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View and download Dragonball Z RPG - Anime Adventure ppti.info on DocDroid. Dragonball Z RPG - Anime Adventure Game - Core Rules - Free download as PDF File .pdf) or read online for free. a. Dragonball Z RPG - The Frieza Saga - Free download as PDF File .pdf) or read online for free. a. Dragonball Z RPG - Anime Adventure Game - Core Rules.

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Dragonball Z RPG - Book 1 - Anime Adventure ppti.info, , KB. file, Dragonball Z RPG - Book 2 - The Frieza ppti.info, . Welcome to Dragonball: Full Fuzion, a Full Fuzion upgrade of the Dragonball Z Anime Adventure Game published by R. Talsorian Games using the Instant. Dragonball Z: The Anime Adventure Game by Lynx Winters The DBZ RPG had three books (the core book and two supplements) that each covered one of the.

Saiyan via youtube.

PDF - Dragon Ball Z: The Anime Adventure Game

Saiyan is actually awesome. You only get to play through the Saiyan saga with The Dead Zone thrown in as filler, but it takes the card based premise and makes it works. Every member of your party has a card affinity that makes them stronger when you attack with said card.

One of the best inclusions has to be the tournament mode which lets you pit characters against each other in an RPG clash. Chi-Chi even debuts here as a playable character. The game takes place in an alternate timeline where Piccolo was the only one who died on Namek so Yamcha, Tien, and Chiaotzu all accompany you to Namek. Enemies are aggressive, too, and will actively move around the map alongside you. The sprites are better, the music is better, and the challenge is top notch.

No matter how you look at it, Gekishin Freeza!! The RPG elements, especially, feel a lot more refined and at home. Item drops are better, no more super armor shenanigans, and the base mechanics are just all around better.

If you never got a chance to play the first one, just do yourself a favor and jump into Xenoverse 2. It was constantly topping the charts as the most downloaded rom on countless websites and it was the first of the international games to get a fan translation. What makes it succeed where those other card based RPGs failed is how it changes the story based on what happens.

Dragonball Z RPG - Anime Adventure Game - Core Rules

Piccolo is going to get killed by Nappa no matter what, but you can bring everyone else to Namek with you. What else could you ever need? You were basically getting accurate video game adaptations of your favorite show while it was still airing. Sure, the first one was garbage, but the last one? You start off as Goku fighting in the Otherworld Tournament and play until he flies off with Uub at the end of the series. This does mean you can make everyone a powerhouse, but it is pretty fun to run around as an overpowered Saiyan.

It almost makes you wish Webfoot Technologies went back and remade the first game just to have a perfect, little trilogy. But the good kind where you actually deck build.

It also has a surprisingly large amount of playable characters for an RPG, which is very much a good thing. Today's kung fu lesson is about the thing everyone knows DBZ is really about: So far, you might have been thinking that some rules are poorly-designed but still maybe a little workable. Today I'm going to send that idea into the Other World. In the combat basics, you saw the Power Up action. Let's see how all of this works. When a fight starts up, all characters have no energy available to use.

To get some ki to work with, you use the Power Up action on your turn. It's never really defined whether or not you can power up before a fight or how long you can hold it after a fight, so I guess the moment someone decides to gather power is when combat time starts.

When you use a Power Up action, you get energy points up to your Power Up stat. You keep those energy points until you use them up or get knocked out, and it's sort of implied that you let it go after a fight's over but they never really say. Your Power Level is the maximum amount of energy points you can gather until you have a chance to recover outside of combat. For example, if you have a Power Level of and a Power Up of , you could Power Up three times before you hit your maximum unless you pace yourself and don't take the full energy with each action.

Also of note, to make the math a little faster you can only gather energy in multiples of Powering Up for energy is fine, but isn't. If your Power Up is higher than the amount of energy left in your Power Level, you just get whatever is left.

It is possible to have a Power Up higher than your Power Level, especially at character creation, so Powering Up just gets you all of it at once. Outside of combat you recover used energy at a rate of your Power Up per hour. The GM could also grant ways of recovering used energy faster, like a Senzu Bean to instantly recover your full Power Level. Now that you have some power ready, let's see what you can do it. Energy Blasts: This is the big one! Channel your energy into into a projectile of planet-shattering destructive power.

Every point you put into a blast equals 1d6 damage. You can also add special effects to make it more effective at the expense of making the power harder to use.

Homing makes it more likely to hit, Bending lets you aim around cover, Area Effect blows shit up in a wide radius, Delay makes shit NOT blow up right away, Rapid Fire shoots at multiple targets, and Deadly Effect can bypass part or all of a Deflection. This is your main defense against energy blasts, and another of the most problematic things in the game.

Energy you put into a Deflection becomes a force-field that subtracts damage dice from incoming blasts at a 1-to-1 rate. A 50 point Deflection will nullify a 50 point blast, and reduce a 70 point blast to 20 dice of damage. However, you must raise a Deflection ahead of time; it's not a reflexive action. Once you spend energy, the Deflection will stay in place until it's dropped voluntarily, it's overcome by a stronger energy blast, or you are hit by a physical attack.

Blasts with Deadly Effect can ignore part of all of a Deflection depending on how much the attacker added to the difficulty of the blast. Also important to note, if your Deflection is higher than an incoming blast's damage, the difference in power becomes a REflection and is inflicted on the attacker.

I've never understood why this is a rule because it wasn't a regular occurrence in the show. It's also some sort of fiddly math and timing and could set up some really stupid ping-pong situations depending on how you interpret the rules. For reference, this is the exact text on page If a Deflection is Powered Up higher than the Energy attack it's deflecting, it automatically turns into a Reflection.

The excess energy blasts back at the original attacker and does damage to him! The Master carelessly throws up a point Deflection. It's been a little while, hasn't it? As a refresher, last time I made words about this game I talked about how to just punch a green dude a couple dozen times a turn before anyone gets the chance to throw a fireball!

That's good, because it prevents the game from locking up the first time someone actually defends themselves from an energy attack, thanks to the Infinite Death Tennis scenario. Today's post is about what happens if you manage to actually complete a fight without the game imploding: Get Huge or Die Trying! So I know I've been hammering this point home pretty hard, but clearly nobody actually playtested this game because the math doesn't work.

In an earlier post I talked about how the 3d6 roll for skills means that it's possible to make someone that's untouchable or can't possibly miss another starting character by having a skill difference of more than Today we'll turn "possible" into "inevitable," and also look at how R.

Talsorian suggests you balance enemies in an environment where balance is a polite suggestion at best. For some reason they decided to cram the Experience section into the middle of the Powers chapter.

It first details the ways you can gain XP: Regular training under normal, peaceful-ish conditions gets you 10 XP per year. This is slow and boring.

Multiple Gravities: This is a better way to get XP without actually doing anything in the plot. Each year of training under extra gravity gives 10 XP times the level of gravity you trained in, which is basically like cramming a bunch of years of training into one.

In an example of why Saiyans are just better, normal humans can only increase their gravity threshold by two per year and can never train under more than 6 times normal gravity.

Saiyans and half-Saiyans, on the other hand, can increase up to ten gravities per year and have no known limit. Oddly, there's no mention of Namekkians or other types of aliens. King Kai: The downside to this is that you are dead so unless the whole party is dead and going on adventures in the afterlife, this is a pretty shitty way to split the party. Still, 30 per day is a whole lot when you're just starting out.

The Dragon Balls: If you can gather the Dragon Balls and summon Shenron, you could certainly wish for a shitload of power. The book suggests that giving XP after going through some huge challenges is reasonable, but "reasonable" isn't this game at all so go nuts.

This will be the most common way of gaining XP. You get XP from any fight that you survive, whether you win or lose. Divide your opponent's Power Level by your own, rounding up. Multiply that result by 10 to determine how much XP you get. They also suggest that the GM might just give you bonus XP for whatever reason seems appropriate. Oddly, the math on getting XP from fights basically favors keeping your Power Level stat relatively low for maximum XP gain. Since the most useful powers are "going first" and "going more" and both of those are pretty cheap, not spending a lot on raising Power Level is pretty doable.

Once you have some XP burning a hole in your weighted clothing, it's time to apply it to your stats. Since this game tries to be pretty easy on the math, XP is spent on your stats on a one-for-one basis.

However, you must spend XP in increments of No splitting it up to get 5 points in a skill and 5 points to boost your Defense. I said this in the first post, but at no point are you allowed to raise your four basic stats. Spending energy lets you temporarily boost those stats for a short time, but that's it.

You can raise your Fighting and Evasion skills all you want to make up for a low starting Combat score, but a crazy-high starting Mental will let you get the first turn at the start of just about every fight and nobody can really do anything about it. So to put everything together: There is an auto-fail roll natural 3 but no auto-success.

Character advancement in skills is done in multiples of 10, which means it only takes takes two Evasion skill boosts to destroy any chance the GM had to balance enemies. Whatever you assign now, that's what you've got forever. Spending XP allows you to raise skills and derived stats, but not basic stats for whatever reason. This is even dumber when you realize that the updated stats in each book for the show's characters increase their basic stats with everything else.

After assigning your basic stats and determining your derived stats from them, you get 50 points for your skills. You don't have to put points in every skill, and rolling a skill you don't have just uses your basic stat like any other roll. Finally, you can make up special techniques.

Special techniques are hand-to-hand attacks with a goofy name you get to make up, a sweet description of how you want to maul your opponent, and a skill cost. The tradeoff is that for every point you reduce your skill, your attack will do one extra die of damage. You can make up as many special techniques as you want, there's no point cost. That's all there is, your character is done! In the next post I'll get into the two things DBZ is really about : punching dudes and throwing energy blasts.

Here's a teaser, it does neither one well at the start and only gets worse as the game goes on!

I cast Destructo Disk at the darkness. Alright, so last post I went over the character stats and how to make a well-written, compelling character with realistic motivations. Today we're going to learn how to throw a punch.

It's harder than it seems! DBZ uses 3d6 for dice, so for those who are math-inclined you've got an average roll of 10 and a range of This is pretty important!

Rolling a natural 3 is an automatic failure, but rolling a natural 18 is NOT an automatic success. That is also pretty important! As a reminder, during chargen you have 40 stat points for four stats and 50 skill points for six skills. Some of you with high power levels might be sensing a strange and evil power on the horizon. So it's DBZ, you've done the standing around posing and trying to intimidate each other with vague threats of cartoon-friendly violence and blasting your opponent into the Other World.

Now it's time for action! Initiative is determined by highest Mental stat, ties are broken by highest Combat stat, and further ties go simultaneously, because that's not a giant clusterfuck or anything. In most cases, the defender has the chance to roll defense against all attacks in a turn and there is no penalty for multiple defenses.

Let's take a second to look at some math. The rolling seems pretty simple, but there's a little problem that can crop up just about the second you start the game. That wouldn't be so bad if having a skill difference of 19 was a rare thing, but it's pretty common for it to come up while you're making your characters and only gets worse when people start spending XP.

Let's say you manage to kick someone in their stupid mouth. Special techniques add to the base total, not the adjusted skill total. Ranged attacks, including energy powers, do a specific amount of dice related to the method of attack. Roll all those dice somehow and add them up, then subtract the victim's Defense. Any damage left over is subtracted from the victim's Hits. If a character's Hits drop to 0 or below, the character is either knocked out or dead, depending on what the GM thinks makes sense.

Combat is divided into Phases of the game-standard, oddly specific 3 seconds. Four Phases make up one Round. Rounds are important because at the end of each Round, everyone gets, uh, hmm, some amount of lost Hits back. See, this is where the game does not work as written. On page 67 you hae the following text: quote: Every 4 Phases is called a Round. At the end of each Round all heroes and bad guys get back any Hits they have lost, up to 2 x their Physical in lost Hits, if the attacks have not been especially lethal such as bullets, knives, or lasers.

If the heroes or bad guys have lost more Hits than they recover, they are still hurt. They must wait until the end of the next Round to get back more Hits.

All fine, except that bit about "lethal attacks" for reason I'll cover later. But then on page 70, under a section called Recovering, you find this: quote: Generally, each Round in which you are resting or being healed, you will get back as many Hits as your Physical Characteristic. Example: Karma has a Physical of 5. He gets back 5 Hits every Round. However, if the GM has determined that the damage you have taken is especially deadly you were stabbed, shot, etc.

Which is it? Who the hell knows? I lean towards the PHYS x2 rule because the combat quick sheet on page 97 also says it. As far as I can tell, this has never been errata'd in the books. If it was ever clarified on R. Tal's website, that shit's dust in the wind because they dropped any mention of this game a long time ago. The Androids book has a small FAQ but it doesn't say anything either. You have to house rule this right out of the box, because it's going to come up almost immediately.

Before we move on, let's go back a second and look at that whole "lethal wounds" business because that seems a little out of place. Before we even look at numbers, let's just think about it in terms of the source material.

The show has people throwing around nuclear bombs that they make out of yelling and believing in themselves.

Nappa cuts a fighter jet in half with his bare hands as a way of stretching after a long car ride. Piccolo kills the moon to keep Goku's son from going King Kong in the empty countryside. Frieza blows up an entire planet eventually as a distraction.

Even Yamcha could level a city if he had time and motivation. Is this book really trying to tell me a gun or knife is a serious threat?!? Well, probably not. See, I'm almost certain that is standard Fuzion stuff they just tossed in there. Total Fuzion products have similar explanations, so they may have just copied and pasted to fill space. Then there's the sidebar on page 70 with some example weapon stats. Weapons in DBZ don't really do anything other than add extra damage or range.

A sword adds 6 dice of damage to your melee attack, while a rifle would do a straight 10 dice at up to yards. On average, 10 dice will be around 35 damage, which means any starting character with PHYS 7 which grants 35 Defense doesn't have to worry a whole lot.

PHYS 12 gives 60 Defense, which means even a perfect damage roll from small arms gets ignored entirely. Despite what game text implies, there are no different types of damage. More specifically, a sidebar notes that if you were to convert DBZ into Total Fuzion, energy attacks would do a shitload of Stun damage, which can still kill someone if you apply enough. Fuck it, this is DBZ! Only chumps use guns! The few times someone brings a sword to a fistfight, it either breaks or just gets ignored almost immediately anyway, so let's move on.

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Every Phase, you get one-ish action. For reference, here's the action list: Attack: Any method of trying to inflict pain, including using your powers. Block: Stop any one hand-to-hand attack. We'll come back to this. You may not attack this Phase. Get Up: Stand up if you have been knocked down. You may take another action except for Run or Sprint this Phase.

Grab: You can grab a person or object. Rolls to grab are at -2, and your Evasion skill takes a -3 penalty this Phase. This one's also suspect.

Move: Travel up to half your Move stat, plus perform one other action except for Run or Sprint. Run: Travel up to your full Move stat. Sprint: Travel up to twice your Move stat.

Your Combat stat is reduced by half and your Evasion skill is 0 until your next Phase. Throw: Throw a person or object. Rolls to throw are at -4 penalty if the object is not made for throwing.

Most of those are fine, but I took the liberty of rewording them for clarity because this game needs all the help it can get. I marked two of them, however, as being worthy of a little more attention. Let's start with Block. Block is weird because of the complete lack of timing on the action.

Nothing tells you when you are supposed to use this action. Abort lets you forfeit your action to make a defensive action Block or Dodge in this game if you haven't taken your turn yet. Total Fuzion's Block also makes it so that a blocked opponent must act after you on the next Phase, regardless of turn order. The Androids book actually introduces the Abort action into the game but doesn't add the bonus effect for block, which would make it extremely useful.

Then we have Grab, which is notable for only being mentioned in the core book in that list above. It isn't mentioned again until the Androids book that came out three years later, which does provide the game-pace-crushing rules for combat hugs that us nerds crave.

In general, the rules section of the Androids book makes a noble attempt at damage control, but it was too little too late. I'll cover the Frieza and Android books to show what happens when you pretend a broken game works fine and then throw even more shit into it. In the next post I'll cover how Energy and Powers factor into this hot mess. It's not DBZ unless there's bright lights and yelling and zwee fighting, so I think it's best that I focus on that in a separate post instead of cramming it into this already-long post.

This game will explode in five minutes! Today's kung fu lesson is about the thing everyone knows DBZ is really about : flying and fireballs! So far, you might have been thinking that some rules are poorly-designed but still maybe a little workable.

Today I'm going to send that idea into the Other World. In the combat basics, you saw the Power Up action. Let's see how all of this works. When a fight starts up, all characters have no energy available to use. To get some ki to work with, you use the Power Up action on your turn.He gets back 5 Hits every Round.

It's , and you're just getting off the school bus. After that is a bunch of stuff about having a basic personality and background. Anyway, characters get four Basic Characteristics and three-ish Derived Characteristics. Roll all those dice somehow and add them up, then subtract the victim's Defense. In order to make a Saiyan character, you must roll a 2 on 2d6. It wasn't the first anime-based RPG the company had released, but I can hardly imagine that it wasn't their worst.

Defense PHYS x5: Total Fuzion was the default ruleset and was fairly crunchy but too overwhelming, while Instant Fuzion was meant to be very simple and lighter on rules and chargen options.

SHAWN from Iowa
Also read my other articles. One of my extra-curricular activities is gymkhana. I love reading novels loosely.