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SSJRicheta's DBZ RPG and House RulesSSJRichetasDBZRPGandHouseRules@groups.msn.com 
  
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RPG House Rules


Note: If you don't own the DBZ Anime Adventure Game book,
you can order it by clicking on the book cover below:


 
 

Creating the Character:


I agree with the rules in regards to creating a character as they have them in the book.
I do, however have a couple of additions that differ for each of the three races available.
Also, you don't *have* to roll dice to determine race, although being a Namek or Saiyan should
be pretty rare at this point in the sagas, but ultimately the GM decides whether you can be a race
other than human as we don't want alot of arguments between GM's and player characters.

Humans: Humans start with the new skill Sense Ki (or power, energy, whatever) and Hide Ki
with a starting skill rating of 5. Humans can also have a home (whether they keep it in one
spot for the most part or capsule it up (not advised if you have others living there) and keep it
with them wherever they go. The house uses up one of the three capsules player characters
are allowed to start with. Starting money is 1D6x1000 Zeni.

Nameks: Nameks also start with the Sense and Hide Ki skills at 5. As the book says,
Nameks can regrow lost limbs in one phase at a 100 energy cost.
Unless the Namek is relatively native to earth, he or she doesn't start with any
capsules unless they have aquired them after coming to earth. Remember though
capsulating something is not cheap. How does the Namek have money?
Does he have a regular job on the side from fighting? The GM should use his own
discretion and work with the player character to determine his past since arriving
on earth.

Saiyans: Saiyans are the only race that *doesn't* start with the Sense or Hide Ki skills
in the beginning. However, unless they were born and raised on earth, they will start
with a scouter which measures the current level of power a fighter has powered up.
Also, as long as not from earth, they will likely have a suit of Saiyan armor.
The armor adds 20 to the characters defense only while wearing the armor.
If the Saiyan player character *was* raised on earth and trained by an earth fighter,
then they won't have the scouter or armor, but they *will* have the sense and hide
ki skills at 5 to start with. Also, as the book says, when a Saiyan looks at a full
moon, they will turn into Ozaru if they still have a tail. When transformed into
the giant were-ape, all the stats are 10 x's what they are normally except for skills.


Official Dragonball Z Store!

Gaining and Using Experience:


Characteristics *can* be raised by my rules but there are restrictions:
1)  Characteristics can only be raised to 30 maximum except for Movement which has no ceiling.
2) It costs 10 experience points to add one point to a characteristic.
3) It also costs 10 experience points per skill that the characteristic effects.
Example: Raising the Combat characteristic 2 points would cost 100 experience
points. 20 for raising the stat up by two and another 80 because the Combat
characteristic effects 4 skills: Fighting, Evasion, Weapon and Power by two points.
4) Anything that is calculated by certain Characteristics (ie. Mental + Physical x10
equals power up rate) won't automatically be raised just because you raise a Characteristic.
The only time the Characteristics are used in that way to calculate another stat is
when the character is first developed. You *can*, however, raise the other stat
on it's own with other experience points.

Some of the ways to gain experience are as follows:
1) Obviously the guidelines they give in the Dragonball Z RPG book.
2) Take note of any damage done to enemies more powerful than you during combat.
Translate every point of physical damage done directly for an experience point.
Example: Potare is fighting a member of the Ginyu force whose stronger than
he is. The Ginyu force has 400 hits and at the end of the battle, Potare sends him
into the next dimension. Therefore, Potare did 400 points of physical damage to
the opponent and that translates to 400 experience points.
The tricky part is if the opponent regains some Hits between rounds, in which
case remember to add that to the total.
Note: Of course if GM's think this is too much experience to give, they can divide
the number of damage done by whatever percent they want. (400 divided by 10 would
give the player character 40 experience points)
Also, GM's make sure you give your permanent NPC's experience points when you
give your player characters experience points or else your player characters will
get alot stronger fast and your NPC's will merely be "fall guys".
3) Another way to get experience points is training in multiple gravities.
I don't really like how the book does gravity training, but I haven't really figured
out my version of it yet.

 

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

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