Tuesday, January 19, 2010

Old Dragonball Z RPG House Rules 7

Found some more. I don't know if this conflicts with the other information.

MARTIAL ARTS ACTIONS
Actions Notes
Martial Strike Strike +1d6 Damage, -3 to Hand to Hand roll.
Breakfall Take ½ normal falling damage, regain feet as a free action.
Defensive Strike Strike, adds +3 to next Evasion roll, -3 to Hand to Hand roll.
Footsweep Strike, your target falls, -3 to Hand to Hand roll.
Ki Strike Create a ranged power attack
Killing Strike Strike, -2d6 to Hand to Hand roll, ignores Defense
Martial Arts Weapons Trained in the use of all hand to hand martial arts weapons.
Martial Block As normal Block, but the difficulty is the attacker’s total roll + 5.
Martial Disarm Disarm opponent, -5 to Hand to Hand roll.
Martial Dodge As normal dodge, but +5 to Evasion roll
Martial Escape +3 to Physical rolls when escaping from a hold.
Martial Grab -1 to Hand to Hand roll, -3 to your Evasion roll this phase.
Martial Throw As normal throw, but -3 to the Action total if not made for throwing.
Nerve Strike Does 2d6 damage, ignores Defense, -3 to Evasion rolls for that phase. Opponent suffers a -3 to their rolls for a phase if the strike hits.
Offensive Strike Strike +2D6 damage, -1 to Evasion, -3 to Hand to Hand roll.
Sacrifice Throw As Martial Throw, with a -3 to Evasion, Target and Attacker both knocked down.

BASIC ACTIONS
Actions Notes
Attack Use any type of attack (including Powers).
Block Stops any one Hand to Hand attack. Difficulty is the attacker’s total roll +10. Can initiate a counterattack after a successful roll (one free attack only).
Dodge Adds +3 to Evasion rolls. May not attack this phase.
Stand Up Stand up, can only defend this phase, but may not attack or Block.
Grab -3 to Attack roll, -5 to Evasion rolls this phase.
Hold Object To maintain a hold on something (that resists or is difficult to maintain a hold) for more then one phase, must succeed in a 3d6+Physical for each person, if the holder succeeds, then the object is still held. If the object or person that is held succeeds, then it is freed.
Other Actions Any other single action the GM lets you do.
Move Move up to half your move stat, plus take one other Action (except Run or Sprint)
Run Move up to your full Move, no attacks may be made this phase.
Sprint Move up to twice your Move stat; Combat becomes ½ its normal total, and Evasion skill becomes 0 for that phase.
Throw Throw a person or object. -5 to action total if not made for throwing.
Power Up Gather Power, or use a non-attack power.

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