New Rules


There are many new rules that I have created for this game. These help make characters stronger and it also adds a twist to the game.

Chi Regeneration

Chi is the warrior's main asset. Once chi 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 thann ten PE points, only 10% of his chi is regained in that day. This is just a general guidline, if the GM wants to change the rules, by all means feel free.

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 your character is they get +2 strike and dodge. Note this rules must be used, it gives a real balance and a better playability, trust me it is necessary.

PE Count

A characters physical endurance indicates many things. In the Dragon Ball RPG, it tells how many melee rounds a character can engage in combat. A character with a PE of 25, can fight non stop for 25 melee rounds. This equates to about 25 minutes of combat. There are many things that can reduce this count. You need to keep a PE count. For each round of combat, subtract one from thee PE count. If a character takes over 100 Mega Damage in one action round, subtract 1 from the PE count. When the character's PE 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 damage, -2 to strike, and -2 to parry and dodge. Note that these bonuses are cumulative. Example: A character with a PE of 15 is starting the 17th melee round of combat. He should be -4 to HTH damage, -4 to strike, and -4 to parry and dodge. Eventually the character will reach 0 on all of these things. Then he will probably get pummeled by his enemy.

Combat Bonuses

The charts stop at +15 to HTH damage so I decided to continue them. For every 5 after 30, give +1 to damage. For example Gotenks has PS 45 so he is +18 HTH damamge. This goes the same for PP. A character with PP 40 will be +10 to strike, parry, and dodge (excluding training). So now you are not limited to a small bonus like that. I also created a new bonus that would help strenghten Chi based attacks. A high mental endurance is equally valuable in the world of Dragon Ball. ME will use the same chart as PS. A character with a ME of 30 gets a +15 Chi damage bonus. And like the rest of the bonuses, for every five after 30 the character will receive +1 to chi damage. Now fireballs won't be short-changed in combat.

Bonuses for Chi Based Attacks

Chi comes from your mind and body. Besides the ME bonus, Chi based attacks also receive the same bonuses to strike as normal HTH attacks. So a character with a PP of 30 will recieve +8 to strike on HTH and chi attacks.

Attacks

I decided to adopt a universal attack system instead of having varying dice to roll for different characters.Attacks include Punch 1d6, Power Punch 1d8, Kick 2d8, Ram 2d6+SPD, Double axe handle 2d6, Dropkick 3d6, Elbow 1d4, and Knee 1d10. There are certain restrictions though. Ram can only be performed once per melee. You may be wondering, why even use the regular punch? Well if you use just one pair of limbs they would tire, so that's a reason.

The Humor Rule

Despite the massive life and death situation, the Z warriors find some way to goof around. If you're campaign is just straight up fighting, it will get boring real fast.

The Death Factor

If characters die, let them come back some how. Also when a character drops below 0 it doesn't necessarily mean he is dead. Just take his bloodied body to the nearest capsule corp building and put him in a healing tank. Give them a 50% chance of survival.

Power Levels

There is no formula that was used to make the power levels of Akira Toriyama's characters so I had to make up my own. (PS+PP)x(Chi+MDC)=their power levels. When a Saiyan goes Super Saiyan, its a little different. At SS1 multiply the power level times 2. At SS2 multiply by 3 and so on. This will make their power levels a lot higher.


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