There are several different races available to play in DBZ XR. They are listed below with abilities and enhanced forms.
Saiyans (Modified from the Frieza Saga book)Whatever doesn’t kill you, simply makes you stronger. This appears to be the basic theory behind Saiyan abilities. The Saiyan body is designed to be a repository of hyper evolution-when faced with a threat that nearly kills it, it automatically learns the threat and heals back tougher and more ready to deal with that threat the next time. Have to fight heavy gravities? If you can tough it out, your body will adapt to make you even more heavy-gravity proof. Taking too many Spirit Bombs in the face? If you live through it, your constantly evolving Saiyan Body will heal up (if you make it) and allow you to bounce those portable supernovas off your back like a duck shedding water in a rainstorm. This may be the true secret of the Saiyans; unlike their Truffle neighbors, these homicidal warriors didn’t evolve the use of technology to survive on their high gravity, super-deadly world. Instead, they evolved themselves, gaining the ability over the millennia to rapidly toughen their bodies against any type of stress or injury (if they could just survive the initial impact).
Channeling KiThe fundamental underpinning to this is the almost limitless ability of Saiyans to channel Ki. Most fighters can use Ki-all can generate it. But they’re limited by just how much their bodies can handle. Too much, and it burns you out like a candle in a blowtorch. By comparison, a Saiyan’s incredible ability to stand (and also recover from) massive physiological stresses allows him to absorb and use unbelievable amounts of ki energy without burning to a crisp. Toss in the ability to hyper-evolve to deal repeatedly with higher amounts of energy and suddenly you have a being capable of handling enough Ki to wipe out a planet. The evolution of a Super Saiyan is simply a logical extension of this Ki channeling ability-a Saiyan whose high speed hyper-evolution is so fast that he can get tougher without even stopping to heal. Eventually, he’s so tough he can push his body into evolutionary overdrive without even taking a hit-he just wills his body to channel Ki into itself and boost his capacities to even greater levels.
OozaruThis is an innate transformation that Saiyans undergo under the light of a full moon. Information is listed below it the techniques section.
Saiyan RageRage is also a powerful force in Saiyan physiology; anger kicks their hyper evolutionary abilities into overdrive. This power up allows them to handle even more Ki or even trigger the Super Saiyan transformation. It takes a major event-death of a family member or best friend to trigger a Saiyan Rage (GM's disgression). When enraged, a Saiyan’s abilities literally explode, temporarily doubling all his Characteristics, Power Ups, Power Levels and Combat Skills for 1D6+5 phases. Saiyan’s may only become enraged once during any one battle!
Super SaiyansIt is written that only a Saiyan who has a purity of heart can achieve the powers of the Super Saiyan- the legendary mega-fighting machine whose Power Levels will exceed tens of millions.
To become a Super Saiyan, you must be:
·Of at least partial Saiyan Birth
·Have a pure heart/or pure purpose (Doesn't have to be good, just pure in intent)
·Have skills and training beyond that of all other common fighters (minimum Power Level of 300,000 unless under special circumstances).
Triggering a change requires that you have reached at least a minimum power level of 300,000 and are currently in a state of Saiyan Rage. If these two things have occurred, roll 2D6. On a roll of 2, you have triggered your Transformation. If you fail, you may try again any subsequent battle until you have transformed. Once you have successfully transformed, you will be able to shift to Super Saiyan state any time you are already enraged and can roll a 5 or less on 2D6. Physical changes that occur are glowing golden hair and green eyes. As a Super Saiyan, your current Power Levels and Power ups will multiply by 50. Even more importantly, your Characteristics, with the exception of Mental, increase by + 50. Hits double in this state. The Super Saiyan state can’t be maintained forever however*; each round, roll 2D6. If the total is below 3, you will drop out of your SS1 state and revert to your base power level. You will also drop out of Super Saiyan whenever you have been knocked below half of your total Hits through damage. You may also choose to drop out of your Super Saiyan state at any time through your own volition.
*see Maintained Super Saiyan in the Techniques section.
Humans tend to be a non-warrior race. A select few do take up the life style, however, and excel in the field. Though they don't have a hyper-evolutionary system like the Saiyans, they somehow maintain a pace that is just shy of the monkey-tailed warriors.
Meta HumansIn very rare cases in humans, a sudden increase in energy occurs. While it's happened in history before, it was logged as an unexplained event called "Spontanious Combustion". It happens in times of extreme stress. The sudden upsurge in energy will burn the person up if they are unable to handle it.
To become a Meta Human, you must be:
·Of pure Human Birth
·Be in severe emotional stress (in a dire situation, watch helplessly as a friend dies, etc.)
·Have skills and training beyond that of all other common fighters (minimum Power Level of 200,000).
If you have met the requirements listed above, then roll a body check. On a roll of 200, the transformation occurs. Failure means that you cannot control the power and take 300 points of damage. Once transformed you may transform at will in a successful roll on 2d6 of 5 or less. Physically, the skin takes on a reddish tint, as do hair and eyes. The power level and power up increase by 50 times their base. Characteristics increase by 50 with the exception of Mental. Mental stays the same. Hits increase by doubling. As with Super Saiyans, a roll of 3 or greater on 2d6 must be made every round or drop out of the Meta Human state*. If you drop below half your hits, you will revert to normal. You may drop out of the Meta Human state of your own free will as well.
*see Maintained Meta Human in the Techniques section.
Though a peaceful race, the Nameks tend to be warriors of great focus and ability. With natural abilities such as Sai Sei and Nobiru Ude (listed below in technique section) they make either formidable allies or foes.
FusionNamekian fusion is much different from the Fusion Dance listed in the Techniques section below. In situations where Nameks need a more powerful warrior for a desperate situation, two warriors resort to a permanent fusion. One body and mind is decided between the two at the time of the fusion. The other's conscienceness remains, but in the background and, to an extent, as part of the main conscienceness. No special requirements need to be met beyond both characters (or NPC) to be willing parts in the fusion. The end result is a single Namek with the combine power, characteristics, and knowledge of both characters.
Ki ChannelingNameks, like the Saiyans, are very adept at channeling Ki. They advance with their training very quickly and can almost keep up with a saiyan transformed into Super Saiyan form. As Nameks can regenerate at will, their bodies adapt and become stronger after battles, just as quickly as Saiyans do. That coupled with determined training can lead a Namek to possibly surpass a Super Saiyan!
Rules from the Frieza Saga book will be used.
Waiting for the Trunks Book before creating.
Beginning characters start with a power level of 1000.
Before you started out with the 4 characteristics Physical, Combat, Mental, and Move. Beginning characters now start out with 6 characteristics. The 2 new characteristics are Ki and Speed. Ki will control all ki-related powers. Speed will determine the number of attacks you get in a round as well as when you react. Characters will get 60 points to distribute amongst these characteristics. Mental can only go to 20 under normal circumstances.
Characters will start out with 80 skill points. No starting skill can be higher than 15. The following is an expanded skill list with new skills available to characters:
Dragon Ball Z XR Skill List
Awareness (perception, observation, detection) Related Characteristic: Mental
Body (all physical skills, running, jumping, climbing) Related Characteristic: Physical
Evasion (dodge, evasion, blocking) Related Characteristic: Combat
Fighting (fighting, martial arts) Related Characteristic: Combat
Magic (spells, arcane knowledge) Related Characteristic: Mental
Mind (sciences, knowledge, history, current events) Related Characteristic: Mental
Performance (acting, disguise, singing, bluffing) Related Characteristic: Mental
Ki Control (ki powers, sense ki, hide ki) Related Characteristic: Ki
Technical (engineering, computers, cars, spaceships, helicopters) Related Characteristic: Mental
Weapon (knives, swords, guns) Related Characteristic: Combat
Will (willpower, mental resistance) Related Characteristic: Mental
Wanna get more powerful? Then you gotta get Experience! Here's how.
Gaining Experience PointsHere's the part where ya have to do some work. You can get XP by either fighting, training, or good roleplaying.
Fighting
To be determined.
Training
To be determined
Role-playing
GM's Disgression.
Characters may spend Experience Points on raising Characteristics as well as skills. Use the following cost table for spending Experience Points:Br>
Power Level: Gained as a separate number
Power Up: Raised at same % rate as Power Level
Speed: 100 XP
Combat: 20 XP
Physical: 15 XP
Mental: 15 XP
Move: 100 XP
Ki: 20 XP
Skill: 1 XP (or 10 XP if untrained)
Hits: 1 XP Min 10 at a time(Defense is always half of hits)
Characteristics can be raised at a rate of 2 points per month of training, up to 5 characteristics being trained in the same month (unless otherwise stated). Skills can be raised at a rate of 5 points per month of training, up to 5 skills being trained in the same month. Do remember; you don't have to spend XP right away just because you have it.
Think you know how things work in a fight? Think again! Here are some new rules for how things work in battle.
If you use a power boosting technique that multiplies your Power Level and Power Up, the technique also increases all characteristics (minus mental) by the same factor. Such techniques this applies to are Kaioken, Oozaru, Changeling Transformations, Super Saiya-jin, and Meta Human. Example: Goku’s power level is 8000 and Combat characteristic of 40. Using Kaioken x2, his power level goes to 16,000 (8000 x 2) and his combat value is raised to 42 (40 + 2).
If using multiple boosting techniques, add the factors together. Example: Goku is in Super Saiya-jin form and needs more power. He decides to use Kaioken x20. This would mean that his base, non-Super Saiya-jin form would be boosted times 70 and he would add 70 to his Characteristics (50 for ssj1 +20 for kaioken = 70 multiplier for PL and PU and a +70 stat boost).
When boosting characteristics, you used to spend points for each phase that you wanted to boost. Now Characteristic increases are bought at the end of the round, not the phase. Boosts now last for a round instead of just a phase. When making a power check for all the Ki used, all boosts are stacked and require one roll. Any further Ki powers that round get their own individual rolls.
There are two kinds of evasions for ki blasts; deflect and dodge. To dodge, roll a contested evasion versus your opponent’s attack roll. If you defend, you avoid the blast. To deflect, roll your evasion -5 and beat your opponents attack roll. Success means you knock the blast away. If you make the roll by 5 or more, then you may redirect the blast if you roll a power check equal to you’re opponent’s. When deflecting ki attacks, use your Ki characteristic instead of your Combat when making checks. Dodging still uses Combat.
After taking damage beyond 0 Hits (if you still have power left), characters take -10 to all actions every time you take your hits into negatives. Example: Hits = 200. Taking 600 damage after your hits are at 0 (assuming the 600 gets through defense system listed above) the character would be at -30 to all actions. -10 for going 200 below 0, -20 for going 400 below 0, and -30 for going 600 below 0.
If you go below 0 hits and 0 power, your character goes to the afterlife.
Recovering your power is fairly easy. You can regain your Power Up Value for every minute of non-combat (flying, walking, running, etc. ok) or non-training. Lost Hits are much more difficult to recover. For every day of complete rest (sitting in bed, watching TV, basically no stressful activities), you regain your Physical value to your hits.
A round is divided into 12, 3 second phases , and characters get one action per point of Speed score per round. Therefore, someone with Speed 5 would get to perform 5 actions. Also, these actions are spaced as evenly as possible throughout the 12 phases. Everyone acts on phase 12, regardless of Speed.
Phase | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | |
Speed | |||||||||||||
1 | - | - | - | - | - | - | - | - | - | - | - | 1 | |
2 | - | - | - | - | - | 1 | - | - | - | - | - | 1 | |
3 | - | - | - | 1 | - | - | - | 1 | - | - | - | 1 | |
4 | - | - | 1 | - | - | 1 | - | - | 1 | - | - | 1 | |
5 | - | - | 1 | - | 1 | - | - | 1 | - | 1 | - | 1 | |
6 | - | 1 | - | 1 | - | 1 | - | 1 | - | 1 | - | 1 | |
7 | - | 1 | 1 | - | 1 | - | 1 | 1 | - | 1 | - | 1 | |
8 | - | 1 | 1 | - | 1 | 1 | - | 1 | 1 | - | 1 | 1 | |
9 | - | 1 | 1 | 1 | - | 1 | 1 | 1 | - | 1 | 1 | 1 | |
10 | - | 1 | 1 | 1 | 1 | 1 | - | 1 | 1 | 1 | 1 | 1 | |
11 | - | 1 | 1 | 1 | 1 | 1 | 1 | 1 | 1 | 1 | 1 | 1 | |
12 | 1 | 1 | 1 | 1 | 1 | 1 | 1 | 1 | 1 | 1 | 1 | 1 | |
13 | 1 | 1 | 1 | 1 | 1 | 1 | 1 | 1 | 1 | 1 | 1 | 2 | |
14 | 1 | 1 | 1 | 1 | 1 | 2 | 1 | 1 | 1 | 1 | 1 | 2 |
The numbers that don't share multiples of 12 don't fit as well, but it's still useful. Note: For every attack you make, you get a defense.
Ki Powers are extraordinary abilities that the character learns to harness. Ki is the power that binds the universe, the very sub-quantum substance of reality. The character learns how to harness and control this energy, directing it to his will. Characters learn to harness Ki energy in different ways. Some use Ki to fire devastating Energy Blasts, others use Ki to enhance their Strength. At character creation, the player must define what powers the character knows. Each character may learn as many powers as their mental characteristic plus Power skill divided by two, rounded down. Therefore, characters like Omataeo with a mental characteristic of 10 and a Power skill of 5 will know 7 powers. A character can learn new Powers by raising their mental characteristic and Power skill so that the number of Powers they are allowed to know is increased. Example: Omataeo wants to learn a new power, therefore he raises he raises his Power skill by 3 with Experience Points so that his mental of 10 plus new Power skill of 8 equals 18, divided by 2 equals 9. Omataeo should now know nine powers instead of seven. Each Power modifier counts as a separate Power, so Repeating Energy Blast is a separate Power from Area Effect Energy Blast. Characters must still make Power skill rolls in order to manifest the Power. A failed Power skill roll results in a failure to manifest the power and a possible backlash. If the Power skill roll was a 3, then the character takes damage in dice equal to the amount of Power being harnessed.
The After Image technique burns an image of the character onto the opponents retina because they are moving too fast for the eye to catch up.
This ability increases the number of actions a character can perform next Phase.
Allows the character to move faster than normal without resorting to Mach-level movement.
The ability to get where you need to go quickly. The character must make Physical +Body skill rolls vs. various difficulties depending on the terrain. Super Speed takes effect at the beginning of the next Phase.
Super Senses allow the character to either increase their sensitivity, noticing things not normally within the ability of their senses, or the range of their senses, or both.
The character grows in size and proportion, increasing their strength, their reach, and their ability to absorb damage. Larger characters are also easier targets, suffering -1 to Defense rolls for each level of growth.
Super Strength increases the character’s Physical characteristic for the purposes of lifting and determining damage. It does not increase the character’s Health or Defense.
Once in place, the Deflection may be "kept up" without expending further actions or Power. If the character falls unconscious or is hit with a Physical attack, the Deflection falls and must be rebuilt. Any excess Deflection dice is reflected back at the attacker, up to the original dice of the attack. Like Energy Blasts, Deflections may also be gradually built-up a phase at a time, but the deflection does not take effect until it is ready.
The character may increase their Defense for the duration of the next Phase, thus reducing any damage taken that Phase. Damage Reduction may be "kept up" without expending further actions or Power. If the character falls unconscious, the power falls as well. Damage Reduction will fall if "breached". Like Energy Blasts and Deflections, Damage Reduction may also be gradually built-up a phase at a time, but the damage reduction does not take effect until it is ready.
This is a directed blast of pure Energy. Energy Blasts take one Phase to Prepare and travel at Move equal to dice of damage. Energy Blasts can be single shot, or steady streams. If steady streams, the attacker simply adds more dice to the blast on subsequent phases. The target takes damage on subsequent phases. Incoming energy blasts can be targeted by other Energy Blasts. If two Energy Blasts encounter each other the weaker cancels its dice from the stronger, like a Deflection. Unlike a deflection, if both blasts are steady streams, both blasts remain active. The center-point of the two blasts will creep towards the target at a rate equal to the difference in dice in move per phase. So long as the steady stream is maintained, this will continue until either blast is either discontinued or the blast hits its target. Energy Blasts can be built up over several turns, allowing for smaller Power control rolls each turn. If any one Power Control roll fails, the Energy Blast goes out of control and does damage to its creator.
An Energy Blast with After Effect causes damage even after the target is hit. The damage and number of phases of effect must be defined before the attack. For example, an 200 dice Energy Blast that does 100 dice each phase for 5 phases after the first would cost 1200 Power total.
An area affect blast causes an explosion that radiates out from the target, effecting anyone within the effect radius. All targets within the effect radius must make defensive rolls to avoid taking damage.
This modifier allows the energy blast to make bends up to 90 degrees. In this way, characters may fire over mountains or around corners.
A Delayed Energy Blast waits a predetermined amount of time before doing damage.
Deadly Effect Energy Blasts negate a predetermined amount of Deflection dice. Every 10 points of damage that gets through does 1 point to hits directly. Note: This can be added to a hand to hand technique as well.
Increases the accuracy of the Energy Blast by 3d6.
The target is immobilized and must make a contested Physical +Body vs. Immobilization Strength +Attacker’s Power skill check at the end of the phase. Success indicates the target breaks free, failure means the target is held for another phase. The target cannot attack or defend while immobilized. Other characters may attack the Immobilization. If the Immobilization takes it’s Strength x 10 in damage, it is removed. The Immobilization takes any damage the held character takes as well.
Allows the character to fire more than one Kikouha in a single phase as one attack. Power of the attack is divided equally amongst the shots.
At desperate times, a character may need to power up a blast faster than they’d normally be able to. These Super blasts are done by using a bit of your hits to add to the power of the blast. Example: 300 points into a blast, burn 100 hits to add a x2 modifier. Result: 600 die blast with 300 points and 100 hits spent.
(See Super Speed)
This technique allows the character to travel anywhere in the universe at the speed of thought, as long as they have a Power Level to lock onto.
Power may be traded to regenerate lost limbs or to heal damage up to the character’s non-wounded Health.
Stretching allows a character to perform a hand-to-hand attack at range. However, the character making the attack may also be attacked at any point in between. Stretching also allows characters to increase their strides and thus move more quickly.
This Power allows the character 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.
The Read Mind Modifier enhances Telepathy by allowing the character to read other’s thoughts using opposed Mental +Power rolls. Telepathy also allows the character to send messages.
Special Techniques must be learned from someone who knows it. If learned from the creator of the technique, then it takes 1 month minus 3d6 days to learn. If learned from anyone else it takes 1 and a half months minus 2d6 days. If developing a new attack (or trying to learn someone else’s without being taught), it takes 1 year minus 1d6 months to develop for a 3 power per 2 dice attack, 2 years minus 1d6 months for a 1 power per 1 die attack, and a month extra per extra attack qualities (deadly effect, homing, etc.)
This is another attack created by Vejita. It is cast by putting one's hand to a 90-degree angle of the wrist. This attack is golden in color.
This is Mirai no Trunks’ signature attack. It is performed by doing some elaborate hand movements, ending with the hands pointing forward, and thumbs pointing to each other. It is a ball of ki instead of a blast.
This is a technique that Krillin developed to fight the Saiya-jin. It is a spinning plane of energy that looks like a saw blade.
This is Vejita’s ultimate attack. It generally takes a while to charge. This attack is also golden in color.
A technique that Gokou learns and teaches to Vejita, Goten, and Trunks. In order for fusion to work, both characters must be roughly of the same size, and have the same power level, (if one character's power level is higher, they must lower it). If those requirements are met, then the characters perform a dance and fuse. Both characters must perform the movements at exactly the same time, in exactly the same way, and say the words, "FuuuuSION! HA!", also at the same time. If they do not complete all of this, then the resulting fused character could be disastrous. Fat Gojita, Fat Gotenks, and Thin Gotenks are perfect funny examples. However, if all of the above is done perfectly, the resulting character will be a perfect union of both characters and possess a enormous new strength. The fusion character is completely different, and not controlled by either person. All fused characters are extremely cocky, but who would blame them for that?. Fusion only lasts half an hour, after which the fusion character splits back into it’s two halves. To perform the fusion dance, the two players must roll a die. If both get an odd or even number the fusion is successful. Example: Dale rolls a 6 and Adam rolls a 2, their characters fuse. If Dale rolled a 5 instead of a 6, the fusion would have resulted in a weaker form. If successful, add the two characters Power Levels, Power Up, Hits, Defense, Skills and all characteristics. If unsuccessful, the fused character uses the lowest stats of the two and lowest power level. The fusion lasts for 30 Minutes.
This technique was developed by Vejita. It is basically the same as the Kamehameha with the exception of the color, being purple.
This technique was developed by Kujaku-sennin, an NPC from my game. It is alot like the Kame Hame Ha, except it is green in color.
This technique was developed by the Northern Kaio. . This technique allows a character to boost his power quickly. It does have the possibility of damaging the character if they can't handle the power. Characters must make a body check of 5 for every multiplier or take 20 hits per multiplier attempted(Note: Kaioken still works even if you fail the check). Characters can multiply their power level by up to x20.
This technique was developed by Kame-sennin. Much more powerful than a standard Kikouha, the Kamehameha is the most famous technique from Dragon Ball and Son Goku’s. The blast is blue in color.
This is Son Goten’s version of the Kamehameha. He just mispronounces it.
Dangerous technique created and mastered by Tenshinhan. With his hands he forms a triangle, which he uses as sight. Then by shouting in it, a powerful Ki-wave is blown towards the target. But if used to many times in a row, it can be life threatening for the person who uses it. Double the normal amount of power can be used with this attack, but it also burns off ¼ of the character’s base hits each time it’s used.
Once the heightened level of being has been achieved, the character may train herself to be able to stay in the form indefinitely or until they power down of their own will. It takes 3 months of nonstop training to acquire this technique.
This is Gohan’s ki attack. It is yellow in color.
Under a full moon, Saiya-jin with tails can transform into a giant monkey form known as Oozaru. While in this stage, the Saiya-jin’s power level and power up are multiplied by 10 while Characteristics (with the exception of Mental, which is reduced by 5) are increased by 10. This stage is uncontrollable unless a Mind check of 26 is made.
Piccolo created this technique for killing Son Goku. Instead of one beam, two are fired. The first is a normal, straight beam. The second one spins around the first one, creating a "screw".
Technique used by Yamcha during the 23rd Tenkaichi Budôkai. The character creates a ball, the size of a football and "throws" it at the opponent. The character controls the ball with their fingers and changes the direction of the ball. The ball can also be controlled beneath the ground.
This technique is used to temporarily blind your opponent. Opposing Body vs. Power rolls are made. If successful, this attack will blind the opponent and anyone else within a 50 move radius for 2d6 phases. Tenshinhan developed this technique.
This is Zak’s (a character from my game) final attack. Drawing his hand back like he’s going to do a back hand slap, then waving his hand all the way back around, he releases tendrils of ki that cover a wide area and cut through Deflections.
An explosive ki bomb developed by Zera, another character from my game.
These are a few items your characters might encounter in their journeys.
This is Goku's magical staff that can extend to an unlimited length and is unbreakable. Used with the weapon skill, it does the number listed above as a modifier for damage. Only one of these exist.
These are the earrings worn by the Kaioshins and the Dai Kaio. When two people wear one set, one each on opposite ears, they permanently fuse into one being, gaining all the benefits of the fusion dance permanently. Rare magical interference can disrupt the fusion.
These are a type of magical cloud that can be commanded and ridden by those pure of heart. It can carry a character and up to 3 passengers (tight fit!) at a rate of up to Mach 5. A flock of these exist all over the world and regenerate after a day when destroyed (50 hits).
The seeds come from a magical plant that is grown by Korin. A single bean heals all damage, cures most diseases, and restores your power to full. Only a handful can be picked in a months time (3d6) and you must get Korin's permission to do so.