Dragonball ZX

By Christian Conkle (conkle@mecha.com)

 

Expanded Characteristics

Gamemasters should choose how many points starting characters may spend on Characteristics based on the level of campaign they wish to play. Consult the chart to the right for the amount appropriate for the starting character. The recommended default values are 40 Characteristic points, 50 Skill points, and 400 Power Level.

 

How do they Compare?

Compare beginning characters with those below to build a character of appropriate power and ability.

Character

Char

Skill

Power

Bulma

23

39

16

Chiaotzu

31

56

530

Chi Chi

36

38

0

Master Roshi

39

71

350

Yamcha

46

57

1600

Gohan

48

47

2800

Krillin

56

82

1770

Yajirobe

57

64

500

Tien

58

78

1830

pre-Fusion Piccolo

75

102

3400

Vegeta

79

154

7500

Frieza

87

197

500,000

Goku

92

160

8000

Radditz

95

57

1250

Trunks

100

632

7 mill.

 

Expanded Power Level

All characters begin with a Power Level of 400. A character may exchange Power Level with Health or Characteristics. One Health equals one Power Level. One Characteristic Point equals 7.5 Power Levels.

 

Expanded Skills

The following is a new expanded skill list with new skills available to characters (new skills are in italics):

 

Dragonball ZX Expanded Skill List
      Awareness (perception, observation, detection)
      Body (all physical skills, running, jumping, climbing)
      Control (driving, piloting, animal handling)
      Evasion (dodge, evasion)
      Fighting (fighting, martial arts, blocking)
      Mind (sciences, knowledge, history, current events)
      Performance (acting, disguise, singing)
      Power (ki powers, inborn powers)
      Ranged Weapon (guns, cannons, lasers, bows, crossbows)
      Social (bribing, persuasion, etiquette)
      Technical (engineering, vehicle repair, robotics, computers)
      Weapon (knives, swords)

 

Expanded Experience Points

With the GM’s permission, players may spend Experience Points on raising a character’s characteristics as well as skills.  Use the following cost table for spending Experience Points:

 

Dragonball ZX Expanded Experience Point Table

Combat: 200 XP per +10. WITH GM PERMISSION ONLY!

Physical: 150 XP per +10. WITH GM PERMISSION ONLY!

Mental: 100 XP per +10. WITH GM PERMISSION ONLY!

Move: 50 XP per +10. WITH GM PERMISSION ONLY!

Hits: 10 XP per +10 up to 1000.

      100 XP extra fee to reach 1000.

      10 XP per +100, 1000 to 10,000.

      100 XP extra fee to reach 10,000.

      10 XP per +1000, 10,000 to 100,000.

      100 XP extra fee to reach 100,000.

      etc.

Defense: 10 XP per +10

Skills: 10 XP per +10

Power Level: 10 XP per +10 up to 1000

      100 XP extra fee to reach 1000.

      10 XP per +100, 1000 to 10,000.

      100 XP extra fee to reach 10,000.

      10 XP per +1000, 10,000 to 100,000.

      100 XP extra fee to reach 100,000.

      etc.

Power Up: 10 XP per +10 up to 1000

      100 XP extra fee to reach 1000.

      10 XP per +100, 1000 to 10,000.

      100 XP extra fee to reach 10,000.

      10 XP per +1000, 10,000 to 100,000.

      100 XP extra fee to reach 100,000.

      etc.

 

For example: Tak Eon’s player wants to raise his character’s Power Level from 400 to 1000. This costs 600 XP plus the 100 XP fee for reaching 1000. He now wants to raise Tak Eon’s Power Level from 1000 to 1500. This costs 50 XP (10 XP per +100). To go from 1500 to 10,000 costs 850 XP (10 XP per +100), plus the 100 XP for reaching 10,000.

 

When converting DBZ characters or scenarios to or from Total Fuzion, 1 DBZ XP = 10 Total Fuzion XP.

 


Expanded Rules

 

Initiative

In the real world, action usually happens simultaneously and with much confusion. Adventure games, however, must keep things simple by imposing order on the chaos, forcing characters to wait their turn and act in order. Each Phase, the character with the highest Mental Characteristic gets their action first. Other actions occur in order of descending Mental Characteristic until everyone has acted.  If two characters have the same Mental, the character with the highest Combat characteristic goes first. If they are still tied, both act at the same time.

 

A character can act out of order by declaring an Abort Maneuver. An Abort Maneuver is a panicked defensive action such as Block, Dodge, Dive for Cover, or even some Powers if used Defensively such as Deflection or countering one Energy Blast with another. Abort Maneuvers must be called before any dice have been rolled for the other character’s action. Abort Maneuvers can also be used to intercept an attack intended for another target, such as Krillin taking Garlic Jr’s blast intended for Gohan. By performing an Abort Maneuver, the character is forfeiting their upcoming action from either later that Phase or from the next Phase.

 

If a character Aimed, Blocked, Dodged, or Waited on the previous Phase, they act first in the next Phase, regardless of Mental. If more than one character performed any of these actions the previous Phase, then those characters act first the next Phase in normal order of descending Mental. Once they have acted, all the other characters may act.

 

For example, Lady Ninja is fighting Bugaloo. Lady Ninja has a Mental of 5, Bugaloo has a Mental of 3. Lady Ninja fires a ‘Focused Chaos Beam’ at Bugaloo. Since Bugaloo hasn’t acted yet this phase, he aborts his upcoming action in order to fire a ‘Electro Mega Blast’ to counter Lady Ninja’s beam. Bugaloo rolls first to manifest the power, then rolls to attack, rolling a 25. Lady Ninja then rolls her attack. If she rolls less than 25, Bugaloo’s beam hits Lady Ninja’s beam and acts like a deflection (see Energy Blast below). If she rolls higher than 25, she fires her beam first and hits Bugaloo before he’s ready.

 

Similarly, if Lady Ninja were attacking Fan-Boy, Mental 4, with her sword, Fan-Boy can abort his upcoming action to Dodge or Block.

 

Aiming

A character may increase the accuracy of their attack by taking the time to aim carefully. For each full consecutive uninterrupted Phase spent aiming, the character receives +1 to attack, up to the character’s attack skill. A character may act first on any Phase following an Aiming action, regardless of Mental. While aiming, a character cannot move or take any action. If the character is hit by any attack, all bonuses gained from aiming are lost.

 

For example, Silver may carefully aim her Heavenly Thunder Strike energy blast for up to seven consecutive uninterrupted Phases in order to receive a +7 bonus to strike. When she finally does strike, she will act first that Phase, regardless of her Mental.


Holding Action and Waiting

Characters need not act when their turn comes. Characters can hold their action until any point later in the Phase, even interrupting other characters’ actions. Interrupting another character must be called before any dice have been rolled for the other character’s action.

 

If a character decides, after everyone else has gone, not to act at all, then that character may act first the following Phase regardless of Mental.

 

Shockwaves
Huge Energy Blasts and impacts are likely to cause massive shockwaves and explosive effects, if no real damage. To determine the shockwave effect of an Energy Blast, use the following optional rule.

 

Each 10 dice of damage done by the blast does 1 Move knockback at ground zero, minus 1 Move per 2 meters (1 Hex/Move) away from the epicenter. When a ranged attack misses, it misses by 2 meters (1 Hex/Move) per difference between the attack AV and the target’s DV.

 

For example, if a 100 dice EB missed by 6, the target takes 9 Move knockback (minus their Physical + 1 die).

 

Fighters who throw heavy Energy Blasts will have to be careful. If they were only 5 Move away from their target, they'd take 4 Knockback from the shockwave of their own blast.

 

Direction of the knockback is determined by the direction of the blast impact. The location of the impact from the intended target is determined by a random roll:

1: forward left
2: left side
3: rear left
4: rear right
5: right side
6: forward right

 

Keep in mind that this brings a whole new level of thought into play for your games. For fast and dirty combats, keep to the simple rules. It's best just to ignore reality in some situations.

 


Throwing and Leaping
Thrown objects and leaping characters don’t always land immediately. Use the following table to determine the amount of time spent in the air. Simply determine how far the object was thrown or the character leapt. The table then indicates how fast they had to be to travel that far and how long they remain aloft. At the end of the allotted time, the object falls back to Earth and may take falling damage. It is assumed that the object travels a vertical distance equal to one-quarter the horizontal distance traveled.

 

Distance

Height

KPH

Hexes

Hexes/
Phase

Aloft

5m

1m

25

3

3

1 sec (0 Phases)

10m

2m

40

5

5

2 sec (1 Phases)

40m

10m

75

20

20

3 sec (1 Phases)

80m

20m

100

40

30

4 sec (1 Phases)

100m

25m

110

50

30

5 sec (2 Phases)

1/2 km

125m

250

250

75

10 sec (3 Phases)

1 km

250m

360

500

100

14 sec (5 Phases)

5 km

1.25 km

800

2,500

250

30 sec (10 Phases)

10 km

2.5 km

1150

5,000

333

45 sec (15 Phases)

20 km

5 km

1600

10,000

475

64 sec (21 Phases)

40 km

10 km

2250

20,000

666

90 sec (30 Phases)

80 km

20 km

3185

40,000

952

127 sec (42 Phases)

160 km

40 km

4500

80,000

1333

180 sec (60 Phases)

300 km

75 km

6175

150,000

1829

247 sec (82 Phases)

Into Orbit

250 km

28,800

5 million

8530

Planetary Orbit

Out of Orbit

250,000 km

36,000

5 billion

10,663

Solar Orbit

Out of System

Infinite

360,000

5 trillion

106,630

Interstellar Space

 

Rear Attacks, Surprise Attacks, Blindsiding, and Backstabbing
Characters defending from an unexpected quarter could suffer a negative modifier to their evasion rolls. When attacked from behind, the defending character must pass an Awareness skill test vs. a DV equal to the attacker’s AV. If the test is successful, the character rolls Evasion against the attack normally. If the test is failed, the defender suffers a penalty equal to the difference of the attacker’s AV and the defender’s Awareness test to their Evasion roll for that attack.

 

For example, Lady Ninja attacks Bizarre from behind. Lady Ninja rolls 35 to attack. Bizarre makes an Awareness skill test, rolling a total of 20. This is 15 less than Lady Ninja’s attack roll, so Bizarre suffers
–15 to his Evasion roll to evade Lady Ninja’s attack.

 

Abort maneuvers are also affected by rear attacks. When attacked from behind, the defender must pass an Awareness skill test as above. If successful, the Abort maneuver is performed normally. If the test is failed, the defender is not able to perform the Abort maneuver, in addition to suffering the aforementioned Evasion penalty.

 


Expanded Maneuvers

Characters may define their Martial Arts maneuvers. A basic maneuver provides no bonus to hit or initiative and does the character’s Physical plus Fighting skill in dice of damage. Maneuver characteristics can be re-arranged to create custom maneuvers. 

 

For example, a maneuver might have –1 to hit, -1 to Initiative, but +2 dice of damage, another maneuver might have +2 to hit, +3 to Initiative, but –5 dice of damage.

 

Also, Ki can be spent on creating powerful custom maneuvers. Ki-Powered maneuvers require a Power skill roll to manifest like other Ki Powers. In addition to the list below, any Energy Blast Special Effect can be added to a Ki-powered maneuver. Ki-powered maneuvers may call upon Ki powers the character may not normally know, but the powers are only available to that attack.

 

For example, Bugaboo wants to create a Powered maneuver called "Electric Tiger Smash" that does +30 dice of damage, +10 to hit, and +4 to initiative. This maneuver would cost 200 Power to perform, would require 1 Phase to prepare, and would take up one of Bugaboo's allotted powers (see Ki Powers below).

 

Expanded Maneuvers Costs
Dice of damage:
5 Power per +1 dice of damage
Modifier to Initiative: 10 Power per +1 initiative for that maneuver only. Requires 1 phase preparation.
Modifier to Hit: 1 Power per +1 to Hit for that maneuver.
Modifier to Evade/Block: 1 Power per +1 to specific Evasion and Block maneuvers.

 

Expanded Grabs

Grab maneuvers are under-developed in DBZ. To correct this, here are expanded Grab information.

 

Grab
A basic grab is reaching out with your hand(s) and clutching your opponent, either around the chest or around an appendage like a leg, ankle, wrist, or arm. A Grab can also be used against an opponent’s weapon, loose clothes, or any device they might be holding. To resolve a Grab, the attacker must pass a skill test using Combat + Fighting + 3d6 – 2 for the AV vs. a DV equal to the defender’s Combat + Fighting (Weapon is grabbing an item) + 3d6. If the attacker wins, the defender’s appendage or item is grabbed. The defender may immediately try to break free. To break free, the defender must pass an opposed skill test using Physical + Body + 3d6 vs. the attacker’s Physical + Body + 3d6. If the opponent wins, he breaks free of the Grab. If the attacker wins, he has hold of the opponent at the beginning of the next action or phase, or, if he was grabbing an item, has wrested the item away from the opponent.

 

If the opponent is successfully Grabbed and held (see above), the attacker may choose to continue to hold, pin, choke, or throw the opponent. 

 

For example, Bizarre tries to grab Lady Ninja around her shoulders. He attacks with his Combat + Fighting + 3d6 – 2 for a total AV of 41. Lady Ninja attempts to evade with a her Combat + Evasion + 3d6 for a total DV of 39. She is grabbed! She immediately tries to break free, rolling her Physical + Body + 3d6 for a total AV of 27 vs. Bizarre’s Physical + Body + 3d6 for a total DV of 35. Lady Ninja is grabbed.

 

Hold
A held character takes damage equal to the attacker’s Physical + Fighting in dice. While held, both the attacker and defender suffer –3 to all evasions when attacked by others. The held character must use an action to break free. To break free, the defender must pass an opposed skill test using Physical + Body + 3d6 vs. the attacker’s Physical + Body + 3d6. If the opponent wins, he breaks free of the Grab. If the attacker wins, he has hold of the opponent at the beginning of the next action or phase and the defender takes the attacker’s Physical + Fighting in dice of damage. If the character has multiple actions in a Phase, he may attempt to break free once per action. The character is held until either he breaks free or the attacker lets him go.

 

While held, the attacker may forego damage in order to force the defender to move a certain direction. The attacker can force both character to move a distance equal to his Move minus the defender’s Move.

 

For example, Bizarre has successfully grabbed Lady Ninja. On his action, he foregoes doing damage and tries to move her towards a waiting paddy wagon to capture her. He may force her to move Zero hexes (his Move of 5 minus her Move of 5), so they struggle and get nowhere. On Lady Ninja’s action, she attempts to break free, rolling her Physical + Body + 3d6 for a total AV of 29 vs. Bizarre’s Physical + Body + 3d6 for a total DV of 32. Lady Ninja is still held in Bizarre’s mighty arms. If they were to be attacked that Phase, they would both be –3 to their evasion attempts.

 

Pin
Whereas a hold allows the attacker to maneuver his opponent, a Pin stops all movement, holding the opponent immobile on the ground. To pin an opponent, the opponent must be successfully grabbed, then the attacker must pass a skill test using Combat + Fighting + 3d6 – 3 vs. the opponent’s Combat + Fighting + 3d6. If the attacker wins, the target is pinned and suffers –3 to escape. The defender Both attacker and defender are immobile, suffer –3 to all evasion attempts, and the defender takes the attacker’s Physical + Fighting in dice of damage. The defender will remain pinned until the either he escapes or the attacker decides to let him go. If th