Post by Bob on Feb 4, 2012 7:02:37 GMT -6
DBZ SYSTEM:
Version: .45
This is an example of lower level DBZ combat. Even at powerlevel 200 or less the charecters fight like this...actually I think their powerlevels are only 80 here.
Goals of this system:
This system is designed for amazing physics defying martial arts fights. This system is also designed to sustain unlimited charecter advancement. What this means basically is that in the show we have Goku who goes from a power level of 20 to 250,000,000 by the end of the show.
The system will support this growth.
The appeal to this will be their is no limit to how powerful an enemy or your character can be, this results in players never having to reroll to start a group up. This also causes problems because a power level 10,000 could kill a powerlevel 100 with his PINKY finger in the show. In the system we will support this as well. The difference in power will not be watered down, however their will be "all powerful attacks" that charecters will be able to learn at powerlevels as low as 5.
For example: The "Ray of death" which is a magic spell not a KI attack can be learned at power level 5. The reason for this is that it doesnt use "life energy" and is not a "martial arts power" it is a magical power. Magic rarely exists in Dragonball but when it does it proves to be VERY useful. Most of the charecters use their own martial arts energy to cast their all powerful attacks, by using magic a weaker charecter can gain an edge even at lower levels.
How combat works:
Combat is broken into the following phases.
Surprise phase:
If one enemy has power concealment (and enough skill to charge up fast enough to attack), or the enemy lacks power detection or visual detection one side gets a surprise round.
Initiative phase:
To figure this out the Game master needs to divide the higher powerlevel by the lower powerlevel.
For example if a powerlevel of 1000 was fighting a powerlevel of 1000 the answer would be 1. This is how many d20’s the stronger player gets to roll for initiative. (you always round down)
Since both players are even they only roll 1 d20.
Now lets try the same rules for 1000 vs 100.
1000/100= 10 so the stronger person gets to roll 10 and the weaker gets to roll one.
The stronger player gets 10 chances to roll high but he has to keep the roll he ends up with if he rolls.
Or…he can take two and roll two d20s and add the result together.
(The stronger player always gets this option if his dice chance is over 2)
Combat: Once Initiative is figured out the entire rest of the encounter is in COMBAT phase. Combat turns work like this.
Speed action: Players get one speed action, (it can be used to move swiftly or attack quickly)
Brute action: Players get one brute action, it can be used to move normally but carefully or attack powerfully.
Other action: Players get 2 other minor actions
Special attacks: Special attacks use all your actions up but do devastating things. (all charge beams are special attacks)
Combat ends: Combat ends when someone dies, falls helpless, leaves the area or surrenders.
Races:
Sayains: Start at power level 20. Power level doubles after every 5 battles or any battle where there power was under 50%
Sayains have to train 5 days to double their power. If they eat well afterward every session they can reduce it to 3 days, even if they train alone.
Can go super sayain.
Humans: Start at power level 10. Humans can produce powerful multiplier attacks when they get adrenaline surges.
Humans have to train 5 days to double their power. If they train with a Sayain they can reduce it to 2 days. If they train with a Namek 3 days. If they train with another human 4 days.
Nameks: (green dudes): Start at power level 20
Nameks can regenerate body parts.
Nameks can double their power in 3 days training, no matter what.
Human/Sayain Hybrid: Start at power level 30. Power level doubles after every 5 battles or any battle where there power was under 50% and they can produce powerful multiplier attacks when they get adrenaline surges.
have to train 5 days to double their power. If they eat well afterward every session they can reduce it to 3 days, even if they train alone. . If they train with a Sayain they can reduce it to 2 days.
Human Sayain Hybrids grow weaker at age 18 due to puberty interfering with their mixed blood and their total power is reduced by 80% on their 19th birthday.
Can go super sayain.
Power level breakdown:
Power level can be put into different areas: Defense/Life force/Offense
For example: we have a character of a power level of 550.
We distribute as the following…
(NOTE EVERY TIME YOU SUCCESSFULLY Double your power level through training or through a racial ability you can COMPLETELY redistribute your points. However points to add from normal combat can only be added to specific areas and you cant move them around until you double your level)
Offense: 100 / D8 multiplier, brute action (D4 if speed action but you get to attack twice)
Defense: 300 /D8 multiplier
Life force: 100 /D10 mutiplier (can be used once at the start of combat)
Speed: 50 /D6 multiplier Beam attacks have a d10 speed mutiplier
This means the following, they have 100 hp, they automatically deflect any attacks with damages under 300. defense has a D8 multiplier over 300.
If they attack they deal 100 damage. But attacks also have a D8 multiplier.
They can also charge HP and speed, (charging will be explained next)
Speed determines both your dodge and your hit chance. Your speed multiplied by a d6 roll vs opponents speed (add multiplied by a d6 roll if they dodge).
Charging: Charging works on a D4 multiplier and is rolled on 1 stat per round.
You can only charge TEN times in a row and charges go away after 10 mins or if you power down. You can charge for ten rounds, rest 1 and charge for 10 rounds again however. If any stat grows 30 times higher then its base number though, you have to roll a d20 save against your body giving out.
In other words, lets use my example guy again.
Offense: 100 * 4 would be a charge of 400.
Defense: 300
Life force: 100
Speed: 50
Total power level would be: 400+ 300 + 100 + 50= 850
Zero dropping
If a powerlevel of 160,000 was fighting someone of 16 the 160,000 person should win without a doubt. However if a 160,000 person was fighting someone of 60,000 there is still a chance. However the high numbers are a problem so in this case you just drop the zeros
160,000 becomes = 160 or even 16
60,000 becomes = 60 or even 6
If a level 16 tried to fight a 160,000 or a 60,000 it would be an effortless kill for the 160,000 or the 60,000 so its no point in even worrying about.
Experience
If you defeat someone you take their power-level and divide by 4 and they divide that number by the number of party members and each party member gets that number added to their current power level.
Exceptions: Sayains-blooded peoples power level automatically doubles every 5 battles.
Training for experience:
You can train with a partner or alone.
if you train with weighted clothing it takes 50% off your training time.
Training with a partner provides the bonuses outlined for your race.
If your training is interrupted you gain simply a 10 power level bonus. (just add the number 10 to your powerlevel, no matter how strong you are interrupted training always gives 10 bonus.
The loophole is you can stack these but you can only attempt to train 3 times per day. (good newbie tactic at lower levels)
Powers:
Basic attacks: Punch, Kick or Speed blast…..
Maskeno Speed action: Deals attack power x D8 damage in a range attack. (attack once, but high damage for a speed action)
Speed blast/ Speed action (basic attack Like a standard speed punch or kick deals attack power x D4. (attack twice)
Kameyameya: Brute action Deals attack power X D10 of damage. You cannot use your speed action for anything but a basic attack, or a basic move.
Charge Kameyameya: Special action Deals attack power X D10 times however many rounds you charge for.
This power can be felt by the entire planet and also the user may have trouble controlling the power if they attempt to charge for more then 10 rounds. After ten rounds they have to make a save to see if their body will hold up. Also player can increase the size of the beam to up to 3 squares (not the size of the explosion but the size of the beam..., the size of the beam is calculated by charge time /2 for a max size of 3)
Special beam cannon:
Special action Always takes 2 rounds to charge. Uses all other actions up. Deals attack power times 15 times a D2 always.
Galtic gun: special action Deals attack power X D8 X however many rounds you charge + 500.
(this attack is powerful at low levels but weaker at high levels)
Super Galic gun: Works just like a charge Kameyamaya, only a super sayain can do.
No limits to how long you can charge though, you can charge this forever. Also player can increase the size of the beam to unlimited size (not the size of the explosion but the size of the beam..., the size of the beam is calculated by charge time /2 for an unlimited max size)
Quick move:
Special action Move 10X your speed
Speed move: speed action Move 2X your speed. (this is a basic move)
Cautious Move: brute action
Move your speed. (this is a basic move)
Flying: if you’re flying your fly speed is always 3X your run speed.
Exploding damage: for every X2 damage over 100 that a beam spell does it increases its explosion range by X2. So a beam that does 100 damage covers 1 square. A beam that does 200 damage covers 4 squares. A beam that does 400 damage covers 8 squares. A beam that does 800 damage covers 16 squares. (this is just for the explosion)
Exploding damage with larger beams: If the beam is already 3 sqaures big and its damage is 200, then the beams range will be 6 because you mutiply it by 2.
Life force multiplier: earlier I said Life force had a d10 multiplier. The multiplier can only be once per round and its a brute action. Basically, you can times your current HP by a d10 once per encounter at the cost of a brute action.
Kaiokein X2: Special action: Multiplies all your stats by 2. 1 round charge. No saving throw.
Kaiokein X3: Multiplies all stats by 3. 1 round charge. Saving throw needed. Current powerlevel /5000 is your + bonus to the throw which has to be over 10.
Kaiokein can go up to any number but the amount of saving throws you have to pass increases.
if you fail a saving throw your HP is reduced by 50% but you keep the power bonuses.
Once you pass the initial saving throws the Kaiokein is permanent for the rest of the encounter. (you can eat a senzu bean to heal)
if your HP falls below 100 you cannont maintain a Kaiokein.
Even though you can do Kaiokein unlimited times its effects are rasing your power to astronomical levels if your power grows over 30 times your base powerlevel under Kaiokien you also have to make a save against your body giving out (with no bonuses). if you fail you become unable to move unless healed.
SUPER SAYJAIN:
Super Sayjian allows the user to mutiply their power level by X50. This ability makes the Kaiokein obsolete. And is the reason the Sayian is the most powerful race in Dragonball.
Only Sayians can do it.
SUPER SAYIAN 2:
X 100 no penties
Super Sayian 3:
X 200
Super Sayian 4:
X 400
To reach any level of super Sayian you must be granted the power by the GM. In the show super sayians are created through strong emotions.
POWER CONCEALMENT:
Power Concealment is a technique perfected on Earth. Earthlings can learn it at power level 100, all other races must be at least level 5,000 to learn.
Half breeds learn this power as easily as humans.
POWER SENSING:
A technique that Nameks and earthlings are familar with but other races are not. Any race however may learn it but they must learn it by training on earth or namek. This allows you to detect enemy fighting level without a scouter.
Human Adrenaline:
In a time of need, humans can double their power by X 10. They cannot control this increase though, only the GM does...(unless the human had adrenaline pills or shots)
This is instant and without penalty. It is no match for a super sayian but at least it's something.
Hybrid stacking:
Hybrids can stack human adrenaline and Super sayian.
Namek Fusion: A Namek character can permanently fuse with another Namek Character. (this fusion is permanent, if 2 player charecters fuse only 1 person gets to keep their character...its better to fuze with NPC's).
if this happens you take both power levels, add them together and multiply by 50 and you get the new power-level.
Magic Powers Optional expanison rule
This rule was used to support the RARE art of magic inside of DBZ, Magic is probably the ONLY option a starting player would have to take out a high level character since KI power growth is WITHOUT LIMITS. Magic growth is also without limits but it operates on different rules then magic.
Also a user with a power level over 10,000 will automatically DESTROY magical artifacts they are wearing. Ki energy over a 10,000 level charge will demagicetize artifacts. That is why magic favors the newer characters...
A player can learn magic if they find a magic artifact. Once you find a magic artifact you can learn magic by getting a 15 or better on a d20 roll. A player can learn magic from a magic teacher NPC by paying for or receiving lessons and getting a10 or better on a d20 learn check. A player can teach themselves magic by scoring a crit on a learn check. However they must follow that crit by rolling a 10 or better on their "test spell" roll following this...otherwise they dont learn magic. However failing the test spell lowers the diffculty of teaching yourself magic by 1. So you no longer would need a crit you could get a 19. However if you roll a 19 and then fail the cast it doesnt lower to 18, only crit learn rolls lower the overall diffculty of the test cast fails.
Magic power or (MP) Characters will ALWAYS have 50 MP max forever. THigh level checters can still use magical spells that cost 50 or less and recharge with mana potions but only low level charecters can wear artifacts to use higher magic without their own KI-power destroying the magical artifact. Magic power doesn't heal itself or recover with rest. Only way to get MP back is to drink magic potions or to come in contact with magical artifacts. What this means is if you learn magic you have 50 Mana to use and once it runs out, you need a magic potion or some other magical object to restore it. Drinking a magic potion will always heal you to full MP, and touching a magical artifact will restore you to full MP. That's the only way to get back MP and you only have 50 MP to use so if the spell costs more then 50 MP you need to be holding or wearing a magical item because that will provide you with additional MP. (Rule of thumb is casting power goes up by 2X for each magical item you are in contact with.)
High level mages require magical items to cast but their spell power is also going to be unlimited. However as a disadvantage, magical items can be destroyed by KI users typically very easily.
Death Ray: 100 MP.
Death Ray moves at lightspeed. It kills someone when it hits them, no questions asked. it can be blocked by using a mirror or something to reflact it back at the user...it cannot be blocked with any sort of ki attack or shield.
Speed: To detrmine if deathray hits or not you would need to look at the charecter 'death ray' was attacking. if their speed is high they would of preceived the casters arm pointing at them and heard the spell cast. Since the caster needs to shout an incanation to cast this spell and point at the target a fighter who can move at "superman like speeds" should be able to move so fast the caster cant target them. However the caster still has a chance as the hero might be unware....
Senzu beans (blessed magic): senzu beans are magical beans that fully heal you if eaten. This can be useful for not only healing yourself in combat but eating a Senzu bean within 1 round of failing a X30 saving throw allows you to go another X30 beyond that powerlevel, and would allow you to stack a kaiokein X30 onto a Keiokein X30. (all races could to this). Mages cannot create senzu beans as the magic that is used to create them is only known to one being in the universe.
Heal spell: (25 MP)
Heals target for 1/2 max HP.
Elemental magic: 10HP
Shoots an elemental blast at target. (Can be used to counter or countered by KI blasts.)
3 combat winds
If life force reaches Zero, then the character stays up. However if life force goes under zero the character falls unconscious at the end of the turn.
To stay up the character can recharge their life-force.
To recharge life force a characters power level reading is reduced by 20%. (this doesn't affect their actual combat skills just the overall power reading in other words, if vegetas powerlevel is 2,000 and then he recharges his lifeforce the powerlevel he reads at is 1,000 but he still has all the powers he had at 2,000. The reason why his power is at 1,600 is to simulate how he is pushing to stay alive and fight. The 3rd time his powerlevel will read 1280. If he is defeated again he will not be able to get back up. (there is a special case on this...)
They can do this 2 times.
So basically if Rage's lifeforce is 5 and he gets hit for 5 then he is at 0. He is still up and doesn't have to recharge if he doesn't want to.
Next turn he gets hit again for 10 and is at -10.
He can reduce his powerlevel reading by 50% to bring his health back up to 5.
This doesn't affect his stats, as life force accounts for 3 winds. If the charecter falls a 3rd time he dies.
Fighting all out
A charecter can combine all his winds into 1. if he does so his total Life force becomes Life force * 2 * 3= Total for all out life force.
So if a charecter has a life force of 5 his all out life force would be 30.
Killing blow
Even with a second and third wind it is possible to kill a charecter on their first wind. To do so they needs to be reduced to a negitve life force below 3 times their standard life force value. So If someones life force is 5, and he is reduced to -15 he is 1 point away from permedeath of -16 will kill him
Humans are underpowered!!!:
This is true, but humans can stack human adrenaline with Kaiokein.
Sayians cannot stack Super Sayjian forms with Kaiokein.
Also with senzu bean a human can stack a Kaiokein X30 onto a kaiokein times 30.
This is a combat example for powerlevels above 200. Notice how much more these guys are able to do now.
Flow of Combat
Combat in this system needs to evolve at higher levels. Characters will start out about as skilled as Jackie Chan was in his prime. They can punch kick and do some interesting martial arts acrobatics. As they evolve they will be able to fight at light speed and blow up entire planets.
The system must reflect this rapid change in power.
Running a DBZ game
A traditional GM will not be able to run a DBZ game as puzzles and traditional roleplay are not typically possible. High level DBZ characters do not need to roam through Dungeons they can smash through them.
This system can be extremely frustrating for a GM or DM as power gamers will thrive on it. The point of the system is combat so let the dice decide. Your players must be tested with powerful opponents that threaten planets. Expect your players to do the unexpected.
The Kai's
In dragonball powerful beings known as Kais protect earth. They start out MUCH more powerful then ANYONE on the show for a long time. Once goku reaches the power of over a few million however no Kai matches his power on the show. But until the party is that strong the Kai's can be used as a way to keep the party in order. A good rule of thumb is to make the strongest Kai in the universe at a power of about 1 million or so.
GM: You are approached by 10 armed guards, weapons pointed at you. Their power levels are far below yours but they are civilians, they think you are the enemy invader.
Party: We blast through the human guards (they would be able to do this easily)
GM: The Kai's send you a message telling you to stop killing people.
Party: We refuse and we want to join with the enemies team.
GM: You team up with the alien invaders and the Kai's send an army down to earth to fight you in a last dicth effort. Their power levels are unheard of. Normally the Kai's would not interfere with matters on earth...but you have given the planet no chance...so in a final attempt to save earth they have come to bring you down. Prepare to die.
The Kais are a good check and balance but eventually any Sayjains in the party should surpass a Kai power level.
Death
If a character dies they are sent to "Otherworld" where they must remain unless they are brought back to life or given special privileges by King Yemmon and the Kai's. The Heavens typically let the living handle wars in the universe but under grave circumstances the lines from otherworld can be broken. The GM has full control over what he allows.
Seven magic Dragon Balls
The Seven magic dragons balls are gathered from the corner of the earth and can grand the summoner one wish.
Another DBZ video to display how the system should work. Powerlevels are over 20 million at this point. Notice how limitless their power seems.
Example Combat
using all rules
------------------------------------------------------
For this example we are going to have Dan and Paul fight Bob and Geoff.
All the characters except for Pauls will be at power level 1,000 but Paul will be at 2,000.
Example below:
I have not been able to come up with a system that I felt was true to the show and that works in combat and is easy without a lot of math. Therefore their is no example fight yet. I am still working through the system
another video to demonstrate how hard it is to make a system true to the show:
Version: .45
This is an example of lower level DBZ combat. Even at powerlevel 200 or less the charecters fight like this...actually I think their powerlevels are only 80 here.
Goals of this system:
This system is designed for amazing physics defying martial arts fights. This system is also designed to sustain unlimited charecter advancement. What this means basically is that in the show we have Goku who goes from a power level of 20 to 250,000,000 by the end of the show.
The system will support this growth.
The appeal to this will be their is no limit to how powerful an enemy or your character can be, this results in players never having to reroll to start a group up. This also causes problems because a power level 10,000 could kill a powerlevel 100 with his PINKY finger in the show. In the system we will support this as well. The difference in power will not be watered down, however their will be "all powerful attacks" that charecters will be able to learn at powerlevels as low as 5.
For example: The "Ray of death" which is a magic spell not a KI attack can be learned at power level 5. The reason for this is that it doesnt use "life energy" and is not a "martial arts power" it is a magical power. Magic rarely exists in Dragonball but when it does it proves to be VERY useful. Most of the charecters use their own martial arts energy to cast their all powerful attacks, by using magic a weaker charecter can gain an edge even at lower levels.
How combat works:
Combat is broken into the following phases.
Surprise phase:
If one enemy has power concealment (and enough skill to charge up fast enough to attack), or the enemy lacks power detection or visual detection one side gets a surprise round.
Initiative phase:
To figure this out the Game master needs to divide the higher powerlevel by the lower powerlevel.
For example if a powerlevel of 1000 was fighting a powerlevel of 1000 the answer would be 1. This is how many d20’s the stronger player gets to roll for initiative. (you always round down)
Since both players are even they only roll 1 d20.
Now lets try the same rules for 1000 vs 100.
1000/100= 10 so the stronger person gets to roll 10 and the weaker gets to roll one.
The stronger player gets 10 chances to roll high but he has to keep the roll he ends up with if he rolls.
Or…he can take two and roll two d20s and add the result together.
(The stronger player always gets this option if his dice chance is over 2)
Combat: Once Initiative is figured out the entire rest of the encounter is in COMBAT phase. Combat turns work like this.
Speed action: Players get one speed action, (it can be used to move swiftly or attack quickly)
Brute action: Players get one brute action, it can be used to move normally but carefully or attack powerfully.
Other action: Players get 2 other minor actions
Special attacks: Special attacks use all your actions up but do devastating things. (all charge beams are special attacks)
Combat ends: Combat ends when someone dies, falls helpless, leaves the area or surrenders.
Races:
Sayains: Start at power level 20. Power level doubles after every 5 battles or any battle where there power was under 50%
Sayains have to train 5 days to double their power. If they eat well afterward every session they can reduce it to 3 days, even if they train alone.
Can go super sayain.
Humans: Start at power level 10. Humans can produce powerful multiplier attacks when they get adrenaline surges.
Humans have to train 5 days to double their power. If they train with a Sayain they can reduce it to 2 days. If they train with a Namek 3 days. If they train with another human 4 days.
Nameks: (green dudes): Start at power level 20
Nameks can regenerate body parts.
Nameks can double their power in 3 days training, no matter what.
Human/Sayain Hybrid: Start at power level 30. Power level doubles after every 5 battles or any battle where there power was under 50% and they can produce powerful multiplier attacks when they get adrenaline surges.
have to train 5 days to double their power. If they eat well afterward every session they can reduce it to 3 days, even if they train alone. . If they train with a Sayain they can reduce it to 2 days.
Human Sayain Hybrids grow weaker at age 18 due to puberty interfering with their mixed blood and their total power is reduced by 80% on their 19th birthday.
Can go super sayain.
Power level breakdown:
Power level can be put into different areas: Defense/Life force/Offense
For example: we have a character of a power level of 550.
We distribute as the following…
(NOTE EVERY TIME YOU SUCCESSFULLY Double your power level through training or through a racial ability you can COMPLETELY redistribute your points. However points to add from normal combat can only be added to specific areas and you cant move them around until you double your level)
Offense: 100 / D8 multiplier, brute action (D4 if speed action but you get to attack twice)
Defense: 300 /D8 multiplier
Life force: 100 /D10 mutiplier (can be used once at the start of combat)
Speed: 50 /D6 multiplier Beam attacks have a d10 speed mutiplier
This means the following, they have 100 hp, they automatically deflect any attacks with damages under 300. defense has a D8 multiplier over 300.
If they attack they deal 100 damage. But attacks also have a D8 multiplier.
They can also charge HP and speed, (charging will be explained next)
Speed determines both your dodge and your hit chance. Your speed multiplied by a d6 roll vs opponents speed (add multiplied by a d6 roll if they dodge).
Charging: Charging works on a D4 multiplier and is rolled on 1 stat per round.
You can only charge TEN times in a row and charges go away after 10 mins or if you power down. You can charge for ten rounds, rest 1 and charge for 10 rounds again however. If any stat grows 30 times higher then its base number though, you have to roll a d20 save against your body giving out.
In other words, lets use my example guy again.
Offense: 100 * 4 would be a charge of 400.
Defense: 300
Life force: 100
Speed: 50
Total power level would be: 400+ 300 + 100 + 50= 850
Zero dropping
If a powerlevel of 160,000 was fighting someone of 16 the 160,000 person should win without a doubt. However if a 160,000 person was fighting someone of 60,000 there is still a chance. However the high numbers are a problem so in this case you just drop the zeros
160,000 becomes = 160 or even 16
60,000 becomes = 60 or even 6
If a level 16 tried to fight a 160,000 or a 60,000 it would be an effortless kill for the 160,000 or the 60,000 so its no point in even worrying about.
Experience
If you defeat someone you take their power-level and divide by 4 and they divide that number by the number of party members and each party member gets that number added to their current power level.
Exceptions: Sayains-blooded peoples power level automatically doubles every 5 battles.
Training for experience:
You can train with a partner or alone.
if you train with weighted clothing it takes 50% off your training time.
Training with a partner provides the bonuses outlined for your race.
If your training is interrupted you gain simply a 10 power level bonus. (just add the number 10 to your powerlevel, no matter how strong you are interrupted training always gives 10 bonus.
The loophole is you can stack these but you can only attempt to train 3 times per day. (good newbie tactic at lower levels)
Powers:
Basic attacks: Punch, Kick or Speed blast…..
Maskeno Speed action: Deals attack power x D8 damage in a range attack. (attack once, but high damage for a speed action)
Speed blast/ Speed action (basic attack Like a standard speed punch or kick deals attack power x D4. (attack twice)
Kameyameya: Brute action Deals attack power X D10 of damage. You cannot use your speed action for anything but a basic attack, or a basic move.
Charge Kameyameya: Special action Deals attack power X D10 times however many rounds you charge for.
This power can be felt by the entire planet and also the user may have trouble controlling the power if they attempt to charge for more then 10 rounds. After ten rounds they have to make a save to see if their body will hold up. Also player can increase the size of the beam to up to 3 squares (not the size of the explosion but the size of the beam..., the size of the beam is calculated by charge time /2 for a max size of 3)
Special beam cannon:
Special action Always takes 2 rounds to charge. Uses all other actions up. Deals attack power times 15 times a D2 always.
Galtic gun: special action Deals attack power X D8 X however many rounds you charge + 500.
(this attack is powerful at low levels but weaker at high levels)
Super Galic gun: Works just like a charge Kameyamaya, only a super sayain can do.
No limits to how long you can charge though, you can charge this forever. Also player can increase the size of the beam to unlimited size (not the size of the explosion but the size of the beam..., the size of the beam is calculated by charge time /2 for an unlimited max size)
Quick move:
Special action Move 10X your speed
Speed move: speed action Move 2X your speed. (this is a basic move)
Cautious Move: brute action
Move your speed. (this is a basic move)
Flying: if you’re flying your fly speed is always 3X your run speed.
Exploding damage: for every X2 damage over 100 that a beam spell does it increases its explosion range by X2. So a beam that does 100 damage covers 1 square. A beam that does 200 damage covers 4 squares. A beam that does 400 damage covers 8 squares. A beam that does 800 damage covers 16 squares. (this is just for the explosion)
Exploding damage with larger beams: If the beam is already 3 sqaures big and its damage is 200, then the beams range will be 6 because you mutiply it by 2.
Life force multiplier: earlier I said Life force had a d10 multiplier. The multiplier can only be once per round and its a brute action. Basically, you can times your current HP by a d10 once per encounter at the cost of a brute action.
Kaiokein X2: Special action: Multiplies all your stats by 2. 1 round charge. No saving throw.
Kaiokein X3: Multiplies all stats by 3. 1 round charge. Saving throw needed. Current powerlevel /5000 is your + bonus to the throw which has to be over 10.
Kaiokein can go up to any number but the amount of saving throws you have to pass increases.
if you fail a saving throw your HP is reduced by 50% but you keep the power bonuses.
Once you pass the initial saving throws the Kaiokein is permanent for the rest of the encounter. (you can eat a senzu bean to heal)
if your HP falls below 100 you cannont maintain a Kaiokein.
Even though you can do Kaiokein unlimited times its effects are rasing your power to astronomical levels if your power grows over 30 times your base powerlevel under Kaiokien you also have to make a save against your body giving out (with no bonuses). if you fail you become unable to move unless healed.
SUPER SAYJAIN:
Super Sayjian allows the user to mutiply their power level by X50. This ability makes the Kaiokein obsolete. And is the reason the Sayian is the most powerful race in Dragonball.
Only Sayians can do it.
SUPER SAYIAN 2:
X 100 no penties
Super Sayian 3:
X 200
Super Sayian 4:
X 400
To reach any level of super Sayian you must be granted the power by the GM. In the show super sayians are created through strong emotions.
POWER CONCEALMENT:
Power Concealment is a technique perfected on Earth. Earthlings can learn it at power level 100, all other races must be at least level 5,000 to learn.
Half breeds learn this power as easily as humans.
POWER SENSING:
A technique that Nameks and earthlings are familar with but other races are not. Any race however may learn it but they must learn it by training on earth or namek. This allows you to detect enemy fighting level without a scouter.
Human Adrenaline:
In a time of need, humans can double their power by X 10. They cannot control this increase though, only the GM does...(unless the human had adrenaline pills or shots)
This is instant and without penalty. It is no match for a super sayian but at least it's something.
Hybrid stacking:
Hybrids can stack human adrenaline and Super sayian.
Namek Fusion: A Namek character can permanently fuse with another Namek Character. (this fusion is permanent, if 2 player charecters fuse only 1 person gets to keep their character...its better to fuze with NPC's).
if this happens you take both power levels, add them together and multiply by 50 and you get the new power-level.
Magic Powers Optional expanison rule
This rule was used to support the RARE art of magic inside of DBZ, Magic is probably the ONLY option a starting player would have to take out a high level character since KI power growth is WITHOUT LIMITS. Magic growth is also without limits but it operates on different rules then magic.
Also a user with a power level over 10,000 will automatically DESTROY magical artifacts they are wearing. Ki energy over a 10,000 level charge will demagicetize artifacts. That is why magic favors the newer characters...
A player can learn magic if they find a magic artifact. Once you find a magic artifact you can learn magic by getting a 15 or better on a d20 roll. A player can learn magic from a magic teacher NPC by paying for or receiving lessons and getting a10 or better on a d20 learn check. A player can teach themselves magic by scoring a crit on a learn check. However they must follow that crit by rolling a 10 or better on their "test spell" roll following this...otherwise they dont learn magic. However failing the test spell lowers the diffculty of teaching yourself magic by 1. So you no longer would need a crit you could get a 19. However if you roll a 19 and then fail the cast it doesnt lower to 18, only crit learn rolls lower the overall diffculty of the test cast fails.
Magic power or (MP) Characters will ALWAYS have 50 MP max forever. THigh level checters can still use magical spells that cost 50 or less and recharge with mana potions but only low level charecters can wear artifacts to use higher magic without their own KI-power destroying the magical artifact. Magic power doesn't heal itself or recover with rest. Only way to get MP back is to drink magic potions or to come in contact with magical artifacts. What this means is if you learn magic you have 50 Mana to use and once it runs out, you need a magic potion or some other magical object to restore it. Drinking a magic potion will always heal you to full MP, and touching a magical artifact will restore you to full MP. That's the only way to get back MP and you only have 50 MP to use so if the spell costs more then 50 MP you need to be holding or wearing a magical item because that will provide you with additional MP. (Rule of thumb is casting power goes up by 2X for each magical item you are in contact with.)
High level mages require magical items to cast but their spell power is also going to be unlimited. However as a disadvantage, magical items can be destroyed by KI users typically very easily.
Death Ray: 100 MP.
Death Ray moves at lightspeed. It kills someone when it hits them, no questions asked. it can be blocked by using a mirror or something to reflact it back at the user...it cannot be blocked with any sort of ki attack or shield.
Speed: To detrmine if deathray hits or not you would need to look at the charecter 'death ray' was attacking. if their speed is high they would of preceived the casters arm pointing at them and heard the spell cast. Since the caster needs to shout an incanation to cast this spell and point at the target a fighter who can move at "superman like speeds" should be able to move so fast the caster cant target them. However the caster still has a chance as the hero might be unware....
Senzu beans (blessed magic): senzu beans are magical beans that fully heal you if eaten. This can be useful for not only healing yourself in combat but eating a Senzu bean within 1 round of failing a X30 saving throw allows you to go another X30 beyond that powerlevel, and would allow you to stack a kaiokein X30 onto a Keiokein X30. (all races could to this). Mages cannot create senzu beans as the magic that is used to create them is only known to one being in the universe.
Heal spell: (25 MP)
Heals target for 1/2 max HP.
Elemental magic: 10HP
Shoots an elemental blast at target. (Can be used to counter or countered by KI blasts.)
3 combat winds
If life force reaches Zero, then the character stays up. However if life force goes under zero the character falls unconscious at the end of the turn.
To stay up the character can recharge their life-force.
To recharge life force a characters power level reading is reduced by 20%. (this doesn't affect their actual combat skills just the overall power reading in other words, if vegetas powerlevel is 2,000 and then he recharges his lifeforce the powerlevel he reads at is 1,000 but he still has all the powers he had at 2,000. The reason why his power is at 1,600 is to simulate how he is pushing to stay alive and fight. The 3rd time his powerlevel will read 1280. If he is defeated again he will not be able to get back up. (there is a special case on this...)
They can do this 2 times.
So basically if Rage's lifeforce is 5 and he gets hit for 5 then he is at 0. He is still up and doesn't have to recharge if he doesn't want to.
Next turn he gets hit again for 10 and is at -10.
He can reduce his powerlevel reading by 50% to bring his health back up to 5.
This doesn't affect his stats, as life force accounts for 3 winds. If the charecter falls a 3rd time he dies.
Fighting all out
A charecter can combine all his winds into 1. if he does so his total Life force becomes Life force * 2 * 3= Total for all out life force.
So if a charecter has a life force of 5 his all out life force would be 30.
Killing blow
Even with a second and third wind it is possible to kill a charecter on their first wind. To do so they needs to be reduced to a negitve life force below 3 times their standard life force value. So If someones life force is 5, and he is reduced to -15 he is 1 point away from permedeath of -16 will kill him
Humans are underpowered!!!:
This is true, but humans can stack human adrenaline with Kaiokein.
Sayians cannot stack Super Sayjian forms with Kaiokein.
Also with senzu bean a human can stack a Kaiokein X30 onto a kaiokein times 30.
This is a combat example for powerlevels above 200. Notice how much more these guys are able to do now.
Flow of Combat
Combat in this system needs to evolve at higher levels. Characters will start out about as skilled as Jackie Chan was in his prime. They can punch kick and do some interesting martial arts acrobatics. As they evolve they will be able to fight at light speed and blow up entire planets.
The system must reflect this rapid change in power.
Running a DBZ game
A traditional GM will not be able to run a DBZ game as puzzles and traditional roleplay are not typically possible. High level DBZ characters do not need to roam through Dungeons they can smash through them.
This system can be extremely frustrating for a GM or DM as power gamers will thrive on it. The point of the system is combat so let the dice decide. Your players must be tested with powerful opponents that threaten planets. Expect your players to do the unexpected.
The Kai's
In dragonball powerful beings known as Kais protect earth. They start out MUCH more powerful then ANYONE on the show for a long time. Once goku reaches the power of over a few million however no Kai matches his power on the show. But until the party is that strong the Kai's can be used as a way to keep the party in order. A good rule of thumb is to make the strongest Kai in the universe at a power of about 1 million or so.
GM: You are approached by 10 armed guards, weapons pointed at you. Their power levels are far below yours but they are civilians, they think you are the enemy invader.
Party: We blast through the human guards (they would be able to do this easily)
GM: The Kai's send you a message telling you to stop killing people.
Party: We refuse and we want to join with the enemies team.
GM: You team up with the alien invaders and the Kai's send an army down to earth to fight you in a last dicth effort. Their power levels are unheard of. Normally the Kai's would not interfere with matters on earth...but you have given the planet no chance...so in a final attempt to save earth they have come to bring you down. Prepare to die.
The Kais are a good check and balance but eventually any Sayjains in the party should surpass a Kai power level.
Death
If a character dies they are sent to "Otherworld" where they must remain unless they are brought back to life or given special privileges by King Yemmon and the Kai's. The Heavens typically let the living handle wars in the universe but under grave circumstances the lines from otherworld can be broken. The GM has full control over what he allows.
Seven magic Dragon Balls
The Seven magic dragons balls are gathered from the corner of the earth and can grand the summoner one wish.
Another DBZ video to display how the system should work. Powerlevels are over 20 million at this point. Notice how limitless their power seems.
Example Combat
using all rules
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For this example we are going to have Dan and Paul fight Bob and Geoff.
All the characters except for Pauls will be at power level 1,000 but Paul will be at 2,000.
Example below:
I have not been able to come up with a system that I felt was true to the show and that works in combat and is easy without a lot of math. Therefore their is no example fight yet. I am still working through the system
another video to demonstrate how hard it is to make a system true to the show: