Dragonball ZT RPG

Mind Techniques

Telepathy
Ability to send messages mind to mind. You can talk directly to one person or group. There is no effective limit on range.

You may attempt to achieve Telepathic abilities by rolling 3D6 lower than your Mental. This can only be done at the GM's discretion, and should be the outcome of a major training breakthrough or big life change.

At the start of any telepathic communication, roll 1D6:

Roll Result
1-3 Crystal clear: they understand you perfectly.
4-5 Communication fuzzy. Write down your message. Delete every other word in the message.
Example: "Tell ___ that ___ needs ___ right ___."
6 No communication: you don't get through.

This is the communication state until your next attempt. You may not make another attempt for two turns.

Telekinesis
Ability to remotely manipulate objects as if they were picking it up.

Objects can become projectiles, doing 1 dice of damage per Physical required to lift it, plus 1 dice per Move.

Time Stop
Allows all unaffected players an extra action per phase activated. The user must refrain from doing anything but concentrating on their targets. In "freeze opponent" mode, the user may freeze one opponent per two points of Mind skill they have. In "total" mode, the user can freeze time over an area. The radius increases at a DV of +5 for every 2 Move from the center.

Mental Control
Ability to take over another's body. This technique uses your Mind AT, less your opponent's Mind Total / 10, against the below DV:

DV What you want them to do:
Everyday (14) Something simple, or that they'd want to do anyway.
Competent (18) Something fairly complex or that they'd rather not do, but will not cause harm.
Heroic (22) Something very complex or that they'd definitely not do, or that might cause some minor harm.
Incredible (26) Something with a lot of complex steps, or that might cause serious, possibly fatal harm.

Control Material
Choose one material which is in a free state (not part of the physical structure of another type of material). Roll 1D6 + 1 to determine how many cubic meters of the material will be available. Controlling is based on your Mind AT:

DV Task / Shape
Everyday (14) Simple shape or task (bars, rods, spheres, wrap up a target).
Competent (18) Fairly complex shape or task (tools, swords, create bars around a target).
Heroic (22) Very complex shape or task (vehicles, complex shapes, fight a target with the material).

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