Z-Ball
The Unofficial Dragon Ball Z RPG

Statistics

Base Power Level:
This is the character's power level before any multipliers from skill or power-ups.

Basic Power Multiplier:
Mutiply the base power level tof a character by this  times their skill to get their current power level. Remember, this multiplier can be increased by powering-up, or using more powerful attacks.

Skill:
A measure of the character's martial skill. Note that it's quite possible to have a high-skill, low power character, like Yamcha, Kame-sensei, or Kaioshin. The inverse is also possible, as in Goku or Gohan.

Extra Power Multiplier:
This multiplier multiplies all the other power multipliers, and is cumulative. For example:

Super Saiya-jin Mode Level 1:(Extra Power Multiplier x3)
Super Saiya-jin Mode Level 2:(Extra Power Multiplier x3)
Super Saiya-jin Mode Level 3:(Extra Power Multiplier x3)

So, a Saiya-jin in Super mode 1 multiplies his normal power level by x3. If he's in level 2, it total multiplier is x9. Level 3, x27. Then there's still the Normal and Skill multipliers to multiply by!

Smarts:
Smarts measure how smart a character is .Used mainly for inventing and figuring out stuff.

Cool:
Cool measures how cool a character is. This affects how well other characters react to them.

Karma:
Karma is a measure of the character's good deeds. Positive Karma helps when the GM thinks a random or risky event is involved, but which doesn't have much plot significance. Negative Karma does the opposite, hindering luck in such situations. Furthermore, a character (PC or NPC) may spend a point of Karma to escape death once, guarantee a hit with one attack, gaurantee a successful defense with one defense, or shift their attacks or defenses ONE BETTER for an entire session. Should the character ever hit negative Karma, the GM is fully entitled to let the character gain back a point in exchange for something really bad happening to that character.

Traits

A character will usually also have a number of traits to better describe them. For example, Piccolo and Vegeta have the Tactical Genius trait, Goku has the Strong, Fast, and Clueless traits, and so on.

Following is a list a traits and their descriptions.

Bad Haircut/Bald
Taking Bad Haircut or Bald reduces the character's starting Cool by 1, but raises their Base Power Level x2, or +1 to if their Base Power Level is already being multiplied, as for Evil. This is for character creation purposes only.

Strong
All physical attacks and feats involving physical strength shift ONE BETTERrank on the result table. For example, Gohan's 770 power attack versus Raditz's 1200 power defense would normally reduce Raditz's power level by 1/6, but because Gohan is Strong, we shift ONE BETTER to 1/3.

Fast
All actions involving combat speed and reactions shift ONE BETTER. Noncombat speed, i.e. travelling speed flying, running, walking, etc. is unaffected. Example: In the battle with Raditz, Goku elects to dodge. Comparing his 410 power level vs. Raditz's 1200 power level gives a ratio of 1:3 which is reduced to 1:2 -- which is further reduced to 1:1 because Goku is Fast. So Goku doesn't get hit.

Tough
All damage received by the character is shifted ONE BETTER with respect to the target. Example: Piccolo gets hit by Raditz's Ki blast. Comparing 1200 to 400, we get a ratio of 3:1, which is reduced to 2:1 or 1/2 current power loss. This is described as having Piccolo lose an arm...but not care much.

Energized
All ki attacks and powers used by the character get shifterd ONE BETTER with respect to results. Be careful with allowing people to have this! Example: In the example under Strong above, we figured Gohan would do 1/3 damage, because it is a 1:1 modified ratio attack. Suppose Gohan also had the energized trait. His attack would now be effectively 2:1 and reduce Raditz's current power level by 1/2!

Tactical Genius
The character may ask for one free hint per gaming session regarding other characters' plans, be the PC or NPC. The usefulness and accuracy of the hint is entirely up to the GM, but it is suggested that it simply be something to help move the plot along.

Mechanical Genius
The character, with a sucessful Smarts roll, can invent about anything within the limits of available technology. She can also repair pretty much anything without having to roll. Remember, inventions are basically plot devices. If it doesn't advance the plot, make her fail, not have the right parts, or when all else fails, blow it up (my favorite!).

Clueless
The character must make a Smarts roll anytime they try to deduce anything. I mean anything. Take the example of Goku thinking that moths had gotten to his uniform after he had pretty much worn it out.

Clumsy Around the Opposite Sex/Pervert
The character tends to act in the stated way around the opposite sex, giving him a -1 Cool penalty. If the character is judged to role-play this really well (like asking Shenlong for panties) they should be rewarded with a Karma point at adventure's end.

Mean/Evil/Diabolical
The character is villianous, to a degree indicated by the trait. In return, their Base Power Level is raised proportionately:

        Mean            x2 Base Power Level
        Evil              x3 Base Power Level
        Diabolical     x4 Base Power Level

This is for the purposes of character creation only. In addition, the character must take 1, 2, or 3 of the following traits (as proportionate to their evil):

Sadistic, Plays with Foes
Bullies the Weak
Likes to Gloat
Genocidal
Kills Without a Second Thought
Megalomanical
Eats People and Likes It

If the character does not role-play these traits well, the GM should penalize him by -1 Karma at the end of the adventure.

Finally, the character starts at -1,-2, or -3 Karma, as appropriate.
 

Damage

To figure out damage in combat, simply compare the current power level of the attacker to that of the defender, then look it up on the following chart. Then, modify it for whatever traits both characters have (traits are cumulative.)

Power Level Ratio    Base Damage Level
1:2 or less                 1/6 current power level loss
1:1                            1/3 current power level loss
2:1                            1/2current power level loss
3:1                            2/3 current power level loss
4:1                            Slow kill
5+:1                          Instant vaporization

Defense

Defense works much like damage. Compare power levels and use the following chart:

Power Level Ratio    Success Level
2:1 to 1:1                  Parry succeds
1:1                            Block, Dodge, Parry succeed
less than 1:1             Block, Dodge, Parry, Reflect succeed;
                                 Reflect does Defender's Power Level - Attacker's Power Level
                                 damage to Attacker
Powers

There are only a few basic kinds of powers. These powers are 'fleshed out' by their Special Effects, i.e. what the look like, how they are used. Commonly, there's some chant or incantation to use a power. For example, to use Kaioken (Power-Up (Infinite) ), Goku shouts, "KAIOKEN -- TIMES (kaioken level)."

Power-Up

Power-Up adds to the characters Power Multiplier by the amount indicated. For example, Power-Up(2) increases the characters multiplier by two, in normal cases from x1 to x3.
A Power-Up lasts for one Scene.

Variations:
Awaken: A Power-Up can be made into a permanent increase of oneself or other using this variation. Each particular Awaken Power-Up may only be used once per character affected, per Power-Up. (-1)

Infinite: The Power-Up has no maximum limit, in theory. In practice, there is always some limiting factor, and it's always a big one. For example, Kaioken runs an increasing chance of destroying the character if he goes beyond 2x power-up. (+2)

Short Time: The Power-Up only last four rounds. (-1)

Attack:

Attack temporarily raises the character's Power Multiplier for the purposes of one (1) attack.
In essence, it is a Power-Up for one attack only.

Variations:

Infinite: The Attack has no maximum limit, in theory. In practice, there is always some limiting factor, and it's always a big one. For example, the Spirit Bomb is limited by the power available in the nearby natural world (i.e., GM's fiat.) (+2)

Slow: Defenders are ONE BETTER to dodge the attack. (-1)

Long Start: It takes one Scene to prepare the attack. (-2)

Fast: Defenders are ONE WORSE to defend against the attack. (+1)

Armor-Piercing: The attack is ONE BETTER for purposes of penetrating defenses. It still does the same level of damage, though. (+1)

Remote Control: The attacker has incredible control over his attack, such that he can make it easily turn at will. Note that all attacks are presumed to have some degree of control, but a Remote Control attack has extreme control over and above the norm.
    In battle, if this attack misses or is successfully blocked, parried or dodged, the attacker may choose to forgo all actions in the next round in favor of controlling this attack to go around the opponent's defenses for another shot.(+1)

Sub-Variations:
Seeking: The attack need not be guided, it will follow its target on its own. (+2, including base +1 from Remote Control.)

No Finesse: The attack may not be controlled to avoid obstacles or chase enemies, even if the player spends a Karma point. (-0.5)

Aligned: The attack is ineffectively against a target with the right Karma score.

Sub-Variations:
Good: Those with Karma 3 or better take NO DAMAGE from the attack and may actually bounce it toward an opponent (normal attack.)
Evil:Those with Karma -3 or worse take NO DAMAGE from the attack and may reflect it as above.

Area Effect: The attack explodes or otherwise envelops an area greater than one character. Effects and costs are as follows:

    Sample target    Who it affects                            Dodge Penalty
    Car                    People standing next to target            -1
    Building            People nearby target                          -2
    Mountain           Anybody nearby                               -3
    City                   Everybody in 5-mile radius               -4
    Planet                Everybody on the planet                    -5

Cost is (-(Dodge Penalty)+1).

Nonlethal:
The attack is less than an attempt to kill or harm the target. Nonlethal attacks are grouped into three categories: Annoying, Stunning, and Incapacitating. Each kind is progressively harder to use successfully, but also progressively more powerful.

Examples and effects:

Category                Example                Bonus to Succeed                Effect
Annoying               Slap                        TWO BETTER                  Target must roll Cool or
                                                                                                         better on a d10, or be
                                                                                                         distracted for 1 round

Stunning                Solar Flare               ONE BETTER                   Target cannot attack
                                                                                                         or defend for 4 rounds

Incapacitating        Body Bind                same                                   Target cannot attack or
                                                                                                           defend for entire Scene

Thus for Tien (power level 1800 or so) to succeed with his Solar Flare versus Napa (Power Level 4000), he would normally have to be at least around power level 4000 -- but since the attack is Nonlethal Stunning, his success chance are one better on the chart, i.e. instead of having a 1:2 ratio with power level 1800, he effectively has a ratio of 1:1, which is enough to succeed.

Cost: Annoying -1, Stunning +0, Incapitating +1

Mode

A Mode is like a Power-Up, except Modes multiply the Power Multiplier itself, and do not add to the Power Multiplier. Modes are also cumulative, so if you have two x3 Modes, your final Multiplier (without taking anything else into account) is x9.

A character usually doesn't start with a Mode, since modes must be activiated by die roll.

To activate a Mode, the player must roll their Mode Skill or more on a d10. If the player fails, they may try again the next round. A Mode, like a Power-Up, lasts for one Scene unless otherwise modified.

A Mode Skill begins at a negative value equal to the multiplier of the Mode. For example, Freeza's Mode 2 is 1.5, so he would have started at -1.5 on his Mode Skill, which is Rage.

A Mode Skill may be temporarily increased by the right conditions. Here's a sample table for Rage:

Bonus        Evil actions done by enemy        Personal attacks involved
+1               Threatening innocents                 Attacking a friend
+2                Killing innocents                        Attacking a loved one
+3                Killing innocents en masse

Other Mode Skills known: Body Mastery

Cost: (Mode Skill + Mode Multiplier)

Multiform

Multiform allows the character to split into several copies. Each copy has a proportionate power level to the original, as would be determined by the number of copies. For example, when Tien uses his Multiform technique, he splits into 4 copies, each of which has 1/4 the power level of the original Tien. But when Piccolo uses his Split Form technique to split himself in two, each half has 1/2 the power level of the original.(number of forms)

Regeneration

Regeneration allows the character to recover his power level more quickly when hurt. Each time it is used, the character may multiply his current power level by his Regeneration score, but may never exceed his normal power level.(var.)

Variations:

Automatic: The character regenerates automatically, unless he takes enough damage to kill him. (x2)

Nigh Immortal: The character must be partially or totallly destroyed to be killed. Costs are as follows:

        Destroy this part to kill character          Cost
        Body Part (head, etc.)                           x2
        Specific Cell                                          x3
        Every part                                              x4

Stretching

The character may stretch his limbs out to attack from afar. In game terms, this means he may attack any character in the current fight, unless somehow prevented from stretching. (1)

Telepathy

The character may contact others from any distance by talking directly to their mind.(1)

Sense Ki

The character may sense the type and kind of ki emitted by any and all living things. This allows him to get a general idea of where people are and their power level (at cost of 1), sense whether they are good or evil, and who they are if the character knows them personally (at cost of 2), or pinpoint an exact person and location anywhere (at cost of 3.)

Variations:

Inner Sight:
The character may view anything, anywhere provided he is in the right position and has a general idea of where to look. In game terms, this means that if the GM rules you can't see it, you can't see it.(+2)

Telekinesis

The character may lift things, with his max capacity governed by his power level as follows:

Power Level            Sample Object
400                          small hill
3400                        the Great Pyramid of Giza

Telekinesis may be used to train to increase one's power level, doubling the character's power level every 3 months, providing he can find heavy enough objects to lift.

Cost:1

Creation

The character may create ordinary items out of thin air. GM has final ruling on what can and cannot be created.
 



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