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Dragon Ball GT RPG
Rules Version 1.26
Races:
Human:
Learn faster, better in techniques.
Half-Saiyajin: Rage as Berserker, Super Saiyajin 1, Super Saiyajin
2, Ozaru.
Saiyajin: Saiyajin's special power, Ozaru, Super Saiyajin 1, Super
Saiyajin 2, Super Saiyajin 3,Super Saiyajin 4,Super Ozaru.
Namek: Regeneration, greater HP.
New! Android: Ki cannot be sensed
(by scouter or ki sensing), Eternal.
New! Creation: Biological creation
(like cell), many people's genes can be used to create
this race, of course, the advantages and disadvantages will be chosen
by Seran.
New! Changeling: This race is said
to be one of the most powerful, they can transform into many forms (like
saiyajins).
New! Tugul: This race was said to
be eradicated by the saiyajins on planet Vegeta many years ago, but some
Tuguls seems to have survived, they can possess the body of another peson,
but they are potentionaly weak.
Majin: Regeneration, Majin Possess (at level 5).
Advantages
and Disadvantages:
Better in techniques = Start with 2 techniques, can have one more
advantages in every techs.
Rage as Berserker = X3 to X5 Ki. (Need a VERY high roll for X5
and a good reason)
Saiyajin's special power = Get + 25% of your current Ki if you're
almost dead and healed/recover. Near death is 5% of your HP.
Ozaru = Change into a giant monkey, BERSERK(cannot be controlled),
random target, very destructive, get X10 to Ki. Can only transform if
you see the moon.
Super Ozaru = When you turn Super Saiyajin 4 you turn to Super
Ozaru, however when you turn Super Ozaru, this means you don't control
your own power, you need a reason to control yourself or the proper training
for it, when you succed to control yourself, you turn to Super Saiyajin
4, X10 to your ki, however you need a tail and an high ki to turn SSJ4.
Super Saiyajin I = Very Quick, stronger, golden and spiked hair,
get X2 to Ki, X1.5 to HP and +1 to hit. Require: 80 000 Ki + 2 Rages.
(only for the first time)
Super Saiyajin II = Slower than SS1 but stronger, get -1 to hit,
X3 to Ki, X4 to HP. Require: 2500000 Ki +2 Rages (Only for the first time)
Legendary Super Saiyajin = Slow but very strong, it is said this
level can only be reached by "the legendary super saiyajin".
To turn Legendary Super Saiyajin, you have to be "the" legendary
super saiyajin and have 4 rages in a battle
Super Saiyajin III = Very strong, normal speed, takes a lot of
power, X5 to Ki, X4 to HP - 25 000 ki per turn. Require: 100 000 000 Ki.
Super Saiyajin IV = Almost everything is told in Super Ozaru. X10
to Ki, X5 to HP require: 500 000 000 ki to turn SSJ4, a tail and to see
the moon.
Regeneration = Usually Nameks, get +2 HP/per ki when used (can
be used at will, as long as you have KI, ex: I regen 2000 HP, lost 1000
Ki)
Greater HP = Get a bonus of + 25% HP per level.
Majin Possess = With this ability you can possess someone, with
a percentage of 65%, saiyans raised on planet Vegeta cannot be fully possessed
because of their Saiyan Pride.
Tugul Possess
= The tugul have the ability to possess someone's body, unlike the Majin
Possess, the Tugul possess takes full control of someone, it controls
the body their inside, they can lay eggs inside of the body they once
controlled to keep control if it (like some kind of slave), I am not sure
if I could make this ability(lay eggs) avaible for tugul players for now.
You have 80% percent chances of possessing a body, when the body is beaten
to 0 HP (or under), you cannot stay inside of it.
Stats:
Human:
Level(LV): 1
Hit Points(HP): 450
Battle Power(Ki): 400
Ability Point(AP): 2
Technique Point(TP): 2
Experience(XP): 0
Next Level: 400
Half-Saiyajin:
Level(LV): 1
Hit Points(HP): 400
Battle Power(Ki): 500
Ability Point(AP): 1
Technique Point(TP): 1
Experience(XP): 0
Next Level: 600
Saiyajin:
Level(LV): 1
Hit Points(HP): 400
Battle Power(Ki): 500
Ability Point(AP): 1
Technique Point(TP): 1
Experience(XP): 0
Next Level: 600
Namek:
Level(LV): 1
Hit Points(HP): 650
Battle Power(Ki): 450
Ability Point(AP): 1
Technique Point(TP): 1
Experience(XP): 0
Next Level:700
Changeling:
Level(LV): 1
Hit Points(HP): 500
Battle Power(Ki): 600
Ability Point(AP): 1
Technique Point(TP): 1
Experience(XP): 0
Next Level: 775
Android:
Level(LV): 1
Hit Points(HP): 500
Battle Power(Ki): 500
Ability Point(AP): 5
Technique Point(TP): 1
Experience(XP): 0
Next Level:700
Creation:
Level(LV): 1
Hit Points(HP): Variated
Battle Power(Ki): Variated
Ability Point(AP): Variated
Technique Point(TP): Variated
Experience(XP): 0
Next Level: Variated
Tugul:
Level(LV): 1
Hit Points(HP): 400
Battle Power(Ki): 400
Ability Point(AP): 1
Technique Point(TP): 1
Experience(XP): 0
Next Level: 650
Majin:
Level(LV): 1
Hit Points(HP): 450
Battle Power(KI): 400
Ability Point(AP): 1
Technique Point(TP): 1
Experience(XP): 0
Next level: 625
Ability
Points (AP):
AP is a
new stat for DBGT RPG, you need it to learn new abilities and to use your
special techniques in battle. It goes up with levels (+1 per level). Click
here if you want to see the ability list.
Experience
and levels :
You
gain experience by beating an ennemy, everyone starts at 0 current XP,
you have to fight creatures or other players to gain xp and level. When
someone beats you, he gains 1/4 of your ki as XP, of course you don't
lose your ki... When you level up, you gain 1/2 of your Ki for distributing
points. exemple: if you have 500 Ki and gain a level you get 250 points
to distribute in HP and Ki. When you gain a level you do x1.5 your current
next
level to know what it will be for exemple level 2, I should do a special
table for every
races about it soon.
Ki
and Ki Blasts:
When you shoot a ki blast, the receiver must try to Dodge,
counter, repel or block... Dodge: 50% chance to dodge, risky, if you get
it succesfully, you get no damages, if you don't dodge then you get all
the damages. Counter: 100% chance for success, however, you counter with
another ki blast, and it must be stronger to work, of course if they are
equal you can always add more ki to your blast during the duel (when it's
your turn). If you are out of ki then you are beaten, you can also try
to block it, dodge it or repel it after. Repel: 25% chance for success,
you can also try out your luck with repel, if you get it successfuly,
you'll send back the ki blast to its "master", but if you don't,
then you get all the damages. Block: 100% chance for success, if you think
you have no other way, you can also try to block, you will get 50% of
the damages. The number of ki that is sent is the number of HP you'll
lose if you get hit.
Super
Saiyajin Transforms:
When you have the required ki for transforming into a super
saiyajin you will need to get in a rage 2 times in the same fight (for
the 2 firsts SS). When it is done, you can always transform at will, of
course it takes you some Ki when transforming...
SS1: Uses 10 000 Ki to Transform
SS2 : Uses 25 000 Ki to Transform
SS3: Uses 75 000 Ki to Transform
SS4: 100 000 000
Ozaru: Only need to see the moon. Must look at it.
Super Ozaru: Same as Ozaru but you need at least the 2 firsts saiyajin
transforms and to see the moon.
Special
Techiques:
Normally you make your own techniques but DB/DBZ/DBGT moves
can be learned... New techs should have at least 1 of these abilities
listed below, you can add 1 more at all 5 levels or by training long enough,
a 1 week training should be enough to learn a tech from someone or make
your own. Every Special Technique needs the same AP as there is TP(Technique
Point) in your tech.
X2 ki: An attack that doubles your ki (only for the
attack). (Exemple: if you call this tech fireball and you put 5000 ki
for it then it shoots 10000) Needs 2 TP.
Cannot be dodged, countered, repeled or blocked: The name says
it, it cannot be dodged, however any 1 of the cannot be dodged, countered,
repeled and blocked can be chosen. Needs 1 TP.
+40% to Attack: The name says it, you gain 40% damages to your
attack, it can be added to the X2 Ki, but the +40% damage is added to
the damages dealt to the ennemy, NOT your KI Blast. Needs 1 TP.
Attack All: With the same effect for everyone this can affect all
of your ennemy, in a certain range of course... Needs 1 TP.
Rage:
You turn rage when you get 25% damage or more in one attack,
you can turn rage but you have
to get at least 8 with the 2 rolls(x2 to your KI), for an half-Saiyajin,
they need 8 to go rage x3, 12 to go rage x4.
Physical
Attacks:
Rolls:
0: Failure: -5% to your KI
1: Miss
2: Minimum Damages: 5% of your ki to damages
3: Normal Attack: 10% of your ki to damages
4: Medium Attack: 15% of your ki to damages
5: Perfect Attack: 20% of your ki to damages
6: Critical Hit: 25% of your ki to damages
7: Exeptional Hit: 30% of your
ki to damages
8: Super Attack: 35% of your
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