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LEGAL This rule book is a non-profit fan-based (RPG) Role-Playing Game, not intended for commercial release. Dragonball, Dragon ball Z, Dragonball GT and Dragonball Super are all owned by FUNimation, Toei Animation, Shueisha, Fuji TV, Viz Media, and Akira Toriyama. Please support the official release. All copyrighted material used in this publication belongs to the respective individual or group that has declared legal ownership and in no way does the creator or others involved in the creation of this publication own said copyrighted material. This is not a supplement for, nor is this publication based on, “Dragon Ball Z: The Anime Adventure Game” created by R. Talsorian Games. The Dragon Ball Pen & Paper Role-Playing Game was created by an enthusiastic and amazing community of developers. Andreavnn Author & Creator Special Thanks to all our community and their unyielding support. Find Us at! https://dbzxrpg.com/ https://www.facebook.com/DBZxRPG/ Dragon Ball Role Playing Game – Paper Attack – v 3.0.1 @2019

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Table of Contents Introduction ..................................... 6 Actions & Rounds ............................ 78 Architect System ............................... 7

Initiative ........................................ 79

How to play ...................................... 8

The Turn ........................................ 80

The Dice .......................................... 9

Actions........................................... 81

The Basics ...................................... 14

Maneuverers ................................... 82

Attributes ........................................ 15 Combat & Conditions ....................... 88 Skills .............................................. 17

Attack Types ................................... 90

Using Attributes ............................... 20

Damage Types ................................ 91

Saving Throws ................................. 28

Combat Conditions .......................... 95

Recovery......................................... 29

Clashes .......................................... 95

Character Creation .......................... 31 Signature Techniques ..................... 98 Choosing A Race .............................. 33

Technique Creation .......................... 99

Character Perks ............................... 35

Advantages ................................... 101

Races & Archetypes ........................ 38

Disadvantages ............................... 104

Earthling ......................................... 40 Magical Abilities ............................ 109 Saiyan ............................................ 42

Effects .......................................... 110

Arcosians ........................................ 44

Magical aptitudes ........................... 112

Namekians ...................................... 45 Alternate Forms & Powers ............ 116 Androids ......................................... 47

Super Saiyan ................................. 120

Majins ............................................ 49

Arcosians ...................................... 122

Archetypes ...................................... 51

Metamorphosis............................... 123

Soul & Talents ................................ 56

Fusion ........................................... 125

Talents ........................................... 57 System & Options ......................... 129 Gear & Equipment ........................... 63

Training System ............................. 132

Gear Kit .......................................... 64

Optional Rules................................ 133

Wealth ............................................ 65 Campaign & Settings ..................... 136 Battle Jacket ................................... 74

Campaign types ............................. 139

Special Items .................................. 75

Battle Grounds ............................... 140 Battle Weather ............................... 141 Our Mission ................................... 142

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The Dragon Ball Z roleplaying game is about mystical, action adventure in the realm of martial arts and magic, known as the World of the Dragon. This is a game filled with moments of wonder and make-believe. Like other roleplaying games, the Dragon Ball Z RPG or DBZ RPG is driven by the imagination. It’s about visualizing a crater-riddled battlefield beneath the stormy sky or imagining an epic battle between two Saiyans or deciding how an adventurer might react to a series of presented challenges. The Dragon Ball Z roleplaying game has no winning or losing - in the conventional meaning of those terms. The Architect (Game Master) and you, the players, create a thrilling world of bold stories and characters who confront deadly perils. You might save a young boy from certain death or you might meet a grisly end, sent to the next dimension by a nefarious villain or monster. You might search for the powerful dragonballs to grant your own personal wish, or you might choose to stop a malevolent antagonist from conquering the universe. Regardless, even if your party fails to complete a scenario, but everyone has fun and creates a memorable story, you all win. Architect (Game Master): After passing over the Northern Wilderness, the Spinach Wastes suddenly turns in the Bamboo Forest. Left of the forest is East City and the Temple of Orin. The skyline is littered with modest skyscrapers, and they’ve been designed to adorn the city and each other. Beyond the city is the desolate barren area of the Grand Apollon. Beneath you, you spot a Paozusaurus chasing a young boy. Garret (playing Garret): I want to fly down and rescue the young boy! Rohan (playing Rohan): Does the Paozusaurus look dangerous? I want to try to get its attention. Do you think I can draw its attention by swooping down in front of it?

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Unlike a make-up game, DBZ gives structure to the stories you tell, a way of determining the consequences of your actions. You roll dice to resolve whether your attack hits or misses, or whether your characters can climb a cliff, dodge a powerful ki blast, or pull off some other treacherous task. Nearly anything is possible, but the dice make some outcomes more likely than others. Architect: Alright, one at a time. Garret, you are going to try to rescue the young boy. Garret: Yes. Is there any way I might be able to grab him without stopping? Architect: Make a Strength and Agility check. Garret (rolling dice pools): Awesome, I have a dice score of 12 for the Strength check and 9 for my Agility check. Architect: You manage with ease to swoop down and lift the young boy out of harm’s way without the Paozusaurus striking you. In the Dragon Ball Z RPG, you create a character and team up with other characters (played by friends), acting out a story, where you make up the script as you go along! Depending on your style and choices, it can be like a strategy game: carefully planning your moves and trying to become more powerful than your enemies. Or, it can be like a soap opera, with dramatic moments and a crazy cast of characters. First and foremost, the Dragon Ball Z roleplaying game is a regular social activity where you get together and have fun. The rest is up to your imagination.

Architect System The Architect (ARC) is the game master responsible for narrative flow, creating the scenario and setting of the game, maintaining the pace, and providing dynamic feedback. They describe the events of the game and make rulings about game situations and effects based on the players’ choices. A game session has no real end; when one adventure or mission is concluded, another one might begin. This is commonly referred to as a campaign. A campaign can continue for weeks, months, or even years. Your characters will grow in strength and power as the campaign endures. Every villain defeated, expedition conquered, and every Saibamen destroyed not only adds to the ongoing adventure, but also earns your characters new capabilities. This increase in power is reflected by your power level. (See chapter one)

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World Of The Dragon The World of the Dragon includes all the realms of Ball Z in its totality of existences, including planets, stars, and entire universes. There are many places of mystery and monsters, of heroic warriors, and powerful gods. The universes of the Dragon Ball Z realm exist within a vast cosmos called the multiverse, connected in bizarre and enigmatic ways. There are twelve universes, each labeled with a numeric value, and in these universes are nearly endless adventure and planes of existence. The most iconic artifact of the Dragon Ball Z realms are the dragonballs of universe six and seven. There are seven crystalline spheres that, when brought together, have the ability to call forth the Eternal Dragon who has the power to grant any wish. The Architect might set a campaign in one of the twelve universes or in one that they created. Because there is so much diversity among the realms of DBZ, you should check with the Architect about any rules or guidelines that might affect your play. Ultimately, the ARC is the authority on the campaign and its background, even if the setting has been previously set.

What You’ll Need To Play Here’s what you’ll need to start playing the Dragon Ball Z roleplaying game: This publication, of course, which contains all the rules and guides needed in order to create a character and play the game. We have divided the rulebook into several chapters about parts of the game and how to play. A copy of the character sheet included with this book. A pencil or pen and some scratch paper. Some ten-sided dice.

How to play 1. The Architect describes the environment and the world: The Architect tells you about the realm your characters are inhabiting and what is around you, presenting a basic variety of options that you choose from. 2. You decide and describe what you want to do: Maybe a party leader speaks for the whole group, “We’ll attack the target on the left,” for example. Sometimes, different characters might do different things; while you might attack a close enemy, your friend might move to protect a critical person of interest. You don’t need to take turns during typical role-play events, however during an encounter (Chapter 6), an Architect will use initiative order to resolve actions. DRAGON BALL RPG

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3. The Architect narrates the results of action: The results of one action often will lead to another decision or action, which brings the flow of the game back to step 1. These simple steps apply for all situations; whether you are cautiously searching for an artifact, monologuing with a villain, or in pitched battle against a gang of saibamen. Also, as explored in chapter 6 and 7, there are certain situations, called encounters, where actions are more structured and you (and the Architect) will take turns choosing and resolving each action as it occurs, in order. This is called the initiative order. However, most of the time, play is fluid and flexible, adapting to the conditions of the scenario. Your actions take place in your and the Architect’s imaginations, relying on the ARC’s verbal descriptions to set the scene. Some Architects might use music, objects, sound effects, and other means to set the mood. An ARC might also adopt different voices for different villains, monsters and other characters in the game. Additionally, an Architect might use a grid map and miniatures to represent each character involved in a scene to help keep track of things going on.

The Dice The Dragon Ball Z game uses polyhedral dice - you can find these types of dice at nearly any game store as well as a lot of bookstores. The game only uses a specific numbersided die; a ten-sided die. In the rules, a ten-sided die is referred to as a d10 where the letter ‘d’ stands for die and the number ‘10’ stands for the number of sides it has. If the notated ‘d’ is preceded by a numeral value, the value refers to the number of d10’s to roll, for example with ‘3d10’ a player would roll three total ten-sided dice. Dice Result (DR) - is the face-up numeric value shown on the dice after it is rolled. Dice Score (DS) - is the total value of all dice results plus any additional bonuses or modifiers. When you roll a die and the dice result is a ten (10), you score a Critical; a critical allows you to roll an additional d10 or an extra dice and add its result to the dice score. If you roll a die and the dice result is a one (1) you have a Botch; a botch reduces your total dice score by five (5). Note that repeat and extra dice (see next page) are not affected by dice results of one or ten. Additionally, when rolling for abilities that grant temporary or permanent increases to an aptitude ignore the critical and botch roll rules. Results of a one (1) are simply a one, result of a ten (10) are simply a ten. DRAGON BALL RPG

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Dice Modifier A dice modifier is a metric that increases or decreases the amount of dice you roll at a single time. Any rules that adds or removes dice from a roll doesn’t increase due to tier of power progression. See chapter 11 for details about tier of power. Extra Dice (ED): A bonus or free d10 added to a roll. Dropped Dice (DD): A d10 removed from a roll before it has been rolled. Penalization Dice (PD): A d10 removed after it has been rolled, but before any critical or botch results. If a d10 is removed from a roll after it has been rolled its value is NOT added to the dice score.

Repeat Dice (RD): A d10 that is rolled again. In the case of a repeat dice, the second result is always kept. You can NOT reroll a dice that has already been repeated. Solid Dice (SD): A d10 that can NOT be removed from a roll by any means. Both critical and botch results count as solid dice.

When rolling to resolve any type of action, you will always roll one d10, however there are rules, such as tier of power in chapter 11, which will grant bonus or extra dice to a roll. In these cases, the bonus will be described, “One additional d10,” or “+1d10”. When a rule directs you to roll multiple dice and keep the highest or best result, roll these dice separate from the regular dice pool. This type of roll is called a Prefix roll, the number preceding d10 is the number of dice you roll, an example is a 3d10 roll would be called a tri roll or if the rule reads 8d10 it would be called an octo roll so fourth and so on. For example, if you have a dice pool of ten dice and a rule states that you roll 2d10 or a dual roll and keep the highest result, you will roll one d10 from your pool with another d10 not from your pool. Keep the highest result and add it to the total scored with your remaining dice. If you are short on dice, you can always roll the same dice twice. Remember to record or keep track of all the rolls you made and what they’re for.

Rolls And Checks Does your punch hurt a Saibamen or simply miss? Will the time patrol officer believe an outrageous bluff? Can a character fly, and at what speed? Can you dodge the blast from a ki explosion, or do you take full damage? In all cases where the outcome of an action isn’t clear, the Dragon Ball Z RPG relies on d10 rolls, to determine success of failure.

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These attributes and their scores are the basis for nearly all d10 rolls that a player or architect makes on the behalf of characters or villains. These abilities are Agility (AG), Strength (ST), Tenacity (TE), Scholarship (SC), Insight (IN), Spirit (SP), Potency (PO), Personality (PE) and their scores typically range from 2 to 20 for most characters. (See chapter 1 for more about attributes.) Attribute checks, combat rolls, and saving throws are the main kind of d10 rolls players will make. These types of rolls form the core rules of the game. Follow these three simple steps when rolling. 1. Roll the dice and add modifiers. Roll a d10 and add the relevant modifiers.

Modifiers are typically derived from one of the eight attributes, and it sometimes includes bonuses to reflect a character’s skill. (See chapter 1 for details on each attribute and how to determine its score.) 2. Penalties and circumstantial bonuses. A combat modifier, an ability, a character

trait, or some other effect might give a bonus or penalty to the roll. 3. Compare the dice score to an opposition target.

A passive opposition is an obstacle that is fixed, meaning something that isn’t actively trying to oppose you. It could be anything; lifting a heavy object, climbing a cliff, or an otherwise unchanging hindrance. The target number of this opposition is static and will be determined by the Architect or a rule.

An active opposition means the obstacle that is actively attempting to oppose you. This can be anything from an enemy combatant or any other hindrance which isn’t fixed and is constantly changing. The target number of this type of opposition changes and will be rolled in accordance to a rule.

These simple rules govern the resolution of most actions in DBZ play. Chapter 7 provides more details about combat and rules for using the d10 in the game.

The First Rule The first (and probably the most important) rule for you to know is always remember to have fun. RPG’s are all about bringing friends together, having fun, and sharing in laughter and joy.

Continuity Many times, throughout this Rulebook, we will tell you to make changes as you see fit. If a rule or guideline isn’t working for the group, free feel to make a change. However, note that the rules and guides were designed and built around the system, and you are encouraged to keep the continuity of the rulebook by adhering to as many rules as you can.

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Defender Wins In the case of a tie between two or more, the defender always wins. If in any circumstance this rule seems inappropriate, the member of the situation with the highest bonus, roll, skill, or attribute wins.

Specific Over General Specific rules hold rank over general rules, meaning if a general rule says, “Target number is nine” but a specific rule says, “Target number is six.” the specific rule would supersede the general rule. Again, if a specific rule contradicts a general rule, the specific rule wins.

No Guarantees With few exceptions, the game does not have any “absolutes.” There’s no certain way to hit another character with an attack, no sure-fire way to dodge an attack, and no total invulnerability to any type of attack. This is for two reasons: First, guarantees tend to unbalance RPG games; second, even in works of fiction, “absolutes” are seldom absolute. When one allegedly exists, often the whole point of the story is for the heroes to find a way to circumvent or avoid the “absolute” which means it wasn’t really an absolute after all.

Forbidden But Not Forbidden Just because something isn’t clearly forbidden doesn’t mean it’s allowed. No one could think of every possible variation, mixture, or understanding of a rule; meaning circumstances may arise in a game that the creators didn’t anticipate. While it’s usually safe to assume that something which isn’t forbidden is acceptable, the final decision is always up to the Architect. If they don’t want to infer or use the rules the way you want to, their decision rules. Second, just because something is explicitly forbidden doesn’t mean you can’t do it. Even when the rules say you can’t do something, the Architect can lower that constraint if they feel it would be acceptable to do so.

Scale & Movement You can play with or without a battle grid. Without a grid we use yards to describe distance. Yards are abbreviated “yd’s or yd”. With a grid you would use squares (Sq.). A single square on a gridded battle mat is equal to three yards. So, if a player moves twelve yards, they would move four squares on a battle mat.

Abbreviations The Dragon Ball Z game uses some standard abbreviations for cross-referencing purposes, such as AG which means the Agility attribute, or PE which means Personality. You will find these types of abbreviations throughout the rulebook.

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Life energy is known as the latent energy or fighting power within a living being. This force is a tangible energy inside everyone called ki.

Ki Points You gain Ki Points based on your power level. You can spend ki points on many different aspects inside the game. Nearly every action in combat requires ki points and many outside as well. How many point points are required to perform each action depends on the situation and your ARC. Ki Pool The ki pool is the maximum amount of ki points you have and can spend during an encounter. Your ki pool is directly related to the power level (see chapter 2 for more details on a character’s ki pool value). Influx Rate Your influx rate is the amount of ki points you can spend from your pool on actions during a round of combat. Your influx rate resets at the start of each combat round, allowing you to spend the full amount again. Influx rate or simply influx is a governing mechanic that allows you to spend ki points on actions and abilities during combat without dropping to zero points within the first round or turn of combat. See chapter 2 for more details on influx rate.

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Ability Types There are three different types of abilities in the game, and they can enhance your strength, speed, power, and other statistics. The ki point cost for the following abilities doesn’t count towards your influx rate during encounters.

Active Abilities Active abilities are special aptitudes that you can activate for a cost. The cost can be almost anything, such as sacrificing an action, paying ki points, or paying life points. These abilities typically aren’t labeled as active but are easy to recognize. For example, The Namekian trait cellular proliferation allows you to spend ki points to heal your wounds.

Sustain Abilities A sustain ability has a cost or up-keep you must pay each round to keep the ability active. This is to help keep the balance and insure stability of combat. ARCs might find this rule unsatisfying, so another suggestion is to allow these abilities only to be used every so many rounds such as three or five rounds: to “recharge” the ability.

Passive Abilities Passive abilities are always in play, and you always have the benefits. For example, the Human trait called perseverance allows human characters to always reroll all dice results of two (2).

Attributes These eight attributes provide a description of your character’s physical and mental characteristics. Agility, measuring mobility Strength, measuring physical strength Tenacity, measuring endurance Scholarship, measuring reasoning and knowledge Insight, measuring wisdom and perception Spirit, measuring magical influence Potency, measuring life energy Personality, measuring force of character

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Is your character light on their feet and knowledgeable? Strong and charming? Hardy and wise? Attribute scores express these qualities - your character’s assets as well as weakness. The three main dice rolls of the Dragon Ball RPG are; Attribute checks, saving throws, and combat rolls rely on the eight attributes and their scores. The basics behind these rolls are described in the introduction section: roll a d10, add modifiers, and compare results to an opposition target. In this chapter, we cover how to use attribute checks and saving throws, and other activities you can attempt in the game world. Rules for combat rolls are in the Round & Combat chapters (6-7).

Attribute Scores & Modifiers Every characteristic has an attribute score, a metric that expresses the magnitude of that characteristic. However, your attributes scores don’t only measure your innate aptitudes, but also incorporate your training and capabilities in activities related to that attribute. At character creation, you select a character’s three main attributes; primary, secondary and tertiary. A primary attribute score is eight (8), and secondary attribute score is six (6). A character’s tertiary attribute score is four (4) and all remaining attribute scores are two (2). See chapter 2 for more about character creation. Each attribute also has a modifier derived from the score. Typically, attribute modifiers will range from one (1) to ten (10). The attribute table below shows the attribute modifiers from a range of possible attribute scores, from two (2) to twenty (20). Attribute Score

Attribute Modifier

Attribute Score

Attribute Modifier

2-3

+1

12-13

+6

4-5

+2

14-15

+7

6-7

+3

16-17

+8

8-9

+4

18-19

+9

10-11

+5

20

+10

To determine an attribute modifier without consulting the table, divide the attribute score by two and round down. An attribute score can also be called rank. If your Strength score is eight (8) then the attribute rank would be eight (8).

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Ability Checks An ability check tests your characteristics and training to overcome an obstacle. When you attempt an action (other than an attack) that has a chance of failure, the ARC will call for an ability check to determine the results. During an ability check, the ARC will decide which of the eight attributes is relevant to the action and decide the difficulty of the task. This difficulty is called the target number (TN)- the higher the target number, the harder the task. To make an ability check, roll a d10, add the attribute modifier and add any other relevant modifiers. The value is then compared to the value of the target number.

Skills Skills represent a facet of an attribute score, and your skill score shows your focus of that facet. (Your starting skills are determined by your races and archetype at character creation. See chapter 2) For example, if you attempt to walk across a narrow edge, the ARC might ask for an agility (acrobatics) check to traverse successfully: agility is the attribute and acrobatics is the skill. You can only add a skill modifier to your ability checks if you are proficient in the skill. To make an ability check with a skill modifier, roll a d10, add the attribute modifier and then add your skill modifier. As an example, when rolling an ability check to climb you would roll a d10 add your strength modifier and add your athletics modifier together. Then value is then compared to the value of the target number. The skills for each attribute are listed in the following table. (Note, there are no skills related to Tenacity or Potency.) See the attribute entries later in this chapter for examples on how to use a skill associated with them. Attribute

Skills

Agility

Acrobatics, Stealth, Pilot, Thievery

Strength

Athletics

Scholarship

Craft, Knowledge, Profession, Investigation, Science, Medicine

Insight

Perception, Survival, Creature Handing

Spirit

Clairvoyant, Concealment, Use Magic

Personality

Bluff, Diplomacy, Intimidate, Persuasion, Performance

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Sometimes you might ask the ARC if a certain skill applies to the situation. For a skill to be applied to an ability check, you must have proficiency with the skill first. Without proficiency with the skill, you won’t be able add the skill modifier to the check. For example, if you are attempting to pull off a gymnastic stunt and grab an object, the ARC will ask for an agility (acrobatics) check. If you have a proficiency in acrobatics, you can add your skill modifier to the check. If you lack expertise in the skill, you’ll simply make an agility attribute check without a skill modifier.

Variant Skills There are some situations where one skill that applies only to a specific attribute might be used for another. For example, if you are attempting to climb a cliff and the distance from the ground to its edge is vast, the ARC might ask for a Tenacity (athletics) check to see if you have enough stamina to climb that far. Even though athletics is not one of the skills under Tenacity, in cases like this the ARC might allow players to apply skill proficiencies to different attribute checks. This would also be the case if you are attempting to intimidate an enemy with brute strength: the ARC might allow you to use the Strength attribute with the skill intimidate; which would normally be related to Personality. As always, these variant skills are up to the players and the ARC.

Passive Checks Passive checks are a special kind of check that doesn’t require rolling any dice. This type of check could represent the average result of a task being done repeatedly, such a searching for a dragon ball continually in the same location. Or it could also be used if the ARC wants to covertly determine whether you notice a hidden enemy without rolling. To determine your total for a passive ability check, apply all modifiers normally and instead of rolling a d10 simply add five (+5) to the value. Then compare this to the TN of the task or situation.

Cooperation Under some circumstances, you might team up with an ally and work together to use a skill. The player with the highest attribute modifier will roll and perform the ability check normally. The player aiding then adds their related attribute modifier.

Skill Proficiency You will gain skill proficiencies from your race and archetype at character creation (see chapter 2). If you’re proficient with a skill, you gain a plus three (+3) modifier when rolling checks related to that skill. You can also select skill proficiency as a perk when DRAGON BALL RPG

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increasing your power level. See chapter 2 for more details on perks and increasing your power level. Skills. Select two (2) skills at character creation and gain proficiency with them. Your character will also gain two (2) more skill proficiencies from their race, remember to record all your skills on your character record sheet.

Target Number The Target Number (TN) is a numeric value that represents how hard an action is to do. When you check to see if an action succeeds, you will roll a dice and add any relevant modifiers or subtract penalties, then compare the dice score to the TN. If the dice score equals or is higher than the TN, the ability check is a success - you succeed and complete the task. However, if the dice score is lower than the NT it’s a failure. Which means you do not overcome the objective or make any progress toward completing the task - your ARC might even give setbacks to a future task for the failure.

Standard Target Numbers Difficulty

TN

Very Easy

5

Easy

10

Medium

15

Hard

20

Very Hard

25

Nearly Impossible

30

Challenge There may be moments when you and another player’s efforts are directly opposed to one another. As mentioned in the introduction section, this is called active opposition. This could occur when both parties are trying to do the same thing and only one can succeed, such as attempting to snatch up a dragonball that lies on the ground between you. Active opposition also applies if you are trying to prevent each other from achieving a goal - for example, if you are walking up stairs and another player is trying to hold you back. These types of results are determined by a special form of ability check called challenge.

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Both players in a challenge make ability checks appropriate to your efforts, applying bonuses and penalties. However, instead of comparing your dice score to a TN, you compare the score to the results of the other challenging player. The player with the highest score wins the challenge, either succeeding at the action or thwarting the other player’s action. In the result of a tie, the situation might remain the same as before. Typically, defenders will win ties, but in some cases, such as snatching a dragonball off the ground, a tie could result in neither player grabbing it.

Encompassing Skills Encompassing skills apply to more than one specific area of expertise. For example, you might have knowledge: nature, the general understanding of woodland creatures and plants. Or, you might have knowledge: history, the information of past events or people. Both examples are the knowledge skill, however each one is distinct. Encompassing skills is a general term used with any type of skill that can be applied more than once for different things. A character might have the knowledge skill three times, one for each different field of information. Encompassing skills can be taken as many times as a player wants, and ARC allows

Using Attributes All actions or tasks in the game are covered by one of the eight attributes. This section will explain in detail what the attributes mean and how to use them in the game.

Agility - (AG) Agility encompasses your speed, agility, and overall quickness. The acrobatics, pilot, thievery, and stealth skills reflect proficiency in agility. Acrobatics. An agility (acrobatics) check covers tasks such as keeping your balance while walking on narrow or unstable surfaces or taking less damage from a fall. Acrobatics can also be used when attempting gymnastic stunts, including dives, rolls, and flips. Pilot. The agility (pilot) skill is all about operating vehicles and things that go fast. Pilot is a default skill or encompassing skill (see above for more about encompassing skills). You can have pilot (hover car) or pilot (starship). Pilot can be selected as a skill proficiency more than once, each time for a different type of vehicle. Thievery. You have picked up thieving abilities and can perform tasks that require nerves of steel and a steady hand: disabling traps, opening locks, picking pockets, and sleight of hand. Stealth. The stealth skill is your experience or training in avoiding notice, whether by moving silently, sneaking up on a target, or by finding ways to remain out of sight. DRAGON BALL RPG

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Other Agility checks. The following is a small list of other tasks that an ARC might require an Agility check for: Securely tying up a prisoner Wiggling free of restraints Steering a heavy object descending a slope Concealing an object on you person Haste. Haste is the attack speed you gain from mobility and flexibly. To reflect haste, add (1/2) your agility modifier to strike rolls when making any type of attack, such as physical, energy, ballistic, and magical (see chapter 7 for more about attack types). Dodge. Depending on the situation or encounter, you might add the agility modifier to your dodge rolls. Speed. Speed is broken up into two categories; Ground and Flight. Ground Speed. You can move up to six (6) yards or two (2) squares. Flight Speed. You can move up to twelve (12) yards or four (4) squares. For every five (5) attribute ranks in agility, you can move an additional (3) yards or (1) square. Outside of combat, we suggest, players are able to travel in flight between 100mph/160km to 500mph/804km – Up to ARC discretion. Initiative. At the start of every combat encounter, you will roll initiative by making an agility check. Initiative directs the order of combatants’ turns in the round of combat. See chapter 7 for more details on initiative order and combat. Conceal When attempting to hide, make an agility (stealth) check. Your dice score is contested by an insight (perception) check from any combatant that is actively searching for signs of your character. You can’t hide from a combatant that can already see you, and if you make noise while hiding, you are exposed. During combat, combatants are alert and have a readied defense, so if you come out of hiding or approach a combatant, they will normally spot you. However, there are some circumstances where the ARC might allow you to stay hidden as you approach a distracted combatant. This allows you to gain a combat modifier, giving you bonuses to your rolls. Passive Perception While hiding, even if a combatant is not searching for you, they might still see you. Compare your agility (stealth) check score to the combatant’s passive insight (perception) score.

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Strength - (ST) Strength is your raw, brute physical power and athletic ability. A strength check can be used to attempt, lift, push, pull, break something, or to force your body through something. Athletics. A strength (athletics) check covers any type of difficult situations that involves climbing, jumping, or swimming. Climbing a sheer wall or cliff, holding on to a surface while being attacked. Jumping up or across remarkably long distances. Swimming or staying afloat in currents, strong waves, or areas of otherwise treacherous waters. Or when a combatant attempts to push or pull you underwater. Physical Power. Physical power is the measurement of your bodily strength. Add your strength modifier to wound rolls when making a physical attack, such as a punch, a thrown or melee weapon. Lift and Push. Your strength score regulates the amount of weight you can bear. The following will define what you can lift, push, or carry. Carry Capacity. The amount of weight you can carry is equal to your strength score multiplied by thirty. That total is the number of pounds you can carry. Lift, push, drag. You can lift, push, or drag equal to twice your carrying weight or sixty times your strength score. If you are pushing, dragging, or lifting a weight that exceeds your carry capacity, your speed drops by three (3) yards. Super Stack. If your strength modifier is eight (8) or higher than your agility modifier, you suffer a penalty of three (-3) on all strike and dodge rolls. You also gain +1d10 to your physical attack wound rolls. If the score is sixteen (16) or higher, you suffer a penalty of six (-6), and gain +2d10 to your physical attack wound rolls. This effect continues for every eight (8) points higher your strength modifier is than your Agility modifier. Other Strength Checks. The following is a small list of other tasks that an ARC might require a Strength check for: Forcing a stuck, locked, or barred door open Breaking free of restraints Stopping a heavy object from moving Pushing over a heavy object Holding onto a moving object while being pulled by it Grappling a combatant DRAGON BALL RPG

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Tenacity - (TE) Tenacity reflects your resilience and toughness. It indicates how much punishment you can withstand before suffering physical trauma. Physical toughness incorporates stamina, ruggedness, physique, bulk, metabolism, resistance, immunity, and other similar physical qualities. Tenacity checks are unusual since there are no skills under it. Tenacity is the measurement of your endurance, which is typically more passive rather than involving a specific effort. Life Points. Life Points are the measurement of the amount of damage you can suffer before you become defeated. Each time you increase in power level, your life points will also increase. When you increase your power level, and at character creation, you will roll a d10 and add your Tenacity modifier and health modifier to the dice result. That value is then added to your current life points. Also, each time your Tenacity modifier is increased, so is your life points. For example, if your Tenacity modifier was two (+2) and you increased it to three (+3), you will adjust your life points as if your modifier has always been three. At character creation players roll 2d10 when determining life points, this is only done at character creation. All other life point rolls are 1d10 as normal. Soak. Soak is your ability to ignore the damage inflicted on you. Your soak is equal to your Tenacity modifier; whenever Tenacity’s modifier increases, your soak value also increases (see more about soak in chapter 7). Other Tenacity Checks. A Tenacity check would be required in any attempt to push beyond your character’s normal limits. An ARC might ask for a Tenacity check for the following reasons: Holding your breath Extended hours of labor or physical activity Going without sleep Endure without food or water for an extended time

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Scholarship - (SH) The scholarship attribute is not native intelligence, and it also isn’t your current level of education. It refers to your grasp of facts and knowledge. It governs your ability to reason, solve problems and evaluate situations. It also includes critical thinking and flexibility of thought. Craft, knowledge, profession, investigation, and science are all skills related to scholarship. Skillful. You have a great aptitude for learning. When selecting skill proficiency as a character perk (see chapter 2 for more about perks) increase the bonus by two (+2) for every tier of power. It is important to remember this effect is retroactive, so keep tracking of your skill proficiency. Craft. You are trained in a craft, trade, or art, such as electronic, weapon smiting, weaving, and many others. Craft is a default skill or encompassing skill. You can have craft (weapon) or craft (culinary arts). Craft can be selected as a skill proficiency more than once with each time being for a different type of trade. Knowledge. A skill all about study of a body of lore and academia. Knowledge is a default skill or encompassing skill. You can have knowledge (history) or knowledge (nature). Knowledge can be selected as a skill proficiency more than once with each time being for a different type of study. Profession. You are skilled in a livelihood or a profession role, such as farmer, engineer, explorer, herbalist, or lumberjack. Like craft and knowledge, profession is a default skill or encompassing skill. You can have profession (cook) or profession (miner). Profession can be selected as a skill proficiency more than once with each time being for a different type of job. Investigation. When looking around for clues and making conclusions based on the evidence, you make a scholarship (investigation) check. You might infer the location of a concealed object, distinguish from the appearance of a wound what kind of weapon dealt it, or determine the weakest point in a passageway. Searching security logs in a search for a glimpse of a thief might also require a scholarship (investigation) check. Science. Science is to use or develop tools, perform experiments, figure out mechanisms, or use computers. Science is a default skill or encompassing skill. You can have science (computers) or science (biology). Science can be selected as a skill proficiency more than once with each time being for a different type of education.

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Medicine. You can use a scholarship (medicine) check to stabilize an incapacitated comrade and heal minor wounds. When you use medicine to heal injured party members, the TN will vary based on the life points of the target; the fewer the life points the higher the TN will be - see the ability check section within this chapter. If successful, you heal the injured combatant d10 worth of life points per tier of power. Other Scholarship Checks. The following is a small list of other tasks that an ARC might require a Scholarship check for: Create a fake file Win a game of chance Recall information about a specific subject Attempt to communicate in another language

Insight – (IN) Insight describes your willpower, common sense, perception, and intuition. An insight check might reflect an ability to understand feelings and body language, notice surroundings, or care for the wounded. Creature handing, perception, and survival are all related to insight checks. Creature Handing. Creature handling is a social skill where you spend a lot of your time talking to creatures unlikely to talk back. It allows you to make a creature perform a trick (even those it hasn't been trained for), influence how creatures feel about you, train creatures to perform tasks, and even keep rabid beasts at bay without drawing blood. Perception. Insight (perception) check lets you spot, hear, or otherwise detect the Spirit of something. It measures your general awareness of your surroundings and the keenness of your senses. Survival. Survival represents your character’s experience or training in “living off the land.” You know where to find food and shelter, and how to endure harsh environmental conditions. The more capable your character is, the fewer resources you need to prevail. Master survivalists can walk into a forest, desert, or mountainous region with little more than a pocketknife and the clothes on their back and survive for weeks if necessary. Awareness. Awareness is the keen sense and intuition you gain from your mental training and perception. To reflect awareness, add (1/2) your insight modifier to strike rolls when making any type of attack, such as physical, energy, ballistic and magical (see chapter 7).

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Other Insight Checks. The following is a small list of other tasks that an ARC might require an Insight check for: Get a gut feeling about what course of action to follow Discern whether a creature is dead or living Finding A Concealed Object If you are attempting to search for a hidden object such as a dragonball or computer disk, the ARC will ask for an insight (perception) check. Perception can also be used to find hidden details or information you might otherwise overlook. In any case, you will describe what your character is looking for and the ARC will determine the chance of success.

Spirit - (SP) Spirit measures your magical influence - your connection to the arcane and your control over it. Also called the sixth sense or second sight. Spirit controls characters; clairvoyant, concealment, and use magic skills. Magical Power. Magical power is the measurement of a character’s control over the arcane. Add your Spirit modifier to wound rolls when making a magical attack, such as a spell, telekinesis, or enchantment. Clairvoyant. The ability to develop psychic powers base on extrasensory perception. With skill proficiency in clairvoyant, you increase all saving throw by two (+2) for every tier of power. Characters can also use a Spirit (clairvoyant) check to sense the location of other creatures. The stronger and closer the creature, the more powerful the sensation will be and the lower the TN will be. Clairvoyant can also be used in attempts to track or follow a target. Concealment. Concealment is the skill to hide one’s true power from others; hiding ki is the ability to obscure your life force from others. The skill doesn’t inherently allow you to know that someone is looking for you. It is simply a reactionary trigger meaning when a character is attempting to sense you, you may attempt an insight (concealment) check to prevent them from detecting you. Use Magic. You can use this skill to read, use, activate or otherwise interact with magical objects. An ARC might have you roll a Spirit (use magic) check each time you interact with such items. Other Spirit Checks. The following is a small list of other tasks that an ARC might require a Spirit check for: Identify whether or not magic was used recently in an area or on a creature Identify whether an object is magical or not Detect when magic is being used or activated Sense a creature’s spiritual existence

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Potency - (PO) Potency is the unyielding force over ki a character has. It determines a character’s energy strength, how an attack hits and how much damage it causes. Energy Power. Energy power is the measurement of your ki strength. Add the potency’s modifier to wound rolls when making an energy attack, such as a ki blast, beam, or explosion. Manipulation. When shooting into combat, where allies are in melee range of the target, you must roll a potency check (medium TN). If you succeed, then continue normally with the combat process. If you fail, allies can roll an impulsive saving throw to avoid the attack. If they pass, the target is stuck continue normally, if failed an ally is struck by the attack. Power Boost. When you use surge, increase the bonus gained by your potency modifier. Other Potency Checks. The following is a small list of other tasks that an ARC might require a potency check for. Charging energy-based attacks (see chapter 6) Energy duels

Personality – (PE) Personality is your force of persuasiveness, and ability to impose your will on others through manipulation, intimidation, cajoling, and other nonphysical means of influence. The personality attribute represents actual strength of personality, not merely how one is perceived by others in a social setting. Bluff. You can make what’s false appear to be true, what’s outrageous seem plausible, and what’s suspicious seem ordinary. You can make a personality (bluff) check to fasttalk a police officer, con a merchant, gamble, pass off a disguise or fake documentation, and otherwise tell lies. Diplomacy. Use this skill to persuade the receptionist to let you speak the manager, to negotiate peace between feuding Arcosians, or to convince the Majin Illusionist that has captured you that they should release you instead of twisting your limbs off one by one. Diplomacy involves etiquette, social grace, tact, subtlety, and a way with words. When you are skilled in diplomacy, you know the formal and informal rules of conduct, social expectations, proper forms of address, and so on. The diplomacy skill represents the ability to give others the right impression of yourself, to negotiate effectively, and to influence others.

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Intimidate. Use this skill to get a bully to back down, to frighten an opponent, or make a prisoner give you the information you want. Intimidation includes, but is not limited to, verbal threats and body language. Persuasion. When attempting to influence someone or a group of people with tact, social graces, or good nature, the ARC might ask you to make a personality (persuasion) check. Typically, you use persuasion when acting in good faith, to foster friendships, make cordial requests, or exhibit proper etiquette. Examples of persuading others include convincing a chamberlain to let your party see the king, negotiating peace between warring tribes, or inspiring a crowd of townsfolk. Performance. Your personality (performance) check determines how well you can delight an audience with music, dance, acting, storytelling, or some other form of theater. Performance is a default skill or encompassing skill. Players can have performance (dance) or performance (sing). Performance can be selected as a skill proficiency more than once with each time being for a different type of entertainment. Dragon Rush. During combat, you can use dragon rush toward any actions those bonuses are increased by one-half (1/2) your personality modifier. (See chapter six) Other Personality Checks. The following is a small list of other tasks that an ARC might require a personality check for, you might have skills that also apply to these types of ability checks: Control or manipulate characters Trick a character for information or objects Inspire awe, wonder, and feelings of grandeur

Saving Throws A saving throw, also known as simply a save, represents your attempt to resist splash effects, traps, poisons, charm, mind control, and maintain personal merit. Typically, you won’t decide when or if you can take a saving throw. An ARC will ask for a save or a situation will force you to make one. There are four types of saves; impulsive (agility), corporeal (tenacity), cognitive (insight), and morale (personality). To make a saving throw, roll a d10 and add the appropriate attribute modifier. For example, if you roll a corporeal save you would add your Tenacity modifier to the dice result. The target number for a saving throw is determined by the affects source or special ability. If the save is successful, you typically avoid the effects, if failed you will suffer the full effects of the source.

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Impulsive. An impulsive save is a saving throw used to measure your ability to dodge area-of-effects abilities, such as traps, splash damage and fire. Corporeal. A corporeal save is a saving throw used to measure your ability to withstand physical abuse such as; poisons, unconsciousness, and other affects that physically afflict the body. Cognitive. A cognitive save is a saving throw used to measure your ability to combat mental attacks such as; charm, possession, mind control, and other such abilities that affect the mind. Morale. A morale save is a saving throw used to measure a character’s ability to remain true to their alignment or persona, to fight the effects of emotional conflicts.

Recovery As brave and courageous as you might be, you can't spend all day in the thick of exploration, social interaction, and battle. You need time to rest and eat, tend your injuries, refresh your minds and spirits. There are five different lengths and types of recovery that might affect characters: combat, instant, short, long, and extended. In-game time is typically relative to the ongoing story and normally tracked by the game’s ARC. Creating a generic time metric that would fit all types of game play would be impossible, however, each recovery option below is listed with rough timeframe that each could take place in; these are by no means what an ARC might actually use. Combat Recovery. This type of recovery happens during combat, it is very short and a quick way for you to recovery a small amount of stamina. (See chapter 6 for more details.) Instant Recovery. After you have conquered, defeated, or overcome an encounter you will automatically receive an instant recovery. An instant recovery refreshes your life points and ki points. After an encounter has been concluded, you gain twenty-five percent (25%) of your total life and ki points back. Short Recovery. A short recovery takes between one (1) to four (4) hours of time, during that time you restore fifty percent (50%) of your total life and ki points back. Long Recovery. Long recovery takes more time, from five (5) to twelve (12) hours of time, and during this time you restore seventy-five percent (75%) of your total life and ki points back. Extended Recovery. An extended recovery takes nearly all day and lasts between thirteen (13) and twenty (20) hours, restoring one-hundred percent (100%) of your total life and ki points back.

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The first step in playing the Dragon Ball RPG is to envision and create a character. Characters are a combination of statistics, roleplaying, and your own imagination. As a player you will select a race, subspecies, then archetype. You might also invent the nature, appearance, and origin story for the character; some ARCs require more customization than others. Once you complete your character, it will serve as your representation in the game world. Before starting step one below, think about the kind of character you want to play. You might be a courageous Earthling, a prowling Arcosian, an enthusiastic Namekian, or a flamboyant Majin. Or you might be more interested in an unconventional character, such as a brave Gadgeteer who likes ballistic weaponry that picks off enemies from afar. If you don't know where else to begin, look at the artwork or entries in this book to see what catches your interest. Once you have a character in mind, follow the steps in order, making decisions that reflect the character you want. Your conception of your character might evolve with each choice you make. What's important is that you come to the table with a character you're excited to play. Throughout this section, we use the term character sheet: this is what you use to keep track of your character, whether it’s a formal character sheet, some form of digital record, or a piece of notebook paper.

Power Level As you go on journeys and complete encounters, you will gain experience, represented by experience points (XP). When you reach a specific number of experience points, you advance in capabilities, known as power Level.

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As you increase power levels, you’ll get access to additional features as detailed below. These additional features are called character perks and range from improved attributes, new skills or talents, and special customized abilities. (See the character details section below for character perks.) At some power levels you will be give specific perks and others you will use character perks to pick your improvement. The power level table summarizes the XP you need to increase in levels from level 1 through level 20, and the influx ki pool and features for a character of that level. Power Level 1

Influx

Ki Pool

Features

Experience Points

14

30

Character Perk x2

0

2

22

46

Skill Proficiency

90

3

30

62

Character Perk x1

180

4

38

78

Talent

270

5

46

94

Character Perk x1

360

6

54

110

Technique Point

450

7

62

126

Character Perk x1

540

8

70

142

Mixture

630

9

78

158

Character Perk x1

720

10

86

174

Attribute Addition

810

11

94

190

Character Perk x1

900

12

102

206

Skill Proficiency

990

13

110

222

Character Perk x1

1,080

14

118

238

Talent

1,170

15

126

254

Character Perk x1

1,260

16

134

270

Technique Point

1,350

17

142

286

Character Perk x1

1,440

18

150

302

Mixture

1,530

19

158

318

Character Perk x1

1,620

20

166

334

Attribute Addition

1,710

Typically, your character starts at level power one and increases in power by adventuring and gaining experience points. To figure out the number of experience point require for you to advance in power level simply multiply your current power level by ninety (90). DRAGON BALL RPG

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Starting off at power level one symbolized your character's entrance into the world of the dragon. If you're already familiar with the game, or if you are joining an existing campaign, your Architect might decide to have you begin at a higher level, on the idea that your character has already endured a few harrowing encounters. Record your character’s power level on their sheet. If you're starting at a higher level, record the additional elements you gain from higher power levels, as shown above. A 1st-level character has 0 experience points. A higher power level character typically begins with the minimum amount of XP required to reach a specified level.

Step 1 - Choosing A Race All characters belong to one of the sentient humanoid species or races from the Dragon Ball world. The most common player character races are Earthling, Saiyans and Namekains. Some races also have subspecies, such as Earthling Human or Beast men. (Chapter 3 provides more information about races). Your character’s race contributes to your identity in a significant way, by establishing an overall appearance and the natural traits gained from culture and origin. A race grants you racial traits, proficiency in one or more skills, and attribute bonuses. These traits sometimes compliment with the aptitudes of certain archetypes (see step 2). For example, the traits of Cybernetic Organism Android make them exceptional spiritualists, and Majin tend to be powerful in the arts of magic. Sometimes playing against a type can be fun, too. For example, Arcosians Gadgeteer and Dragon Clan Namekain martial artist can be unusual but memorable characters. Remember to record the traits and abilities granted by your race on your character sheet; you can find a list of racial traits and abilities in chapter 3. Proficiencies. You will gain skill proficiencies from your race and archetype at character creation. Record them on your character sheet. (See chapter 1 for more details on skills.)

Step 2 - Choosing An Archetype An archetype is a broad model or description of your character’s occupation, what you are best at and what you are likely to employ during encounters and roleplay. (Archetypes are described in chapter 3). Your character receives several benefits from an archetype. These benefits are called class traits, they set your character apart from members of other archetypes. You might also gain some proficiencies: armor, weapons, skills and saving throws. Your proficiencies define many of the things your character can do particularly well. Record on your character sheet all the traits and features that your archetype gives you (you can find them in chapter 3). DRAGON BALL RPG

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Step 3 - Attribute Scores Everything your character does in the game depends on your eight attributes: Agility, Strength, Tenacity, Scholarship, Insight, Spirit, Potency, Personality. Each attribute has a score or rank you record on your character sheet. At character creation, select your character’s three main attributes; primary, secondary, and tertiary. A primary attribute score is eight (8), and secondary attribute score is six (6). A character’s tertiary attribute score is four (4) and all remaining scores for the rest of your attributes will start at two (2). Remember to add any additionally bonuses to your attributes from your race or archetype. After assigning your attribute scores you will need to determine their modifiers (you can find more details on attributes and modifiers in chapter 1). Tier Bonus. You gain additional bonus experience points when entering a new tier of power. (See chapter 11 for details about tiers of power.) This represents a change in, not only power, but possibly also story and tone. When you reach a new tier of power, you gain twenty-five (25%) of the experience required to the next power level. Additionally, you also receive one (+1) character perk and soul point when reaching a new tier or power.

Step 4 - Character Details Once you know the basic statistics of your character, it's time to flesh them out as a person. Your character needs a name. Spend a few minutes thinking about what he or she looks like and how he or she behaves in general terms. There are a few blanks on top of your character sheet, areas to detail and describe your character. Life Points. Your life points define how tough your character is in combat and other treacherous circumstances. At power level one (1), you will roll 2d10 and add your tenacity modifier to the dice result to figure your life points. A character’s race will increase the value, so be sure to check and record your total. Beyond power level one (1), each time you increase in power level you will roll a d10 and add your stamina modifier, health modifier and any bonuses you gain elsewhere. The dice score is added to your current life points. Personality and Roleplay. You have your attributes, your race, and your archetype, now it is time for your character’s personality. Sure, characters in Dragon Ball Z can fly around, shoot lasers, and punch hard, but what’s their personally like? What makes a Dragon Ball Z character a Dragon Ball Z character? The answer is their path—their z-soul. Imagine z-soul like DRAGON BALL RPG

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alignments in D&D. A z-soul defines a character’s natural mannerisms, behavior, and disposition, how you interact with the world. Z-souls are dynamic: they might deal with how you were raised, there can be different types of z-souls. A good example might be that your character is prideful or uncaring. Your z-soul might be an honor code, humble up-bringing, or simply lawful good. At character creation, you will work with your group and Architect to create the perfect, formfitting persona for your character. (See chapter 5 for more details on z-soul).

Character Perks At character creation and specific power levels, you gain perks. You can exchange these perks for benefits to increase your character’s capabilities. You can spend perks on a variety of abilities. You can exchange a perk for the following; attribute addition, skill proficiency, technique points, a single talent, or even a mixture. Attribute Addition. You can either increase a single attribute score by three (+3) or two attribute scores by one (+1) each. Skill Proficiency. You can select to either gain two (2) new skill proficiency or increase the score of an already known skill by four (+4). Technique Points. If you select this perk, you receive ten (10) technique points, which can be spent on customized abilities. Talent. You will gain the benefits of a single talent (see chapter 4). Mixture. You can increase a single attribute by two (+2), a single skill by two (+2), and receive four (4) technique points.

Step 5 - Choosing Gear Your archetype will determine what equipment you start with including weapons, armor, and other adventuring gear. (All equipment items are detailed in chapter 5.) Record this equipment on your character sheet. Instead of taking the standard gear kit, you can purchase equipment. You start with wealth to spend, as shown in chapter 5. Extensive lists of equipment, with prices, also appear in that chapter. Your strength score limits the amount of gear you can carry. Try not to purchase equipment with a total weight (in pounds) exceeding your strength score times thirty (30). (Chapter 1 has more information on carrying capacity). Dodge. Dodge represents how well characters avoid being wounded in battle. Gear can also affect your dodge score.

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Things that contribute to your dodge include the armor you wear and your agility modifier. Not all characters will wear armor, however. Without armor, your character's dodge equals a d10 + Agility modifier. If your character wears armor, calculate your Dodge using the rules in chapter 5. Record your dodge on your character sheet. Your character needs to be proficient with armor to wear it effectively, armor proficiencies are determined by your archetype. (See chapter 3). There are drawbacks to wearing armor if you lack the required proficiency (see chapter 5). Weapons. Your character can carry a number of weapons equal to the number of arms they have plus one. For each of those weapons, you’ll need to calculate the modifier and damage dealt for quick reference. (See chapter 5 for more details about weapons and their bonuses.)

Step 6 - Finishing Touches Your character has come together, and you’re starting to really breathe life into them. There are few more things to finish up before you’re ready to play the game. Talents are a great way to give additional abilities and power in the form of a niche capability. Character gain one (+1) talent at character creation. A signature technique is a special attack created specifically and uniquely for your character. (See chapter 8 for more details). At character creation your character will get twelve (12) technique points to spend on a custom technique. Your ki pool and influx are directly related to your power level, and you will need to record these values on your character sheet. They are very important and a lot of your action in game will depend on them (See power level table at the start of this chapter and chapter 1 for more about ki). There are quick reference areas on your character sheet that will also need to be filled in. These areas include basic attack modifiers, initiative, dodge and health thresholds. Ready To Play. You are now ready to start playing the game. Remember that most characters aren’t going to work alone or cover every possible outcome. Every character that makes up the party will have strengths that complement the rest of the group. Teamwork and cooperation greatly improve your party's chances to overcome the many dangers in the world of the dragon. Speak with your fellow players and your ARC to decide whether your characters know one another, how they met, and what sorts of missions the group might undertake.

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In the world of Dragon Ball, a visit to any corner of the universe will overwhelm the senses. Between the chatter of different alien languages, the smell of unique cuisines, and the myriad of architectural styles, the spectrum of diversity is dazzling. Scattered among the stars are the people themselves, and the inhabitants of universes are exotic. We focus on universe seven’s inhabitants from the aggressive warrior race known as Saiyans to the sly and cunning Arcosians, the wise and peaceful Namekains, the magical and spellbound Majins, and the artificial beings called Androids. Even the populations of Earth can be found exploring the vastness of the universe.

Playable Races Over the next few pages you will read about the attribute bonuses, skill proficiencies, vision, hearing, traits, and other aptitudes of the playable races in the DBZ engine. We tailored each race and added what we thought was their best and most iconic features from the myriad of Dragon Ball TV shows. We took those features and attempted to recreate them in an RPG pen and paper setting. There is a huge amount of species we don’t cover in the game; either there is too little information about them, or they simply didn’t display unique enough qualities to be mentioned. But we always encourage players and architects to build or create their own species for play.

Choosing a Race Playable races include Earthlings, Saiyans, Arcosians, Namekians, Majins and Android. Subspecies. Some races have subspecies. Members of a subspecies have the traits of the parent race in addition to the traits specified for their subspecies. These include; Human, Beast Men, Full-Bloods, Half-Bloods, Warrior & Dragon Clans, Artificial Construct, Cybernetic Organism, and Bio-Engineered.

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Subspecies get all the characteristics of the race such as attribute scores, health modifiers, and traits. Where they differ from one another, they gain special traits unique to that subspecies. As an example, Saiyans, regardless of subspecies, gain pluses to Strength and stamina, proficiency in the skills athletics and intimidate, a health modifier of three, and the traits blood of warrior and Saiyan heritage. The Saiyan subspecies full-blood gains unyielding and natural combatant as additional traits, and half-bloods gain warrior of two worlds and raging hero. Each of those traits are unique to each subspecies.

Racial Traits Racial traits or simply traits are abilities unique to each race. They can enhance your character’s skills, abilities, or other statistics, and even grant interesting capabilities. Each species' traits stand out among the crowd. It is important to read each ability carefully, as some have a complexity that might cause them to be misused. The description of each race includes traits that are common to members of that race. The following entries also appear among the traits of most races: vision, hearing, attribute score increases, skill proficiencies, and subspecies. Health Modifiers. Health Modifiers are the natural endurance or life force of a race, and they are added to the dice result when you roll for life points at every power level increase. Exceptional Aptitudes. An aptitude listed with a race that is worded as exceptional increases the related aptitude abilities. Hearing. Increases your passive perception score by ten (10) and grants an additional three (+3) to the skill score. Smell. You possess exceptional smell aptitude: during combat you can roll an impulsive save at the start of a surprised round. If you are successful, you can act during the surprised round as normal. (See more about surprised rounds in chapter 6). Vision. Accustomed to the night, you have superior vision in dark and dim environments. You can see in dim light within one hundred twenty (120) yards of you as if it were bright light, and in darkness as if it were dim light. Saves. If a save is exceptional, increase its score by three (+3). Also, when rolling the save, you score an advantage on dice rolls of nine (9) and ten (10). (Learn more about advantages in chapter 1). Attributes. You gain additional points to your attributes. You can select a single attribute and increase it by two (+2) or two separate attributes and increase them by one (+1).

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Earthling Earthlings, often referred to as humans, are the main inhabitants of the planet Earth. They share the planet with other intelligent life forms, including anthropomorphic animals. They are even led by an anthropomorphic dog named King Furry. Surprisingly, 1% of Earthlings are half-breeds with some other race, 7% are monster-type, 17% are animal-type, and of that 75% are the regular true-blue human type. Except for uncommon hair colors and the occasional odd features (ranging from longer lifespans to werewolfism), Earthlings are identical to humans as we know them; however, humans in the Dragon Ball world also seem to be able to utilize elements of magic. Earthling characters are the ever heroic and vigilant defenders of their beloved planet Earth and are willing to protect her at all costs. Filled with moments of heroism, Earthling players will never experience a dull moment. Even with obvious, less natural powers compared to some other species, Earthling characters can keep up with the best of them. With the desire to never fail and unparalleled bravery Earthling characters are without a doubt the superman of the Dragon Ball game. You can play as either a true-blue human or as an anthropomorphic animal called a beast man. Your Earthling character gains the following traits, and in addition you must pick either a human or a beast man as a subspecies.

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Racial Traits Perseverance. Your Earthling characters can reroll any dice result of two (2): you must accept the second result. Also, decrease the negative effects of botch by two (2). Quick to Master. You gain one (1) additional character perk at character creation, for a total of three (3).

Human. Humans are similar to the humans of our real world, ranging from a variety of ethnicities. Human characters gain heroic fury and life of adventure. Heroic Fury. Double your personality modifier when using dragon rush towards an action.

Attribute Bonus AG +1 ST +1 TE +1 SC +1 IN +1 SP +1 PO +1 PE +1 Health Modifier. (+6) Skill Proficiency. Select three different skills to be proficient

Life of Adventure. You have led an interesting life that sets you apart from the regular population. In your quest to learn & venture, you have travelled far and wide. You have a particular skill or item that is a memento of your past journeys. Pick one (1) special item to be your memento and be sure to remember how you got it (see chapter 5). Or, you can instead choose to pick the following talent instead: Trained by a Master: You gain one (+1) to any attribute that has a score of four (4) or less. You also gain eight (8) technique points. Beast Men. Anthropomorphic animals have human characteristics and human forms but retain most of their animal abilities. You can pick two of the follow traits. Claws: Natural weapons that can be used without penalty. If you move at least six (6) yards towards a target and then hit with a claw attack on the same turn, the target must make an agility (acrobatics) check or be knocked prone. If the target is knocked prone, you can make an action-free attack against them. Bite: You can spend one action a turn to use bite attack, a physical attack per normal rules. The bite attack counts are direct damage and increases your wound roll by 1d10. Tail: You can make a standard physical attack without any bonuses after you have used all your actions for the turn; this attack does not require an action to perform. Wings: Wings increase your flight speed by double its normal rate. Also, while in the air you increase your dodge roll by five (+5). Thick Hide: Your soak increases by an amount equal to half your power level, rounded up. You also increase your corporeal save by three (+3). Enhanced Senses: Select one of the following options: Exceptional sensory - vision, or hearing, or smell Exceptional save - impulsive, or corporeal, or cognitive, or morale Exceptional attribute - ST, AG, TE, SH, IN, PE, PO, PE DRAGON BALL RPG

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Saiyan Saiyans are a naturally aggressive warrior race who were brought to the brink of extinction by a powerful Arcosian named Frieza. The Saiyans are a fighting race who, since ancient times, have lived a violent and inhumane lifestyle, attacking numerous planets to build up their wealth and power. Saiyans are from the planet Vegeta, originally named planet Plant. The Saiyan used to share the planet with another raced called the Tuffles, but after many years of war the Saiyans destroyed nearly all the Truffles. Before the destruction of planet Vegeta, the Saiyan race was employed by Frieza as hired mercenaries in a galactic planet trading scheme. Saiyans are known not only for their muscular physique, but the tails protruding from their lower back. Without a doubt one of the most powerful combatants in the North Quadrant or even the known universes, Saiyans are known for their natural combat prowess and the ability to improve after each battle. Searching for a good yet always fair fight, Saiyan characters will always be up for a bout. Saiyans also have two special and almost equally powerful transformations, Ozaru and Super Saiyan. Saiyans bring pure, raw, unadulterated power to the battlefield. As a Saiyan, your character gains the following traits, and in addition they must pick either a Full-blood or a Half-blood as a subspecies.

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Racial Traits Blood of the Warrior. Your Saiyan character reduces the specific number of experience points required per power level by twenty-five percent (25%), rounded down. Saiyan Tail. All Saiyan characters are born with a monkey-like tail that allows them to transform into a great ape, also known as Ozaru. During a full moon of any planet, a Saiyan character will uncontrollably transform into the great ape. When a Saiyan’s tail is squeezed it causes them agonizing pain. An enemy may attempt to grab a Saiyan’s tail by using the grapple rules (see chapter 6 actions and rounds). If successful, your character will become prone. You will suffer amount of lethal damage equal to your power level plus five (+5). You can attempt a morale save to overcome the effects at a medium TN. If you have a tail reduce the stress test TN by two (-2) when using any form of super saiyan. If your tail is removed, you can no longer use the great ape transformation or gain the reduction. Saiyan Heritage. As a Saiyan character, you have the arcane ability to transform into a giant ape known as the Ozaru. You can only utilize this form if you have your tail and a full moon is present. You also have the radical form called Super Saiyan. (These transformation are explained in the Chapter 10).

Full-Blood. Pure-blood Saiyans from the planet Vegeta. Unyielding. You do not suffer the effects of health from the bloodied threshold. Additionally, when your health points reach zero (0) you may make an immediately single unmodified energy sphere attack. The attack can’t be a signature technique and damage counts are direct, you also cannot wager ki points on the attack. Natural Combatant. When making steadfast check, ignore any penalties that would apply to the roll. Both your Corporeal and Impulsive saving throws count as exceptional.

Attribute Bonus AG ST TE SC IN SP PO PE

+3 +3 -

Health Modifier. (+3) Skill Proficiency. Athletics, Intimidate

Half-Blood. A half-blood or half-Saiyan is part human and part Saiyan. Warrior of Two Worlds. You can trade the trait blood of the warrior for the Earthling traits Perseverance or the Life of Adventure. Raging Hero. If you suffer any type of damage other than standard or if an enemy combatant scores a critical against you with any of their combat rolls, increase your strike and wound rolls by +2d10 until the end of your next turn. DRAGON BALL RPG

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Arcosians Known by many names: Arcosians, Frost Demons, and Glaeris. Not much is known of their origins, or their home planet. Seemingly very rare and mainly staying far away from others of their race, the Arcosians are believed to live on a naturally cold planet with gravity hundreds of times stronger than Earth’s, making them one of the strongest races in the North Galaxy. It seems most of the known Arcosians are part of the Planet Trade Organization, if not the leaders themselves. Arcosians seem to view mercy as a way only to get oneself killed and are willing to destroy anyone they view as a threat. This leads to the assumption that Arcosian are generally very deceitful. Little is known about the Arcosians, so there is very little history to speak of. It is known that they can survive without an atmosphere. Most importantly as they gain power, Arcosians create new forms to disguise their power from opponents and allies. Cunning and menacing, Arcosians as a species are rather cold creatures, willing to step on the small guy for a shot at power. However, there are some Arcosians who can show compassion to the weak and, to a certain extent, mercy and patience. Arcosians are one of the most powerful damage dealers of the game. Your Arcosian character gains the following traits. There are no subspecies for the Arcosian race.

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Attribute Bonus AG ST TE SC IN SP PO PE

+3 +3 -

Health Modifier: (+3) Skill Proficiency: Survival, Stealth

Survivor. Arcosians have evolved to deal with a myriad of harmful environments. As such, they cannot suffocate or freeze, even after days, in the vacuum of space. They can even accomplish this feat while mortally wounded. Arcosians can survive in any environment, no matter how harsh or limiting it is. And, Arcosian characters increase their all saving throws by two (+2) excluding morale. Brutal Assault. If you spend more than two actions and successfully attack a target, you gain an extra 2d10 on all other actions spent attacking the same target during that turn. Cruel Intentions. If a target suffers damage from your Arcosian character, they suffer three (-3) their next steadfast check. Metamorphosis. As Arcosian character you can transform into smaller, less powerful forms of yourself. You use this ability to hide your true power from enemies. This ability also serves to cause less stress to your bodies. You start out in a suppressed form and must learn how adapt to more powerful forms. (Metamorphosis is explained in Chapter 10).

Namekians Namekians are from the planet Namek; they are humanoid, born from eggs, and have many slug-like characteristics, including green skin, pink patches, and antennae. They seem to be instantly recognizable by many space-faring races because at one point in the not-too-distant past the Namekians used to trade with off-world civilizations. However, there was a great cataclysm on Namek which destroyed nearly all the natural resources on the planet and ever since then the Namekians have become secluded. Namekians are natural healers and strong warriors, able to recover from physical damage quickly and even regrow lost limbs. With such powerful physical properties, it is no surprise to learn the Namekians can extend their limbs beyond their normal lengths and grow many times their normal size. Namekians also have amazing hearing and it is rumored that some can hear across the universe. In addition to the aforementioned abilities, Namekians have a great resistance to colder climates. All this is coupled with the fact that they rarely eat, if at all, and typically only drink water. Peaceful warriors and powerful healers coupled with unmatched senses, Namekians are strong and reliable fighters. Universal in combat, Namekians cover all the bases from physical strength, powerful energy, to impenetrable defender, they are the jack of all trades in the Dragon Ball Z universes. Namekians have a host of tools at their disposal: most notable are healing and Nobiru-Ude. Your Namekain character gains the following traits, and in addition they must pick either Warrior Clan or Dragon Clan as a subspecies. DRAGON BALL RPG

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Attribute Bonus AG ST TE SC IN SP PO PE

+3 +3 -

Health Modifier: (+4) Skill Proficiency: Perception, Medicine Hearing: Exceptional

Cellular Proliferation. Also known as Sai-Sei, you can recover from extremely grievous wounds, even amputated limbs. Cellular Proliferation requires an action, you’ll spend eight (8) ki points to use your healing surge even if it has already been used during the turn; this action provokes a counteraction. (See more about actions in chapter 6). Nobiru-Ude. You can grow many times in size. This ability takes considerable energy to preform but grants your character increased physical strength and power. (Nobiru-Ude is explained more in Chapter 10). Additionally, you can also elongate your arms and legs, at will, allowing you to perform actions at a range up to nine (9) yards away. These actions cost an additional five (5) ki points more than normal and provoke a counteraction. The target must be within a clear line of sight. The attack cannot cross the path of another combatant or any type of terrain or other obstacle. Namekian Unite (Fusion). Namekians can unite or fuse with another one of their kind increasing their powers and skills exponentially. (Explained in Chapter 10). Warrior Clan. Adept and skilled fighter trained in the martial arts. Dynamic Combat. Once per turn, when rolling damage for an attack of any type, you can reroll the wound dice result and use either total. Botch and critical rolls still count as solid dice. Dragon Clan. Specializing in mystical abilities and healing powers Cellular Mending. As a full action you can spend twelve (12) ki points to activate a target’s surge ability, allowing the target to immediately use one (1) type of surge; this action provokes a counteraction. When using this trait on yourself it only requires a standard action instead of a full. DRAGON BALL RPG

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Androids Androids are said to have unlimited energy and eternal life. Due to their inorganic nature, they also have no aura or ki to sense. There are three types of androids, those with unlimited power supply and nearly without drawbacks, those that need constant intake of energy usually stolen from victims to keep their power reservoir from draining and causing the android to malfunction, and the third kind are bio-androids which seem to have the abilities of both aforementioned versions. With nearly limitless possibilities and boundless power, androids are extremely commanding warriors. Powerful constructs built and shaped for battle, never slowing down, never giving up. Able to take extreme damage and dish out even more, androids are deadly and impressive characters on the battlefield. Other characters also cannot sense an android’s ki, nor can androids be tracked by any sort of tracking device. There are three types of android subspecies you can choose from; Artificial Construct, Cybernetic Organism, or Bio-Engineered.

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Attribute Bonus AG ST TE SC IN SP PO PE

+3 +3 -

Health Modifier: (+4) Skill Proficiency: Concealment, choose one additional skill

Concealed Power. You can almost entirely hide your life force from outside sources. Whenever another character or outside force attempts to use any kind of ability to scan or search for potential life forces, they will be unable to locate your android character. This includes mechanical devices such as scouters. Also, during surprise round, you are always be able to perform actions and never count as surprised. Your attack actions gain 1d10 to all rolls. Built for Battle. Tough and durable Androids are able to take a lot of damage. Your soak value is increased by two (+2) or by a value equal to your current power level divided by three (3), rounded up; whichever is higher.

Android Types. Artificial construt are types of androids made completely from artificial parts; as such, they are purely mechanical in nature. Cybernetic organisms are androids created by mechanically modifying another species. Bio-engineered or bio-androids are synthetic androids composed using the cells of organic materials.

Artificial Construct. Power Absorption. During a successful grapple you can choose to steal energy from your target. Actions spent absorbing, while grappled, reduces the target’s ki points by your potency modifier multiplied by two (2), the amount is then restored to your ki pool. Also, when struck with an energy attack of any kind, if the opponent’s strike roll fails by ten (10) or more, you can absorb the intended damage. Carry out the attack as normal; however, instead of suffering damage, you instead restore the intended damage to your ki points. This cannot cause your ki pool to exceed its maximum.

Cybernetic Organism Unlimited Energy. At the start of each round during combat, you automatically restore two (2) ki Points multiplied by your potency modifier, for a minimum of four (4) rounded down.

Bio-Engineered Organic Consumption. During a successful grapple, you can choose to steal essence of your target. Actions spent absorbing the target’s essence, while grappled, reduces the target’s life points or ki points by 1d10 (counts are lethal damage): select life or ki points before you roll. The resulting value is added to the respective aptitudes. Targets cannot restore these stolen points for three (3) round: restore other damage normally. DRAGON BALL RPG

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Majins The first known member of this race is the Majin Buu, who has existed since time immemorial, cycling between rampages and long hibernation. It is rumored that Majin Buu was snapped into existence by the left-over materials that were used by the cosmic entities to form the Universes. The Majins are a magic-based race with unique abilities. One of the most interesting aspects about Majins is their amorphous, shape-changing bodies that allow them to easily mold their flesh, allowing them to effectively dodge attacks and extend and enlarge their limbs. Traditionally, Majins are one standard color, pink, but there have been others that have appeared in a variety of different colors. In recent times, over the generations since the birth of Majin Buu, Majins have expanded into an entire species becoming very powerful warriors. Generally, Majins are fun loving race who like to eat due to their large appetites. Many Majins inspire to become fighters and study a martial art. Due to their strange powers and abilities, Majins are often viewed by members of other races to be odd or strange, though some find them interesting due to their power and unusual abilities. With their array of odd powers and durability, Majins are stalwart defenders and powerful allies on the battlefield. Your Majin character gains the following traits, however there are no subspecies for the Majin race.

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Purity. You can transform into a pure or primal form. When your Majin character enters their true form, your dormant power is released. While using purity you reject any assimilation target and bonuses you gained through assimilation. (Purity is explained more in chapter 10) Elastic Regeneration. You can recover from extremely grievous wounds, even amputation. Elastic regeneration requires an action, you’ll spend ten (10) ki points to use your surge even if it has already been used during the turn; this action provokes a counteraction. (See more about actions in chapter 6). Additionally, you can also elongate their arms and legs, at will, allowing you to perform actions at a range up to six (6) yards away; these actions cost an additional four (4) ki points more than normal; this provokes a counteraction. The target must be within a clear line of sight. The attack cannot cross the path of another combatant, or any type of terrain or other obstacle. Assimilation. Majins usually sever a body part which immediately liquefies to create a goo. To create it you must spend at least six (6) ki points and a standard action. The goo will be added to the end of initiative order and is under the character’s control.

Attribute Bonus AG ST TE SC IN SP PO PE

+3 +3

Health Modifier: (+3) Skill Proficiency: Use Magic, Acrobatics Basic Goo Agility Score: Four (4) Strength Score: Six (6) Stealth Proficiency Life Points: Sixteen (16)

The Goo. Basic goo is created with the above aptitudes for six (6) ki points. You can spend additional ki points at the goo’s creation to increase its aptitudes. Attributes are increased by three per four (4) ki spent. The goo’s life points increase by ten (10) when additional ki Points are spent. Your goo character’s purpose is to sneak up on a target and attempt to absorb them for assimilation. To absorb a target, follow the detailed steps below. Step One. Impulsive save versus a grapple roll. The target rolls an impulsive save to try to dodge the goo’s grapple. If the check succeeds, the target may make an out-ofsequence unmodified attack at the goo. If the check is failed, the goo grapples them. Step Two. Corporeal save versus a grapple roll. The target rolls a corporeal save to attempt to escape the solidified goo. If it passes, the target escapes, if it fails, they are assimilated into the Majin. Note this does not mean they are killed, but rather stored inside the Majin. Your character takes on the slight appearance, physical stature, and nature of an assimilated target.

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Step Three. Your Majin character gains access to the traits, magical abilities, and signature techniques of the assimilated target. However, you can only use one trait per round. At the start of your Majin character’s turn during the effects phase you will declare which trait (of the ones you have access to) that you will use. Additionally, your Majin character increases the attribute scores by (1/2) the assimilated target’s power level, rounded up. During the assimilated target’s turn they can only attempt to make an opposing cognitive save to escape. Your goo can only access one assimilated target at a time and only the most recent - if you assimilate another target, your last target is rejected. You can maintain an assimilated target for only a short time, after which the target is rejected. A target is rejected automatically for the following situations; after three (3) rounds have past, if/once a Majin has reached the wounded threshold, or another target is assimilated.

Archetypes Archetypes are a quick and easy way to customize your character. Think of them as a loadout or kits. The archetypes each have their own corresponding bonuses and abilities, all of which are included in this section. At character creation, you will select one archetype for your character. There are five archetypes to choose from: Adventurer, Illusionist, Gadgeteer, Martial Artist, and Spiritualist. Keen Characteristic. A keen characteristic is the natural aptitude a specific archetype has. A keen characteristic lowers the character critical requirements; normally to score a critical you need to roll a ten (10) on the dice, but if a characteristic is keen and being used as a modifier for a roll then you will only need to roll a nine (9) to score a critical. (See chapter 1 for more about criticals) Class Traits. Class traits are abilities unique to each archetype. They can enhance your character’s skills, abilities, or other statistics.

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Adventurer Everyone has dreamed about leaving their home to see faraway places: to adventure and wander the vast World of the Dragon in search of knowledge, treasure, fame, glory, or a multitude of other wants and desires! The calling from far away adventures and heroic feats grasps the adventurer, and they journey into the strange wide world. Adventurers are a swiss-army knife of knowledge and insight. Pursuit of Knowledge. You may select up to five (5) different skill proficiencies. Also, whenever using a perk on a skill proficiency, increase the score bonuses by six (+6) instead of three. (Skills can be found in chapter 1). Spirit of Adventure. You gain two (2) additional soul points and one (1) special item at character creation. (See chapter 5 for special items). Keen Characteristic. All proficient skills count as keen. Equipment proficiencies. Combat Clothes & weapons

Illusionist Shooting laser beams from your hands not cool enough? Firing rocket launchers not doing it for you? What about the ability to punch-stop a train? Well then, the Illusionist is for you. Can you say crushing the minds of your enemies with the weird arcana ability to control magic!? Master of Magic. At character creation, you gain the magical abilities: magical materialization and telepath free. Also, the base ki point cost of all magical abilities are reduced by (1/2), rounded down. Magical based attacks and abilities don’t affect your influx rate during rounds their cost is simply deducted from you current ki points. Psyker. When you spend technique points to create a magical ability reduce the total cost of the ability by five (-5) points. Keen Characteristic. Spirit Equipment proficiencies. None

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Gadgeteer Gadgeteers are mechanics and inventors who build weapons and utilize technology. The gadgeteer creates things, then activates those things and uses them to “solve” problems with enemies and other types of encounters. They have quite a few devices and can have a bundle of fun toys at any one time. Tinker. You gain skill proficiencies in craft, profession, and science. If you already have these proficiencies, increase the score by three (+3). Gunslinger. When making a ballistic attack, you will roll 2d10 on the wound roll, selecting the highest dice result and discarding the lower. Botch and critical rolls still count as solid dice. Keen Characteristic. Scholarship Equipment proficiencies. All armor, weapons & Battle Jackets

Martial Artist Marital artists are warriors that primarily study melee combat rather than utilizing their ki, creating a chiefly physical archetype. Rather than focusing on esoteric powers and spiritual attainment, the martial artist seeks perfection through rigorous training and constant challenge. Martial Combatant. When making a physical attack, you will roll 2d10 on the wound roll, select the highest dice result and discard the lower. Botch and critical rolls still count as solid dice. Experienced Warrior. You gain one (1) bonus talent at character creation. Keen characteristic. Strength Equipment proficiencies. Battle suits & Melee weapons

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Spiritualist Spiritualists concentrate on unworldly, ki-based techniques. Their physical damage is sub-par to any martial artist, and they rely more on their ki, but their advantage in battles at range is next to none. Spiritualists excel at delivering damage at range and using powerful ki attacks. Power control. You reduce the ki cost of energy attack by half (1/2) your potency modifier. Energy Slinger. When making an energy attack, you will roll 2d10 on the wound roll, selecting the highest dice result and discarding the lower. Botch and critical rolls still count as solid dice. Keen Characteristic. Potency Equipment proficiencies. Melee Weapons

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All characters have strengths, weaknesses, noble aspects, and dark sides to their personalities, dynamic qualities, this is called your z-soul. You should work with your group and Architect to create the perfect, form-fitting persona for your character. A soul should clearly reflect your character's background, origin, or concept. Souls can be used to contrast the outward nature, and to create sources of conflict that make for excellent roleplaying. Z-souls have two primary functions - first, they establish some abstract character traits that defines your character, to ensure your character isn’t just a piece of paper full of numbers and statistics. Second, they give you and your group an incentive to properly role-play your characters by giving bonuses to combat encounters and stations. At character creation you will start with two (2) soul points, regardless of your starting power level.

Soul Points Soul points are the measurable numerical value of your notable deeds. You can gain additional points by accomplishing particularly heroic or astonishing in-game deeds, through role-playing so well that you would earn fantasy-academy-award nominations by adhering to your chosen z-soul. It is important to note that you can also lose soul points if you perform or act in a way that conflicts with your z-soul. Due to the abstract nature of z-souls, nearly all instance of this mechanic is typically handled by the Architect.

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Spending Soul Points. You can spend points to modify in-game circumstances in your character’s favor: think fate points. Spending a soul point is the moment theme music would play. For example, let’s say that a gigantic methane explosion has just incinerated your character – you spend soul points and somehow the pressure wave and heat manage to just miss your character. Or let’s say your opponent just beheaded you - you spend soul points and, instead, your character manages to parry the blow. Soul points are powerful and only the say so of the architect has the right to trump a soul point; they beat-out every other consideration. Below are two examples of z-souls, you can use them or create your own. Hope. Being hopeful means believing that evil and misfortune cannot prevail, no matter how grim things become. Not only do you believe in the ultimate triumph of morality and decency over malevolence, you maintain steadfast belief in a greater sense of cosmic justice. All will turn out right in the end, and you mean to be around when it happens. Your character regains one (1) soul point whenever you refuse to let others give in to despair, even though doing so risks harming your own goals or wellbeing. Pride. Self-confidence run amok. It is the belief that one’s every action is inherently accurate, even when it should be obvious that it is anything but. You refuse to back down when your decision or reputation is called into question, even when the evidence is clear that you are in the wrong. Your ego does not accept any outcome that suggests fallibility, and you are willing to see others suffer rather than admit that you’re wrong. Your character regains one (1) soul point whenever you exert your own wants (not needs) over others at some potential risk to yourself. This is most commonly the desire for adulation.

Talents Talents are a special feature that either gives your character a new capability or improves on one that you already have. Talents represent an area of expertise that gives characters special abilities: training, experience, and abilities beyond what a character is granted by their race and archetype. You gain one (1) talent at character creation, for free (see chapter two). This talent does not require a character perk. At certain power levels, you can use a perk to gain a new talent. Importantly, you can’t take the same talent more than once, but most of the time you wouldn’t want to. Prerequisites. Some talents have prerequisites. Your character must have the indicated attribute score, additional talent, or other aptitude designated to take that talent. But these prerequisites might vary from talent to talent, and most of requirements will reference aptitudes from chapter two. In addition, if you ever lose a talent’s prerequisite, you can’t use the talent again until you regain the prerequisite. DRAGON BALL RPG

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Alert Always wary, and ever watchful, you know when something is about to happen. ▪ You gain a (+5) bonus to initiative rolls. ▪ You can’t be surprised while you are conscious. ▪ Combatants don’t gain superiority over you because of being unseen. Ambidextrous You are proficient with wielding weapons in each hand. ▪ When rolling strike and wound rolls while having weapons in both hands, increase the dice results by 1d10. ▪ Increase your dodge by (+3) while wielding a weapon in each hand. Armor Proficiency You have trained with armor and are proficient in combat while wearing it. ▪ You can wear any type of battle suits without agility penalties. ▪ Increase the bonus you receive from armor by two (2). ▪ Combat clothes penalties do not affect your stealth skill. Blitzer When you use an action to blitz (see chapter 6), you can use an additional action to also shove the target away from you. ▪ If you use blitz and move at least nine (9) yards in a straight line, you can thrust the target back several yards, equal to half the distance you travelled. ▪ While using blitz, increase your wound roll by 1d10. Close Range Shot You are skilled at making close range attacks with either energy or ballistic attacks (See chapter 6). ▪ When making energy or ballistic attacks within three (3) yards of a target, increase the strike and wound rolls for the attack by 1d10. ▪ Increase either your agility or potency score by two (+2). Combat Tactician You can respond quickly and repeatedly to opponents who let their defenses down. ▪ When attacking a target that has the guard down combat ▪ modifier, increase your strike and wound dice results by ▪ 1d10. (Combat modifiers can be found in chapter 7) ▪ Increase either Spirit, Strength, or Potency score by (+2).

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Combat Expertise You are trained at using your offensive combat skills for defense ▪ When rolling dodge, you can add up to your half (1/2) of your personality modifier to the roll. In exchange all strike rolls are reduced by the same amount doubled until the end of you next turn. ▪ When rolling to strike, you can add up to your half (1/2) of your personality modifier to the roll In exchange all dodge roll are reduced by the same amount doubled until the end of you next turn. ▪ You can’t use both above effect in the same turn or round or while the other is ongoing. Cunning Evasion You are adept at dodging blows and turning powerful shots against you into mere glances. ▪ When perform an action that can cause a counteraction against you, roll a d10 if the result is an eight (8) or higher any counteraction’s dice roll is reduced by 3d10 to a minimum of two (2). ▪ The first attack during a round against you doesn’t reduce your defense value. All subsequence attacks will affect your defense normally. Diehard You are a battle hardened veteran able to take any kind of blow. You just won’t go down, no matter what type of punishment your enemies dish out at you. ▪ When making a steadfast, you will roll 2d10, select the highest dice result and discarding the lower. Botch and critical rolls still count as solid dice. ▪ Increase any single attribute score by (+2). Flexible Flanker You and an ally team up against a foe to maximize the threat you pose and ruin your target’s defenses. ▪ When attacking a target and an ally is within (3) yards of the same target, you gain 1d10 to strike and wound roll against the target. If there is more than (1) ally near the target, then increase the bonus to 2d10. ▪ You can’t be outflanked by enemies, and you do not grant advantage, by flanking, to combatants. Flight The flight talent allows you to fly and grants you access to flight during combat with all its benefits. Without this talent, you don’t fly in a traditional manner during combat encounters. ▪ Players without flight can hover and travel through the air, so long as the Architect allows it, but they can’t use flight during combat encounters effectively, nor do they gain any of the benefits that come from flight speed. (See chapter 1 for more about flight speed)

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Fortitude You are capable of amazing feats of Tenacity and grit. ▪ Increase your tenacity score by two (+2). ▪ When rolling a steadfast increase your dice result by two (+2). ▪ Whenever you gain a power level, you will roll 2d10 when increasing your health points. Select the highest dice result and discarding the lower. ▪ This talent has a prerequisites, you must have the talent diehard to use fortitude. Improved Initiative Quicker than normal you are able to react in situations much faster than other combatants. ▪ While rolling initiative increase your dice result by 1d10. ▪ If you are first in the initiative order you gain 2d10 to all wound rolls during the first round of combat. ▪ Increase Agility score by (+2). Iron Fist You have learned the secrets of imbuing your unarmed attacks with extra force. ▪ Increase your wound roll score by 1d10 while not using a weapon. ▪ When you attack a combatant with a successful physical attack while not using a weapon, you can use the same action to attempt to grapple the target. ▪ Increase Strength score by (+2). Lucky You are a prime example of either sheer stupidity or blind luck. Either way you are good at just doing stuff you can’t do. ▪ While rolling dice, you can use an action (standard or counter) as a reaction to repeat a rolled dice. You must use the new result. You can’t use this ability more once per any combatant’s turn. Martial Prowess Trained in the art of a martial arts fighting style, you have mastered the ability to physically attack your opponents. ▪ When making a physical attack, if you have superiority, add 1d10 to your strike rolls. ▪ While performing a grapple or thrust, increase the saving throw to resist the maneuvers’ effects by half (+1/2) your current power level. Practiced You are proficient in a myriad of skills. ▪ You gain proficiency in any three (3) skills of your choice. ▪ When making a skill check, you will roll 2d10, select the highest dice result and discarding the lower. Botch and critical rolls still count as solid dice. ▪ Increase any two (2) attribute score by (+1).

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Resolve The gift and capacity to stave off damage. ▪ Increase your soak value by half (1/2) your power level. ▪ You will always be considered to the have defense value of at least two (2) regardless of how many times you are attacked during a round. Second Breath You recover quickly and can heal damage back with ease. ▪ When making combat recovery, you will roll 2d10, select the highest dice result and discarding the lower. Botch and critical rolls still count as solid dice. ▪ Increase any two (2) attribute score by (+1). Style Focus Choose any one attack type, while performing that attack you are especially skillful. ▪ Select one (1) attack type; ballistic, energy, magical or physical. When rolling to strike for the select type you will score a critical on a roll of a nine (9) or greater. ▪ Increase any single attribute score by (+2). Triggerman With a single motion, you can draw a ballistic weapon and make a devastating opening attack. ▪ At the beginning of a combat encounter after the initiative has been established but before the rounds starts, you may make one (1) out of sequence ballistic attack without any modifiers. This attack cannot be used if there has been a surprise round. The attack also doesn’t count towards diminishing defense. ▪ Increase you wound roll for all range weapons five (+5) for every tier of power. Willpower Willpower is mind over body - control over your physical form and spiritual form. Willpower can range from many aptitudes. ▪ Choose one (1) saving throw, such as a corporeal or morale. You are especially proficient at using the selected saving throw. When rolling for the save you will score a critical on a roll of a nine (9) or greater. ▪ While preforming the selected save you can ignore all botch results, simply count them. Dynamic Talent Can’t find something you like? Nothing here for your specific character design? No problem, much like the rest of the game you can always create your own talent with the help and guidance of the Architect. We encourage you to come up with your own out-of-this-world talent to meet your play style and character needs.

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The bazaar of East City teems with buyers and sellers of many sorts: engineers, designers, jewelers and grocers, not to mention humanoids of every shape, size, and fur color drawn from the spectrum of the World of the Dragon. These marketplaces exist is all the largest cities, and almost anything imaginable is offered for sale, from exotic species and luxurious clothing to wicker baskets and simple weapons. For your characters in the World of the Dragon, the availability of armor, weapons, capsules and similar goods is of great importance since the proper gear can mean the difference between life and death in combat. This chapter details the mundane and artifact items that you might find useful in the face of the threats that the World of the Dragon present.

Capsules You can purchase capsules to store your items and gear. The Capsule Corporation is the world’s leading business in all industries, owned by Dr. Briefs, the inventor and creator of capsules. Also known as DynoCaps or Hoi-Poi, capsules are for making objects compact and easy to transport. Capsules are easy to use just set the capsule you want to use in an open area, click the top, and throw it at the item. Poof, it’s all packed up and ready to go. Most items will have their own built-in capsule which we labeled for you. This is detailed later in this chapter. Note, no living thing can go inside a capsule and no capsule can be closed inside of another—bad things come from trying to do so.

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Gear Kit Kits are starting packages you can take at character creation based on your archetype. Gear kits can be taken instead of rolling for wealth and purchasing items individually. If you take a gear kit package, you will start with a wealth of twenty (20w). Adventurer Backpack Blanket Canteen Capsule x 3 Clock Environmental Clothes Cold/Heat

Illusionist Rations x 2 Crystal Ball Satchel Canteen Healer’s Kit Vial x 3 Energy Capsules (s) x 2

Gadgeteer Battle Jacket Computer Backpack Rations x 1 Capsule x 5 Tool Kit – Repair Tools Canteen

Martial Artist Satchel Canteen Sleeping Bag & Blanket Rations x 5 Melee Weapon or Range Weapon or additional wealth 2d10

Light Stick x 4 Rations x 5 Tent Sleeping Bag Storage Container

Pen & paper x 2

Shape Up Capsule (z) x 1 Range weapon x 1

Basic Model – Battle Suit or Padded Combat Clothes Dynamic Capsule (s) x 1

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Spiritualist Satchel Canteen Sleeping Bag & Blanket Rations x 5 Aura Capsule (s) x 1 Power Capsule (s) x 2

Wealth Money appears in many forms in the dragon world. Zeni, gemstones, trade goods, objects, knowledge, connections, and property can reflect your character’s financial wellbeing. In the game we wrap all these possibilities up in a simple umbrella term called wealth. Wealth is not only the amount of zeni or goods you have, but also the knowledge, knowhow, and connections to get the goods from a seller to you. Wealth appears as a bold ‘w’ after a numeral such as 10w or 100w. Archetype

Wealth

Adventurer

4d10x3

Illusionist

3d10x2

Gadgeteer

5d10x4

Martial Artist

2d10

Spiritualist

2d10x2

Selling Items Prospects abound to find rewards, gear, weapons, treasure, and more in the World of the Dragon. If you don’t want some of it, you can sell it. Normally, you can sell treasures when you arrive at a city or other settlement where you can find buyers or merchants interested in your trove. Arms, Armor, and other mundane gear. As a general rule, undamaged gear such as weapons, armor, and other types or mundane equipment fetch half their cost when sold to a merchant. Typically, weapons damaged by combat are rarely in good enough condition to sell. Capsule Items. Selling capsule items can be problematic. They are typically large-scale items such as hover cars or bikes, temporary homes or storage vessels of some sort. You wouldn’t simply be able to peddle them to the standard merchant. Consider capsule items as specialty items that will sell for their full to half price depending on the buyer.

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Gemstones, jewelry, and other objects. These items will typically retain their full value when sold to a buyer or merchant. You can trade nearly all of them for some sort of wealth or simply use them as wealth. For exceptionally rare objects, an architect might require you to find a buyer in a large city.

Armor The World of the Dragon is made up of a vast universe with many different species and cultures, each with their own technology level. It is for this reason that you have access to a variety of armor types ranging from simple combat clothes to full battle suits and everything in between. Armor is split into two categories: battle suits and combat clothes. The armor table below shows the cost, weight, and other properties of the common types of armor worn in the World of the Dragon. Battle Suit Basic Model Full Armor Model RIT Model Royal Battle Jacket TSR Model Combat Clothes Padded Leather Hide Compression Weighted

Cost 10w 50w 75w 200w 400w Cost 15w 40w 75w 100w 200w

Soak Bonus Agility +2 +8 Y +4 +6 +10 Y XP Bonus 3 6 9 12 15

Strength Y Y

Stealth Y Stealth Y Y

Weight 8 lb. 50 lb. 25 lb. 35 lb. 45 lb. Weight 20 lb. 30 lb. 45 lb. 80 lb. 120 lb.

Armor Proficiency. Anyone can wear battle armor or combat clothes. However, without proficiency in the garment, it cannot be used effectively. This proficiency is gained from the talent with the same name. Soak Bonus. Battle suits protect the wearer from attacks. The soak bonus is the numeric value that increases while wearing a battle suit. XP Bonus. Combat clothes reduce a character’s strength for more experience during battle. This bonus is the amount of additional experience points a character gains at the end of any combat encounter in which they wore combat clothes throughout. Agility, Strength & Stealth. Armor can impede an attribute. If an armor has a ‘Y’ under its related attribute, then while wearing the armor and using that attribute has the combat condition Impediment. If the armor has a dash under its related attribute, it simply reduces that attribute by two while wearing the armor and using that attribute. You can ignore these effects if you have armor proficiency.

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Variant Sizes Not all species are the same size or shape. The Architect can impose more realism for armor purchases using a variant if a character is larger or smaller than the average. Using this variant, when you find or purchase armor or similar items, you might need to have it modified to fit. The cost for such work can vary from 10 to 40 percent of the normal market price of the item, as determined by the ARC.

Don & Doff This is the time it takes to put on armor or take it off. The amount of time depends on the type of the armor. Don. This is the time it takes to put on armor. You can only benefit from an armor’s bonus if you take the full time to don it. Doff. This is the time that is required to take off armor. If you have help, this time is reduced by half. Armor Battle Suit Combat Clothes Clothes

Don

Doff 3 Minutes 5 Minutes 2 Minutes

2 Minutes 4 Minutes 1 Minute

Weapons Due to the unlimited imagination of players and an ever-growing list of weapons that exist, we made a weapon creation system. When you choose to buy a weapon, you can design and create a custom weapon, and then your character wields it how you wish. You can carry several weapons equal to one more than the number of arms you have. To create a weapon, you will first choose whether you are creating a melee weapon or a range weapon. Melee. (10w) Melee weapons follow all the rules for a physical attack. However, while wielding a melee weapon, your character suffers a negative two (-2) penalty on strike rolls (see chapter 7). If you wield two weapons, one in each hand, you suffer a negative four (-4) penalty on strike rolls. Range. (20w) Range weapons follow the rules for a ballistic attack. While firing a range weapon within melee attack range, you provoke counteractions. Range weapons can be used to attack targets that are adjacent or far away, as long as they are within line of sight of the wielder. Range weapons also require reloading; you must reload a range weapon after a turn in which you successful hit a target with the weapon. You must also select from one of the firing range qualities below. Damage. The base damage modifier for any type of weapon is 1d10.

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Weapon Qualities. There are several different weapon qualities that you can give to a melee or ranged armament when purchasing and building a weapon. Each quality is listed with an additional cost that is added to the base cost of the weapon. Artisan. (+50w) – Increases the weapon’s base damage by 1d10. Bludgeoning. (+15w) - When making a physical attack with a bludgeoning weapon, if you score an advantage during the strike roll the target is knocked prone. Complete the attack normally. The target can roll agility (athletics), medium TN, to not become prone. Slashing. (+24w) - A physical attack’s damage counts as direct against targets that are not wearing any type of armor. Piercing. (+36w) - During the wound roll if you score an advantage, the weapon’s damage counts as direct. Reach. (+12w) - You can attack up to one (1) additional square away. Thrown. (+10w) - You have the ability to throw a weapon at a target. Add half your vigor modifier instead of agility to your strike roll and half the resulting damage. Two-Hand. (+28w) - You can wield the weapon with two hands, increasing the damage by 1d10. Explosive. (+60w) - When making a range attack, the attack can damage multipliable targets all-round the initial target, 360 degrees at a range equal to twelve yards. Use a single strike roll against the target’s dodge rolls. Versatile. (+40w) - A ranged weapon can be used as a melee weapon; following all the normal rules for melee weapons listed above. Rapid Fire. (+80w) - A range weapon can fire multiple times within one attack maneuver. Roll a strike roll for the attack normally. If you are successful, roll 2d10. This is the number of hits the target suffers. You do not roll a wound roll, instead the target only suffers two (2) damage per hit. Also, damage modifiers cannot be added to the barrage. Artisan quality increases the total damage of rapid fire by 1d10, not each individual page 68 - hit. Firing Range. Select one of the following distances when you are creating a range. The value listed it the maximum range you can fire from. You can fire from one square to your maximum range. ▪ Short. 5 squares or fifteen yards ▪ Medium. (+20w) 10 squares or thirty (30) yards ▪ Long. (+40w) 20 squares or sixty (60) yards Break Value. Both weapons and armor have a break value; this is the amount of health points an item has. All weapons and armor have a break value of ten (10). There are two ways for an item to suffer damage. When you score a botch during a roll using a weapon, it will suffer one (1) point of damage. Or if an opponent scores an advantage while targeting you with any type of attack, while you are wearing armor, the armor will suffer one (1) point of damage. Botch and advantage can be found in chapter 1.

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Weapons and armor don’t lose effectiveness when damaged. However, if either is reduced to a zero (0) break value, they can’t be used for their intended purpose and you don’t gain any of their benefits. Repairing Gear. When an item’s break value is reduced to zero, the item becomes useless. You can repair the item yourself or at a shop, depending on the campaign and ARC. To repair broken combat items, simply divide the cost of the item by ten (10). The resulting value is the wealth it costs to restore two points of its break value.

Exploration Gear This section describes the items, gear, and other equipment that you might need as you travel, explore, and adventure out into the World of the Dragon. You can carry up to three small items on you at any given time. If you want to carry more items, you will need to purchase additional storage-ware; these three small items don’t include any weapons a character might carry. Some items come inside capsules and these items count as small while stored within the capsule. However, when outside or unpacked, they count as their normal size category. Gear that comes with a capsule already included are marked with a ‘C,’ and items that can be put into a capsule but don’t come with one are marked with a ‘P’ in the chart below. Gear Backpack Blanket Bucket Canteen (Empty) Capsule (Empty) Chain (9 yards) Clock Computer (Hand Held) Crystal Ball Environmental Clothes Healer’s Kit Jug (Empty) Light Stick Paper & Pen (5/Blank) Rations (3/days) Tool Kit Rope (9 yards) Tent (Two-person) Satchel Sleeping Bag Storage Container Vial (Empty)

Cost 12w 7w 7w 2w 5w 15w 4w 180w 200w 47w 3w 4w 27w 5w 6w 30w 12w 100w 7w 10w 52w 3w

Size M M M S S M S S S M S M M S S M M L S M L S

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*This items list is not exclusive, additional items can be added by the Architect and campaign setting. Size. Items come in different sizes ranging from small, medium, to large. These categories are designated by; S, M, and L respectively. S. Small items can be carried on your person in a pocket, inside your shirt or simply stuffed under a belt, etc. Small items are typically simple pieces of gear, and you can carry up to three small items at a time. M. Medium items can be carried on you, but they require a single free hand to carry or must be put on your back, such as a backpack or sleeping bag. L. Large items require a level of concentration and both hands to carry. Large items are cumbersome and can be awkward to carry. Blanket: A large folded blanket, for one person.

d10 worth of life points to a target per use.

Chain: A chain has normal break value of 10. It can be damaged with a successful hard TN Strength check.

Light Stick: For 1 hour, a light stick sheds bright light in a 3-yard area and dim light for an additional 3 yards.

Clock: A standard clock that can be used to tell time, as in a stop watch or a timer.

Paper & Pen: Five blank pages and a pen

Computer: A small hand-held computer device that can perform mundane computing tasks. Crystal Ball: This crystal ball is about 6 inches in diameter. While touching it, you increase your magical attacks to strike and to wound rolls by 1d10. Additionally, when using clairvoyant or using magic skills, increase your dice score by five (+5). Environmental Clothes: A single set of clothes that will protect you from one selected element such as heat, cold, topical, water, and more. Healer’s Kit: This kit is a pouch containing bandages, salves, and splints. The kit has five uses. As an action you can expend one use of the kit to stabilize a target that has 0 life points. Restore

Rations: Rations consist of dry foods suitable for extended travels (3 days), including jerky, dried fruit, and other similar foods. Tool Kit: This tin box contains simple tools for a single profession. Examples range from climber’s kit, disguise kit, gaming set, artisan tools, and others. Rope: Rope has a break value of 5. It can be broken with a successful medium TN Check. Tent: A simple and portable canvas shelter, a tent sleeps two people. Satchel: A cloth or leather pouch can hold up to 3 small items. Sleeping Bag: A portable, insulated bedroll for one person.

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Container Capacity. Container

Capacity Up to 6 small items / 2 medium items 3 gallons liquid 1½ pints of liquid One item of any size 1-gallon liquid Up to 20 small items / 6 medium items 4 ounces liquid

Backpack Bucket Canteen Capsule Jug Storage Container Vial

Boosters Boosters are small bottles that resemble capsules. These vials contain special and sometimes magical liquids. Usable in combat with a move action, boosters can help you increase your status, restore health or ki points and even give you temporary power improvements.

Type

Effect

Bonus

Cost

Energy Boosters S M

A small capsule with a healing effect A capsule with a healing effect

L

An effective capsule with a healing effect The ultimate healing capsule

Z

Type S M L

Effect

+d10 to Life Points Restores 25% of Total Life Points Restores 50% of Total Life Points Restores 75% of Total Life Points

Bonus

45w 75w 125w 175w

Cost

Regen Boosters A small capsule that gradually Restore d10 every round for heals you three rounds A capsule that gradually heals you Restore d10 every round for five rounds An effective capsule that gradually Restore d10 every round for heals you eight rounds

25w 55w 205w

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Type S M Type S M L

Type

Effect

Bonus

Cost

Power Boosters A small capsule with the power of ki Increase ki points by 2d10 inside A capsule with the power of ki inside Increase ki points by 4d10 Effect

Bonus

60w

Cost

Aura Boosters A small capsule with defensive Increase soak value by 4 power inside every round for three rounds A capsule with defensive power Increase soak value by 6 inside every round for six rounds An effective capsule with Increase soak value by 8 defensive power inside every round for eight rounds Effect

40w

50w 100w 150w

Bonus

Cost

Energy Boosters S M

A small capsule with a healing effect A capsule with a healing effect

L

An effective capsule with a healing effect The ultimate healing capsule

Z

Type S

Type

+d10 to Life Points Restores 25% of Total Life Points Restores 50% of Total Life Points Restores 75% of Total Life Points

Effect

Bonus

125w 175w

Cost

Shape Up Boosters An effective capsule that removes Remove the effects of any the effects of Health Thresholds health threshold for three and keeps it from slowing you rounds. down for quite a while

Effect

45w 75w

100w

Bonus

Cost

Increase one selected attribute by three for three rounds Increase one selected attribute by six for three rounds Increase one selected attribute by nine for three rounds

60w

Dynamic Boosters S M L

Small and cheap, its performance is iffy Medium-sized with decent performance Amplifies the powers inside it

120w 180w

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Vehicles A vehicle can help you move more quickly through the world, but its primary purpose is to carry equipment and other items that would otherwise slow you down. The vehicles and battle jacket table show each vehicle’s speed and base carrying capacity. You can purchase vehicles the same way that you might purchase items or weapons. Pilot Proficiency. If you have proficiency with a certain kind of vehicle or a specific pilot skill, you can add that proficiency to any checks you might make while in control of that vehicle in difficult circumstances. Carrying Capacity. Carrying capacity is the number of items that will fit in a vehicle besides passengers and driver. The letter’s listed refer to the item size above. These categories are destined by S, M and L respectively. Durability. Vehicles do not have a soak value, but they do have health points. A vehicle’s health points are based on the number of passengers it can carry. A vehicle has 25 health point per passenger space. Defense. While piloting a vehicle in combat you can add your pilot skill value to your defense. When you pilot vehicles, you also gain an additional defense bonus based on the vehicle’s maneuverability. Name Cost Capacity Speed Passengers Maneuverability Motorcycle 300w Mx3, Lx1 24yds. 2 +4 ▪ Turbo. You can use a motorcycle’s turbo speed every six rounds or once every five minutes in game time. Turbo doubles the speed for the cycle for two rounds or every 60 seconds in game. Hovercar 550w Mx6, Lx3 12yds. 6 +2 ▪ Hover. Ignores any type of difficult terrain. Airplane 1,000w Mx12, Lx10 12 yds. 10 +3 ▪ Hover ▪ Optional Purchase: (250w) Heavy Rail. Counts as a ballistic weapon (1d10dmg) with the artisan quality. Use the pilot’s ballistic strike roll to attack targets. House 1,250w Mx10, Lx8 12 yds. 4 +1 Wagon ▪ Living space. House-wagons come with all the comforts of a small home. Bathroom, kitchen, etc.

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Jet-Copter 700w Mx2 36 yds. 1 +4 ▪ Hover ▪ Burst cannon. Counts as a ballistic weapon with the rapid-fire. Use the pilot’s ballistic strike roll to attack targets. Submarine Mx2, Lx1 12 yds. 2 +3 800w ▪ Dive. Submarines can travel below the water for up to five hours without resurfacing. Jet Squirrel 400w Mx2 36 yds. 1 +4 ▪ Burst cannon. Counts as a ballistic weapon with the rapid-fire. Use the pilot’s ballistic strike roll to attack targets. Spaceship 10,000w Mx16, Lx12 70x10k 6 +1 yds ▪ Living Space ▪ Gravity Simulation Machine (See chapter 11) ▪ Optional Purchase: (1,200w) Hyper drive – Increases the spaceship speed by ten times (x10) (70k yds x10) Capsule House A capsule house is a type of house that can be put away and carried around in a capsule: portable housing with all the comforts of a home including bathroom, kitchen, etc. Capsule homes come with their own capsule. Size S M L

Storage Mx20, Lx15 Mx30, Lx20 Mx40, Lx25

Occupies 3 7 9

Battle Jacket A battle jacket is a super-powered mechanized suit that you can wear to increase your fighting ability. Battle jackets can travel below the water, in space, and other environments without breathable air for up to five hours without needing to return to favorable conditions. It will take you a move action to get into or out of your battle jacket. While piloting your battle jacket at the start of your turn you will need to roll an agility pilot (battle Jacket) check, TN hard to drive the suit normally. If you fail, you can’t pilot the suit effectively and can only take a single action while piloting it. The TN for piloting a battle jacket is reduced by one TN difficulty level for each tier of power until the TN reaches very easy at which point you will no longer be required to roll a pilot check while driving the suit. Purchasing. You can purchase a battle jacket for four-hundred wealth (400w).

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Weaponry. Battle Jackets can carry a number of weapons equal to two more than the number of arms they have. When you purchase a battle jacket you also get two of the options below, you can as purchase additional options if you wish. You can also build your own custom weapon using the weapon creating section in this chapter. The cost of a custom weapon for a battle jack is increased by one-half (1/2) its normal value. When attacking with a battle jacket, use the suits AG of six (6) and the pilots’ awareness; you can increase the suit’s AG by three (+3) for by spending sixty wealth (60w). Also, while using any type of melee weapon increase the damage by 1d10.

Options

Hikou. (+125w) - The battle jacket is able to use its’ flight speed. ▪ Flight speed eighteen (18) yards or six (6) squares Blaster. (+80w) - Energy beam can be fired from your battle jacket's right arm. o Range weapon, Artisan, Firing Range (Short) Full Power Energy Wave. (+100w) - An energy wave can be fired from you battle jacket's left arm's palm. ▪ Range weapon, Artisan x3, Explosive, Firing Range (Medium) Rocket Launcher. (+200w) - There is a huge and powerful rocket launcher inside the back cavity of your battle jacket. ▪ Range weapon, Artisan x4, Explosive, Firing Range (Long) Rocket Storm. (+175w) - Hundreds of small rockets fired from your battle jacket’s chest in a machineguns fashion ▪ Range weapon, Artisan, Explosive, Rapid Fire, Firing Range (Medium) Laser Blast. (+225w) - Your battle jacket's ultimate beam weapon fired from the chest. ▪ Range weapon, Artisan x5, Firing Range (Short) Crushing Hands. (+60w) – Powerful robotic arms that are able to crush an opponent's bones. ▪ Melee weapon, Artisan x2, Bludgeoning, Reach, Two-Hand

Special Items This section contains a range of special items that can be found in the World of the Dragon. They are not common or easily found, and the ARC should take care over placing these items in campaigns. Invaluable and unique, they should be kept rare enough so that finding one, even in the hands for an enemy, provokes some excitement from the players, but not so hard to obtain that players feel they will never possess such treasures. Brave Sword. A magical enchanted sword created by a Konatsian wizard to defeat the evil monster Hirudegran. A melee weapon with the quality’s artisan and slashing. The Brave Sword also inflicts additional damage to any combatant considered evil. Increase your wound roll by d10 when attacking evil characters. DRAGON BALL RPG

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Dragonball. Large crystalline spheres that feature five-pointed stars ranging from one to seven. Alone, each individual ball has no powers or special qualities. However, whenever all seven dragonballs are brought together, they have the ability to call forth the eternal dragon who can grant nearly any wish. You have one dragonball in your possession. Dragon Radar. A portable device that helps you locate dragonballs by scanning for the electromagnetic pulse put out by them. Notably, the radar gives visual representation of depth and height, but it doesn’t not give actual values for those metrics. The radar points arrows in the direction of nearby dragonballs. Pressing the button on the top causes the view to zoom out and show a more detailed map of the area, helping narrow down the precise location. The radar can locate dragonballs at great distances such as, a continent, planet, or even universe. Your Architect will decide the maximum range for your radar based on the game. The minimum range for your radar is ten (10) squares or thirty (30) yards. At this range you will need to look for the ball on your own merits. Flying Nimbus. The flying nimbus is a magical, yellow cloud that can serve at a mode of transportation. You can use the nimbus to fly around at high speeds without using any energy, making it useful even if you can fly faster on your own. The flying nimbus’ flight speed is eighteen (18) yards or six (6) squares. You can also summon the cloud to you, from anywhere, simply be calling its name. Potara Earrings. These earrings are worn by the supreme Kais and their apprentices. Despite being worn casually, they have incredible powers, allowing two individuals to fuse together. (See chapter 10 for more information about fusion.) Power Pole. A magical length-changing staff. You can change its length at will, allowing you to make physical attacks at range. You can make physical attack actions at a range of up to nine (9) yards away. This provokes counter actions. Also, increase the damage of the attack by one d10. Senzu Bean. A mystical bean with immense rejuvenation powers. When you eat the bean your energy and physical health are restored to their fullest; these effects are typically almost instantaneous. You can eat a senzu bean and immediately restore all your ki points and life points. The beans can also keep you full for ten days. Scouter. This is a wearable device, an all-purpose computer that can be used as a communication device and can locate and track the location of other creatures. When tracking a creature, the scouter gives out a numeric value of the creature’s strength as well as the distance to it. There is no roll involved in tracking a creature; however, the creature can use concealment to lower the scouters ability to locate and scan their strengths. You also gain an additional plus two (+2) to impulsive saves while wearing a scouter. DRAGON BALL RPG

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A

typical combat encounter is a dash between two sides, a flurry of punches, feints, deflections, energy blasts, and melee combat. The Dragon Ball Z RPG organizes the chaos of combat into a cycle of rounds and turns. To make combat manageable, combatants take turns. Combatants consisted of both player-controlled characters (PC) and characters controlled (NPC) by the ARC. During a round, each combatant takes a turn in battle. The order of turns is determined at the beginning of a combat encounter, when combatants roll initiative. Once all combatants have taken a turn, combat continues to another round until one side is overcome. Combat Step by Step Establishing Positions. The Architect and players decide and determine where the combatants involved in the encounter are positioned at the start of battle. Determine Surprise. The Architect determines whether any combatants are surprised or if any combatant notices an enemy without being noticed in return. Rolling Initiative. All combatants involved in a combat encounter must roll initiative, determining the order of turns for each combatant. Surprise Round Actions. If any combatant gains a surprise round, they act in initiative order each one taking actions. Taking Turns. In initiative order, all combatants take their respective turns which include various actions. Ending a Round. Once all combatants have taken their turn, the round ends and the second round begins. This continues until one side is defeated. A complete turn last about four (4) seconds in-game world. Noting that due to the natural of dragon ball z this timeframe might/could be shorter or longer. DRAGON BALL RPG

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Surprise A band of Saibamen sneaks up on your camp, springing from brushes and trees to attack. A gelatinous Majin goo slithers over the rocky outcropping, unnoticed by the combatants until it engulfs one of them. In these and other situations, one side of the battle gains surprise over the other. When this happens, battles begin with a surprise round. This takes place after initiative, but before the first round. The ARC will determine who is surprised by the attack. If neither side is attempting to be sneaky, both will automatically notice each other. If any combatants are unaware of the enemy combatants’ presence or hostile intentions, they are surprised. If one combatant manages to get the jump on another, they can act during the surprise round following the normal rules for turns and rounds found later in this chapter. When a character is surprised, they cannot take any actions (not even instant actions) during the surprise round and they have the guard down combat modifier until the end of the surprised round. (Combat modifiers can be found in chapter 7).

Initiative Initiative is the order of turns also call the initiative order. It determines the sequence of turns during combat. When a combat encounter starts, every combatant makes an agility check to determine their place in the order. The Architect will make one roll for an entire group of undistinguishable NPC combatants, so each member of the group acts at the same time. Roll a d10 and add (1/2) your agility modifier to the dice results, plus any other modifiers to determine your initiative score. In the case of a tie, the combatant with the higher agility score will go first. If both combatants tie again, both will roll a d10 and the highest result wins. Initiative Order. The ARC, or sometimes another player, will rank all the combatants in order from the highest initiative score to the lowest. This is the initiative order in which everyone will act during each round. Typically, the initiative order will remain the same round after round within the same battle. If your initiative is ten (10) higher than all enemy combatants in a combat encounter, you will get one (1) additional action to spend during your turn. Increase this bonus by one (+1) thereafter for every five (5) higher in initiative you are over all enemy combatants.

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Architect: You managed to save the young boy and get him to safety. Now the Paozusaurus has engaged you in combat. Roll initiative! Garrett: I rolled 7 and I add my agility modifier to it right? So, I have a dice score of 10. Rohan: My initiative is 11. Architect: Okay Scott, Rohan goes first in combat. What do you do? Rohan: I attack the dino!

The Turn When your turn arrives in the initiative order, it’s your turn to perform actions in the round. Each of your turns has three steps: effect, act, and end. The effect phase happens before anything else and takes nearly no time, the act phase is where all the juicy stuff happens, and then the end phase happens, you guessed it, at the end of your turn. Effect Phase. Before you take any actions, there are a few things you must track, certain effects that occur at the start of your turn. These things take almost no time in the game world and are simply mechanical effects. Ongoing Damage: If you are suffering from ongoing damage, you will suffer those effects now. Mechanical Effects: Deal with any other effects that occur during your turn. Ending Effects: Some effects and mechanics might automatically end at the start of your turn. No Actions: You can’t take any actions during the start of a turn until all the above statements are completed. Act Phase. You can use any type of action on a maneuver to perform complex tasks ranging from solving a puzzle, transforming into complete badasses or, of course, rocking the socks off the bad guys. See later in this chapter for more details on this phase of combat.

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End Phase. The end phase is identical to the effects phase, but simply takes place at the end of your turn. Track certain effects that occur at the end of your turn and check any other effects that might be occurring during the end of your turn that don’t specifically affect your character but the whole encounter. These things take almost no time in the game world and are simply the mechanical effects. Ongoing Damage: If you are suffering from ongoing damage, you might suffer those effects now. Mechanical Effects: Deal with any other effects that will occur during the end of you turn. Ending Effects: Some effects and mechanics might automatically stop at the end of your turn. No Actions: Characters cannot take any actions during the end phase of any turn. The Round. The total sum of turns is called a round. A round starts with the character highest in initiative order and ends with the lowest, before starting back at the highest again. Once all combatants have taken their turn during the initiative order, the round is over. Repeat the process starting with the highest initiative until the encounter is overcome or has ended.

Actions Every combatant, player controlled or otherwise, has three (3) actions they can make during their turn in combat. ‘Actions’ is used as an umbrella term to encompass the six different types of actions a character can perform during combat. There are a myriad of different action types and ways to use those types. Bonus Action. You can make one (1) additional action during your turn, for a total of four (4), if you successfully strike and wound another combatant during the round. Action types. There are six different types of actions you can perform. Standard. This type of action is used for many different things, including attacking an enemy or using a piece of equipment or a device. Any maneuver or anything that takes your focus to perform is a standard action. Full. A full action is the collective sum of all the actions you have during a round (which is 3). Note, if you have spent any actions before your turn and want to use a full action, you still can if the previous actions were either counter or instant. Move. You can move any distance up to your speed values (see chapter 1). A movement action is required only if you are moving more than three (3) yards or one (1) square. Counter. Counter actions are a response to an enemy performing a specific action against you leaving melee range, attempting to make a ranged attack within melee range, or other special situations. You get one (1) free counter action per round of combat, you may also spend your normal actions as counter actions. Instant. Instant actions take almost no effect or time to perform. You can take as many instant actions in combat as you wish, they do not count towards the total number of actions you can take per round. DRAGON BALL RPG

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Triggered. If you want to wait to take an action in response to something, take a triggered action, which lets you take part of your turn later during the round. Declare the type of action and maneuver the triggered action will be. A triggered action can be any action (other than triggered) or a maneuver. To perform a triggered action, select the type of action and maneuver it will be. Then you will define what will activate the triggered action. For example, “When the Saibamen gets into a position, to perform a melee attack.” If the defined activation doesn’t happen before the next round, the triggered action is effectively lost. When the defined activation happens, just before any other actions are resolved, the triggered action occurs. Perform the triggered action and fully resolve its effects. Afterwards the turn and round will continue as normal. All actions are weighted the same, meaning all actions count as the same thing. We separated actions with a naming convention to help you and players better understand what an action was and is being spent on.

Maneuverers Maneuverers is an umbrella term used to describe the different ‘things’ you can use actions for. You spend an action, such as full, standard, or move to perform a maneuver; the following are the different types of maneuverers. Attack. The strike roll, or hit roll, is used when attempting to assault a target with any type of attack. Such as a physical, energy, ballistic, or magical attack. A strike roll requires the use of a standard action. You will roll a d10 and add the relevant modifier to the roll, plus any additional situational modifiers. You roll a d10 and add haste and awareness modifiers to the dice result when attempting to hit a target: this is called the strike roll. A strike roll’s dice score is compared to the target’s dodge roll score. If the strike roll is higher, the attack successfully hits; if the dodge roll is higher the attack fails and misses the target. Blitz. You throw yourself into a fight, dashing forward or flying at a target launching an all-out attack. Blitz is a special physical attack that requires a full action. You must be at least three (3) yards away from the target, to a maximum of fifteen (15). Blitz costs an additional four (4) Ki points per three (3) yards you are from the target when attempting to use it; otherwise it follows all normal rules for a physical attack. (See more about physical attacks in chapter 7)

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For every three (3) yards you move before striking the target, roll one (1) additional d10 on your wound roll for the attack. When a character uses blitz, their botch is increased by one (1) until the end of their next turn and they can’t add their agility modifier to dodge against the next attack that is taken against them. Barrage. A barrage is a combination of many energy waves, fired at a very rapid rate. This technique is usually used as a last resort or a desperation move, typically motivated by frustration or rage; barrage is a special type of energy attack. (See chapter 7 for more about energy attacks) Barrage requires a full action to perform and costs an additional eight (8) ki points. Otherwise, follow all normal rules for an energy attack. Roll a strike roll for an energy attack normally, and if you are successful roll 3d10. This is the number of hits the target suffers. You do not roll a wound roll; instead the target only suffers damage equal to your spirit modifier for each hit. Add any ki wager on top of the total damage inflicted to the target. Hits from barrage counts as direct damage. Combat Recovery. Want to stand facing the enemy exchanging monologues for three episodes? Combat recovery allows you to restore life points and ki points during battle at the cost of your actions. A combat recovery maneuver requires a full action. Roll a d10 for both life points and ki points, restore the corresponding dice results in points. Deflect. When you are attacked by a combatant you can forgo your dodge roll, spend twelve (12) ki points and a counter action to attempt to deflect the attack. There are three ways you can deflect an attack. Parry. Melee attack only. Instead of rolling dodge you will roll your to strike against your attacker’s roll. If you are successful you deflect the attack and take no damage. Roll 2d10 and deal that amount of lethal damage to the attacker. If you fail continue as normal. Deflect. Range attack only. Don’t roll your dodge roll instead roll an impulsive save and add your haste modifier to the roll. If your dice score is higher than the attacker’s strike roll you successfully deflect the attack. ▪ Rebound. You can attempt to rebound the attack back at the attacker. If you have successfully deflected an attack. Roll to strike the attacker, normally, with your own to hit values, reduced your dice score by one-half (1/2). If your roll is successful, the attack hits them. Roll the damage for the attack as normal but reduce the total damage by one-half (1/2). Also, all damage from a rebounded attack will always counts as standard. Guard. Any attack types. Reduce the incoming attack’s damage by one-fourth (1/4) its total.

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Dragon Rush. Dragon rush, or simply rush, is a one-time, once per combat, usable bonus you can apply to any action as you see fit. You start every combat scene with a single available dragon rush. Dragon rush is activated using a free action and lasts three (3) rounds, until the end of the third turn. You gain a bonus number of d10s equal to your dragon rush modifier. You can spend these extra dice throughout the three rounds dragon rush lasts, at any point, for any type of rolls. Taking, passing and rolling a critical on a morale save during a combat scene grants one extra dragon rush to use during that specific encounter. Energy Charge. You can charge an energy attack (see chapter 7), to create an overwhelming blast. Energy charge is a special ability that can be applied to any energy attack. This maneuver requires a full action to perform. Energy charge costs an additional ten (10) ki points and otherwise follows all normal rules for an energy attack. When you use energy charge in conjunction with an attack, increase its wound roll by 5d10. While charging, you grant enemy combatants the superior combat condition (see combat conditions in chapter 7). In addition, you provoke counteractions to be taken against you for any enemy within six (6) yards. Grapple. When you want to grab or restrain a combatant, you can seize them, attempting to keep them from escaping. You can use a standard action to perform this maneuver, but you must have at least one free hand and the combatant must be within three (3) yards. Make a strength (athletics) check opposed by the target’s strength (athletics) check. You can also use opposed agility (acrobatics) checks, the target gets to choose which. If you succeed, the target is subjected to the prone condition (see combat conditions in chapter 7). Escaping a Grapple. During their turn, a target can attempt to escape a grapple. To escape, they must succeed on a strength (athletics) or agility (acrobatics) check opposed by your check of the same type. Moving a Target. When you move, you can drag or carry a grappled target with you; however, your speed is halved. You can make a strength check with a TN based on the weight of the target, and if successful, you can move at normal speed.

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Power Up. Power up increases your character’s overall badassery by letting you spend more ki points per round. You can power up as many times as you wish during a combat encounter. Power up requires a standard action. Powering up increases your influx rate temporarily by one-fourth (1/4) its normal total. All effects of power up last until the end of your next turn. Surge. This backup power is the energy or potential you are holding back, a second wind of sorts. When an ability activates a surge, you can use one of the following two (2) types. After and only when an ability activates the usage of a surge its effects happen immediately. Some abilities might specify which surge type you can use. You can’t use both power and healing surge in the same round of combat. Power Surge. You restore one-half (1/2) of your total ki points; this action provokes a counteraction. Healing Surge. You can spend ten (10) ki points to restore health points, restoring d10 worth of health points; this action provokes a counteraction. Any character can use any surge, as many times as you want, when an ability grants you the means to do so: even if that ability is from another character. Thrusting. Using a standard action, you can make a special melee attack to shove a combatant, either to knock them prone or to push them away from you (you chose before rolling) The target of your shove must be within three (3) yards of you. Make a strength (athletics) check opposed by the target’s strength (athletics) check. You can also use opposed agility (acrobatics) checks, the target gets to choose which. If you win the check, either knock the target prone (See combat conditions prone see chapter 7) or push them three (3) yards directly away from you. When your roll is two (2) higher than then enemy’s you will push them back three (3) yards. Increase this bonus by three (3) thereafter for every two (2) higher your roll was over the enemy’s. Transfer Essence. Transfer is a supportive maneuver in which you transfer your own ki to another combatant either through touch or in the form of an energy wave to replenish this combatant’s energy. Transfer uses a standard action. You can restore up to ten (10) life points to a target at the cost of your own, at a one for one ratio.

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While transferring essence, you grant all enemy combatants the superiority combat condition (see combat conditions chapter 7). In addition, you provoke counteractions to be taken against you for any enemies within three (3) yards. Empower. You can empower an ally with extra ki points as a full action. You can transfer a number of ki points to an ally equal to one-fourth (1/4) your total ki point value. This value excludes any extra bonus ki points you are entitled to. These extra ki points can be spent by the ally as they see fit and the extra points don’t count towards the ally’s influx rate. (See chapter 1 for more about influx rate) Rapid Movement. You move with great speed, which creates the illusion of teleportation. You can use this maneuver as a move action or a counter action. You spend six (6) ki points to use rapid movement which lets you move anywhere on the battlefield up to your speed value instantly without provoking counteractions. When you perform rapid movement, you gain an additional d10 to your next strike or dodge roll (One or the other, not both). If you successfully dodge an attack you can immediately spend fourteen (14) ki points and a counter action to use rapid movement.

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The bwak of a fist striking against a target. The sonic boom of a combatant moving at supersonic speeds. A brilliant flash of light as an energy explosion blooms from a spiritualist. The sharp smell of petrichor filling the battlefield as rain begins to down pour. Fury of blows, shouts of conquest, cries of agony. Combat in the Dragon Ball RPG can be messy, lethal, and electrifying. Whether it is a skirmish against a handful of thugs or an all-out battle with soldiers and their ruthless sovereign, combat is the staple of the Dragon Ball RPG. This chapter will cover all the mechanics, guidelines and rules for combat not already covered in chapter six. The Architect controls all the nonplayer characters (NPCs) involved in combat, and each player controls their own character. "You" can mean the character or combatant that you control.

Attacking Battle in the Dragon Ball RPG is won through cleverly chosen attacks, able defenses, and luck. In a typical turn, you will use your actions (see chapter 6) to mount an attack, whether on foot or flying. Also, your defenses will be frequently tested by foes’ attacks. Strike Roll. A strike roll is your character’s attempt to attack another character. This could include any type of attack; melee, energy, ballistic, or magical. See later in the chapter for details on attack types. Roll a d10, then add haste and awareness modifiers to the dice result when attempting to hit a target: this is called the strike roll. A strike roll’s dice score is compared to the target’s dodge roll score. If the strike roll is higher, the attack successfully hits; if the dodge roll is higher, the attack fails and misses the target.

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Dodge Roll. Your ability to avoid injury and other ill effects is measured by your defense. Roll a d10 and add your defense value to the result. Your defense value is equal to your agility modifier, plus any other modifiers that might be applied. Compare your dodge score with the attacker’s strike score. If the strike roll is higher, the attack successfully hits; if the dodge roll is higher the attack fails and misses the target. Diminishing Defense. Even if you are on guard all the time, no one can be completely defensive through the throes of combat. Each time you are attacked during a round, reduce your defense value by one (-1). Your value cannot go below zero (0). For example, maybe you have a defense value of five and have been attacked three separate times. Your defense value is lowered to two against the next attack. If you are attacked again in the same round, your defense value will be lowered to one. If your defense value is reduced to zero, you can still roll dodge, but you will not gain any modifiers. At the start of every round, your defense values are restored to full. Rohan: I’m going to spend a standard action to perform the attack maneuver. I use an energy attack against the dino! I wager 5 ki points and my strike roll score is 9. Architect: Nice roll! Okay, the dino attempts to dodge. He scores a pitiful 4, so you successfully hit him. Rohan: Awesome! Right, this is where I get confused. How do I calculate damage now that I hit?

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Attack Types There are four different types of attacks in the game; physical, energy, ballistic, and magical; Each type is entered below with a (x) numeric value. This value is the base ki cost required to use the technique. Ballistic. All ballistic attacks follow the same rules. A ballistic attack is a form of strike that doesn’t involve physical contact or ki energy, such as when using a firearm or ki blaster. Unlike other attacks, ballistic damage does not have an attribute tied to it. Instead, the damage comes directly from the firearm itself. Additionally, ballistic attacks cause direct damage to the target. ▪ Ballistic attacks do not spend any ki points to perform, and they also do not require a base wager. Physical (3). A physical attack can be anything from a punch or kick, to a headbutt or knee. All physical attacks follow the same rules: physical attacks can either use a mundane weapon or your own fist. Melee strike range, three (3) yards, is the length or distance a target needs to be within to perform a physical attack against them. Energy. An energy attack is the general term used when attacking with any type of energy-based attack; energy attacks all follow the same rules. ▪ Sphere (4). A sphere is small or large balls of ki that are thrown like a ball at a target. An energy sphere attack can only target a single enemy. This is the default energy attack type if no other type is chosen. ▪ Blast (6). A blast in the shape of a cone which extends from the hand. Ki blast energy attacks can damage multipliable targets, up to three (3), in a 90-degree arc in front of the attacker. To make a blast attack, use a single strike roll against the targets’ dodge rolls. ▪ Explosion (8). Explosions are a detonation of energy. An explosions attacks can damage multipliable targets all around the initial target, 360 degrees at a range equal to twelve (12) yards; circular. Use a single strike roll against the targets’ dodge rolls. ▪ Beam (10). A beam is a focused and controller blast attack in the form of a sphere with a tail. A hit from a beam attack counts as direct damage and requires you to use a full action to perform. Magical (3). A magical attack is a special, unique ability that has its own exclusive qualities. This can range from telekinesis, mind control, to a radical lightning bolt. Ki Wager. When you attempt to strike a target, before any dice are rolled, you can make a ki wager. This is the amount of ki points you are willing to spend or to risk on a given attack. Start by declaring the number of ki points you will wager and then roll dice to strike the target. If the attack is successful, the amount of ki points you wagered are added to the attack’s wound roll total. If the attack fails, the wagered ki points are lost. All attack types have a base ki point cost (BKP). This cost is not included as part of a wager and is NOT added towards damage. Base cost is the amount of points required to perform the attack, where wager is a gamble to increase the attack’s damage. DRAGON BALL RPG

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Wound Roll. If a strike is successful, roll a d10 to determine the amount of damage the target suffers. This is called the wound roll. Each type of attack has an attribute related to it that increases the wound damage. These modifiers can be found in chapter one and are located on your character sheet. Physical Power. Directly related to your strength, this modifier is added to a physical attack’s damage result. Power Boost. This modifier is added to an energy-based attack’s damage result. Magical Power. Connected to Spirit, a magical attack’s damage results are increased by this modifier. Roll a d10 and add the relevant modifier to the results and then increase the score by the amount of ki points you wagered on the attack. (If you did wager any ki). The total score is the amount of damage that attack inflicted to the target. Architect: You roll a d10 and add your power boost modifier to the results, then increase the score by the amount of ki you wagered, which was 5, I think. Rohan: Okay. I rolled a 6, my power boost modifier is 4 and I wagered 5 ki points. So, I score a total of 15 damage to the dino! Architect: That was a powerful hit! Make sure you remember to subtract the ki points from your ki pool and influx rate. What type of damage does the attack do? Rohan: It doesn’t say what type of damage, so that means it is normal damage. Architect: Right, well the dino has a soak of 7, so he only suffers 8 damage.

Damage Types There are three different types of damage an attack can inflict to a target. The most common damage in the game is standard or normal damage. Unless otherwise stated by the attack, all attacks will inflict standard damage to a target. Standard. This type of damage has no special qualities. All attacks do standard damage unless otherwise stated. Direct. A target inflicted with direct damage can only use half of their soak score against the attack. Lethal. Lethal damage bypasses a target’s soak altogether, so targets cannot use soak to reduce this type of damage. Damage Over Time (DOT). Damage causes over a period, typically several rounds. You can take a corporeal saving throw, base TN five (5), to end the effects of any type of dot. Standard, direct, and lethal damage types can also be a DOT. *When attacking a target with lethal damage, you will always roll to hit against their full defense, regardless of how many times the target has dodged previously in the round.

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Soak. Soak is the ability to stave off damage from attacks, to weather the damage through natural toughness. Soak is a passive score that is related to your Tenacity. You have a natural soak of three (3), or a soak value equal to your Tenacity modifier whichever is higher. Whenever suffering damage, reduce the total amount suffered by your soak score. The remaining damage from the attack is removed from your life points. Soak is used against the total amount of damage suffered from an attack not each individual damage dice roll. Architect: Alright, you have one more action this turn after moving and attacking. What are you going to do? Rohan: I have two actions; I got the bonus action for making a successful attack. I am going to use blitz this time, so how far is the dino? Architect: You do get a bonus action, that’s right. Let’s say the dino is about nine yards away from you. Rohan: Awesome. I use an action as a standard and perform a blitz. I wager another 5 ki points. My strike roll score is a 11. Architect: Ouch, you hit again. Rohan: I moved nine yards, which means I get an additional 3d10 to my wound roll. So, I am rolling 4d10 plus my ST modifier and ki wager. My dice score was 31 damage! Architect: Wow! That is intense. The dino’s soak is only 7, so it suffers 24 damage to its life points. That was amazing but remember typically a blitz maneuver is a full actions. I will allow you to use it right now because that was an awesome attack. Health Thresholds. Health Thresholds are the measurement of your ability to stand up to punishment, turn deadly strikes into glancing blows, and stay on your feet throughout a battle. When you suffer any type of damage you will subtract the value from your current life point total. As you lose points, you will reduce your combat effectiveness when you reach specific health thresholds. Bloodied. When you reach fifty percent (50%) of your total life points, you suffer a penalty of two (-2) to all rolls during combat. Injured. Broken and battered, when you reach twenty-five percent (25%) of your total life points, you will suffer a penalty of three (-3) to all rolls during combat. Wounded. When your life points are reduced to ten percent (10%) or less life points, you are considered wounded. While wounded you suffer a four (-4) penalty to all rolls during combat. DRAGON BALL RPG

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Steadfast. Whenever your life points reach one of the above-mentioned health thresholds, you can make a morale check called steadfast. A steadfast check is a morale saving throw with a NT of eight (8) plus (+1/2) your power level; if passed, you ignore the effects of that health threshold. Also, if you roll a critical (see chapter 1) you gain an additional dragon rush for the encounter. If you have reached multiple health thresholds during a single turn, you can roll one (1) steadfast for all thresholds. Architect: That was a super effective attack, I think my dino might be in trouble. You have one more action what are you going to do? Rohan: I am going to use my last action to move back using my speed to keep some distance between us. Architect: Move back you said? Okay, as you are moving back away from melee combat range, the dino will get to use a counteraction against you. He will spend the counter to attack you with his bite!

Reaction Maneuvers Unlike normal actions, you cannot trade an action in for a counter as you please. A counter can only be turned into a maneuver when one of three things occurs during combat: Performing a specific action that allows a counter to be used against you Leaving the melee range of an enemy or enemies Attempting to use any type of ranged attack, of any kind, while within melee range Architect: The dino attacks you with his bite. He scored a 14 to strike, which will hit you. His wound roll score is 12, his bite attack also has penetration. Rohan: What does penetration do? Architect: It makes the damage of his attack direct, which means you can only use half of your normal soak against it. Rohan: Wow, okay. I’ll record that on my sheet. I need to remember to be more careful next time. Architect: That is the end of your turn, correct? Did you deduct your ki points? DRAGON BALL RPG

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Point Pool Management During a round or turn of combat, you will be keeping track of two important values: life points and ki points. As you suffer damage, you will subtract the value from your current total life points. As you spend, wager, and pay the costs for abilities and attacks, you will subtract those expenditures from your current ki pool total. Architect: Now, that your turn is over, Garrett’s begins. Garrett: Alright, to follow up on Rohan’s attack, Garrett is going to shoot a ki beam at the dino! I am using all my actions to trade in for a full action, then perform the maneuver energy charge. I rolled my strike and scored a 16 and my wound roll score is 28, with a wager of 8 ki. Architect: That is an exciting follow up. I don’t think my dino is going to hold out much longer. Garrett: Wait, I am going to spend my dragon rush on the roll also. Giving me three more d10s to roll. Which total an additional 18 more damage. Architect: Well, you typically need to express the use of dragon rush before you roll. However, for now we will overlook that. You did a total of 46 damage to the dino. That is enough to defeat him. Garrett: Fantastic! Sorry, about forgetting the rush rules. Rohan: We won! The dino is defeated, what XP and treasure do we get? Defeated. In Dragon Ball, death might only be temporary, but once you reach zero life points you are considered defeated, possibly dead, simply unconscious, or just otherwise incapacitated and can no longer perform any action inside combat. Typically, zero life points spells death. However, your Architect might resolve otherwise. Death looms over everyone is the Dragon Ball world, and it isn’t something to scoff at even with the power of dragonballs.

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Combat Conditions Combat rarely consists of foes standing toe-to-toe and bashing each other. Movement and position are key; if you fire from a hiding place at an enemy in the open, you gain a combat condition. Temporary advantages and disadvantages in combat are reflected in a set of common combat bonuses. There are four types of conditions; superiority, impediment, guard down, and prone. If you gain the effects of a condition more than once, simply increase the effects by one (+1) for each additional duplicate condition. Superiority. While rolling dice, superiority reflects a positive circumstance during the situation in your favor. If you have superiority, roll an additional d10 with the roll: extra dice. Impediment. Reflects a negative condition during an event that is not in your favor. If you are impended, remove one d10 from the dice you are rolling: dropped dice. Guard Down. If you have the guard down condition, you can’t add your agility modifier to your dodge roll. Also, you lose the highest dice result rolled: penalization dice. You will be granted at least one dice result for dodge regardless of guard down. Prone. While prone, all damage is considered lethal regardless of the source. You also have the condition guard down, as described above. Your dodge roll score is also reduced by three (-3), to a minimum of one. Ending a Condition. You can defend or end a condition by performing a moral saving throw or spending a move action: prone condition. Characters that have impediment or are facing a character that has superiority over them can roll a morale save, with a medium TN based on the game’s current tier of power. If successful, the condition does not apply against you; if failed, the condition stands as normal. If you are prone, you can attempt a morale save as well. If successful, you can end the condition and stand up. However, you reduce the number of actions you can take during the round by one (-1). Whenever a condition is challenged, you will always carry out the situation as normal whether the condition is overcome or not.

Clashes There are two types of clashes: energy clash and melee clash. Each is unique, but both are essentially the same. An energy clash is a situation in which two energy-based techniques collide and compete to consume one another and proceed to their targets. A melee clash is a flurry of blows, deflects, and physical combat in which both sides fight for dominance.

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Garrett: Now that we’ve won, I do have a question. If we fight a more capable enemy that can use energy-based attacks, how would a clash work? Architect: A clash with energy-base attacks or in melee is rather simple. With energy clashes players can enter voluntarily as a counteraction. Melee clashes are a bit rarer but are triggered when strike and dodge rolls tie. When two characters fight for dominance, due to the extreme power, other combatants cannot aid them or enter the affray. Energy. When you are the target of an energy-beam attack, you may spend a counteraction (if available) to enter a clash. Melee. When you are the target of a physical attack, if both the strike roll and dodge roll result in a tie, you may spend a counteraction (if available) to enter a clash. A clash begins when a player who is the target of a beam or physical attack forgoes their defense and uses a counteraction to enter a clash. Combat is paused as the clash is carried out and completed. Both players will make five (5) strike rolls. Each time a roll is made, players will wager an amount of ki and add it to the strike roll score. The player that has the highest score wins, and once a player has won three (3) rolls, the clash is over. The winning player then carries out their attack normally. Both players manage their ki wagers normally. The winning player adds all the ki they wagered to the wound roll results for the attack. Players are still bound by the influx rate of their power level and the total of their ki pool while in a clash. Garrett: That seems pretty straight forward and simple, I like it. I can’t wait until I can beam duel someone like Goku and Vegeta did. Rohan: I think it’s awesome, I found combat very smooth, yet complex. I like how it builds off small simple rules. Architect: Wonderful, are you two ready for your next adventure? Garrett & Rohan: Yes! Rohan: I do have one last question about range attack distances. Range Distances. It is assumed that all range attacks reach their intended target if the attack is successful. If the attack fails, it is assumed the attack either missed or fell short. However, the exception to this is character that are simply just too far to attack with a range attack. We estimate range, when it is required, by the amount of total damage produced by the attack. Ki attack range is equal to six (6) yards or two square for every twelve (12) point of any type of damage. Ki attack range is equal to three (3) yards or one square for every twelve (12) point of any type of damage. DRAGON BALL RPG

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Many characters and foes wield powerful attacks, such as Goku’s Kamehameha or Vegeta’s Final Flash. In this section you will be able to build special attacks unique to your character. Such attacks can become very complex and powerful, so remember to discuss technique creation with your Architect. You can build and create as many signature techniques as you want, though some Architects might limit this amount.

Technique Types There are three classifications of techniques: ki manipulation, martial arts, and unique abilities. These classifications are the base for customizing a new and unique technique. Each classification is entered below with a (x) numeric value, and this value is the base ki cost required to use the technique. Ki Manipulation. Techniques that utilize the attack type energy; there are several different types of techniques that utilize energy - the four types listed in the Combat & Conditions chapter and also the following: ▪ Rapid Fire. (9) - Roll 2d10, the dice score is the number of times you hit. However, don’t roll damage; each successful hit inflicts two (2) lethal damage to the target. Also, damage modifiers cannot be added to the barrage. The exception to this is ki wagered. This damage is added to the total damage of the attack, not each successful hit. This ability does NOT gain additionally dice from the tiers of power and can NOT have the power shot advantage. ▪ Guided. (7) – Roll an energy attack. if you are unsuccessful, roll the attack again. If you are still unsuccessful, roll the attack a third time. If you are still unsuccessful the attack is lost. Each time you roll to hit, after the first time, reduce your dice score by half (1/2). Whether a hit is successful or fails, reduce the target’s defense (see diminishing defense in chapter 7). After rolling all strike rolls have been made continue the attack sequence normally; rolling only one wound roll.

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Kiai. (5) - This technique cannot be seen directly through the naked eye. Roll two attacks with the physical attack-type profile. Add modifiers for energy base attack-types instead of physical. Select the roll with the best dice score and compare it against the target’s dodge, then continue the sequence normally. Repeat this process with your wound roll; roll two dice add energy-base attack modifiers instead of physical. Counts as a range attack. Martial Arts. Physical and martial-arts techniques that use the attack type physical; the following are the various types of martial techniques: ▪ Basic. (3) Techniques which involve attacking with your fists and legs: punch, kick, headbutt, etc. ▪ Combination. (12) A technique that combines the different basic-type moves into a continuous attack that leaves no room for defense. Roll 2d10, then select the dice with the highest dice score. This value is the number of times you hit with a physical-type attack profile. Instead of rolling damage for each hit, roll 2d10 and select the die with the highest dice score; this value is the amount of direct damage each hit inflicts on the target. Damage modifiers cannot be added to the barrage. The exception to this is ki wagered. This damage is added to the total direct damage of the attack, not each successful hit. This ability does NOT gain additionally dice from the tiers of power. ▪ Powered. (5) Using ki to temporary increase the strength of your melee attacks. Roll two attacks with the energy attack-type profile sphere, then add modifiers for physical attack types instead of energy. Select the roll with the best dice score and compare it against the target’s dodge, then continue the sequence normally. Repeat this process with your wound roll; roll two dice and add physical-base attack modifiers instead of energy. ▪ Detachment. (4) This technique involves detaching a physical part of your body to make a weapon for attacking. Make a normal physical attack (see chapter 7). Using the equipment section, create a melee weapon with a single weapon quality. You can pay an additional three (3) technique points to add an additional weapon quality to the weapon. You add as many qualities as you like. Unique. These types of techniques are those that require ki points to use, but don’t qualify as melee or energy. ▪ Aura. (2) A special technique that creates a field of energy around you. This energy can be used for attack and defense against an opponent. Requires a move action to activate and provokes a counterattack within melee range when activating. ▪ Dynamic. (x) A catchall for any type of signature technique that doesn’t qualify as those above. A dynamic technique gives you and the ARC the ability to design, from the ground up, your own type of technique. Consult with your Architect. ▪

Technique Creation To create a technique, you will need technique points (TP). Points can be gained as your power level increases (see chapter 2). You also an amount gain technique points equal to (1/2) your power level when reaching a new tier of power. The cost of creation of a technique is associated with the type of technique, like those listed above.

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Advantage. Techniques can be modified or improved by giving them advantages. Advantages are special rules that make the attack stronger, more accurate, or cause a different damage type. Adding advantages to a technique increases its base ki point cost. For every advantage a technique has, the base Ki point cost increases by three (+3) points. Disadvantage. Disadvantages give a technique a negative effect. Such as damage to the user, less accuracy, or less strength. Adding disadvantages to a technique decreases its base ki point cost and gives you technique points back. For every disadvantage a technique has, decrease its base ki point cost by two (-2) points. Any technique points given back due to a disadvantage can only be spent on the technique that has said disadvantage. Debuff. A debuff is a type of effect that provides a detrimental effect to the target. Its effect, while it persists, hampers that target in some way. Debuffs are persistent and typically lasts more than one turn. A debuff will reference a rule, which will define the duration of the debuff. Effects might include lowering attributes, hindering a target’s actions, or causing damage over time. A target cannot have more than two debuffs at a time. A debuff can come from either an advantage or a disadvantage. Advantage and Disadvantage Entries. Both advantages and disadvantages entries have a technique point value associated with them. Each is accompanied with a plus (+) or a negative (-) symbol; where plus is the amount of technique points given back and negative is the technique point taken away. Some entries might have multiple pluses or negatives. This is shown as (x/x) two or more values separated by a slash (/). Entries with multiple values can be take several times equal to the number of values listed. For example, an advantage with (-2/-2) can be taken twice on a single technique for four (4) total technique points. Taking an entry twice typically increases or decreases its effects - see each entry for details on taking it more than once. Taking an entry multiple times will change the base ki point cost of the technique. When taking an advantage, a second or third time, increase the base ki point cost of the technique by an additional three (+3) ki points for each instance. Also, some entries will have restrictions. Restrictions might keep a specific entry from being used with a specific technique type or might limit the amount of times it can be taken with a specific technique. DRAGON BALL RPG

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Getting Started With the basics covered, we will begin the step-by-step process of making a signature technique for your character. Garrett: I want to create a signature technique. Will you help me out? Architect: Totally! First you will need some technique points. How many do you have to spend? Garrett: I have eighteen points to spend. I think I want to create an energy technique, maybe a kiai type. Architect: Okay, that’s easy. So first you will need to “purchase” the kiai techniquetype. It costs five points. Below is the TP cost for each technique-type. (The details for: sphere, blast, explosion, beam and basic are listed in chapter 7) ▪ Sphere – (2) ▪ Basic – (1) ▪ Blast – (3) ▪ Combination – (11) ▪ Explosion – (5) ▪ Powered – (7) ▪ Beam – (7) ▪ Detached – (5) ▪ Rapid Fire – (11) ▪ Aura – (5) ▪ Guided – (5) ▪ Dynamic – (x) ▪ Kiai – (5) Garrett: Okay, I subtracted five from my TP, I have thirteen points left to spend. I want to add some advantages to the technique, probably some extra damage and accuracy. Architect: Alright, advantages cost TP too. They are listed on this page. Check them out and pick which ones you want for your signature.

Advantages Accurate. Increases a technique’s ability to strike a target. Increase strike by +1d10 when attempting to attack a target. ▪ -3/-3/-3 ▪ Advantage ▪ Ki Manipulation, Martial Arts, & Unique Abilities Absorption. Reduce an attack’s damage against you. Reduce damage by two (-2) when attacked by a target. ▪ -4/-4/-4 ▪ Advantage ▪ Unique Abilities. DRAGON BALL RPG

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Condition. Temporary advantages and disadvantages in combat are reflected in a set of common combat bonuses. Each condition requires a technique point payment. Details of each condition can be found in chapter 7. ▪ Superiority. A successful hit grants superiority to the wound roll. Can only be applied once. ▪ Impediment. After successfully inflicting damage to a target, apply impediment to the target’s next roll. Can only be applied once. ▪ Guard Down. Declare an attack against a target and roll active opposition impulsive saves. If the attacker wins, the target suffers guard down. Can only be applied once. ▪ Prone. After a successful attack, damage applied, roll active opposition corporeal saves. If you win, the target is knocked prone. Can only be used once per round. ▪ -13 ▪ Advantage ▪ Ki Manipulation, Martial Arts, and Unique Abilities DOT. A debuff that inflicts damage to a target over a period. There are two options to choose from when adding DOT to a technique. Targets can roll a corporeal save and use a move action, to end the effect. TN can typically range from easy to medium. Select either option one or options two below when purchasing this advantage. ▪ (1) If a target is successfully hit and after the attack is complete, the target will suffer two (2) lethal damage at the start of their turn and for the next five turns. Can be taken up to three times increasing the damage by two (2) per round. ▪ (2) After a target has been stuck and damage has been rolled, divide the damage total by five (5). The target suffers the resulting value at the start of their turn and for the next five turns. Minimum one (1) damage per round; this damage counts as direct. Cannot count as lethal damage. Only taken once. ▪ -7/-5/-3 ▪ Advantage • Ki Manipulation, Martial Arts, and Unique Abilities Dynamic. You can do anything you want with this advantage. There are a few rules though. First, you must work closely with your Architect on concept of the advantage. Second, you cannot create an advantage that is already listed in this section. Third, Architects have final say. Other than that, use your imagination. Notably, dynamic advantage has no set technique point cost. The cost is created between you and the Architect. Moreover, if your advantage is to have multiple levels you will need to discuss that technique cost too. Really though, players, we are leaving this one up to you, one hundred percent. ▪ -x/-x/-x ▪ Advantage ▪ Ki Manipulation, Martial Arts, and Unique Abilities

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Efficiency. Decrease the ki point cost of your technique by two (-2) for each purchase. This advantage can be taken as many times as you wish. However, a technique will always have a base ki point cost equal to its’ technique type regardless of how many times it has this advantage. Also, each time you purchase this advantage its’ TP cost is increased by two (+2). ▪ -4 (+2) ▪ Advantage ▪ Ki Manipulation, Martial Arts, and Unique Abilities Homing. If an attack fails to hit a target, roll the attack again without using another action, but reduce the attacks strike and wound results by half (1/2). ▪ -6 ▪ Advantage ▪ Ki Manipulation, Martial Arts, & Dynamic Knockback. Force an adjacent target back three (3) yards. Roll the technique normally, afterwards the target rolls an impulsive save, medium TN. If passed, nothing happens. If the save is failed, the target is forced back three (3) yards. This movement can cause a counter action against the target. ▪ -9 ▪ Advantage ▪ Ki Manipulation, Martial Arts, and Dynamic Penetration. Reduces the effectiveness of a target’s defense. A target’s soak is reduced by two (-2) for the first and second purchase. With a third purchase, the technique gains the rule direct damage (see chapter 7). ▪ -6/-6/-12 ▪ Advantage ▪ Ki Manipulation, Martial Arts, and Unique Abilities Power Shot. Increases a technique’s ability to damage a target. Increase your wound roll by 1d10 when attempting to damage a target. ▪ -6/-8/-10 ▪ Advantage ▪ Ki Manipulation, Martial Arts, & Unique abilities Stat Boosting. Increase a specific attribute temporarily. Select a single attribute per purchase. You can attempt to increase the selected attribute by any amount. You will state your target number, then make a corporeal save with an easy TN, plus one for every rank over normal in the selected attribute. You must make this save every round to sustain the boost. If the save is failed, you will suffer three (3) lethal damage for every rank over normal in the selected attribute. You can’t boost personality or scholarship. ▪ -13 ▪ Advantage ▪ Unique Abilities DRAGON BALL RPG

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Swift Charge. Increases the speed of energy charge. You can reduce the energy charge action from full to two (2) standard. Second purchase reduces energy charge to a standard action, but the bonus to damage rolls is reduced by half. ▪ -11/-11 ▪ Advantage ▪ Ki Manipulation Twin-Linked. Choose either strike or wound. When rolling the selected type increase the number of die you roll by 1d10. You will roll 2d10 selecting the highest dice result and discarding the lower. Botch and critical rolls still count as solid dice. ▪ -9/-9 ▪ Advantage ▪ Ki Manipulation, Martial Arts, and Unique abilities Quickened. Increases the speed of an attack. Prevents a counter action against the specific attack-type associated with the technique. A second purchase allows the technique to be used while using a move action (Beam type attack cannot be used this way). You can use a move action to move and perform the technique at the same time. ▪ -7/-13 ▪ Advantage ▪ Ki Manipulation, Martial Arts, and Unique Abilities Garrett: I purchased power shot (1) and accurate (1) for ten points. I have only three left, but I want to get another rank of accurate. Is there a way I can do that? Architect: There is a way to earn additional technique points outside of the power level and rewards. You can give your technique a disadvantage. This will give you some points for a negative effect. Just remember the additional points can only be spent on the technique that the disadvantage is applied to.

Disadvantages Backlash. This technique produces some sort of backlash or blast that affects anyone, including the wielder, within melee range. Inflict four (4) lethal damage to any character, other than the target, within melee range when using this technique. ▪ +3/+3 ▪ Disadvantage ▪ Ki Manipulation, Martial Arts, and Unique Abilities Dead-Link. Choose either strike or wound. When rolling the selected type decrease the number of die you roll by 1d10 to a minimum of one (1). You will select the highest dice score discard it. Botch and critical rolls still count as solid dice. ▪ +3 ▪ Disadvantage ▪ Ki Manipulation, Martial Arts, and Unique Abilities

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Dynamic. You can do anything you want with this disadvantage. There are a few rules though. Firstly, you must work closely with your Architect on concept of the disadvantage. Secondly, you cannot create a disadvantage that is already listed in this section. Third, Architects have final say. Other than those few things use your imagination. The dynamic disadvantage has no set experience point cost. The cost is created between you and the Architect. If your disadvantage is to have multiple levels, you will need to discuss that technique cost too. Really though, like with the dynamic advantage, we are leaving this one up to you, one hundred percent. ▪ +x/+x/+x ▪ Disadvantage ▪ Ki Manipulation, Martial Arts, and Unique Abilities Inaccurate. Decreases a technique’s ability to strike a target. Decrease to strike by 1d10 when attempting to attack a target. ▪ +2/+2/+2 ▪ Disadvantage ▪ Ki Manipulation, Martial Arts, and Unique Abilities Knockdown. Forces you back three (3) yards. Roll the technique normally, then afterwards roll an impulsive save, medium TN. If passed, nothing happens, if the save is failed, you are forced back three (3) yards. This movement can cause a counteraction against you. ▪ +2 ▪ Disadvantage ▪ Ki Manipulation, Martial Arts, and Dynamic Long Charge. You increase the energy charge action by a standard. Perform the maneuver as normally, as a full action, then the following turn spend one (1) additional standard action before using the ability. ▪ +6 ▪ Disadvantage ▪ Ki Manipulation Low Penetration. Increase the effectiveness of a character’s defense. A target’s soak is increased by three (+3) when dodging the technique. ▪ +2/+3 ▪ Disadvantage ▪ Ki Manipulation, Martial Arts, and Unique Abilities Short Range. The technique is only usable inside melee range, or three (3) yards, of the target. A second purchase gives any opponent using a counteraction against the wielder superiority to their counter rolls. ▪ +3/+4 ▪ Disadvantage ▪ Ki Manipulation, Martial Arts, and Dynamic

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Stat Drain. Decreases a specific attribute temporarily. Select a single attribute per purchase. You decrease the selected attribute by two (-2) multiplied by the number of purchases, until the end of your next turn, when using the attached technique. This disadvantage can be taking for different attributes and can be purchased for a single attribute up to five times. The effects of the attribute drain last a number of rounds equal to the purchased value. The attribute can be decreased to a minimum of one. ▪ +4 ▪ Disadvantage ▪ Ki Manipulation, Martial Arts, and Unique Abilities Weak. Decreases a technique’s ability to damage a target. Decrease to wound by 1d10 when attempting to damage a target. ▪ +2/+2/+2 ▪ Disadvantage ▪ Ki Manipulation, Martial Arts, and Unique Abilities Vitality Drain. Pay additional ki points or pay life points to use the technique. Select ki or life points at purchase. You decrease the selected by four (-4) multiplied by the number of purchases. This disadvantage can be purchased as many times as you wish. ▪ +2/+2/+2 ▪ Disadvantage ▪ Ki Manipulation, Martial Arts, and Unique Abilities Garrett: Oh, there are a lot of options to choose from. I am thinking I will take stat drain on my technique for some extra points, but can you help explain it to me? I am a bit lost on how it works. Architect: Sure, no problem. Okay you will pick an attribute, say strength. Each time you use the technique, your strength will be lowered by two. This will give you three technique points back to use. Now, you can take stat drain, again, for strength, and the decrease to strength will be four. That will give you back another three points for a total of six points. Garrett: I get it, that is fairly simple. So, that is how vitality drain works too. Alright, I will take just one purchase of stat drain for agility. Then I will have eight points to work with. Architect: Awesome, make note of it on your sheet. Are you going to get another level of accurate? Garrett: Actually, I am going to just pick up another level of power shot for eight points and call it a day for now. Architect: Sure. Now you will need to figure out the base ki point cost of the technique and of course name your technique.

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Ki Calculation. Add together the base ki cost for the technique-type, and the ki cost for each additional advantage. For every advantage a technique has, its base ki point cost increases by three (3) points. Taking an entry multiple times will change the base ki point cost of the technique. When taking an advantage, a second time, the normal cost is increased to five (5) and to seven (7) for a third. Garrett: Okay. My technique is a kiai type, which has a cost of five. I have two advantages, that is a cost of eleven total so far. However, I have two levels in one of them, so that is another two points. So, that is a total base ki point cost of thirteen. Architect: That’s right. I think you’re done with your technique. Do you have a name for it? Garrett: Fut Gar Kuen! Fut Gar Kuen Technique Type: Kiai Attack Type: Energy Cost: Thirteen (13) Properties: +1d10 = Strike, +2d10 = Wound Advantages: Accurate & Power Shotx2 Disadvantages: Stat Drain-Strength

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Magic is a special type of power and it is primarily used for techniques, such as possession. Magic is closely related to ki and sometimes the two are almost indistinguishable. Since magic isn’t completely distinct from ki, while you might possess lower martial combat, you could still easily possess immense magical ability. Magical abilities require the use of ki points just like other attack types and are created with technique points the same as with signature techniques (see chapter 9). But unlike signatures, magical abilities don’t have advantages and disadvantages. Due to the limitless possibilities and boundless power of magic, you will create abilities rather differently than signatures.

Creating A Magical Ability To create an ability, you will need technique points (TP); points can be gained as your power level increases (see chapter 2). The cost of creating any magical ability is a flat three (3) technique points. All magical abilities have a minimum base ki point cost of three (3) which will increase or decrease when you add effects to it. Adding Effects. When you are ready to create an ability, you will use the following questions. These questions ask you about your ability, and depending on the answers, you will add or subtract technique points and base ki cost. We do encourage you to work with your ARC when creating abilities since creating a magical ability can become subjective. Notably, all magic abilities have a default range of one (1) to three (3) squares or three (3) to nine (9) yards. Each question will be labeled with a term unique to it, such as debuff, damage, effect, resistance and others. The questions will also be labeled with ‘TP’ and ‘BKP’ preceded by a numeral value. The value refers to either an increase (+) or decrease (-) cost of technique points and base ki points. You might also answer some questions more than once, depending on how powerful the ability is. DRAGON BALL RPG

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When answering these questions, remember they only pertain to the ability you are currently making, so don’t count any other rules, bonuses, or restrictions in your calculations. You can also answer these questions more than once. For example, if you want to increase your ability’s damage by 3d10, that would increase the TP cost by nine (+9) and the base ki point cost by fifteen (+15).

Effects Offensive/Defensive/Supportive. Will the ability you are creating be offensive, defensive, or supportive? If an ability is: ▪ Offensive. +3TP/+3BKP ▪ Defensive. +2TP/+2BKP ▪ Supportive. +1TP/+1BKP Action. Which of following actions will your ability require to be used? ▪ Standard. +2TP/+2BKP ▪ Full. +1TP/+2BKP ▪ Move. +3TP/+3BKP ▪ Counter. -1TP/+1BKP ▪ Instant. +6TP/+8BKP Inflict. Does the ability increase your chances of striking a target? If your ability increases your chances, is the value a static number or it is a number of additional d10’s? ▪ Static number. +4TP/+3BKP - per ten points to strike ▪ Additional d10. +2TP/+3BKP - per d10 extra. Damage. Does your ability inflict damage to a target? If your ability inflicts damage, is the value a static number or it is a number of additional d10’s? ▪ Static number. +5TP/+6BKP – per 6 points of damage ▪ Additional d10. +3TP/+5BKP - per d10 extra. DOT. Does your ability inflict damage over the course of combat? If your ability inflicts damage over time, is the value a static number or it is a number of additional d10’s? ▪ Static number. +3TP/+3BKP - per ten points to strike ▪ Additional d10. +2TP/+2BKP - per d10 extra. Resistance. Will your ability give the target the option to resist its affects? If so, is it against a passive or active opposition? ▪ Passive. -2TP/-3BKP ▪ Active. -2TP/-2BKP ▪ Buff. Does your ability apply some sort of fortifying effect to the target? ▪ Buff. +5TP/+5BKP Debuff. Will the ability apply some sort of debilitating effect to the target? ▪ Debuff. +4TP/+4BKP DRAGON BALL RPG

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Increase/Decrease. Does the ability increase or decrease an aptitude? ▪ Increase. +5TP/+4BKP per four points to aptitude ▪ Decrease. -2TP/-2BKP per four points to aptitude Points. Does your ability require additional ki points or life points to use? ▪ Base ki cost. -3TP/per six additional points ▪ Life points. -5TP/per ten life points Control. Will your ability allow you to control a target, an object, or another element? How many rounds will your control last? ▪ Target. +8TP/+8BKP - per round controlled ▪ Object. +5TP/+5BKP - per round controlled ▪ Other. +4TP/+4BKP - per round controlled Prerequisite. Does your ability have any type of prerequisite? ▪ Prerequisite. -4TP/-6BKP per prerequisite Construct/Deconstruct. Does your ability have the power to create or break down an object? ▪ Construct. +3TP/+4BKP ▪ Deconstruct. +4TP/+5BKP Range. Does your ability have a limited or distance range? ▪ Short. +4TP/+6BKP - 7 squares or twenty-one yards or less ▪ Medium. +7TP/+9BKP – 14 squares or forty-two yards or less ▪ Long. +9TP/+11BKP – 28 squares or eighty-four yards or less Round Limit. Does your ability last a specific amount of time longer than one turn? ▪ Round. +4TP/+3BKP – Per additional round the ability last. The ability will last until the end of your turn. Dynamic. Will your magical ability have a dynamic power uniquely its own? Work with your group and ARC to determine the technique point and base ki point costs. ▪ Dynamic. +xTP/+xBKP Ki Calculation. Add together the base ki cost for your magical ability, and the increase and decrease based on the answers to the questions above. The base ki point cost of any magical ability is two (2), for each question with increase, add the numeric value that precedes ‘BKP’ to the cost. Any question with a decrease, subtract the numeric value the precedes ‘BKP’ from the cost. As an example: You choose a magical ability with damage/d10 which increases the base cost by five (+5). The ability also has a prerequisite which reduces the cost by four (-4). This makes the total base ki point cost for the ability four (4). [3+5-4=4]

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Technique Calculation. An ability costs two (2) technique points to create, add the TP cost from any question with an increase and subtract any decreases. For example: You choose an ability that costs (3) TP, it has inflict (+4TP) and DOT (+2TP). This makes the ability cost a total of nine (9) technique points.

Magical aptitudes In addition to being able to create your own magical abilities using the steps above, the following are examples of magical abilities that you can purchase with technique points. Energy Shield - Magical Ability You create a shield of ki energy around yourself and/or nearby allies to protect against attacks; the shield increases soak value. • Defensive, Increase, Counter, Dynamic (distance) • Base ki point cost: 18 • Technique Point Cost: 14 • Increase: Soak increased ten (+10) • Dynamic: (+1TP/+2BKP) 2 squares or 6 yards Healing Wave - Magical Ability You have the ability to heal yourself and allies. You can heal a single target instantly or over time, and you can also heal all nearby allies. • Supportive, Full, Dynamic Buff, Range, Prerequisite • Base ki point cost: 15 • Technique Point Cost: 16 • Range: Short • Prerequisite: Spirit score greater than six (6) • Dynamic Buff: (+12TP/+10BKP) You can either invoke a nearby ally to sure a healing surge or heal twenty (20) life points over the course of five rounds. You could also choose to heal all nearby allies 1d10 life points. Illusion You are able to create illusions using magic, meaning you can create fake objects. You can use this ability to create the illusion of simple tools, clothes, weapons, and other small items. The limit is up to your imagination and ARC regulations. • Supportive, Standard, Control (target), Construct • Base ki point cost: 17 • Technique Point Cost: 16

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Instant Transmission - Magical Ability This ability allows you to teleport instantly to any location with a range. The movement is instant and doesn’t provoke counteractions. Your end location can’t be detected by any type of tracking. • Supportive, Move, Prerequisite, Dynamic (distance, detection) • Base ki point cost: 24 • Technique Point Cost: 22 • Dynamic: (+20TP/+20BKP) Local distance - Planet • Dynamic: (+10TP/+10BKP) End location and movement can’t be detected • Prerequisite: Spirit and Agility greater than ten (10) Magical Materialization - Magical Ability The creation of small and simple items from “thin air.” You can use this ability to materialize simple tools, clothes, weapons, and other small items. The limit is up to your imagination and ARC regulations. • Supportive, Standard, Construct • Base ki point cost: 9 • Technique Point Cost: 8 Telekinesis - Magical Ability You are also able to mentally lift objects, some even with great weight (follow the same rules for lift & push under strength in chapter 1, however use your Spirit attribute instead). You can use telekinesis to create or move an obstacle, offensively as an attack, or defense to create protection. Any damage inflicted by telekinesis can be increased by an object’s hardness value. • Supportive, Standard, Construct, Deconstruct, Control (target, object, and other) • Base ki point cost: 31 • Technique Point Cost: 29 Telepathy - Magical Ability This ability allows you to use telepathy to speak using your mind. You can speak to as many people as you wish within a range. You can have full-fledged conversations and share information. • Supportive, Instant, Prerequisite, Dynamic (distance, communication) • Base ki point cost: 15 • Technique Point Cost: 19 • Prerequisite: Spirit score greater than four (4) • Dynamic: (+10TP/+10BKP) Local distance - Planet • Dynamic: (+4TP/+2BKP) BKP is increased by three (+3) per character you are speaking with.

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Second Sight - Magical Ability You can attempt to sense the location of other creatures by meditation. This ability requires no active or passion opposition. You are simply either able to detect or not detect the creature. Targets are still allowed to use any special abilities they possess to hide from your sight, but they can’t use a concealment check. This ability only allows you to see the target and their current surrounding. You can’t determine their fighting capability with this ability. • Supportive, Full, Prerequisite, Dynamic (distance, failure, detection) • Base ki point cost: 16 • Technique Point Cost: 17 • Prerequisite: Spirit score greater than four (4) • Dynamic: (+9TP/+9BKP) Local distance - Planet • Dynamic: (+15TP/+15BKP) Target can’t use concealment to avoid detection • Dynamic: (-7TP/-7BKP) Architect can decide when you are unable to locate the target.

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Transformation is the act of changing one’s body into another form in order to tap into greater stores of energy, strength, and speed. There are two types of transformations: alternate forms and manifested powers. Alternate forms are a powerful but temporary change. Manifested powers are a permanent but weaker change.

Stress Test Alternate forms and manifested powers can become taxing. Each round you use them, you might need to take a stress test. The test counts as a saving throw for rule purposes. Making the test roll takes no in-game time and is rolled before the start of each round of combat. The test also represents the sustain cost for a form or power. Each will have its own target number listed with its entry. Some forms and powers will not have a listed stress test TN, these don’t require you to roll a test. To make a stress test, add your highest and lowest attribute modifiers together without any bonuses (unmodified). Add this new modifier to a d10 roll. The dice result is a passive opposition roll against the form or power’s stress value. Stress exhaustion. If the test is passed, you maintain the form for another round. If the test is failed, you will immediately lose the forms or powers benefits and return to your base normal state. You will also suffer from stress exhaustion and you can’t use another form and must wait three (3) rounds after failing a stress test before you’re able to again. Each tier of power will reduce a transformations stress test by two (-2). This effect can make a stage have a zero (0) value, at which point the stage can be used freely without needing to roll or make a test.

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Voluntarily. Characters can voluntarily revert back to their base form or a lesser stage of a transformation at will. This required the same amount of time as transforming into said stage. The only rule to this is where an ability might require characters to perform a special attack such as Majin’s lost control rule. Forms Tables. These tables are a list of attributes modifiers, denoted by their first two letters, that are increased when you are using each form or power. This increase happens during that same action in which the transformation happens. Stages. Some transformations have multiple stages or levels. Each stage stacks with the previous stage, unless otherwise specified. Accessibility. Typically, you will have to earn forms from your Architect as rewards or plot-points. Included with each form, there is also a tier of power restriction (see chapter 11 system & options for tier of power rules). Also, keep in mind that most alternate forms will have a restriction allowing only specific races to use and gain access to the form and its abilities.

Manifested Powers Manifested powers are the latent power within you. Releasing this inner potential awakens an increase in your combat prowess and strengths. Manifested powers are permanent increases or bonuses that once obtained will always be active. You can have multiple manifested powers at a time and manifested powers can be used with alternate forms. Some manifested powers are only available to specific races and are restricted by a tier of power (see chapter 11 for tier of power details). Potential Unleashed. Unleashed your inner potential, drawing upon the latent powers from within you, and awakening your hidden strength. Potential unleashed counts as a manifested power and you can gain its benefits multiple times. When you are given access to potential unleashed by your ARC, you will add an ‘x’ to it as well representing a numerical value. This value represents the number of times you have potential unleashed. For example, “Potential unleashed x2” means you have gained the manifested power increase to attribute modifier twice. ▪

Tier of Power. Paragon + AG ST TE +2 +2 +2

SH +2

IN +2

SP +2

PO +2

PE +2

Potential unleashed increases all the following: all attributes by two (+2), increase your influx rate by 1d10+2 (minimum three), and increase your dragon rush by one extra die (+1d10) when used.

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Rage. During times of extreme emotional distress, you have the potential to activate rage, a manifested power that temporarily and substantially increases your fighting abilities. Rage is gained when a you are subject to great distress from a narrative source such as a death or a plot point. You also have the potential to trigger rage when your health points reach the wounded threshold. When reaching your wounded threshold value of health points, roll a morale save with a very easy TN. If fail, your character gains rage. When you have rage, you are an unstoppable force of raw power. Ignore all incoming damage regardless of its source. Ignore all health effects and any other negative modifiers that would or are currently affecting you. All attacks hit automatically; do not roll to hit. Rage lasts until the end of the round and you can’t gain rage more than once per combat scene. After you have used rage, you will become temporarily exhausted and cannot perform any actions other than combat recovery for the next two (2) rounds. Giant Form. The racial trait Nobiru-Ude allows Namekian characters to use the manifested power giant form (see chapter 3 for Namekian racial traits). Giant form increases your physical stature nearly ten times bigger than normal, making you grow to enormous size. Below are the effects of giant form. ▪ Transformation. Manifested ▪ Power Stress Test. 13 ▪ Tier of Power. Dragon + AG ST TE SH IN SP PO PE Special +5 +6 Gargantuan. You have superiority against all targets. When making an attack against a target, the target must make a cognitive saving throw. On a failed save, it is impeded (impediment) until the end of your next turn. Also increase your melee attack range from three (3) yards to nine (9) yards. Crushing strike. Once per turn, you can make a special physical attack. Roll an attack as normal when rolling to wound; on a dice result of eight (8) or more, rolls count as criticals. Durable. Hard and resilient, temporarily increase your soak by three (+3) and reduce all lethal damage by to direct damage. Cumbersome. Your agility attribute is reduced by one half (-1/2).

Alternate Forms In the World of the Dragon, there are many different and powerful beings that are able to change or rapidly evolve. Perhaps the most iconic is the legendary Super Saiyan transformation, the pinnacle of strength for the entire Saiyan race. Each stage of a transformation will stack or be applied to the next stage. Note that you can’t use more than one alternate form at a time. Transforming into an alternate form requires a full action. DRAGON BALL RPG

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At any point you reach zero (0) life points, you become unconscious or count as defeated. If in an alternative form at the time, you will suffer from stress exhaustion and return to your normal state. See above for the stress exhaustion rules. Power Boost. This is a standard transformation any race can use which gives you access to increase power and latent abilities. ▪ Transformation. Alternate Form ▪ Stress Test. 9 + power level ▪ Tier of Power. Dragon + AG ST TE SH IN SP PO PE +2 +2 +2 +2 +2 +2 +2 +2 Keen. All dice roll count as critical when the result is eight (8) or higher. Dragon Fury. When using dragon rush increase your bonus by your entire personality modifier. Boosting. For each tier of power available increase the form table bonus to attributes by two (+2).

Saiyan & Half-Saiyan There are several dynamic transformations available to Saiyan and half-Saiyan characters, from the great ape to the mighty super Saiyan and beyond. Great Ape. Ozaru changes Saiyan characters into a great ape with unmatched strength and power during the full moon of any planet. Unlike other transformations, the great ape doesn’t have a stress test. ▪ Transformation. Alternate Form ▪ Stress Test. ▪ Tier of Power. Dragon + AG ST TE SH IN SP PO PE Special +6 +5 Indominable. All targets count as being impeded (impediment) against your combat rolls. All physical and energy-type attacks count as direct; however, you can only use standard attack-types, no signature techniques. Also increase your melee attack range from three (3) yards to nine (9) yards. Agile. Large in size, but slow. Your agility attribute is reduced by one-fourth (1/4). Hearty. Tough and robust, temporarily increase your soak by six (+6) while transformed. Rage. Unlike other transformations, the great ape form does not have a stress test. Instead, you’ll make a cognitive save every round: TN medium. If passed nothing happens. If failed, roll a die and randomize the number of ally characters in the combat scene. Use all actions to make attacks against the selected ally, physical attacks if within melee range and energy, magic at range. Roll 5d10 and add your power level: this is the amount of Ki points that must be wagered per attack. If the value exceeds what is possible for your influx or ki points, divide the amount by two (2).

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Super Saiyan Your Saiyan characters have the arcana ability to transform into the powerful Super Saiyan, an advanced transformation that increases a character’s combat prowess. There are four (4) stages of Super Saiyan, each stage builds off the last. You do not have to transform into one stage to use another; you can go from base to stage three without needing to use other stages. All super saiyan have the s-cells’ ability already accounted for in their form table.

Super Saiyan (1) ▪ Transformation. Alternate Form ▪ Stress Test. 24 ▪ Tier of Power. Legendary + AG ST TE SH IN +6 +6 +6 -

SP +6

PO +6

PE -

S-Cells. Increases attribute modifiers for the above attributes during a combat encounter by six (+6) before any modifiers are applied to the result. Power Burst. When using the combat maneuver power up changes its text to the following. “Powering up increases your influx rate temporary by (+1/2) its normal total.” Also, power up’s effects last for two turns until the end of your second turn. Heroic Surge. You can use a surge type twice per combat encounter. When using combat recovery, roll 2d10, select the highest result and discard the lowest.

Ascended Saiyan (1.5) Transformation. Alternate Form Stress Test: 28 Tier of Power. Ascended + AG ST SA SH IN -

SP -

PO -

PE -

Bulk. Double your strength & potency and decrease your agility by one fourth (-1/4). Additionally, increase the retroactive penalty effect of super stack by one (+1). Unbound. In a combat encounter, you can make a single attack. When making this attack, you are not bound by your influx limitation and can wage any amount up to your total current value of ki points. The ability bulk is NOT used with other stages beyond or below one point five (1.5) DRAGON BALL RPG

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Super Saiyan (2) ▪ ▪ ▪

Transformation. Alternate Form Stress Test. 28 Tier of Power. Perfect +

AG +12

ST +12

TE +12

SH -

IN -

SP +12

PO +12

PE -

S-Cells x2. Increase the effects of s-cell by six (+6). “Increases attribute modifiers for the above attributes during a combat encounter by twelve (+12) before any modifiers are applied to the result.” Boosted. When using power up and any surge-type, roll 2d10 and increase the respective abilities effectiveness by the highest results after all other rules and outcomes have been applied for those abilities.

Super Saiyan (3) ▪ Transformation. Alternate Form ▪ Stress Test. 38 ▪ Tier of Power. Mythic + AG ST TE SH IN +18 +18 +18 -

SP +18

PO +18

PE -

S-Cells x3. Increase the effects of s-cellx2 by six (+6). “Increases attribute modifiers for the above attributes during a combat encounter by eighteen (+18) before any modifiers are applied to the result.” Boundless. Change unbounded to the following: “Once per round, you can make a single attack. When making this attack you are not bound by your influx limitation and can wage any amount up to your total current value of ki points.” Power Drain. This form is powerful but takes a toll on your character. Each round you successfully pass a stress test, increase the required TN of this form’s test by five (5), until the character is forced into stress exhaustion. Stress exhaustion lasts five (5) rounds instead of three (3). When suffering from exhaustion after using this stage, reduce your current ki points by 3d10+ plus your power level.

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Animosity. The first time you transform into any stage of Super Saiyan, you will make a morale check (TN medium, see chapter 1) along with your stress test. If successful, you can act as normal, if failed, you must use the maneuver combat recovery, during your next available turn, even if you are at full health and ki points. Animosity is only taken the first time you use transform into any form of Super Saiyan, afterwards you can ignore the rule. Super Saiyan Mastery. You can master the powers of the Super Saiyan transformation. Mastery is a modified form and typically comes with great discipline and training; most ARCs will give this out as a plot point, or they might choose another option. Mastery reduces the stress test super saiyan forms by one-fourth (-1/4), and activation/transforming can be done while preforming a move action. Outside of a combat scene, you can maintain any stage as long as you wish, or at the Architect’s discretion. Increase the bonus from s-cells by six (+6) and the effects of heroic surge and boosted by +1d10. This bonus doesn’t stack form to form.

Arcosians Unlike other races with alternate forms, the Arcosians start in an alternate form at character creation. This form is a suppressed form of their true self. This is done to help reduce the stress to their bodies. Arcosians have access to all stages of metamorphosis at character creation and can attempt to use them at any point they wish. Suppression. Arcosians have the ability to transform into weaker states, and then transform back up from there into their stronger normal selves. The base form is not included in this list because the form is the one you start in. The Arcosians seemingly create their suppression transformations by growing a power suppressing bio suit and then altering and shedding it as they see fit to increase their power back to normal. Instead of going from stage one to higher levels, you actually start character creation in stage three or suppression form, which gives no benefits. You can transform into higher forms as you wish to increase your power: from stage three to two, from two to one, and from one to your true form.

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Metamorphosis Your Arcosian characters are so powerful, even at character creation, you must suppress your powers to reduce the stress to your own body.

Stage Two (2) ▪ ▪

Transformation. Alternate Form Stress Test. 18 AG ST TE SH IN SP PO PE +2 +2 +2 +2 +2 Deadly. Once per round, you can make a single, no signature, physical attack that counts as lethal damage. Relentless. If you spend three (3) or more actions against a single target you gain one additional ‘free’ action against that target. This action cannot be a signature and cannot be used in conjunction with any other type of special attack-type. Speedy. When you transform into a stage of metamorphosis, at the start of the next round you will go first, ignoring initiative; you only have one turn for that round and will resume normal initiative the following round.

Stage One (1) • Transformation. Alternate Form • Stress Test. 28 AG

ST

TE

SH

IN

SP

PO

PE

+4

+4

+4

-

-

+4

+4

-

Death Shot. Once per round, you can make a single, no signature, energy attack that counts as lethal damage. Efficient. When using any action, the base ki point cost is lowered by 1d10 to a minimum of two (2). Influx. Increase your influx value by one-fourth (+1/4).

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True Form (-) • Transformation. Alternate Form • Stress Test. 38 AG ST TE SH IN SP PO +6 +6 +6 +6 +6 Bio Suit. Count all direct damage as standard damage. Count all lethal damage as direct damage. All environment damage is reduced by twenty-five percent (-25%). Superior Power Up. This ability functions exactly like the action power up; however, it can only be used three (3) times per combat scene. When used, increase your influx rate by double (x2) its normal total. You can still use the normal power up action as well.

PE -

Restoration. When transforming into any stage of metamorphosis, roll 2d10+ plus power level and restore that many health and Ki points. You can only gain this benefit once per round. This ability will also restore lost limbs and other assorted body parts. Stress Reduction. When reaching a new tier of power, reduce the stress test value for all stages of metamorphosis by two (-2). This stacks with any other stress test modifier.

Majin Created by comics powers your Majin character is powerful and deadly, even more so when they are in their purest form. The form they took when they first came into existence. Whether this powerful transformation is your Majin’s true form or pure form. It is either you natural cosmic powers or possibly magic influence that makes this form’s power deadly for everyone.

Pure Form (-) ▪ ▪

Transformation. Alternate Form Stress Test. 30

AG

ST

TE

SH

IN

SP

PO

PE

+8 +8 +8 +8 +8 +8 Primordial power. There is no limit on the number of turns you can use this form. Each round, while in this form, increase its stress test by six (+6) until it becomes impossible pass it. Pure power increases all your dice rolls by 1d10. It also increases each roll by 1d10 for each round you remain in the form. o Additionally, the form lowers all your base ki point costs for any type of ability by one-fourth (-1/4).

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Lost Control. If or when you fail a stress test, roll the dice and randomize the number of combatants in the combat encounter, not yourself, and even if there is only one opponent. Use all available actions to make attacks against the selected target, physical attacks if within melee range and energy, magic or attacks if not. Roll 5d10 and add your power level; this is the amount of ki points that must be wagered per attack. If the value exceeds what is possible for your influx or ki points, divide the amount by two (2). Afterwards, you will exit the form and suffer stress exhaustion. Bonuses from pure form cannot be use when making you steadfast check.

Fusion Fusion is the process of merging two separate beings into one, combining their attributes and fighting strengths. There are different types of fusion in the world of the dragon and each has its own special requirements. We focus on three: fusion dance, potara earrings, and Namekian fusion. Fusion can be an extremely powerful combination and has the potential of creating powerful warriors of unmatched skill. When characters fuse, both consciousnesses are fused together, creating a new mind and character. When two characters fuse together, select the highest attributes between them and increase it by the difference of the lower attribute. Do this for each represented attribute. The newly fused character also added together both separate character’s health modifier when determining health point.

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Garrett: Okay, we have fused together. What do you do now? Architect: Alright, it’s pretty easy. First, what is the highest strength score between you both? Looks like it’s thirteen, so that’s the base score for the fused character. Now, the lowest strength score is ten and the difference between ten and thirteen is three, right? So, you increase the base score of thirteen by three making the fused character’s strength score sixteen. Garrett: Oh, wow. That doesn’t seem that hard at all. We do that for each attribute as well as power level, right? What about our special abilities and techniques? Architect: Yes, do that for each aptitude. All other abilities and techniques of both characters are accessible to the fused character. Any repeats are simply ignored, and this goes for talents too. Also, don’t forget to correct your health points after your attribute score has changed. You get to add both character’s race health modifiers together for that. When fusing characters are more than three (3) power levels higher or lower than one another, the difference bonus they receive to aptitudes is capped at six (6). Note that the Artificial Construct race cannot use any type of fusion with another race other than its own; another Artificial Construct character. Potara Earrings. As artifacts of the Kaioshin, these earrings have the ability to combine two characters together into a single entity. Two characters put one earring on opposing ears and in a bright forceful light the two become one. This fusion is temporary for all characters other than Kaioshin. Out of combat, this fuse lasts for one hour. During combat, this fuse lasts five (5) rounds. Notably, if your characters wear the earrings on the same ears, you will not fuse. The Potara earrings also have special abilities that allow the use of other Kaioshin artifacts. Fusion Dance. This is a special type of dance created by the Metamorans that align two separate beings into one form. The fusion is done by two characters performing a sequence of moves in complete unison. At the end of the dance both characters index fingers touch each other, then in a bright light and a flash they become a single fused character. This fusion last only four (4) rounds, and both characters must have the same power level and relatively similar stature to become fused.

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Ex-Fusion. This is a type of fusion created using the fusion dance along with a device called the Metamo-Ring. The ring allows for characters of any power level to use the fusion dance to merge into a single character. Ultra-Fusion. This is another type of fusion dance that allows up to five characters to merge into a single being. This fusion only last two (2) rounds. When determining attributes, increase the value between the lowest attribute and the highest by double (x2) its normal would-be value.

Namekian Fusion. This is the fusion of two Namekian characters in order to create a single being with increased power. One Namekian is the host form and absorbs the other; this fusion can create a new consciousnesses or allow one of the fuse’s personalities to dominate the other. Unlike the other fusion methods, Namekian fusion has a different type of increased benefits. When two Namekians fuse together, select the highest attribute between them then use this score for the new being. If the attributes are equal, increase the score by two (+2) for the new being. The fused character’s power level is equal to the highest power level for the two fusing and is then increased by one (+1). If your Namekian character is fusing for the first time, you gain the following benefits in additional to those explained above: increase each attribute by three (+3) and new power level by two (+2). The fused character also gains two (2) additional character perks to spend. DRAGON BALL RPG

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Namekian fusion has no limit on the amount of characters that can be fused. Only two characters can fuse at a time, but the resulting being can then fuse again with another Namekian, and so fourth and so on. Unlike other transformations there is no time limit on Namekian fusion, it is a permanent union and can only be undone by using fission. Once combined, the two fused characters are forever gone and are replaced by the new character. Defuse. When any fusion reaches its time limit, combat is paused, and both combatants will separate back into their respective characters, at their pervious initiative positions; combat will then continue as normal. Fission. This is the separation of a single character into two different beings; when one character becomes two or more different characters. Again, this is not what happens when two characters ‘defuse,’ but rather when one character is forced into two characters. When a fission occurs divide the attribute scores and power level of the single character, rounded down. The resulting value are then given to each of the new characters. When two fission characters are able to fuse together, through any means, they do not use the rules for fusion but rather they simply add together their attributes and power levels to once again create the original character. While separated if either of the two characters gain increases to aptitudes those also carry over to their single fused form.

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This chapter will cover some extended play and optional rules. Optional rules are discretionary rules that an ARC will let you know are in effect during game-play.

Tiers of Power A game might last a single session or longer. So, some scenarios might call for a higher levels of play. So, we designed an additional system called tiers of power. Typically, a normal game will start in the dragon tier of power. As your characters grow and stories develop, a game might require more metrics than the standard. With the different tiers of power, players and ARCs can increase their power and abilities far beyond standard game play. Tiers of power add additional dice to rolls, however, these additional dice do NOT affect rolling for health points each power level.

Standard Gameplay Dragon Tier. Power levels one through five. You are effectively novice combatants. This is standard game play without any additional bonuses. Heroic Tier. Power levels six through ten. You are becoming experienced combatants and increase all dice rolls by an additional d10. Paragon Tier. Power levels eleven through fifteen you will increase all dice rolls by two additional d10s. Legendary Tier. At power levels sixteen through twenty. Increase all dice rolls by three additional d10s.

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Advance Game-Play

Imperfect Tier. Power levels twenty-one through twenty-five. Increase all dice rolls by four additional d10s. Ascended Tier. Between power levels twenty-six through thirty you will increase all dice rolls by five additional d10s. Perfect Tier. Power levels thirty-one through thirty-five. Increase all dice rolls by six additional d10s. Supreme Tier. Power levels thirty-six through forty. Increase all dice rolls by seven additional d10s.

Mythological Game-Play

Mystic Tier. Power level forty-one through forty-five. Increase all dice rolls by eight additional d10s. Universe Tier. Power level forty-six through fifty. Increase all dice rolls by nine additional d10s. Note that each tier is separate; they do not stack. The bonus d10s listed are the total for each tier. The standard d10s you are entitled to when making rolls is not noted in the tier charts. For example, at imperfect tier you will be rolling 5d10s total when making rolls. The additional dice from tiers of power are not applied to steadfast rolls. They are added to any sure or combat recovery roll taken. In addition to the number of dice you roll, the standard target numbers (TN) also increase with each tier. Each tier increases all TN’s by five (+5). This includes every difficulty level of target number from “very easy” to “nearly impossible.”

Tier

TN Increase

Imperfect Ascended Perfect Supreme Mythic Universe

+5 +5 +5 +5 +5 +5

Base Ki Cost. Every ability, trait, technique, power, or any other aptitude that has a base ki point cost will also increase with each tier of power. Increase all base ki point cost by one-fourth (+1/4), rounded down, their total cost for each tier of power. Note that any type of ability that reduces the base ki point cost of abilities is also increased by one-fourth (+1/4) its value. DRAGON BALL RPG

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Extended Attributes. Standard attribute table shows players attributes to twenty (20), but with the extended attribute table below players can see modifiers for past twenty. The chart below details the modifiers for attributes between twenty-one (21) to forty (40). You can even increase attributes higher than forty depending if your ARC sets an attribute cap.

Score

Modifier

Score

Modifier

21 22-23 24-25 26-27 28-29

+10 +11 +12 +13 +14

29-30 31-32 33-34 35-36 37-38 39-40

+15 +16 +17 +18 +19` +20

Training System You will always want to improve and although an ARCs will provide lots of chances and opportunities to earn experience points, there might be down time that can be filled with training. If you have free time and permission, you can choose to train to earn extra experience points and perks. First, you will select a number of conditions ranging from one (1) to six (6): this represents the standard target number difficulty levels.

Difficulty

Condition Range

Very Easy Easy Medium Hard Very Hard Nearly Impossible

1 2 3 4 5 6

The difficulty level associated with the condition range is the starting TN you will use when making your train session rolls later; for example, condition four (4) would be difficulty hard. Intensity level. This is the number of times you must roll and successfully pass the TN difficulty selected above. You can select an intensity level between one (1) and four (4). Training Roll. Make a training dice roll against the difficulty level number you selected. A training roll is 1d10 plus all four of your saving throw modifiers added together and divided by two (2). Compare your dice score to the condition range, or TN difficulty, to determine if you pass the roll or fail the roll. If you fail half your rolls or less, you gain half the benefit you would normally gain passing all rolls; if you fail more than half your rolls, you don’t gain any benefits. DRAGON BALL RPG

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Reward. If you pass all your rolls, add together your conditions range and intensity level, then multiply the subsequent value by twenty-five (x25). The result is the amount of experience points you receive for the training session. Each tier of power increases the multiplying value by fifteen an additional fifteen (+15). If you don’t pass all the required rolls but pass at least half of them, you will gain half of the value from the above formula.

Optional Rules Character Advancement Option. Architects can use the following variant in place of the standard power level system (see chapter 1). This option gives more control over what you gain with experience points. Instead of gaining experience by increasing in power level as stated in chapter one, you will spend your experience points to purchase any of the character perks listed below. You will still use the power level progression chart in chapter one for ki points and influx as they are related to your power level, but otherwise will ignore all other information. Attribute Addition. (21xp) You can either increase a single attribute score by three (+3) or two attribute scores by one (+1) each. Power Increase. (23xp) Increase your power level by one (+1). You don’t gain any character perks based on the power level progression chart in chapter one with this purchase. Skill Proficiency. (15xp) You can select to either gain two (2) new skill proficiency or increase the score of an already known skill by four (+4). Technique Points. (19xp) If you select this perk, you receive twelve (12) technique points, which can be spent on customized abilities. Talent. (17xp) You will gain the benefits of a single talent (see chapter 5). Mixture. (25xp) You can increase a single attribute by two (+2), a single skill by two (+2), and receive four (4) technique points. Random and Generation Attributes. There are two optional rules you can use for attributes instead of the standard way: randomized and generated. Randomized. You will roll a d10 for each attribute. The dice result, one-nine (1-9), is the score or rank of the respective attribute. If a player rolls a ten (10) they can re-roll one (1) other dice result, but they must take the second roll.

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Generated. Using the same rules for primary, secondary, tertiary, you will roll a die and the dice result will correspond to an attribute from the chart below. Make three separate rolls, one for primary, secondary and tertiary. Then the remining attributes start at two (2) like normal.

Dice Result

Attribute

1 2 3 4 5 6 7 8

Tenacity Strength Insight Scholarship Personality Spirit Potency Agility

Life Meter. Architects might use the follow optional rule for life points instead of the normal health point pool. Once all battle calculations for an attack have been complete and you have determined the total amount of damage (applying soak and other affects normally) inflicted to your target. Divide the damage by the target’s Hardiness, rounded down. You character’s hardiness is equal to your race’s health modifier plus you power level. You will use this number to divide any damage total you suffer from attacks. The resulting number is the amount of life points you suffer. Life Point. This is a single measurement of a life meter. A life point is represented as a single square or boxes on your character sheet. Life Level. The three (3) tiers of a Life Meter are also called Life Level. The three tiers are bloodied, injured and Wounded; these levels count as thresholds per normal rules. The fatigue is the first level. When you take damage, unless a specific type of damage, you will subtract it from your fatigue level first. Once you have run out of fatigue squares you start losing battered squares, they function just the same as before and once you run out of them you reached another life level. Fatal level is the last tier before defeat and/or death. Each life level has ten squares or boxes in it. Meaning each character can suffer up to thirty points of damage before they are defeated. Example (1): Garrett has taken no damage yet. He suffers three (3) damage from Rohan’s attack. Garrett marks off three life squares by putting a slash through three boxes on his Fatigue Life Level in his Life Meter.

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Example (2): Garrett suffers more damage from another one of Rohan's Attacks. This time he suffers six (6) damage.

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Example (3): Rohan’s next attacks causes five (5) damage to Garrett’s Life Meter.

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Each time a character takes damage fill in a mark starting from left to right once a Life level has been completely filled in move on to the next level below it until all boxes have been filled in. The Gunman Variant. This is a talent Architects can give out to a player whose character solely wields or relies on a ballistic weapon or ballistic attacks. With this variant, a character’s ki points, pool, and influx are reduced by one fourth (1/4) its normal total per power level. With this talent you are highly skilled with range weaponry. You score a critical on a roll of eight (8) or better and ignore the effects of botch rolls. Pure Progression. With this rule in play, during combat you gain combat experience every second of a fight; your powers and strengths growing exponentially in real time. When performing in a combat scene, whenever you fail a to strike roll or a dodge roll, increase the respective aptitude by one (+1) the following round. This bonus stacks and can increase up to double your total to strike or dodge value respectively. Your characters cannot gain more than one (1) to either aptitude each turn. After combat has ended, you gain a bonus amount of experience equal to the total value of the increases you gained, for to strike and/or dodge, multiplied by forty-five (x45). This represents the combat experience and increase in power gained through pure progression during a combat scene. Arcosian damper. Some ARCs might handicap Arcosian characters to help keep them more harmonized with the strength progression of other player characters. Starting at power level one when an Arcosian’s gains experience points reduce the amount by twenty-five percent (25%). Each tier of power will decrease this effect by five percent (5%), unless the tier of power Ascended is reached; your character will earn experience normally from here on out.

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The Architect or ARC is the game’s narrator, the one who directs the story and you through the imagined world. We have chosen to use the Architect system for its ability to describe combat and other encounter situations in a more elegant fashion, without a bunch of restrictions from specific rules, such as kicks, head-butts, punches, double fist punches, etc. That would take days and limit the imagination of you and your group. So, we chose the Architect system, giving more control to the ARC of your game. Unlike the rest of the chapters, this chapter is directed to ARCs and a game rather than the players. Scene Description. In an Architect system, the game mechanics don’t always depict what happens in the combat. For example, if a player is punched and knocked back mechanically, a good Architect might describe this as the combatant is hit in the face with a hard-right hook, and as the air itself is pushed away by the force, the player is knocked back and slammed into the mountain side. You get the idea, be creative and descriptive, give the players that hair rising action. Tools of the Architect. As the ARC you have many tools at your disposal, but we are going to give a quick cover of the most important ones. Namely the ones that help you, the ARC, keep control and forward the momentum of the game. A seasoned role-player might be familiar with these tools, but we wanted to touch on them anyway. Story Arcs and Hooks. It is important, as an Architect, for you to have a hook for each player’s character. Meaning you have something that not only would draw a character into the main story of your game, but the player themselves too. There is an endless list of hooks out there in imagination land, so be innovative and be unique. Soul Points. Points not only give you the ability to correct poor decisions but keep players from running ramrod all over the imagined world, doing as they please. Soul points reward players for playing characters to a moral alinement. Do not forget to award, for not just for beating a bad guy, but for roleplaying too.

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Antagonist. Every game needs a bad guy trying to blow something up, or taking over a planet, searching for the dragonballs, or even claiming reign over the whole galaxy. They might even simply be stealing candy from a baby, those monsters!

Combat Modifiers. Have a special situation during combat? Use the combat modifiers (see chapter 8) to give combat an epic feel, make throwing dice at each other a little more exciting. Don’t see a modifier you like? Make one up. Don’t forget to tell a story, even during combat. Blow up a planet, sure, but take twelve sessions telling your players how close it is to blowing. There are loads more, but we wanted to touch of those few that are pretty important and make sure our Architects had a good grasp on them.

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Campaign types We have covered some tools for the Architect. While that is good, what happens if you can’t find or don’t have an Architect? Or what if you’re down a few players for that week’s session? Don’t worry, we thought of that too and got you covered with different campaign types. Homebrew Campaign. This is the standard campaign setting where a group of friends get together and roll funny shaped dice, travelling along inside of an imaginary story. With the help of an Architect, everyone will progress through a rich and engaging story. Pretty standard stuff. Battle Royale. Don’t have an Architect? Can’t rope someone into being one? No problem, we invented a different type of gameplay for you. With Battle Royale, you and all players create characters with the universe tier of power at power level fifty (50). There are no rules barring those already in place for character creation, on top of that each player gets an extra twenty (20) character perks to use. You read that right, twenty. This isn’t your typical Sunday walk through the park. This is Dragon balls to the wall, min-max madness. Once everyone has created a character, roll initiative and start the battle, and the last man standing wins. It’s a deathmatch, free-for-all, winner takes all. For glory or nerd points, this type of campaign gets everyone involved. Marital Arts Tournament. Battle Royale a bit much for you? Enjoy something more traditional and controlled. How about a Marital Arts Tournament? One-verses-one combat to see who the best and most powerful fighter in the World of the Dragon, the best player at mini-maxing. Again, a prefect alternative for groups without a willing Architect, or simply a great side mission to break up the main story of a campaign. There are few specific rules for a Martial Arts Tournaments you will need to know. Stage of Power. Select a tier of power. You will build a character using the standard rule set at the maximum power level for the selected tier of power. Each quarter of the tournament you will increase the tier of power and increase your power level to its maximum. You will also gain five (5) extra character perks to spend. You can choose to start in any tier of power, or simply on a specific one. Either way, agree as a group and start yelling your attacks at each other. Quarters. A tournament is a single elimination, one-on-one match. There are typically four quarters: first round, quarterfinals, semi-finals, and finals. During the first round, all combatants fight against one another, and defeat means elimination. Groups without an even number of players or with a large number of players might have more than one first round.

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The winners continue on to the quarterfinals where they will repeat the process again. Afterwards, all the winners will move on to the semifinals. The two combatants who win the semifinals then fight in the finals for the championship. If you are having trouble with creating a bracket for your tournament, we would like to point you to the following URL for help. https://en.m.wikipedia.org/wiki/Bracket_(tournament)

Battle Grounds Okay, we have the characters, but where do they fight? On a grid paper with some dice? We created battle grounds to help you and your group get a real feel of immersion. Battle grounds are simple enough, just pick anywhere you can imagine and that is where the battle takes place. Really easy so far. Now you’ll pick, or randomly decide, from the weather affects and terrain features below. You can prebuild a battle ground or do it on the fly. The Grid. You can play the Dragon Ball Z RPG with or without a grid. Without a grid, we use yards to describe distance. With a grid, you use squares or one space. One space or square is equal to three (3) yards. (see chapter 1 for more information on scale and movement) The DBZ RPG was designed to work using a gird or not using a gird. It was intended for dealer’s choice; we wanted you to have the freedom in your play style. Battle Terrain. Terrain works great with a grid or without. You can choose from the list or simply roll a single D10 for a random result. You can even mix and match or use all five. The bracketed numbers are the dice score for the terrain feature if you randomize them with a d10. (1-2) Water Feature - Hardness 0 - A large or small water type feature, either a lake, steam, or swamp. (3-4) Rocky Features - Hardness 3 - Tall rock formations. For each result of this terrain, add three (3) rocky features to the battle area. (5-6) Forest Features - Hardness 1 - Trees or thick forestry. For each result of this terrain, add three to five (5) forest features to the battle area. (7-8) City Features - Hardness 2 - Buildings, houses, or other city-type features. For each result of this terrain, add two (2) to five (5) city features to the battle area. (9-10) Course Feature - Hardness 1 - Any type of course features such as gravel, sand or even grass. This pick will cover the entire battle area. Like we said, this is a simple and non-inclusive list, but enough to get the battle ground filled up with some playful terrain features to throw bad guys into. We encourage you to use these features or come up with your own to help make a battle more dynamic.

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Hardness. Each battle terrain feature is listed with a hardness value. This value relates to the amount of damage the feature causes when you are forcibly knocked into it or struck with it. All terrain damage counts as lethal damage, and regardless of how you are knocked into the terrain, if your Architect tells you to take terrain damage you are subject to the full value. Zero: This terrain inflicts two (2) damage to any target that is knocked into it. One: If you are knocked into this terrain you will suffer four (4) damage. Two: When you are knocked into this type of terrain hardness, you will suffer six (6) damage. Three: This terrain feature causes eight damage (8) when you are knocked into it. These damages will increase by one-fourth (1/4) with each tier of power in play. Terrain size. While using a grid and adding terrain is great and really brings a new dynamic to your typically blast and smash, sometimes there just isn’t enough room on the table. We didn’t want to tie terrain a standard size. We thought we would leave it up to you, the Architect and players.

Battle Weather We have created your battle field, now is it sunny or is it pouring down destruction and kittens. Battle weather affects can be combined in any fashion; you could have it raining while a thick fog rolls in. Battle weather entries are listed with bracketed numbers. If you are randomizing battle weather the number relates to a dice score. Climate Test. You can resist the effects of a weather type by wearing an explorer outfit or taking a climate test. Roll a survival check with a medium TN, if you pass, ignore the effects of any weather in play. If you fail the check, you are subject to any weather affects in play. Sunny Day - Battle Weather This is the normal and default weather affect that every encounter will have unless stated otherwise. Positive: +1d10 combat recovery (see chapter 7 for recovery information) Fog (1-2) - Battle Weather Imagine a battle in thick fog where all you can see are the flashing of color and explosions of ki. There are two types of fog: light and thick. Both affect your ability to use energy attacks and see. Light Fog: When you shoot into combat, your potency check for manipulation is increased by 1d10. Thick Fog: If you shoot into combat while in a thick fog, you automatically fail your potency check for manipulation. Also, all allies rolling an impulsive save increase their TN by 1d10.

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Winds (3-4) - Battle Weather Typically, there is always wind, but we are covering the more aggressive winds: those from with storms or hurricanes. Forceful Gale: Strong winds which reduce your defense, speed and initiative values by 1d10. Typhoon: Blasting winds that cause buildings and other reinforced structures to buckle and break. Reduce your defense, speed and initiative values by 2d10. Hurricane Winds: Powerful and rapidly shifting winds reaching triple digits, which reduce your defense, speed and initiative values by 3d10. Rain (5-6) - Battle Weather There are three types of rain you can have during a battle: drizzle, down pour, and storm. Drizzle: Light rain that reduce your strike, initiative, and speed values by a 1d10. Down Pour: Heavy rain that affects battle and movement. Strike, initiative, and speed values reduced by 2d10. Storm: Thunder and light with heavy rains. Strike, initiative and speed values reduced by 3d10. Also, every two rounds of combat, the Architect rolls a d10; if the dice score is a one or two (1-2), randomly strike a combatant with lightning, and ignore other all other scores. Lightning inflicts 2d10 lethal damage on the player. Roll an impulsive save to dodge the hit: TN hard. Cold (7-8) - Battle Weather Cold weather varies in its forms. You might have actual cold weather or snow, maybe even ice. Sometimes all three! Freezing Temperatures: Combat recovery are reduced by five (-5). Also, all strike rolls suffer a negative 2d10 and defense scores are reduced by a 1d10. Snow Fall: Fast, large and wild snow fall covering everything in sight with inches of snow. Strike, defense, speed, and initiative are reduced by 2d10. Ice: Freezing large areas of land and cooling the air down to extreme temperatures. Ice reduces strike, defense, ground speed, and initiative by 3d10. Also, when players move, while on the ground, they must take an impulsive save with hard TN. If passed nothing happens, but if failed, players fall prone. Desert (9-10) - Battle Weather This weather affect doesn’t actually mean a desert per-se, but strong heat and dry or humid air. High Temperatures: Remember fire mountain, it is the one that was on fire. Steadfast is TNs are increased by a d10, also whenever players pay any base ki point cost, increase the value by one-fourth (+1/4) its normal. Volcanic: A battle on top of an active volcano, now that would be epic. We can’t think of anything cooler than that. Steadfast TNs are increased by 3d10, also whenever players pay any base ki point cost, increase the value by one-half (+1/2) its normal.

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Cataclysm - Battle Weather Unlike all other battle weather, cataclysm is just that: a maelstrom of crazy, typically followed by the earthshattering explosion of the planet. When you use cataclysm weather, every round you randomly select three (3) different battle weathers; reroll any doubles until you have three different weather situations.

Weather

Dice score

Calm Sunny Day Fog Winds Rain Cold Desert Cataclysm

1-2 3 4 5 6 7 8 9-10

If you roll a one or two, you score the calm battle weather; this weather has no negatives or positives. If you roll a nine (9) or ten (10) you have to roll for three (3) more battle weather conditions. Also, when randomly determining battle weather, you will always use the last option in the determined entry.

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LEGAL This rule book is a non-profit fan-based (RPG) Role-Playing Game, not intended for commercial release. Dragonball, Dragon ball Z, Dragonball GT and Dragonball Super are all owned by FUNimation, Toei Animation, Shueisha, Fuji TV, Viz Media, and Akira Toriyama. Please support the official release. All copyrighted material used in this publication belongs to the respective individual or group that has declared legal ownership and in no way does the creator or others involved in the creation of this publication own said copyrighted material. This is not a supplement for, nor is this publication based on, “Dragon Ball Z: The Anime Adventure Game” created by R. Talsorian Games. The Dragon Ball Pen & Paper Role-Playing Game was created by an enthusiastic and amazing community of developers. Andreavnn Author & Creator Special Thanks to all our community and their unyielding support. Find Us at! https://dbzxrpg.com/ https://www.facebook.com/DBZxRPG/ Dragon Ball Role Playing Game – Paper Attack – v 3.0.1 @2019

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Our Mission Our mission is to create the best and most trusted fan created role-playing game engine for Dragon Ball z on the internet. Our aim is to establish an emotional connection and community with our players around the world through our inspiring periodical. To support the growth of our publication through a thriving and numerous base of fans from all generations and ages. Want to support Us? Visit our Patreon! Never required, always appreciated.

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Dragon Ball Role Playing Game – Paper Attack – v 3.0.1 @2019

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