Quadrant | * 5 | Billions | * 9 |
Galaxy | * 6 | 10s Billions | * 10 |
Cluster | * 7 | 100s Billions | * 11 |
Universe | * 8 | Trillions + | * 12 |
Awaken Sleeping Power
Increase the Power Level of another fighter by showing them their inner strength.
To determine if the master can awaken your sleeping power, roll 2D6; on a roll of 2, the master has tapped into your potential. The master can then increase your Power Level based on a 1D6 roll, which is converted to XP to be allocated as per normal:
Die Roll | 1 | 2-5 | 6 |
Multiplier | 1.5 | 2 | 3 |
Fusion Dance
An extremely specific set of dance moves that, when combined in exact synchronization, allows two people to fuse together, creating a new individual that is stronger than the sum of its parts. The parties must be within 10% or 200 Power Level of each other, whichever is higher. The new fighter adds both individuals' Power Levels, Hits, all shared skills, the average of their characteristics and Defense, and all special techniques; The new individual's Power Level is then multiplied by 20, and their Physical and Combat increase by 200%.
In order to perform the Fusion Dance, both participants must pass a Heroic (22) Mind AT to first learn the specific steps. They then both must succeed at a contested Body AT, where both totals are within a range of 2. A failure of the Body AT means the participants were out of synch, which results in a failed fusion: instead of multiples, stats are instead divided.
The fused character, success or fail, lasts for 30 minutes, or 150 rounds. Once a successful fusion ends, both characters cannot use fusion again for a full hour, or 300 rounds. When a failed fusion ends, both characters can immediately attempt the fusion again.
Power Level | Ki | Mental | Physical | Combat | Move | Skills | Defense | Hits | |
Fusion Success | (Base_{1} + Base_{2}) * 20 | (Base_{1} + Base_{2}) + 20% | ½ (Base_{1} + Base_{2}) | ½ (Base_{1} + Base_{2}) + 200% | ½ (Base_{1} + Base_{2}) + 200% | ½ (Base_{1} + Base_{2}) | (Base_{1} + Base_{2}) | ½ (Base_{1} + Base_{2}) | (Base_{1} + Base_{2}) |
Fusion Fail | (Base_{1} + Base_{2}) / 20 | (Base_{1} + Base_{2}) - 17% | ½ (Base_{1} + Base_{2}) | ½ (Base_{1} + Base_{2}) - 67% | ½ (Base_{1} + Base_{2}) - 67% | ½ (Base_{1} + Base_{2}) | (Base_{1} + Base_{2}) | ½ (Base_{1} + Base_{2}) | (Base_{1} + Base_{2}) |
*Rules are subject to change at any time, with or without notice*