![]() Going Super Saiyan on into another powered up state doubles the rate at which the turn timer ticks down. ![]() If both characters have or know a skill, they are treated as if they have proficiency in it. ![]() They may use any transformation or skill available to either character during fusion. (If people with a 10 and a 14 fuse, the new fused character is treated as if he had 14 initiative.) If fused mid combat, they new fused character acts during the highest initiative of the character in the fusion. (If a d8 and a d12 hit dice fuse, the fusion characters hit dice is a d12, not a d20.) They have hit dice of the highest hit dice between the two characters. The fused character has proficiency in anything that one of the two fusion participants had. The fused has get has hit points equal to the sum of both players current hit points + a hit dice from each player. (if both had +4 to strength, fusing them would result in a +7) The fused character gains both players modifiers -1. When fused, characters remained fused for a number of rounds equal to 1d6 + level of both player. If both are proficient in fusion, there is not a chance of failure. Anything else succeeds.if one character is proficient in fusion, the failure threshold is reduced by 10. Well, you’d probably end up with something like this: Rayden Belmont, The Prince of All Saiyans DMs Please comment here or message me with any questions! You are a great person and deserve a great day. Lastly, Thanks for even taking the time to look at this. Also, it may just be a broken mess for balance purposes, so tips would be appreciated. Pick 1 item to start with (more to be added soon!)Īlso, the create-a-move thing is on its 5th or 6th iteration and there may be some holdovers, so if something doesn't look right please mention it. ![]() These fill signature move slots, which are the DnDBZ version of spell slots. Take your proficient skill + One other skill (Strike, Ki, Passive). Any tips for giving them a slight edge more would be appreciated. While they are historically weak in DBZ canon, I really don't want them to be too out-of-place. I gave them a couple of interesting feats to keep them floating but it still didn't quite get them up to snuff. While we haven't found humans to be bad, they lack the excitement of transformations that the other races have. ![]() The game is slightly balanced against humans, and that is somewhat intentional. I wouldn't exactly call this version 1.0 (I still need a lot of feedback!) But after 2 games with some pals its been so much fun I needed to share it with you guys! And thus I present to you, DungeonBall Z! (Please click the word "Here" at the top of the page to get the link to the google doc)Ī couple of things in addition. I've tried to contact him to get his permission to use this, but after 2 months of silence I'm hoping he won't mind (If you do, pal, message me and we'll work something out!). I credit him for a lot, mainly the racial stuff, but I tuned and improved a whole lot of his work to make it a playable and fun experience. So after discovering /u/Lazlo319 's homebrew setup for DnD Dragonball, I took a HUGE interest in making it an actual working module. Here! is the link for anyone who doesn't care about what I say and just wants the module! ![]()
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