DownTime

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! 

Downtime is a host of variant rules that you and your ARC can choose to include in a campaign. These rules function to fill your time during a game where your character is not doing anything pressing, or preparing with some time before the event, or is just not involved in a major story hook. 

A Downtime Period consists of one or more months of inactivity in the campaign where characters can train, interact, and perform mundane tasks by spending Downtime Points (DT). A general rule of thumb is that you gain +1 DT for each month spent in Downtime. If you would be in Downtime for longer than 4 months, it’s highly encouraged that you do not give DT but instead use Milestones to represent the growth of characters during this time.

Downtime, no matter what, must always have at least 1 DT spent on the activity or training.

Stress is accumulated during training. If training would increase your stress above 100, you cannot perform that training. If you wish to continue training, you must first reduce your stress with one of the Downtime Activities listed at the bottom of this page. Stress is lost at the end of each Downtime Period.

Example One: The party has just completed a major story arc and is looking forward to the World Martial Arts Tournament coming up in three months.  During this time, they plan to train in order to better perform at the tournament. The characters have 3 DT Points to use but say one of the characters wants to obtain a new transformation, they would have to apply a Training Modifier approved by the ARC to reduce the DT cost of that Training Type. For example, they may train under high gravity to achieve this effect. Of course, this would require them to narratively have access to a gravity machine or other tool for providing the conditions for this Training Modifier.

Example Two: The party has just been defeated by a major villain and needs to get stronger fast. They visit the Lookout to take advantage of the Hyperbolic Time Chamber there. As the Hyperbolic Time Chamber turns one day into a year but during that time they’ll be training intensely, characters who enter would gain +4 DT to use during that Downtime Period and would gain +1 or 2 Power Levels through Milestones. They can apply Gravity Training once, but as they get used to the gravity, this modifier no longer applies, and the rest of their training must be without this modifier.

When applying longer periods of Downtime, it’s important to consider how much DT you would give – the general rule is never give more than 4 DT in a single sitting and that you shouldn’t give more than 3 DT per Tier of Power.

Training Types

Downtime Points RequiredType of TrainingStressTraining Effects
1DTBasic Training+20Gain +2 Attribute Points to spend immediately. You cannot spend these on Scholarship or Personality.
1DTTechnique Training+20Gain +5 Technique Points, then spend Technique Points to do one of the following:
– Modify one of your existing Signature Techniques as if you were creating it.  You are limited to adding and/or removing one Advantage and Disadvantage each.
– Create a Signature Technique.  You may add as many Advantages and Disadvantages as you can afford.
– Purchase a Magical Ability from the Spellbook.
-Purchase a Spellbook Advancement.
1DTTrain Minion/Update Battle Jacket+20Target one Minion or Battle Jacket you possess, set their bonuses from Minion Creation or Battle Jacket Creation respectively as if you made them with your current Power Level.
3DTTransformation Mastery+40Gain Mastery over a Transformation that your ARC says you are allowed to Master. Traditionally, you should not be able to select this training option multiple times during a Downtime Period, but your ARC may allow you to.
4DTAcquire New Transformation+60Choose one Transformation that your ARC says you are eligible for. You gain access to that Transformation. Traditionally, you should not be able to select this training option multiple times during a Downtime Period but your ARC may allow you to.
3DTPush the Limits of a Transformation+40Choose one Alternate Form or Legendary Form that you have access to and your ARC allows you to choose. You may use the 100% Power rules for that Transformation. If you already can, and it is a Legendary Form that is the highest Stage for that Transformation, you may apply the Shatter Your Limits rules. Traditionally, you should not be able to select this training option multiple times during a Downtime Period but your ARC may allow you to.
3DTIncrease Your Transformation Speed+40Choose one Transformation you possess that does not possess the Dedicated Form Aspect – it gains the Heartbeat Aspect. Traditionally, you should not be able to select this training option multiple times during a Downtime Period but your ARC may allow you to.
3DTEnhancement Modification+40Choose one Enhancement Power you possess. You may increase or reduce the level of any Aspect with levels on that Enhancement Power by +/-1. If that Enhancement Power has its Aspects decided by its traits, this effect applies after that calculation.

You can only use this Downtime option up to twice on each Enhancement Power.

Training Modifiers

Type of ModifierDT CostStressTraining Effects
Partner+1DT +20In addition to whatever other training you receive, gain the effects of Basic Training.
Mentor+0DT+0Mentor’s effect changes based on whatever training you’re undertaking: 

Basic Training. Gain +2 Attribute Points to spend on a different Attribute.
Technique Training. Increase the amount of Technique Points you gain by +5 or if you would attempt to gain a Signature Technique or Magical Ability possessed by your Mentor, reduce the Technique Point cost for that Signature Technique or Magical Ability by -10.
Transformation Mastery. Decrease the Stress gained by -30.
Acquire New Transformation. Decrease the DT cost by -1.

You can only use the effects of Mentor once per Downtime Period.
Dangerous Environment-1DT+20You begin the next Combat Encounter with -1(bT) to all Combat Rolls.  This can stack up to 3 times.  After that Combat Encounter, it wears off. You may remove one stack of this penalty by using the Resting Downtime Activity.  You can only use the effects of Dangerous Environment 3 times per Downtime Period.
Gravity-1DT+40Gain +2 Attribute Points to spend immediately. You cannot spend these on Scholarship or Personality. 

You start your next Combat Encounter with only 1/2 of your Maximum Life Points, unless you use the Resting Downtime Activity.  You can only use the effects of Gravity once per Downtime Period.
Life Threatening-2DT+40Reduce your Maximum Life Points by 1/4th. After your next Combat Encounter, this wears off.

You may remove one stack of this penalty by using the Resting Downtime Activity. You can only apply the effects of Life Threatening twice per Downtime Period.

Activity Types

DT Points RequiredType of ActivityStress ReductionDowntime Results
1DTResting-20Chill out, grab a Hetap, and relax.

Remove one stack of penalties from the Dangerous Environment, Gravity or Life Threatening Training Modifiers.
1DTStudying-10Gain a Skill Rank in any Skill of your choice.  Increase your Scholarship Attribute Score by +2.
2DTBonding-20Gain +1 Karma Point for every Player that chooses this Downtime activity, up to a maximum of +3.  Increase your Personality Attribute Score by +2.

Optional (Your ARC decides if this is included): Mutants have never trained before in their life, coasting off their natural strength! When a character with the Mutation Manifested Power would gain DT for the first time, they gain an additional +2 DT.

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