
Training is an integral part of Dragon Ball and its sequel shows. Preparing for the arrival of a great enemy, trying to outdo a rival player or NPC, or for the survival of the universe! Through this set of Optional Rules, you can use the time between any big story arcs to prepare for what adventures lay ahead!
Downtime Periods. Downtime is handled in ‘Downtime Periods’, which is a period of time in which you have Downtime Points (DT) to spend on the various Downtime Activities. Generally, a Downtime Period should represent a long enough period of time for a Downtime Activity to reasonably occur and produce its benefits (the exact amount of time is up to your ARC).
You should space out your Downtime Periods and generally not give them within 5 Power Levels (regarding the growth of the characters in the story) from the last Downtime Period.
Giving DT. When deciding how much DT to give in a Downtime Period, follow the advice below:
- 1 DT. This is generally what you should give for a small period of preparation, a last ditch effort to get your characters ready for a big incoming fight or as a small reward for accomplishing a minor or easily achieved objective that helps move the campaign to its next key story arc.
- 2 DT. This represents the ‘traditional’ amount of Downtime, a period between story arcs that isn’t long enough to warrant a jump in Power Levels or a case of narratively important training to overcome a threat the characters feel woefully underprepared for and who are given the time to prepare for one reason or another.
- 3 DT. This is the maximum amount of DT you should give during each Downtime Period and should be given as a huge reward – something comparable to entering the Hyperbolic Time Chamber, not just in time but in terms of how dire a situation must be or as a reward for an incredible amount of great roleplaying and achieving goals far beyond what they should have (more from a narrative sense than a combat sense).
DT Limits. Each Downtime Activity has a limit to the number of times you can use it throughout your Character’s existence. Any increases to your Attribute Scores from your Downtime Activities are still limited by their usual Score Limit.
Advice on using Downtime. Downtime should be seen as a reward for playing through the campaign and therefore should not be given ‘retroactively’ to represent the character’s growth prior to the campaign (this is what their Power Levels and any Transformations they have access to are used to represent). It is best used as a way to represent the time spent between the various story arcs of your campaign or as a means of preparing for a dangerous, incoming threat.
Downtime Activities
Each Downtime Activity costs a certain number of DT to gain its effects, and you can only use each Downtime Activity ONCE during each Downtime Period.
Any Downtime Activity that interacts with a Transformation must be approved of by your ARC. This includes gaining a new Transformation, which your ARC may require you to explain how and why you would have been able to do that.
| Downtime Activity | DT Cost | Activity Type | DT Limit | Activity Effect |
|---|---|---|---|---|
| Basic Training | 1DT | Training | 4 | Gain 2 Attribute Points to spend immediately on any Attribute except SC or PE. |
| Technique Training | 1DT | Training | 4 | Gain 15 Technique Points, then you may spend your Technique Points on anything that costs Technique Points. |
| Reinforcing Form | 2DT | Training | N/A | Gain Mastery over an Alternate/Legendary Form or apply Power Improvement to an Enhancement Power you possess. |
| Unlocking Form | 2DT | Training | N/A | Gain access to a Transformation you meet the Prerequisites, Tier of Power Requirement, and Racial Requirement of. |
| Transformation Training | 2DT | Training | 2 | Increase your Stress Bonus by 1. |
| Heartbeat Training | 1DT | Training | 1 | Select a Transformation you possess that lacks both the Dedicated and Heartbeat Aspects. That Transformation gains the Heartbeat Aspect. |
| Resting | 1DT | Recreational | 4 | Gain a Karma Point, a Skill Rank in any Skill that uses your Personality Score, and increase your Personality Score by 2. |
| Studying | 1DT | Recreational | 4 | Gain a Skill Rank in any 2 Skills of your choice and increase your Scholarship Score by 2. |
| Base Building | 2DT | Recreational | 4 | Gain and spend 2 Dev Points. Additionally, increase both your Personality and Scholarship Scores by 1. |
Downtime Modifiers
There are multiple modifiers that can be applied during each Downtime Period. Your ARC will let you know which Downtime Modifiers are available to you during each of your Downtime Periods.
Modifier Types. Downtime Modifiers are split into two types: Training or Recreational, listed in brackets after its name. This means that they can only be applied if you are using a Downtime Activity of the same type during this Downtime Period.
Modifier Limits. You should generally only allow up to 2 Downtime Modifiers to be applied during each Downtime Period and a single Downtime Modifier cannot be applied more than once.
Training Partner (Training)
An ally has decided to train alongside you, known as your Partner. If your Partner is also benefiting from a Downtime Period, they must also be using this Downtime Modifier and at least one of their Training Downtime Activities must be the same as yours. Collectively, you and your Partner must select an effect to apply to this Downtime Modifier:
- Gain 1 Attribute Point to spend immediately on any Attribute except SC or PE, and increase your Score Limit for your Attributes by 1 until you reach your next base Tier of Power.
- Gain 10 Technique Points to spend immediately, and the amount of Technique Points you can spend on a single Signature Technique or Aura can exceed the limit by 5 until you reach your next base Tier of Power.
- Select a Transformation you have access to. Increase the Natural Result of any Stress Test to enter that Transformation or while in that Transformation by 1. You can’t select a Transformation that has previously benefited from this effect.
Mentor (Training)
You’ve been taken as a student, perhaps over a long period of time or only briefly by another Character. A Mentor is a Character who, during this Downtime Period, will be actively teaching your Character. A Mentor decides how you spend your DT during this Downtime Period, with at least 1 Downtime Activity being dedicated to a Training-Type Downtime Activity.
You gain an additional DT to spend during this Downtime Period and may use a Downtime Activity more than once.
Strenuous (Training)
You push your absolute limits, forcing your body far beyond what it could usually take to break through the barriers forced onto you. This may be due to a dangerous environment, or simply due to sheer will when faced against an insurmountable goal that you simply must overcome.
Upon applying this Downtime Modifier, select an extent:
- Grueling. Reduce your Maximum Life Points by 1/4 for the next two Combat Encounters you enter, but gain 1 Attribute Point to spend immediately on any Attribute except SC or PE and 10 Technique Points to spend immediately.
- Life Threatening. Reduce your Maximum Life Points by 1/2 for the next two Combat Encounters you enter, but gain 1 Attribute Point to spend immediately on any Attribute except SC or PE, 10 Technique Points to spend immediately, and 1 additional DT to spend during this Downtime Period.
If you used the Resting Downtime Activity, ignore a reduction of 1/4 to your Maximum Life Points through the effects of the Strenuous Downtime Modifier.
Deep Focus (Recreational)
You are too drawn into your time, losing focus on potentially training but gaining the benefits of really being able to benefit from your chosen activity.
Gain a Karma Point and you may use a Recreational-Type Downtime Activity twice during this Downtime Period.
Crafting (Recreational)
You prepare for the future, creating items and devices that can support yourself and your allies.
For every Skill Rank you possess in a Craft Skill of your choice, gain 2 Equipment Points (see — Gear Kits) to spend immediately.