What You Will Need

 

The Dragon Ball RPG is basically a way for you at home to play out your own Dragon Ball adventures, and this time you won't have to get hurt trying to break the wall with your fist! Dice will be referred to as d* where the asterisk is the number of sides on the die. For example, a six-sided die will be referred to as a d6. If a number is in front of the d6, for example 2d6, you will roll 2 six-sided die. To play the RPG you will need several d6, at least 2d8, at least 2d10, at least 2-3d20, a few pencils and paper to record damage on.

 

What is a Character?

A character will be your own personal piece in the game. You will control all of his actions and determine how he will react to different situations. Characters are not just human, there are several different races to choose from that are prevalent in the Dragon Ball Universe. A character's attributes are numbers that reflect how strong, how fast, or how intelligent that character is. Different races have different die rolls for attributes to reflect their differences.

 

Attributes

 There are 6 main attributes, Intelligence, Mental, Strength, Dexterity, Stamina, and Speed. Most of these characteristics are self-explanatory. Mental measures the character's mental control and ability to use ki. Dexterity is the character's close combat speed, while Speed is the character's ability to move during combat. A high strength will give the character a greater damage bonus in combat, while a high dexterity will give the character a greater chance to strike and dodge. The average human, 2d6 will be rolled for each of these attributes. If you roll an 11 or 12, you get to roll an additional 1d6 to add to that characteristic, but this only applies for humans. Different races have different potentials so die rolls will be different for each attribute.

 

Intelligence (INT)

This attribute is an overall measurement of a character's mental quickness.

 

Mental (MNT)

Mental measures a character's ability to control their ki, sense ki, and strike with ki attacks. Having 20 points of MNT automatically causes the character to sense any ki attacks directed at him or anyone within a 50-foot radius.

 

Strength (STR)

 

Strength is a measure of the character's brute power. Many different races receive damage points from strength as well as from ki, but usually strength is the main factor. Strength can be increased several ways, including long strenuous training, gravity rooms, and weighted clothing. Schools of technique reflect long training, but gravity rooms and weighted clothing are in a league all alone. To determine the bonus from training under high gravity, divide the number of Gs of gravity by 5. So a character training under 100 Gs would receive a +20 bonus to STR. Now, a character cannot then train under 100 Gs again, so now you would divide the number of Gs past 100, this goes for any gravity level.

 

Dexterity (DEX)

This measures a character's quickness with his hands and feet. A high dexterity is often more useful than a high strength, because it adds bonuses to striking and dodging in hand to hand (HTH) combat.

 

Stamina (STM)

Stamina determines a character's endurance. The number of actions a character can perform before becoming tired is equivalent to his STM rating.

 

Speed (SPD)

Speed determines a character's ability to dodge ranged attacks. It also determines the number of feet a character can move during an action at no cost.

 

Basically follow the +1 bonus for every five points of an attribute after 20, for MNT, STR, DEX, KI, and SPD. This goes on to infinity, because it seems that the character's powers are truly limitless.

 

Derived Attributes

Derived attributes include Ki capacity, Hit Points (HP), Life Points (LP), and attacks per combat round. Ki capacity is how much ki a character has. This can spent to do a variety of things, but most are for combat purposes. For a regular human, take his MNT attribute and multiply it by 5. Although all humans have a Ki capacity, only a few actually know how to use ki. Hit Points are a character's ability to sustain damage. Life Points are also a measure of the character's ability to sustain damage, but loss of life points is much more harmful than HP. To determine Hit Points for a normal human, multiply their STM by 8. Life Points are directly equivalent to their STM. Attacks per HTH combat round is derived by dividing the character's DEX by 10. Never round up, only give 2 if it is exactly 20 DEX.

 

Combat

Combat is the most important element of the game because it is modeled directly after the anime/manga. Combat is separated into second rounds, and rounds are subdivided into actions. Note that this time is time in the RPG, not actually how long you can take to decide. Actions or Attacks are determined by dividing the character's DEX by ten. Never round up for the number of actions. Because of this, most humans can only perform one action per round.

To start combat each different character involved in combat must roll 1d20, adding any bonuses to initiative. Whoever has the highest roll may act first. Then proceed in order from the next highest to lowest. There are three types of attacks. Hand to Hand, Ki, and ranged attacks. All of these require 1d20 roll to strike, but the different types add different bonuses. HTH uses dexterity bonus, Ki uses MNT, and ranged receives no bonuses. Note that ki attacks are considered ranged, and are dodged as range attacks. The character being attacked also rolls 1d20 adding any bonuses depending on the type of attack being dodged. Whoever has the highest number after adding bonuses, wins. Rolling a natural 20 (without any bonuses), causes an automatic hit, and can only be dodged by another natural 20. If the natural 20 hits, the character is considered making a critical strike. The defender will then roll on the critical strike table and apply and penalties. Combat for that round is carried out until all characters have used all of their actions, or decline to take any more actions. A HTH combat action has many different choices for attack, so after a successful strike roll the damage for that type of attack plus any bonuses to damage.

Some attacks contain multiple sub attacks, like the multi-punch technique. This can throw several punches at once. Bonuses to damage are only added to the final total, not to each punch. This also goes for the multi-kick and multi-fireball.

 

HTH Attacks

Punch 1d6

Power Punch 1d8

Kick 2d8

Double axe handle 2d6**

Dropkick 3d6**

Elbow 1d4

Knee 1d10

Ram 2d6+SPD*

All of these are the most common hand to hand attacks. Each costs 1 stamina point, and receives a character's hand to hand damage bonus.

* Can only be used once per round.

** Can only be used twice per round.

 

 

Major Rules

 

Character Class

A Character's class, of which there are five, determines the character's power level: minor, major, galactic, intergalactic, and godlike. A character that is minor has an extremely hard time damaging a character that is intergalactic or godlike. A character that is minor does 50% damage against a major, 25% against galactic, 12.5% against intergalactic, and 6.25% against godlike. For example Goran a minor does 100 damage to Korak an intergalactic being, he only does 13 damage (rounding up) because of his class. For every level lower the character is, they do half damage. For every class higher a character is they get +2 strike and dodge. Note this rule must be used, it gives a real balance and a better playability.

 

 

STM Count

A character's STM indicates many things. In the Dragon Ball RPG, it tells how many melee rounds a character can engage in combat. A character with a STM of 25 can fight non-stop for 25 actions. Every action subtracts one point from the STM pool (note that this is not from the STM attribute, STM count is different). There are many things that can reduce this count. You need to keep an STM count. There are other factors such as powers that cost more than the usual 1 STM to work. These will always have notes under them stating the difference in STM cost. When the character's STM count reaches 0 he begins to feel the effects of his activity. For every melee round that a character fights after his count reaches 0, add the following penalties. -2 to HTH/Ki damage, -2 to strike for HTH/Ki/Ranged, and -2 to dodge HTH/Ki/Ranged. The Note that these bonuses are cumulative. Example: A character with a STM of 15 is trying his 17th actions. He should be -4 to HTH/Ki damage, -4 to strike HTH/Ki/Ranged, and -4 to dodge HTH/Ki/Ranged. Eventually the character will reach 0 on all of these things.

 

Ki Regeneration

Ki is the warrior's main asset. Once Ki is used, it can only be naturally regained. After one full day of rest, half of the chi is regained, in another full day of rest it will all be regained. After one full day of slight exertion (walking, running, or flying) one quarter is regained. If the warrior is involved in one fight where he uses more than ten STM points, only 10% of his chi is regained in that day.

 

HP and LP Regeneration

A character will regain HP at a constant rate of 15% per day. For example Goku lost 200 HP from his total 250, so you would take 15% of 250 rounding accordingly, and add it to his remaining 50 HP. LP loss usually requires medical attention to properly heal. LPs are regained at the rate of 2 per day without treatment. In a hospital, a character will regain LPs at a rate of 5 per day. Now if a character lost his entire HP count and then lost LP, all LP must be regained before and HP are regained.