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RPG House Rules

Group Shot

"I've never felt a power like this one"

The new skill "Sense Ki" will NOT allow a character to sense the exact amount of
energy that someone has powered up but will let the character sense the general
power level of someone unless they are hiding some of their power.
The character doing the sensing uses their own power level as a reference.
They can sense if the person's power level they are sensing is lower, same,
higher, alot higher, OH MY GOD! HIS POWER LEVEL IS INCREDIBLE!, etc.
Also, having this skill allows you to recognize people's unique power signature
after spending at least a week around the person (This is how the Z fighters
can identify Goku etc. even if they can't see him).

On the other hand, Saiyan scouters only tell you how much energy someone
currently has powered up. It's easy to hide your true, full power from a
scouter. A scouter can also act as a communicator.
Another useful feature of a scouter (which Frieza demonstrates when
on the planet Namek) is the ability to "record" a power technique
that the Saiyan witnesses and the Saiyan can then practice the power
to be able to use it himself.

In either case, you can sense the general direction that a power level
reading is coming from miles away.
 
 



 
 

Energy 101

We all know the rules for energy based powers as set forth in the DBZ
Anime Adventure Game rule book, now here are a few extra's
from yours truly.

1) If you already have energy built up, you can kick in flight and still do
another action as long as the other action doesn't require expending
energy and it isn't a power-up.
2) The book says you can't go over mach 4 in an atmosphere. I say
hogwash, but there is a catch. It costs 10 energy points per 10
minutes of flight. This 10 energy surrounds the character with an aura
that will keep his clothes on his back and flies out of his eyes.
3) If you are on the recieving end of an attack and take knockback,
you can spend energy to stop yourself. It costs 10 energy for
every 100' of knockback. There is also one other condition.
You can't use this ability if the attacker is still pursuing (like the
attacker has more attacks and is still pummeling you).
But if that is the case, you might still be able to gain footing
and try to evade. See "Combat What-Have-You".



 

Combat What-Have-You

We all know that one of the actions you can take during your turn is
to get-up if you've been knocked down or thrown and do another
action (except run or sprint).
But what do you do if you get whomped by someone who has
extra actions and you take knockback and they are still attacking?
Well, if you hit something like the ground or a mountain, you've
basically got your footing back so you can try and evade the
attackers next assault (but if he hit you the first time, chances
are your gonna get whomped again).

Which leads to this next little insight. If someone has extra actions, they
can continue to beat you and knock you around until they are out of
actions or you hit something and gain footing and try to evade as
above. Of course, even if you gain footing and evade, the attacker
can still pursue until his extra actions are up.

Finally, if you are getting knocked around like a pinball and don't
hit the earth or a mountain etc. (which means you can't evade),
you are basically a plaything for your attacker until he runs out
of attacks. And there's nothing you can do about it.


 

Dueling Energy Blasts

We've all seen a character from DBZ shoot an energy blast at
someone else and then that person shoots one back at the
attacker and next thing you know, one energy blast hits the other
one and a sort of duel begins.
Here are my rules for resolving energy blast duels.
1) First of all, if either character has multiple actions when a duel
is started, they are automatically gone.
2) The second person that fires the blast to counter the first blast
must let the GM know that he is initiating a duel.
3) The second person that fires the blast to counter better hope
he puts in enough energy to at least equal the attackers blast
or else the duel will be over rather quickly.
4) Once both blasts are fired, (both blasts meet in
the center between both characters) whichever blast is
more powerful will begin to move toward the weaker blast
and the character that shot it. The distance the blast
moves is determined by taking the amount of dice in the stronger
blast, subtracting the amount of dice in the weaker blast from
it and then dividing that number by 10. This is the amount
of move that the blast travelled so far.

Example: Potare is fighting Sun-tsu. They are standing
600 feet away from each other (100 MOVE). Sun-tsu
fires a 100 die blast at Potare. Potare announces his duel
and fires a 50 die blast in retalliation. Since Sun-tsu's
blast is 50 points stronger, the blast moves 30 feet
(or 5 MOVE) toward Potare because 100-50=50.
50 divided by 10 is 5. 5 MOVE=30 feet.

5) If the initial blast doesn't get all the way through and
hit the target, the duel continues with the first person
that attacked going first. They can pump more energy
into the attack or do something else. Then it's the
defenders turn to pump more energy in, dodge, etc.
6) When one of the characters finally gets hit with the blast
damage is determined by taking the stronger blast and
subtracting the weaker blast from it. (And it the
person who got his had a deflection up, use the
standard deflection rules.

Full Example: Continuing from the above example.
Now the blast is 270 feet from Potare and 330 feet
from Sun-tsu (remember the blasts met in between the two
fighters). Second round of the duel starts and Sun-tsu adds
another 100 dice to his blast pushing it another 30 feet
toward Potare. Potare counters by adding 750 dice to
his blast. Now Sun-tsu's blast has 200 die of energy and
Potare's has 800. The blast moves 60 MOVE toward
Sun-tsu and hits him for 600 dice of damage.

(I know it was a rather short duel but you get the idea)


 

Dragon Ball Z images and characters ©2000, Bird Studio/Shueisha, Toei Animation. Licensed by FUNimation Productions, Inc. All Rights Reserved.



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