GURPSify Dragon Ball - PEACH my rules supplement!
EDIT 7/2019: In case you found this and you know who wrote it, my Dragon Ball setting which I eventually made into a very long game manual changed radically after this. The dumb ideas about telekinesis being the main power and telekinetically compresed balls of plasma were replaced. My original "GURPSification" was awful and I replaced it over the course of a few months with a much better version. I guess the original dumb ideas did pave the way for better ones though. My original ideas may have been as terrible as the live action Dragon Ball movie was said to be (honestly I never watched it) but over time I made a better setting closer to the anime and manga. You can message me if you want to learn about it - I decided to leave it unpublished. Originally, ki was a type of spirit energy. Later, ki became spirit matter that evaporated off of your spirit body, but you could infuse it with spirit energy. In the real world, in my mind, ki is a form of creativity that comes forth from your soul. Unfortunately, I think my first attempt at GURPSifying Dragon Ball had poor ki flow but I got better at it over time.
this is my second GURPS thread. my first one just basically was about super heroes and it ended with "buy GURPS supers". now i've ordered GURPS supers for my parents to give me something to unwrap at Christmas but i don't own a copy yet. i doubt what i want to do here in this thread is covered in as much detail as i want though.
here's another thread i posted in: http://www.giantitp.com/forums/showt...arrior-(PEACH)
i wanted to take the essence of Dragon Ball and make an rpg out of it. the idea is to have it more consistent than the actual series. so no destroying planets at a low level with ki blasts, though ki blasts would have the power to destroy buildings, tanks, military aircraft, etc. what is the purpose of this you ask? well ... that's a good question. i just keep having dreams about it and i would like to finish this idea i have. just for the sake of it being cool and fun to do. treat it as an exercise in rpg gameological thinking.
so there are at core monk abilities (enhance speed, durability, and power; ki blasts) and telekinesis (tk itself, flight, teleport, time slowdown, shape and direct ki blasts which are basically controlled explosions). there's a lot of physics out there that could probably be used for this. for example, lightning blasts resulting in matter antimatter reactions. i believe it's usually better to rely on aesthetics and coolness and drama instead of trying to sciencify things, the way Akira did with all his glorious plot holes, but we know enough science now that we can do some sciencification. it's fun.
anyway, let's start with telekinesis. the relevant variables are range, mass you can move, precision of movement, and how fast you can move something (in physics terms, work/second? like Akira, not exactly a physics buff).
for monk abilities, you could just use the gurps combat system and attributes. for example, increasing strength, hit points, passive defense, armor, etc. http://www.sjgames.com/gurps/lite/3e/gurpslite.pdf
any ideas? i guess i kind of rubber ducked through a lot of this.