Dragonball ZT RPG
Damage & Defense Techniques
Energy Blasts
Immobilization
Deflections
Iron Skin
Counterblasts / Beam Battles
Energy Bomb
*Rules are subject to change at any time, with or without notice*
Every 1 ki placed into an Energy Blast causes 10 dice of damage. The Base DV for an Energy Blast is +1 for every 1 ki.
Hitting the Target: You not only have to roll to see if you can activate a technique, but also if you hit the target.
Special Effects: An Energy Blast can be shaped or given special abilities.
Effect
Cost
Homing
+1 DV per +1 to your AT to hit
Can be added "on the fly"
Bending
+5 DV per bend, up to 90 degrees (can shoot around corners)
Area Effect
+2 DV per Move from attack center (can hit everything in that area)
Delay
+2 DV per phase delayed
Rapid Fire
+2 DV for each additional target you fire at
Can be added "on the fly"
Deadly Effect
+1 DV for every 20 dice of Deflection negated, and will negate 20 points of Defence if no Deflection exists
Continuous Fire
Up to 1/2 initial ki per phase without re-rolling to hit, but suffer -50% to all reactions while active
After Effect
+1 DV per 5 ki up to 1/2 initial ki for one additional phase without re-rolling to hit
Immobilization
+1 DV per +1 IS
Causes the target to stick to one spot, unable to move or get away. It can be ice forming around the target, purple energy, red webbing, etc. The effect is the same: the target remains frozen in place.
The attacker announces the ki of the attack and the IS. Each point of IS increases the DV by 1. The attacker rolls a Power AT against the target; success captures them. On their action, the target must roll a Body AT vs the IS + the Attacker's Power AT.
The target cannot attack or defend while immobilized. The Immobilizing effect can be attacked by other characters who are unaffected. If the Immobilizing effect takes its IS * 10 Hits of damage, it is destroyed. The Immobilizing effect takes any damage the held character takes.
The Immobilization effect remains until either the attacker releases the victim, the victim escapes, or the Immobilization effect is destroyed.
Deflections stop ki techniques only, from one direction (either in front or behind). Subtract 1 ki from your opponent's ki technique for every 1 ki in the Deflection. The DV for a deflection is +1 for every 1 ki.
Once established, a Deflection remains until it is knocked down by a superior ki technique, dropped by the person who raised it, or the person who raised it is hit by a physical attack, like a weapon or hand-to-hand blow.
If a Deflection is higher than the ki technique it's deflecting, the excess Deflection is turned into a Reflection, up to the ki of the attack.
Normal Deflections protect from only one direction, either in front or behind, however you can protect from both directions with a Full Deflection. The DV for a Full Deflection is +2 for every 1 ki.
Iron Skin stops physical techniques only, from one direction (either in front or behind). Subtract 10 dice from your opponent's physical technique for every 1 ki in the Iron Skin. The DV for an iron skin is +2 for every 1 ki as a Body AT.
Once established, Iron Skin remains until it is knocked down by a superior physical technique, dropped by the person who raised it, or the person who raised it is hit by a ki attack.
If Iron Skin is higher than the physical technique it's stopping, the excess Iron Skin is turned against the attacker, up to the total of the attack.
Normal Iron Skin protects from only one direction, either in front or behind, however you can protect from both direction with a Full Iron Skin. The DV for a Full Iron Skin is +4 for every 1 ki as a Body AT.
Stopping an Energy Blast by hitting it with your own. Roll your Power AT vs the opponent's Power AT. If you succeed, you manage to create your attack in time, and the weaker Energy Blast cancels its dice from the stronger, similar to a Deflection.
If both Energy Blasts are steady streams, both remain active as a Beam Battle! So long as the steady stream is maintained, this continues until one of the blasts is either discontinued or hits its target.
In order to move the center-point, your Energy Blast must be at least equal to the strength of the opponent's Energy Blast. Otherwise, the center-point will only move on your opponent's action. The center-point of the blasts will creep towards either fighter at a rate equal to the difference in AT in Move per action.
A deceptively small delayed attack designed to destroy a planet.
Generate a 320+ ki Energy Blast and throw it at your feet. Roll 1D6 + 1 for how many minutes you have until the planet explodes. Once initiated, it cannot be stopped.