Dragonball ZT RPG

Numbers

Characteristics
Characteristics are numbers that show how good your character is. They represent your body's fundamental capabilities.

  • Mental: How smart and determined your character is.
    • This determines Initiative (who moves first in the battle sequence).
  • Physical: How strong and healthy your character is.
    • This is used for your beginning Hits and Defense, and determines what you can do physically.
  • Combat: How well your hero fights.
    • This is essentially your character's dexterity.
  • Move: How far your character can move.
    • One Move is the equivalent of a body length, or approximately 2 Meters.

Derived Characteristics
You get 2 Derived Characteristics:

  • Defense: How tough your character is. Defense is subtracted from any damage done to your character.
    • 5 * Physical
  • Hits: How hard your character is to knock out / kill.
    • 10 * Physical

Skills
Skills are things you learn how to do. Each skill has a number that shows you how well your character knows that skill. Each skill is also paired with a characteristic to figure out if you succeed at a task.

  • As a starting character, you have 50 points to distribute between your 6 Skills. Not every Skill must have points.
  • Fighting: How good you are at hitting things with your body.
    • Fighting Skill + Combat
  • Evasion: How good you are at evading attacks, be it blocking, parrying, dodging, etc.
    • Evasion Skill + Combat
  • Weapon: How good you are at hitting things with a weapon.
    • Weapon Skill + Combat
  • Power: How good you are at using any ki techniques, and reacting to ki attacks with your own. Also determines your maximum ki.
    • Power Skill + Combat
  • Body: Anything to do with physical stuff.
    • Body Skill + Physical
  • Mind: Anything to do with using your mind, will, or charm.
    • Mind Skill + Mental

Fighting Techniques
A character's trademark flurry of punches, sweeps, kicks, and other physical maneuvers, all delivered at blinding speeds. Also known as janken - Japanese for an ancient "rock, paper, scissors" game.

Fighting techniques have three modifiers: hit, dice of damage (* 10), and evasion.

  • Example: a technique might have -1 to hit, -1 to evasion, but +20 dice of damage. Another technique might have +2 to hit, +3 to evasion, but -50 dice of damage.
  • Note: Evasion modifiers last for a full Phase.
Normally, the sum of the three modifiers must equal 0. However, ki can be used to make techniques. Powered fighting techniques require a Power AT roll to manifest like other ki techniques. In addition, any Energy Blast special effect can be added to a powered fighting technique. They may call upon ki techniques the character may not normally have, but they are only available to that attack.
  • Example: Stripe wants to create a powered fighting technique called "Electric Tiger Smash" that does +100 dice of damage, +4 to hit, and +1 to evasion. This technique would cost 15 ki with a DV of 15.

Modifier Cost
Dice of Damage 1 ki per +10 dice of damage.
Hit 1 ki per +1 to hit for that technique.
Evasion 1 ki per +1 to evasion for that technique.

Making fighting techniques takes four steps:

  • Describe Your Fighting Technique: A description doesn't have to cover just one move. It could describe how your character jabs the opponent in the stomach three times, roundhouse kicks them in the ribs, and bashes the side of their head with a forearm.
  • Determine Its Positive Modifiers: Decide whether the attack is stronger (dice of damage), faster (hit), and / or makes you react quicker (reaction skill).
    • Example: Joe's Physical is 7 and his Fighting skill is 12. Normally his dice of damage in a melee attack is 19. He creates a fighting technique that adds forty dice to his base damage, which causes 59 (19 + 40) dice of damage.
  • Determine Its Negative Modifiers: For every positive modifier, there must be an equal amount of negative modifiers for the sum of them to equal 0, unless utilizing ki as detailed in the chart above.
    • Example: To counter Joe's +40 to dice of damage, he makes his chance to hit four less than normal.
  • Name The Technique: Whatever you choose, try to have it fit your character's style, along with other techniques you develop later.

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