What its all about...

As a fan of table top Role Playing Games, and Video Games, not to mention anime I once had a web site that I devoted to creating conversions of the things I liked to a particular game system or another.

Well I'm back and its time to get back to posting and talking about the things I like with others.

Video Games: I will be trying to write reviews for games I play and may even work out conversions of games to table top RPG's for gamers to enjoy, or at least I will give a guiding hand rather than doing all the work myself. Unfortunately the only game system I own is an X-Box 360, and my computer which kind of limits what I can do. Unless some kind soul wants to buy me an X-Box One. :)

Table Top RPG's: I play a few different table top games along with my friends. Sometimes I will write about a game system I have read up on or tried out, and may write up a conversion for agame system. Game systems I typically play are - Hero System (Champions, Fantasy Hero); Star Wars (Fantasy Flight Version, Saga Edition); Savage Worlds, D&D (3.5 Edition, 5th Edition); Pathfinder, and possibly others in the future.

But I look forward to providing folks with some entertainment and to get some discussions going on things I may post (but please keep it civil).

Also please feel free to click on any ads that are on my blog here, doing so really helps me out.

Saturday, April 18, 2015

Dragon Ball Z Conversion - cerca 2003! - PART 4


And we are back again this time with part 4 of the old Dragon Ball Z conversion from 2003.  It definitely hearkens back to a younger time for myself (I'm 36 now in 2015, so I was 24 when I wrote this thing).

Enjoy this classic conversion of mine.  Also with D&D 5th edition out I might be convinced to write a new conversion of DBZ for those rules...but only if I see enough comments asking me for it.  If I don't see any then I won't put the time into it.

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Section 4: Combat
            Combat with the martial warrior or with Saiyans and Namekkians is pretty much the same as usual.  The only new things are the addition of Ki powers.  Ki powers are pretty much ray’s of sorts.  Rays, like “Ray of Frost,” or “Ray of Disintegration,” all require roll to hit using the characters ranged attack bonus.  Same thing goes with energy waves.  How ever there are times when a character may add an energy blast as part of a standard action.  This is done when part of a combo. 

Combos
Characters can only add energy blasts to melee attacks when performing a combo.  As such you use the characters unarmed attack bonus and not their ranged attack bonus.  With melee attacks the character’s bonuses to hit remain the same.  However when a character makes a ranged attack, the bonus to hit for that attack needs to be recalculated, unless the characters unarmed attacks make use of the character’s dexterity to hit rather than strength.  If not then just subtract the character’s strength modifier from the bonus to hit, and then add in the character’s dexterity bonus to hit.  So if a character has a strength of 14, and a dexterity of 17, and were level 20 as a martial warrior, they would have a BAB of this for their unarmed attacks: +17/+14/+11/+8/+5.  Now the character does 2 melee attacks, an energy blast and then another melee attack, followed by another energy blast their BAB for the combo attack would look like this: +17/+14/+12/+8/+6.  This total does not include the progressive +1 bonus to hit, but with that bonus included though the BAB for the combo (if all attacks hit) would look like this: +17/+15/+14/+11/+10.

Powering Up
            The act of powering up is an awesome sight for anyone who has never seen this before.  Powering up creates a field of energy around the character often referred to as an aura.  This aura is rather flame like and is visible to anyone who isn’t blind, although it is transparent and does not always have color in it, usually.  Powering up also has another unusual side effect, it effects the area around the person as well.  (Note though that this is not to the extent that it is done in the show.)  Powering up will cause light and small things around the character for a number of feet equal to the characters power level to levitate up into the air.  This is enough to levitate small rocks, insects, cut grass and other loose bits and ends to rise into the air.

            This has no real practical use and is just an after effect of gathering all that energy together in one place.  Additionally in order to use their ki powers, namely their energy waves and other such fighting techniques, the martial warrior often must perform some sort of gesture and or speak a fraise.  This helps to focus their energy properly to create the desired effects.  Thus oftenly full round attacks tend to have specific names and gestures, while attacks that count as a single action usually don’t.

            On the subject with unarmed fighting things also work the same.  Like a monk the martial warrior does not provoke an attack of opportunity when attacking unarmed.  However unlike any other class, the martial warrior has little to no training in the use of weapons and armor.  And unlike monks their unarmed dice damage does not as increase quickly as their but they are able to eventually do far more damage than a monk can, additionally they can increase their strength instantly to levels that no normal being can reach with out an assortment of magic items and/or spells.

            Another thing is flying while tied up.  Technically when tied up, a character looses their Dexterity bonus to their AC.  Things are a bit different for a character who can fly, but is still tied up.  While you do loose your Dexterity bonus to your AC, you do not however loose your speed bonus when flying.  Also a character generally can only power up 5 times in a day, however a character may power up until they have used all of their energy.

Recovery
            Recovering is still the same when it comes to Hit Points.  Ki is recovered much in the same way how a magic user or psychic character recovers the use of their abilities.  The character must rest for 8 hours.  After resting for this long the character can use their powers again.  Although the Hearty Appetite feat can allow a Saiyan or Half Saiyan to Power Up a bit more often than they normally would.  Meditating can also help to recover ki.  A character who meditates for 1 hour regains a number of ki points equal to their Wisdom score.  DM’s take note though.  In the official Dragon Ball Z RPG, characters recover ki at a rate of their power up per hour of rest.  So if you have a Power level of 245, and you have a power up of 49, you would get all of your energy back in about 5 hours.  DM’s, you have the choice of which style of recovery you prefer to use.  The first type is more along the lines of how things generally work in D&D, the second type is more for how recovery of ki works in the anime.

Power Actions
Components:  Unlike spells, Ki powers have no physical components like the scales of a fish or the eye of a bat.  Instead they are purely ki energy (life energy or spiritual energy which ever you prefer), but some require specific gestures and phrases or a single action in order to use.  Then of course the character has to focus their energy properly in order to get the desired outcome.  These phrases are often done to help the character to focus their energy properly.

Concentration: The character needs to concentrate at some level in order to focus their ki.  Sometimes this is easy, other times it’s hard.  Ki powers that require a standard action are considered instant uses of sorts, and do not need a concentration check in order to really focus the characters energy to pull these off.  However with larger powers, namely more personalized powers like the personal energy wave and other attacks that are full round actions, you do need to make a concentration check.  However the check is only needed when something happens that can cause the character to loose their concentration.  Failing a Concentration check causes the character to loose their turn, and they do loose some of the energy they were putting into the attack, only ½ of it.  Since the character’s power doesn’t have a “Spell Level” or anything else along those lines the character substitutes the number of dice in damage that the attack will do as the DC modifier.  So if the energy wave being fired does 9d6 points of damage and the character is being attacked they have to beat a DC of 10 + damage +9.


Power Struggles
These are contests of will between a person countering the energy blast or spell of an opponent.  In order for there to be a power struggle, the damage’s of both the attack and counter attack must be with in 1d of each other.  Additionally the person must decide immediately whether or not to let the attack go (canceling their energy blast/spell/power) or to fight it.  The attacks hit at about mid way between each other.  During this time neither person can do anything else besides maintaining the energy blast/spell/power.  The event becomes something of a contest of wills. With 2 energy blasts connect you use the rules for continuous fire.  As soon as one of the energy blasts damage total is equal to double the other one at the start of the next round (both the character and opponent get a chance to pump more energy into the attack).  At the start of the next turn if one of the energy blasts total damage is double that of the other energy blast it, then that energy blast over rides the other and strikes home.  The person does get to make a reflex save, but the DC for the save increases by 2 for every die of damage in the blast.  With spells and certain other powers, the user of the spell or power must make constant Will checks each round.  The person using the energy blast still gets to just uses the continuous fire rules.  The spell/power user has a DC of 10 +1 for every die of damage in the other attack.  In order to beat the attack the character’s Will check must beat the DC by at least ½ of the adjusted amount.  So if an energy blast has 7 dice of damage in it the magic user, psychic or what ever needs to beat a DC of 17 by at least 7 points, as such they would need to get a total of a 24+ for their roll.  Power struggles only continue until there is a winner or until the person who’s attack was countered, decides to just let the attack be countered, they do however need to keep the countering attack from become too powerful and blasting through their spell/power/energy blast.  At the end of the round they can decide whether to let it be canceled or keep fighting.

AC Vs. Touch Attacks
Unlike most other folks, the martial warrior, like a monk, is very apt to dealing with touch attacks.  They retain their full AC since they do not wear armor and have their Speed bonus to their AC.

The Mechanics of Transforming

            I’ve had the question asked, how does loosing energy from being transformed effect the character’s normal power level.  Prestige classes like the Super Saiyan or the Kaioken Attack feat, provide an increase in the character’s power level.  When a character reverts back to their normal power level, it is reduced by a percentage proportionate to the amount of energy used while the character was transformed.  So if a character has a base power level of 450, and they transform into a Super Saiyan, their power level increases to 563.  Now let’s say that in a fight they end up using 200 points of energy reducing their Super Saiyan Power level to 363.  When they revert back to normal you would subtract 25% from this new total to get how much energy the character has left in their normal from, which would be 272.  A character’s power level can not be reduced beyond zero, however when a character reverts back to normal after expending all of their energy while transformed they must make a Fortitude save, DC 10 +1 per 20 points of energy that makes up the character’s power level.  If the character fails this Fortitude save they automatically are rendered unconscious for 1d4 hours, or until some of their power level can be restored.  If they make the save they can continue to operate, but are fatigued and suffer a -4 to all actions until they can rest for 8 hours, or regain at least half of their power level.

Part 3 is here!          Part 5 is here!


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