Alternity Campaign:  Dragon Ball Z


Author’s Note

The Dragon Ball Z campaign is based on the American version of the anime series, not on Japanese-language texts or original Japanese dialogue. In addition to the Alternity Player’s Handbook and Gamemaster Guide, running this campaign setting also requires Beyond Science: A Guide to FX.

Use Chapter 5: Super Power FX to recreate the powers of DBZ warriors. Although all of the powers listed on Table F7 (page 57) could conceivably exist in the DBZ universe (especially among Mutants), not all of them have been used by the heroes in the anime series. The following FX powers are not available to DBZ heroes (unless allowed for Mutants): Invisibility; Shapeshifting; Shrinking; Impact Conversion; Healing; Energy Control; Energy Resistance; Genius; Hyper Learning; Wallcrawling.
 

Characters

While it is possible to play a Tech Op (Bulma), Diplomat (Kami), or Free Agent (Mai), most characters should be Adept-Combat Specs (Beyond Science, page 6). Use the revised method for starting skill points (30 + three times INT), as well as the revised system for buying higher skill ranks.  DBZ characters also receive 30 extra skill points which can be spent only on Super Power FX. Lastly, most heroes should be human, although it is also possible to be a Namek, Saiyan, or Mutant.

Humans: Most DBZ heroes are humans. However, not all humans look the same—Tien is considered human even though he has three eyes! Any DBZ warrior classified as "human" begins with the standard starting broad skills and receives the normal bonus listed in the Alternity rules (5 extra skill points, 1 additional maximum starting broad skill). Human characters cannot learn Body Alteration or any of its specialty skills, however they can learn three new Metaconscious specialty skills—Power Reading, ESP, and Telekinesis.

Mutants: The DBZ universe is filled with alien life forms and human-like mutants. Such characters can be created using the Alternity Mutant rules (Player’s Handbook, Chapter 13): most characters will belong to a mutant community, although they may be either natural or engineered. In most cases aliens and mutants receive the same starting broad skills as humans. They do not receive the normal bonus listed in the Alternity rules for humans, nor can they ever learn the new Metaconscious skills Power Reading or ESP. Instead, special alien powers can be created as a unique combination of mutant advantages. It is possible to make powers usable only in special situations (a transformed state, for example)—if an advantageous mutation can only be used in a transformed state or other restrictive circumstance, count it as an equivalent drawback (for example, having to transform into an ugly monster to use Hyper STR would count as an Extreme drawback). Two sample mutant powers are listed below. Furthermore, Mutants can conceivably learn any of the powers listed on Table F7.

Duplicating Zarbon’s more powerful state, Second Form is one sample mutant ability. By spending an action and making a successful Resolve-physical roll, the warrior becomes a larger, stronger, but uglier version of himself. His power level (FX points) increases by 50% (Good mutation) and he gains Enhanced Durability (Good mutation), Improved STR (Ordinary mutation), and Improved DEX (Ordinary mutation); this is a total of 6 Mutation Points. However, these abilities can only be used in the transformed state (Moderate drawback) and while in this form he suffers from a Major Physical Change (Extreme drawback); this is a total of 6 Drawback Points.

Duplicating Guldo’s special power, Time Freeze is another sample mutant ability. It is an Amazing mutation. The character must hold his breath in order to make this power function (Player’s Handbook, page 57). However, due to the strain of freezing time the character must begin making Stamina-endurance checks every round after the first, regardless of his Constitution. While this power is in effect, all life forms (friends and enemies) within visual range are frozen in time, unable to take actions (or even notice what is happening). The character can take whatever actions he would like while time is frozen, but he cannot make any attacks (although he can move, rest, or power up his own skills). As soon as he stops holding his breath, time immediately resumes.

Nameks: Namek characters receive the same starting broad skills as humans (except for Vehicle Operations, which is replaced with Resolve). Nameks do not receive the normal bonus listed in the Alternity rules for humans, but they can learn Body Alteration and two of its specialty skills (Growing and Stretching) as well as the three new Metaconscious specialty skills (Power Reading, ESP, and Telekinesis). Nameks can also learn Regeneration, a new Body Alternation specialty skill.

Saiyans: Although technically there are only supposed to be a handful of Saiyans left in the DBZ universe, it is possible to play DBZ on an alternate timeline (or in the past) when they are more numerous. Saiyans can learn the new Metaconscious skills ESP and Telekinesis as well as Body Alteration and two of its specialty skills (Extra Limb and Phasing). Although Saiyan characters get the same starting broad skills as humans, they do not receive the normal bonus listed in the Alternity rules for humans (even if they are half-human). Instead, they receive two special racial abilities.

The first racial ability is Rapid Power Growth. A Saiyan can increase his fighting prowess very rapidly. Every time a Saiyan suffers a point of Wound or Fatigue damage, he gains 1 Achievement Point, and every time he suffers a point of Mortal damage he gains 2. The extra points are based on the damage his body actually suffers, not the amount inflicted. If a Saiyan engages in battle but avoids damage or only suffers Stun damage, he still gains 1 extra Achievement point at the end of the combat scene.

The second racial ability is Giant Ape Form. So long as the Saiyan character has at least half-Saiyan parentage and still possesses his tail, he is affected by this ability.

Saiyans who still have their tails automatically suffer from the flaw Sensitive Tail—if his tail is grabbed, the Saiyan must make a Resolve-physical roll (+3 step penalty) in order to take any further actions (which are also at a +3 step penalty). However, Saiyan "elites" have evolved past this restriction—at 6th Level the Saiyan may spent 6 Achievement Points to remove this flaw.

Saiyan "elites" can also master the ability to focus their power to project an artificial full moon. At 9th Level the Saiyan may spend 9 Achievement Points to purchase the Power Ball Achievement Benefit—creating the moonlight power ball takes 1 action, and the ball remains in the sky until it disperses after around 90 minutes.

Full-blooded Saiyans who still have their tail cannot learn the Power Reading skill available to humans, but half-human/half-Saiyan characters can (like Gohan). If a Saiyan’s tail is cut off (like Goku and Vegeta), he loses the Giant Ape Form ability (and can no longer use the Body Alteration skill Extra Limb). However, he can then learn the Power Reading skill—and also gains the new racial ability Super Saiyan Potential. If ever the Saiyan with this racial ability manages to reach at least Rank 6 in both Resolve-physical and Resolve-Mental, he can become a legendary Super Saiyan. To transform, the Saiyan must spend an action to make a Resolve-mental check at a +2 step penalty.  The result of this check determines duration:  on a Critical Failure the transformation fails, on a Marginal success the transformation lasts for the rest of the current round and all of the following round, on a Good success the transformation lasts for the rest of the current round and all of the following four rounds, and on an Amazing success the transformation lasts for the rest of the whole scene.  While in Super Saiyan form, the Saiyan has bright blond hair, pale blue eyes, and a golden aura.  Furthermore, his effective power level is increased by 50% (round up) and all FX skills which he knows (possesses at least Rank 1) function as if they were two ranks higher while he remains in the transformed state.   For example, a Saiyan with 60 total maximum FX energy points would have 90 FX energy points while transformed and would receive 2 temporary free ranks in all known FX skills (so a skill at Rank 4 would become Rank 6).  Actual FX energy points are spent first and extra FX energy points are lost when the transformation ends (so in the example above, if the character used 20 points and then ended the transformation he would have 40 points left, and if he used 74 points he would be left with zero upon ending the transformation).

Once a Super Saiyan reaches Rank 9 in Resolve-mental, he achieves second level Super Saiyan status (SSJ2), although he may still choose to transform as a standard Super Saiyan above.  Second-level status follows the same system as above, except power-level increase is 100% (instead of 50%) and the character gains +2 STR and +2 CON, but -2 DEX and a +2 step penalty on his Action Checks (the character still receives 2 temporary free ranks in his known FX skills).  Once a Super Saiyan reaches Rank 12 in Resolve-mental, he achieves third level Super Saiyan status (SSJ3).  At this point, he no longer needs to make Resolve checks to transform and instead permanently remains in Super Saiyan form.  Third-level status grants an effective power-level increase of 100% (instead of 50%); furthermore, since the transformation is permanent the 2 free ranks in all known FX skills are permanent as well.
 

Normal Skills

DBZ warriors rely heavily on many basic skills that do not involve Super Power FX. The following are the most essential:


Notes on Super Power FX Skills

Body Alteration—Extra Limb: The best example of this skill from DBZ is a tail. Both Saiyans (Radditz) and Frieza have used their tails as an extra limb.

Body Alteration—Growing: Both Piccolo and Garlic Junior have used this skill.

Body Alteration—Phasing: The Ginyu Force referred to this skill as the ability to "dematerialize"; it may have been used by Raditz the first time he punched Goku.

Body Alteration—Stretching: Both Piccolo and Frieza have used this skill. Combining this skill with Extra Limb (his tail) is a particularly devastating sneak attack for Frieza.

Brick—Body Armor: This skill is possessed by all DBZ warriors. It is almost always selected as active (permanently using
up 3 FX points, or only 2 if the warrior’s body is deformed by visible changes such as plates or scales like Frieza).

Brick—Invulnerability: The most common form of this skill is invulnerability to heat (Goku surviving a bath in scalding lava, for example).

Brick—Life Support: This skill is possessed by Frieza (who can breathe in space) as well as some of his henchmen who can also breathe in space or underwater.

Brick—Super Constitution & Strength: These skills are common among many DBZ warriors. They cannot be selected as active (they are a part of "powering up").

Chi—Danger Sense: This skill is a favorite among DBZ warriors. It is almost always selected as active (at a cost of 3 permanent FX points).

Chi—Focus: This skill is a favorite among DBZ good-guys, allowing them to continue to fight even after taking tremendous punishment. It cannot be selected as active.

Chi—Mighty Leap: This skill is frequently used in battle to jump from high ground to high ground across great distances. It cannot be selected as active.

Chi—Power Climb: This skill allows DBZ warriors to "bounce up" high surfaces like tall trees or sides of mountains. It cannot be selected as active.

Chi—Power Strike: This skill is a staple of all DBZ warriors (part of "powering up").

Energy—Energy Blast: This skill is another staple of all DBZ warriors (with the exception of Frieza’s minor henchmen, who have to carry laser guns). Most energy blasts are light radiation, but fire, electricity, and gravity have also been used by DBZ warriors (especially Vegeta and Frieza). Each energy-blast "form" is its own skill which must be purchased and increased separately from the others. It is never selected as active.  A character cannot use Energy Blast while in hand-to-hand combat.

Energy—Energy Field: Both Goku (in the fight against the henchmen of Turles) and Gohan (in the final struggle against Garlic Junior) have used this skill. Normally, this skill cannot be selected as active. The effect is cumulative with Brick—Body Armor.

Energy—Sheath/Form: The Energy Sheath version of this skill is very common among DBZ warriors, who "power up" with it before launching an attack. The Energy Form version of this skill is rare, the "Kaiouken technique" being the best example. To be true to the DBZ series, every time the Energy Form is extended in duration it is increased as a multiple ("Kaiouken times three!"); after the duration finally ends, the warrior must make a Stamina-endurance check (he takes 1 Mortal damage on a Critical Failure, 1 Fatigue on a Marginal success, 1 Stun on Ordinary, and no damage on Good or better). A defender does not take the sheath damage from the attacker when he successfully parries or blocks an melee or unarmed attack (although he might on a Critical Failure). Usually the energy used for this skill is light radiation, but electricity and gravity have also been used by DBZ warriors. Each energy "form" is its own skill which must be purchased and increased separately from the others. This skill is never selected as active.

Metaconscious—Super Intelligence, Personality & Will: Only great villains (like Frieza) or heroes (like Goku) can learn these skills. They are always selected as active.

Metaconscious—Superior Senses: This skill is use by many warriors for sharp vision (also by Saiyans in Giant Ape Form); it is usually selected as active.

Movement—Flying: The most powerful DBZ warriors prefer to fight in the sky. Unless the warrior has wings, it cannot be selected as active.

Movement—Fusillade: This skill is what allows the DBZ warriors to engage in furious, high-speed hand-to-hand battles. The extra actions can be used for defensive actions.

Movement—Lightning Speed: This skill allows DBZ warriors to rush across huge distances faster than wild cats and dinosaurs. This skill also gives a bonus to Dodge skill checks of a number of steps equal to the multiplier by which his combat movement rates are increased. A "powering up" skill, it cannot be selected as active.

Movement—Power Swimming: Both Vegeta and Goku have used this skill, letting them hold their breath for a really long time. It cannot be selected as active.

Movement—Super Dexterity: A "powering up" skill, it cannot be selected as active.

Movement—Teleportation: This skill allows warriors to "blink" out of sight and reappear elsewhere. Only Goku has used this ability at Rank 3 or better.
 

New Super Power FX Skills

Body Alteration—Regeneration: This skill (CON, Cost 3) can normally be learned only by Nameks. It cannot be selected as active and can only be attempted once per scene. Using it costs 1, 2, or 3 FX energy points. By spending 1 point and succeeding on a skill check, the character heals 2 Wound damage. By spending 2 points and succeeding on a skill check, he heals 3 Wound or 1 Mortal damage. By spending 3 points and succeeding on a skill check, he can heal 4 Wound or 2 Mortal damage and can even instantly regenerate severed limbs. All dazed penalties apply to Regeneration skill checks.

Metaconscious—ESP: This skill (INT, Cost 2) duplicates the effects of the Psionic skill Contact. At Rank 6, it can also be used to duplicate Mind Reading (the target must be touched). No rank benefits for Contact or Mind Reading are ever received.

Metaconscious—Power Reading: This skill (INT, Cost 2) allows the warrior to read the power levels without the use of a mechanic device. ("Scouters" duplicate this power at a Good success, but they require a Computer Operation skill check to use and explode on a Critical Failure).
 
Check Result
Effect
Critical Failure
cannot sense any powers anywhere on the planet
Marginal
can only read the power of a single target within visual range
Ordinary
can read the power of all life forms within visual range
Good
can read the power of all life forms within visual range;
can sense more distant power sources and home in on them
Amazing
can sense all powers (1 or more FX points) anywhere on the planet;
can home in on the location of any specific power source sensed

This skill can also be used to conceal the warrior’s true power level. On any degree of success on the skill check, the character can make his power level appear to be any lower amount. This illusion lasts until the character "powers up" (uses any FX points).

Metaconscious—Telekinesis: This skill (WIL, Cost 3) duplicates the effects of the Psionic skill Psychokinesis, except no rank benefits are ever received. DBZ warriors can spend extra FX points to increase the maximum weight lifted (each extra point is an additional weight multiplier). Piccolo managed to levitate one of the Pyramids!
 

Power

The maximum potential energy of a DBZ warrior is referred to as his power level. In terms of Alternity game mechanics, this translates into a certain number of FX energy points. A character with 1 FX point has a power level of 10. Each additional FX point thereafter (up to 10 total FX points) reflects an another 10-point increase in the power level. From 11 to 20 total FX points, each additional FX point reflects a 100-point increase in the power level. Over 20 total FX points, each additional FX point reflects a 1000-point increase in the power level. Over 40 total FX points, each additional FX point reflects an increase of 10,000 points to the power level; over 60 total FX points, an increase of 100,000; over 80 total FX points, an increase of 1,000,000. So a hero with a 10 total maximum FX points would have a power level of 100; with 20 FX points, a power level of 1,100; with 40 FX points, a power level of 21,100; with 60 FX points, a power level of 221,100; with 80 FX points, a power level of 2,221,100; with 90 FX points, a power level of 12,221,100.

Spending FX energy points to fuel FX Super Powers is called powering up. Depending on the skills used, powering up can take time. The more often a warrior powers up, the lower his available power level will fall. His current available pool of energy is referred to as his fighting power. Once a warrior has used up all his fighting power, he must rest and regain FX energy points. Only "active" FX Super Powers on which FX points have been permanently spent continue to remain in effect once the energy pool is used up.

A 1st-Level DBZ warrior begins with number of FX energy points equal to his Will score. DBZ warriors increase their power level much more easily than the standard FX rules allow. DBZ characters do not need to spend Achievement Points on buying more FX points—every time a character earns five Achievement Points, he immediately gains one more maximum FX point. This power increase takes place immediately upon earning the Achievement Points, not in between scenes or when advancing levels. There is no limit to the maximum FX points. Important: a DBZ character’s starting skill points do not count towards determining FX energy points or power level!

DBZ characters recover FX energy points more quickly than listed in Beyond Science (page 4). In addition to the normal method, for every full minute (5 rounds) of complete rest (no strenuous actions) a DBZ warrior may make a Resolve-mental check (at +2 step penalty, cumulative with any penalties for being dazed from damage).

Side Effects: As energy courses through the warrior’s body while powering up, he usually growls, shouts a command phrase, clenches his fists, or grits his teeth. Additionally, the potent concentration of energy causes residual side-effects like wind gales, reversal of gravity, and even the bending of light and shadows. This is mainly just a "flavor" effect for story-telling, but the GM may decide to have it impact certain rolls. For example, characters in the air may have to make a flight check to avoid spiraling out of control or characters on the ground may have additional penalties applied to their actions due to the wind gales. One possible method for determining the strength of power-up side effects is to multiply the character’s current available FX points (his "fighting power") by itself (so a current pool of 30 is multiplied by 30 for a total of 900), the result yielding the force of the wind storm in KPH. Once the wind force exceeds 500 KPH, gravity begins to reverse (rocks fly upwards); when the force exceeds 1000 KPH, shadows swirl around the warrior as even light is warped by the force. A possible penalty is +1 step to all actions made by any nearby character for every full 200 KPH of force.
 

Combat Moves

Punches, Kicks, Sweeps, Throws, Holds: The standard Alternity rules for unarmed hand-to-hand combat cover virtually any kind of martial-arts move a DBZ warrior might make. Use the Overpowering rules (Player’s Handbook, page 43) to deal with sweeps, throws, and holds. Remember, with Acrobatics-defensive martial arts it is possible to attempt a takedown (a sweep or a throw) without first succeeding in a hold.

Dodge, Block, Parry: Again, the standard Alternity rules for hand-to-hand combat cover virtually any DBZ martial-arts close-combat defense, including reaction defenses.

Falling: Any time a flying character suffers any primary damage from energy blast attacks, he may be shot out of the sky. Use the same system as "Slam Attacks" below.

Slam Attacks: DBZ warriors are particularly fond of using their bodies like battering rams, building up speed and slamming into an opponent. This style of attack can be made on the ground or in the air, but either way the attacker must have the space and time to build up speed. The attack skill check suffers a penalty for combat movement (Player’s Handbook, page 55) plus the target’s STR resistance modifier. If the attack succeeds (and is not blocked or parried), the attacker inflicts normal damage plus additional impact damage based on his velocity (Player’s Handbook, page 58); the target makes a Dexterity feat check to determine the impact damage, plus a second armor roll as well. Additionally, if the combat is taking place in the air and the slam attack inflicts any primary damage, then the target must use his next available action on a successful Acrobatics-flight check (otherwise, he slams into the ground and suffers more impact damage as determined by an Acrobatics-fall check). In aerial combat, if the attacker inflicts damage on an Amazing success and the defender fails his Stamina-endurance check, the unconscious defender automatically falls to the ground and suffers impact damage as if he rolled a Critical Failure.

Surprise: Whenever a warrior is attacked by an opponent who was previously out of sight, roll a surprise check—use Awareness-perception to detect ambushes or attacks from behind, and use Awareness-intuition for treacherous surprise attacks. If the attacker is using Phasing or Teleport, there is a +2 step penalty to the Awareness check. If the attacker is using Lightning Speed, then the penalty is a number of steps equal to the multiplier by which his combat movement rates are increased. An ally with a free action to warn the defender can make a Leadership check to improve the Awareness check.

Special Energy Attacks: Special features can be applied to Energy Blasts—such as building up power over multiple actions for +1 damage per extra action spent; shooting a fast beam (the defender cannot counter-blast); longer-duration blast that can be "steered" back at the enemy in the next phase (using an action) if it misses the first time; dividing the blast into many small shots that cannot be deflected; doubling the attack range; etc.  Each special feature applies at least a +2 step penalty to the attacker’s skill check.
 

Defending Against Energy Attacks

Dodge increases the defender’s Dexterity resistance modifier, making him harder to hit. If the defender is using Lightning Speed, his dodge check gets a bonus of a number of steps equal to the multiplier by which his combat movement rates are increased. He can also use Phasing or Teleport in the same phase as the energy blast to get out of the way.

Alternatively, the defender can try to counter-blast the incoming attack with an energy blast of his own. In this case, the resistance modifiers and defensive bonuses of the two combatants do not apply, and both roll damage based on the success of their attacks. The attacker’s damage roll is reduced by the amount equal to the defender’s damage roll (1 Mortal damage = 2 Wound damage = 4 Stun damage, and Good type damage counts as twice as much Ordinary type damage). If the defender’s damage roll exceeds the attacker’s damage roll, then the surplus damage is shot back at the attacker. The attack may then attempt a counter-blast of his own with his next action (in this manner, it is possible to counter-blast back and forth for several rounds).

The riskiest defense is to attempt to deflect the energy blast away with a punch or a kick. The defender makes an unarmed attack check (using Brawl or Martial Arts). The resistance modifiers and defense bonuses of the two combatants do not apply. However, there is a +1 step penalty for every 5 (or fraction of 5) FX points the attacker has left available before paying for the attack more than the defender currently has available (for example, a defender with 4 FX points left would have a +2 step penalty to deflect an energy blast from an attacker with 12 FX points left). There is an additional +1 step penalty if the attack is Type Good damage, +2 if it is Type Amazing. If the degree of success on the unarmed attack check equals the degree of success on the attacker’s Energy Blast check, then the blast is knocked aside harmlessly. If the success on the unarmed attack check exceeds the success on the attacker’s Energy Blast check, then the attack is hurled back at the attacker (who then must defend against his own blast).

All defenses require an action—so if an enemy declares an energy attack against the warrior, he generally must choose between launching an attack of his own or attempting a defense. Defenses normally can only be attempted in a phase during which the character can act. However, a warrior can make a reaction defense, giving up his next available action in return for defending in a phase earlier than he can normally act based on his Action Check. "Reaction Dodge" has its own restrictions (Player’s Handbook, page 71). Deflect can only be attempted as a reaction defense if the defender possesses the "Reaction Block" rank benefit (page 71). Counter-blast can be attempted as a reaction defense at any rank, but there is a +2 step penalty to the skill check. Dodge effects are not cumulative with Counter-blast or Deflect, and most Super Power FX skills do not have "reaction" benefits (for example, no "reaction" Phasing).
 

Absorbing Damage

DBZ warriors take a lot of punishment. Whether being hammered in the stomach by a higher-power punch, blasted by an energy beam, or slammed into a mountain, DBZ warriors shrug off damage that would kill most other living creatures.

Most DBZ warriors are protected by two or three "layers" of defenses. Virtually all warriors are protected by active Body Armor. Additionally, fully "powered up" warriors often are protected by Energy Sheath/Form. Finally, many warriors also wear physical armor (treat the flexible Saiyan armor as a CF softsuit and the protective martial-arts outfits worn by the heroes as a CF short coat). Whenever a warrior is hit by an attack, roll for all defenses. Although the results are not cumulative, use the highest result to reduce the primary damage—and reduce all secondary damage by 1 for each "layer" of protection beyond the first. Lastly, armor rolls are made for each separate source of damage. Powers that simply modify a damage roll (Power Strike) do not count as separate sources, but powers that inflict their own damage (Energy Sheath) roll do count.
 

Sample Power Levels (Assuming 10 starting FX points for 10 WIL)


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