Dragonball ZT RPG
Reference Chart
The Wild Die
When the wild die comes up as a 6, add it to the die total. Roll it again and add the new number to the total, too. Continue until a non-six is rolled.
For the first roll only, if the wild die comes up as a 1, a complication arises and the die roll is halved, with the exception of ki techniques which cause a backfire.
Critical Rolls
If a player rolls all sixes on an AT, they automatically succeed.
If a player rolls all ones on an AT, they automatically fail.
Actions
Declare amount of actions each Phase. 4 Phases = 1 Round. At the end of a Round, everyone regains Hits they have lost (up to Physical).
One Move = 2 Meters.
1 ki = 10 dice of damage.
Subtract Target's Defense from damage before subtracting Hits.
AT = (Characteristic + Skill) / 10 + 3D6
If your AT >= DV, Success!
Free Actions
Initiative
| Rolling your Mental + 3D6 to determine action sequence.
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Talking
| Shouting a sentence or two to someone else.
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Boosts
| Flight, super characteristics, and some transformations are considered free actions.
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Non-Roll Actions
Get Up
| Stand if you have been knocked down or thrown, plus take one other Action (except Run or Sprint).
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Move
| Travel up to your full Move, plus take one other Action (except Run or Sprint).
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Run
| Travel up to twice your Move.
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Sprint
| Travel up to three times your Move; your Combat skill totals are halved for a full Phase.
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Power Up
| Gather ki or use a non-attack technique.
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Item
| Use or equip an item.
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Roll Actions
Attack
| Use any type of attack (including techniques).
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Grab
| You can grab a person or object; your AT is -2, and your Evasion is halved for a full phase.
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Throw
| Throw a person or object.
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Reactions
Evasion
| Your character can dodge, block, or parry to get out of the way of any incoming attack, using their Evasion skill..
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Counterblast
| Your character utilizes their own Energy Blast to negate an incoming Energy Blast, using their Power skill.
If your character uses a steady stream Energy Blast, they could become entangled in a Beam Battle.
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Defend
| Your character utilizes their defenses to negate an incoming attack, using their Deflection or Iron Skin.
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- Note: Free actions, such as Flight and some transformations, can be combined with reactions.
- Note: In the event of a tie, reactions are considered DVs, and thus the attacker wins with their AT.
Attacks
3 steps to follow:
- Are you Clear?: Is anything in the way?
- Are you close enough?: Melee attacks are 1/2 Move. Ranged attacks are listed with description. Power Techniques reach as far as you can see.
- Damage: Physical + Fighting/Weapon Skill + special technique bonus (if any).
Power Techniques
4 steps to follow:
- Check if you have enough ki gathered: If not, gather it with your Power Up (20% of Power total).
- Put ki into the Technique: 1 ki = 10 dice of damage.
- Add all Effect Modifiers to your Technique's DV: Base DV = Ki used. Roll to activate the technique.
- See if you hit: DV = Opponent's AT.
Effect
| Cost
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Homing
| +1 DV per +1 to your AT to hit
Can be added "on the fly"
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Bending
| +5 DV per bend, up to 90 degrees (can shoot around corners)
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Area Effect
| +2 DV per Move from attack center (can hit everything in that area)
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Delay
| +2 DV per phase delayed
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Rapid Fire
| +2 DV for each additional target you fire at
Can be added "on the fly"
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Deadly Effect
| +1 DV for every 20 dice of Deflection negated, and will negate 20 points of Defence if no Deflection exists
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Continuous Fire
| Up to 1/2 initial ki per phase without re-rolling to hit, but suffer -50% to all reactions while active
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After Effect
| +1 DV per 5 ki up to 1/2 initial ki for one additional phase without re-rolling to hit
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Immobilization
| +1 DV per +1 IS
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Knockback
When you hit with a blunt attack, subtract the target's Body Total + 3D6. The remainder is the Move the target is knocked back. If they hit something, compare the Move on the table below for how many dice is incurred.
Move
| 3
| 6
| 9
| 12
| 15
| 18
| 21
| 24
| 27
| 30+
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Dice
| 1
| 2
| 3
| 4
| 5
| 6
| 7
| 8
| 9
| 10
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Brace for Impact reduces knockback, but increases dice of damage by same amount.
Other Damage
Other Damage includes poison, shock, drowning, and electricity. The GM rates the intensity using the table below.
Severity
| Dice / Phase
| Effect
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Mild
| 1-10
| Painful, dangerous over some time.
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Intense
| 11-20
| Intense pain / can kill over a few Phases.
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Deadly
| 20+
| Can kill almost instantly.
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*Rules are subject to change at any time, with or without notice*