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.
- Note: Flying at your regular Move can be done without Powering Up.
- Note: You can't exceed Mach 4 in atmosphere without burning your clothes, or Mach 12 in space, unless you maintain a minimum 5 ki Deflection to ward off friction.
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
|
- Example: To travel at Mach 4 would cost Stripe 32 ki per round. With a recovery of 14 ki per round from his Combat, Stripe expends 18 ki total. He could fly for 5 rounds and 3 phases at Mach 4 before running out of ki, covering a distance of 48,000 Move (96km).
- Example: To travel at Mach 2 would cost Stripe 16 ki per round. With a recovery of 14 ki per round from his Combat, Stripe expends 2 ki total. He could fly for 52 rounds and 2 phases at Mach 2 before running out of ki, covering a distance of 210,000 Move (420km).
An After Image is created by an attacker moving so fast they leave a visual "shadow" of themselves. By shifting between close spots rapidly, you can create multiple images (one per Mach). The opponent can see through the ruse if they are moving equally fast. If not, they must win a contested Mind AT roll, modified by +1 per additional After Image. If they lose, they focus on an After Image and have been Feinted.
After Mach 6, you become effectively invisible and undetectable, unless your opponent is moving equally fast.
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
|
Raising your Physical for a phase (for the purposes of feats of strength only), requires spending 2 ki per 2 points of extra Physical as a free action.
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
|
- Example: Joe has a Physical of 7. He wants to lift a small jet (Physical of 20), for 1 phase. The cost is 13 ki; he tosses the jet aside like it's a toy.
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.
- If the AT fails when activating, increasing, or maintaining Kaio Ken, the fighter's body and mind are unable to focus and their body is damaged under the strain, taking double the indicated amount of damage.
| 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
|
When changing Kaio Ken levels, the difficulty is cumulative over the course of a battle, and the new burn is immediately incurred.
- Example: Joe uses Kaio Ken, with a DV of 27, and takes 4 damage. After five phases and burning 4 hits per phase, his Kaio Ken DV is now 32. Joe decides to give himself an additional boost and increase to Kaio Ken x3, and must immediately take an additional 6 damage. This action's new DV would be 33 (Base Kaio Ken x3 DV of 28 plus five phases) against his boosted Body AT.
- Note: The Kaio Ken technique places a considerable amount of strain on the body. As such, there is currently no known way for it to be concurrently activated alongside transformations.
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.
- Note: The Spirit Bomb technique requires a substantial contribution of the user's own lifeforce. Regardless of the size of a Spirit Bomb when launched, it will always consume the remainder of the user's total ki.
First determine just how far the user is reaching out. The user's DV is multiplied by the corresponding time multiplier.
Next, determine how many lifeforms exist within that range. The Spirit Bomb's maximum ki is the user's Power Total multiplied by the corresponding capacity multiplier.
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
|
Available to any fighter with a Power total above 50 that trains with King Kai, assuming they are able to make a Competent (18) Mind AT to understand its usage. This is done at the end of each training session until successful.
- Example: Bloggins has a Power Total of 50. If he were to reach out to the entire planet of billions of lifeforms, his Spirit Bomb would be able to achieve a size of 450 ki. The DV for gathering ki would be doubled, forcing Bloggins to only charge ~8 ki per phase. It would take Bloggins more than 50 phases to create his fully-sized Spirit Bomb, and once launched, Bloggins will have 0 ki remaining, both active and in reserve.
- Note: The Spirit Bomb technique requires a considerable amount of focus and concentration. As such, there is currently no known way for it to be concurrently utilized alongside transformations.
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
|
If a master is unable to awaken your sleeping power, you can return to them after a month and try again.
- Note: Humans will always succeed at having their sleeping powers awakened.
- Note: A master can only awaken sleeping powers once.
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.
- Note: The Fusion Dance can only be done by parties who have similar builds. The Body AT tests both this and synchronization.
- Note: A fused character that uses a transformation which strains their body will have their duration reduced to a maximum of 5 minutes, or 25 rounds.
| Power Level
| Ki
| Mental
| Physical
| Combat
| Move
| Skills
| Defense
| Hits
|
Fusion Success
| (Base1 + Base2) * 20
| (Base1 + Base2) + 20%
| ½ (Base1 + Base2)
| ½ (Base1 + Base2) + 200%
| ½ (Base1 + Base2) + 200%
| ½ (Base1 + Base2)
| (Base1 + Base2)
| ½ (Base1 + Base2)
| (Base1 + Base2)
|
Fusion Fail
| (Base1 + Base2) / 20
| (Base1 + Base2) - 17%
| ½ (Base1 + Base2)
| ½ (Base1 + Base2) - 67%
| ½ (Base1 + Base2) - 67%
| ½ (Base1 + Base2)
| (Base1 + Base2)
| ½ (Base1 + Base2)
| (Base1 + Base2)
|
*Rules are subject to change at any time, with or without notice*