welcome to extreme dragonball rpg
 
Up and running since: 3.16.03
 

Home
Rules
Training
Techniques
Technologies
Races
Transformations
Members
NPCs
Teams
Planets
Dragonballs
Shop
Joining
Message Board

Rules

Still Under Construction

Stats

Hit Points (HP) - HP is governs how much damage you can take before falling over.
Power Level (PL) - This is the measurement of your spirit force, the higher it is, the more you can do.
Accuracy (Acc) - You use Accuracy for all "To Hit" rolls involving ranged attacks.
Body (Bo) - This stat controls your HP and Defense, increasing makes your character more endurable.
Fight (Ft) - This is the stat used when fighting with or block against Hand-to-Hand.

Melee (Me) - Use this stat while attacking with a Melee weapon.
Power (Po) - Your raw spirital strength. This governs everything involving external Ki.
Speed (Sp) - This shows your Speed and ability to evade, all of your "To Dodge" rolls.

Charge - How much energy you regain back per charge (Power x #).
Control - How great your control over external Ki is (Power x 10).
Defense - How much damage is just shrugged off before affecting HP (Body x 2).

Charging

The greatest thing about having a Life Force would probably be your ability to regain some of your lost source of power. Getting a little weak due to your lack of Power Level? Just charge your sprititual energies! There are two ways when you can charge up, spending the whole turn to increase your power level -- which offers a much better regain -- or only spending the start of your turn to charge then rushing in to attack. Of course, the latter wouldn't have the benefits of the first. Before I get into the means of both charging methods, let me explain to you how charging works Charging is all based on your Charge rating, which is your [Power x 1]. But once your PL reaches 1,000, you Charge stat becomes [Power x 2] and increases like that for every thousand PL. Now, when you charge for your whole turn, you regain [Charge x 2] PL. If you only charge at the beginning of your round then into attack, you regain your Charge stat back. Understand? Good!

Hit Points in Conjuction to Stats

Well, having your body brutally beaten won't make you stronger, will it? I don't think so. As your body becomes weaker, so do you. Every punch, kick and ki attack begins to take toll against your body. Of course, this can all be undone if you have a Regenerative skill or Upgrade. If not, then you're in a lot of trouble. Carrying senzu beans will help with this problem. If not, TRY NOT GETTING HIT! In the game, for every 25% lower your health becomes, 10% of your Fight and Speed go with it. Say "aloha".

Power Level in Conjuction to Stats

You Power Level, your very Life Force, is a very important thing. It is the source of your strength, the fuel on which your body becomes stronger. And because of this, the lower your Power Level drops from it's original rating, the lower your stats become. Once your current Power Level reaches 10% of it's Maximum amount, your Accuracy, Fight, and Speed will drop by 10%. This will continue until your Power Level reaches 40% of it's original value. By then, your stats will have dropped by 60% their original values. This will play an important factor, making a Charge almost essential at times.

Of course, there's always the nicer side of the spectrum. The higher your PL is, the more powerful you become. For every 10% over your maximum Power Level, your Accuracy, Fight, Speed and Power will increase by 10%.

Note: For Androids, Power Level reflects their Energy Points.

Physical Attacks

Physical attacks, although not necessarilly as powerful as Ki attacks, can be just as daunting. Take for example an extremely well-trained fighter. There's plenty of things he can do with that great skill of his. He can hit someone in just the right spot and deaden that limb for the rest of the fight. He'd roll his Fight dice against someone's Speed/Fight Dice, with them having a 25% advantage. If successfully hitting his mark, the chosen appendage would deaden, thus giving him an advantage in battle. Another interesting thing about Physical attacks is if your successes are at least 50% higher than their successes, he can send them into part of the scenario adding 25% Damage to his rolled damage.

Group Attacking

Have you ever found it just impossible to hurt someone alone? Well, you can beat down his silly ass when you and your buddy attack him. There are two versions of the group attack, one would be the most familiar to people. Take for instance, 3 fighters take on one fighter -- obviously, he can't focus all of his attention onto just one unless he wants to get hit by the other two. How this works is the player getting attacked by 2 or more people at the same must split his dice up, deciding how much of his dice he wants to use to block each person -- effectively choosing who needs to pay more attention to. When opponent's attack like this, they lose their turns for the round and only up to 4 people can attack like this. Another way of attacking is just one powerful strike against their opponent. The opponent's take the medium of all their Fight ratings for the "To Hit" roll but roll their added Fight ratings for damage -- this works for few weaker opponents to damage a much more daunting warrior. Like before, all players involved use up their turn for the round and only up to 3 players can do this at a time.

External Ki Techinques

Ah, Ki attacks, probably the most popular part of the Dragonball Universe. Would what the series be without these mean little tricks? Probably really boring. There's not many special things other than the creation part that Ki Attacks can do. You can Triple -- sometimes Quadruple -- their effects, create monster blasts or throw small annoying balls. What more could you want? Well, you -can- aim your attacks at a certain part of the body and remove it completely... But what type of psycho would do that? I mean, the only standing between you and removing an appendage is a 25% advantage of your opponent's opposition roll. Nothing big.

Notice, there -is- a draw back to using Ki Techniques. So, you have enough PL to perform a truly powerful attack, but do you have a high enough Power score? If your Power x 10 (Control) doesn't match or go over the amount of PL you spent, you'll have to roll a die to see if you can control the attack or not. If the cost is just a little more than your Control rating then you need to roll a 1-3 with one die. If it is twice as much as your Control rating, you need to roll a 1. If it's three times as much as your Control rating you cannot control it at all and your PL is wasted.

Group Ki Techniques

An interesting thing about the RPG is the function of a group Ki attack. Using this makes incredibly powerful ki attacks, assuming those attacking are willing to spend the PL. Firstly, you can't just combine any two or three attacks together, they have to be similar. For instance, they all have to originate from the same source, take the same form and have the same special attributes. Of course, these can be ignored at a penalty. They won't have to come from the same place, but they lose any benefits they might have had. They don't even need the same special attributes, but lose them when making the attack. The only thing that has to be homogeneous is the form the attack takes. Your accuracy roll will be the added Accuracy scores divided by the number of people. To figure out your damage roll, you take your individual damage rolls and add them together.

Countering External Ki Techniques

Lord knows, with all this Ki Technique crap you're thinking "I'm going to need a high Speed rating to avoid all of this," but you don't have to. You can counter Ki Techniques with a Ki Technique of your own -- veterans may remember Kiyuakai in their earlier days, having their Techniques overcome by the monstrous Saiya-jin's... muahahaha -- simply by spending the PL for the cost. No roll is needed other than the Damage roll. If the higher Damage roll is not at least 50% higher than the weaker Damage roll, you reroll. If there hasn't been a roll with 50% higher number, then you take the difference on the 4th roll -- this adds to the ki battle effect. Ki Interruptions

Probably Piccolo's most valiant actions were Ki Interruptions. When he ran in front of Nappa's attack to save Gohan's life. Also, by interrupting what could have been a fatal blast of energy to Gohan with an energy attack of his own. These are Ki Interruptions and are for those of you who are martyrs or simply think you're strong enough to conquer the odds. Simply running in front of someone to take the effects of the attack is simple, you roll your Speed skill against the attacker's Accuracy skill. If your roll beats theirs, you will take the damage of the attack. If you are killed while in the process, the one you were protecting does not take the left over damage. Of course, if you don't want to hurt yourself while trying to save another you can simply throw a ki technique of your own to intercept. You roll your Accuracy score against the attacker's Accuracy score. If your score beats their score, you get to roll your Damage dice normally against theirs -- like when countering a Ki Technique with only one roll. If their score beats yours, the difference of the Damage rolls will be felt by the intended target.

Reaction Boosting

There are two methods, or should I say circumstances, where you can boost your reactions. That would be at the beginning of your turn, which would last until the round has ended or the moment someone attacks, whose effects are only temporary and only work on for that one roll. Boosting your reactions is a quick way to gain the upper hand in battle, but also a quick way to weaken yourself. Boosting your reactions causes your Speed, Fight and Accuracy to increase by 10 for every 200 PL you spend -- for a maximum of 1,000 PL being spent.

Multiple Actions

Well, there are two ways to perform multiple actions: using PL or not using PL. Both have an advantage and a disadvantage. Obviously, using PL will be more potent -- if you want something strong, use your Ki -- because of it's nature but has the draw back of possibly becoming weaker afterwords. Basically, using PL to increase the number of actions you have no drawbacks, other than the cost of the action (350 PL for an extra action). Of course, you can also go the other route. You can take multiple ATTACK actions without using your PL, but your rolled damage will be divided by now many actions you take. For instance, you take 2 extra actions. You hit 2 out of the 3 attacks but when you make your damage rolls, they are divided by 3. You get me?

Grabbing

When you attempt to grab someone, it is just like any other physical attack you would make. You roll your Fight dice against your Opponent's Fight dice as normal, except for one thing: Your opponent has a 10% increase to dodge/counter your grab. If you successfully grab your opponent, you have them at your mercy -- unless they have a Mouth Technique, then they can still cause some damage -- for 2 full terms and you can do a number of things. You can throw them, either at the landscape or at another Character to cause damage to both of them. If throwing at some random thing in the scenario, you roll your Fight dice and add 25% damage to the rolled damage. If throwing at another Character, the said Character can attempt to dodge the attack. If dodged, neither character will receive damage. Although, if he is hit they are both subject to your Damage roll. Another interesting think you can do with your opponent is attempt to dismember them. You roll your Fight skill against their Fight skill and if your successes are at least 50% higher than theirs, you can pull off any appendage -- other than their head.

Missing or Deal Limbs

Have you ever watched DBZ and saw that someone's limb ended up missing in one way or another? Well, that can happen in this RPG. The effects can be most annoying when in battle. Let's say you're fighting and *poof* all of a sudden, your arm was blown off by a Ki attack. Oh no, all your "To Hit" Fight rolls are brought down by 25%. How about this one, you're fighting and your leg falls dead from a pressure point strike by your opponent. Darn, all your "To Dodge" rolls are decreased by 25%. We've all seen this one: The mean Saiya-jin monkey is wreaking havoc and all of a sudden, it's tail is removed and he's back to a humanoid form without his tail -- that's not good. But don't fret, these ailments can all be healed by the use of Regeneration, Senzu Bean or some other thing of this manner.

Using an Item

You can do more than just attack and charge during your turns. You can also use any items that you may need to use. Some more valuable than others, right? Probably the most important items to fighters would be a Senzu bean. I know most of you reading this have heard of a senzu bean. Well, for those of you who haven't, they'll make you all better again. Anyway, you'll read more about that in the Shop section, you have to spend your turn using the item. Eh.

Transforming

Transforming in battle gives you a major advantage. Transformations are varied, each having their own bonuses -- and sometimes penalties. Of course, please don't just say *poof* I'm a Super Saiya-jin, put some BALLS into it! There's a lot more than just *poof*'ing into a transformation. You usually go through some elaborate show before actually changing so please, don't be boring about it. For more information on transformations, go to the Transformations page.