Attacking & Conditions

The ‘thwack’ of a fist striking against a target; the sonic boom of a combatant moving at supersonic speeds. A brilliant flash of light from an explosion as it blooms from an energy blast. The sharp smell of petrichor filling the battlefield as rain begins to downpour. Fury of blows, shouts of conquest, cries of agony… Combat in the DBU RPG can be messy, fatal, and electrifying. Whether it is a skirmish against a handful of thugs, or an all-out battle with soldiers and their ruthless sovereign, combat is the staple of DBU. In a typical turn, you will use your Actions (See Actions & Combat) to mount an attack, test your enemies’ defenses, and inflict damage on them. This section will cover all the mechanics, guidelines and rules related to attacking.

Strike Roll. A Strike Roll is your character’s attempt to attack another character. This includes any type of attack such as Physical, Energy, Ballistic, or Magical. See later in the section for details on specific attack types.

To hit a target, roll a d10, then add Haste and Awareness Modifiers to the natural result when attempting to hit a target: this is called the Strike Roll. A Strike Roll’s dice score is compared to the target’s Dodge Roll score. If your Strike Roll is higher, the attack successfully hits; if the Dodge Roll is higher, your attack fails and misses the target.

Melee Attack Range. The length or distance a target needs to be within to perform a physical attack against them. Your Melee Attack Range depends on your Size Category.

Long Range. It is assumed that all ranged attacks reach their intended target if the attack is successful. If the attack fails, it is assumed the attack either missed or fell short. However, the exception to this is if a character is simply too far away. If a target is more than 8 Squares away from you, they gain a bonus to their Dodge Rolls against you; this is called Long Range. For every 8 Squares you are from an attacker, increase your Dodge Roll by +2(T).

Dodge Roll. Your ability to avoid injury and other ill effects is measured by your defense. To Dodge an attack, roll a d10 and add your Defense Value to the natural result. Your Defense Value is equal to your Agility Modifier, plus any other modifiers that might be applied. Compare your Dodge dice score with the attacker’s Strike dice score. If the strike roll is higher, the attack successfully hits; if the dodge roll is higher, the attack fails and misses the target.

Diminishing Defense. Even if you are on guard all the time, no one can be completely defensive through the throes of combat. Each time you are attacked during a round, reduce your Defense Value by -1. For example, you have a Defense Value of 5, and have been attacked two separate times. Your Defense Value is lowered to 3 against the next attack. If you are attacked again in the same round, your Defense Value will be lowered to 2, and so on and so forth. If your Defense Value is reduced to 0, you can still roll Dodge, but you will not gain your Defense Value to the roll. At the start of every new Combat Round, your Defense Value is restored to normal.

Point Pool Management. During the rounds and turns of combat, you will be keeping track of two important values: Life Points and Ki Points. As you suffer damage, you will subtract the value from your current Life Points. As you spend, wager, and pay the costs for abilities and attacks, you will subtract those expenditures from your current Capacity and Ki Points Pool.

Attack Types

There are four different types of attacks in the game; Physical, Energy, Ballistic, and Magical; Each type is entered below with an (x) numeric value, this value is the Ki Point Cost.

  • Ballistic (0). A Ballistic Attack is a form of strike that involves the usage of a firearm or blaster. Unlike other attacks, the damage from Ballistic Attacks doesn’t have an Attribute tied to it. Instead, the damage comes directly from the firearm itself. Ballistic Attacks also do not have a Ki Point Cost and can be used without needing to spend Ki Points. You cannot wager Ki Points on a Ballistic Attack.
  • Physical (0) – A Physical Attack can be anything from a punch or kick, to a headbutt or even the swipe of a sword. A Physical Attack can either use a mundane weapon or your own fist. You can only target characters within your Melee Range with Physical Attacks. Add your Force Modifier to the Wound Roll.
  • Energy (Varied)– An Energy Attack is the general term used when attacking with any type of energy-based attack; Energy Attacks all follow the same rules listed here. Energy Attacks can attack anyone, regardless of the range. Add your Force Modifier to the Wound Roll. You can perform basic Energy Attacks based on Ki Manipulation Foundation’s Signature Technique Types.
    • Sphere (2T). A sphere is a small or large ball of Ki that is thrown like a ball at a target. An energy sphere attack can only target a single enemy. This is your default Energy Attack if no other type is chosen.
    • Kiai (6T). A ranged attack that can’t be seen with the naked eye. This foundation makes two Strike Rolls and selects the highest of the two. However, the Wound Roll is rolled twice and takes the lowest result.
    • Blast (6T). A cone-shaped attack that affects multiple targets. An arc is made in front of you that is 3 squares wide and 3 squares long. Make a single Strike and Wound Roll against all targets in that area, who all make their own defense.
    • Explosion (8T). A detonation of energy that affects all targets in its range. Select a square. All targets within a 4 by 4 square of that location must make a defense against your Strike Roll. You will only make a single Wound Roll against all those affected.
    • Beam (10T). A focused line of energy, usually seen as a sphere with a tail. Make a Strike Roll against the target as normal, and deal Direct Damage. A Beam attack has one free stack of Energy Charge attached to it.
  • Magical (Varied) – A Magical Attack is a special, unique ability that has its own exclusive qualities. This can range from telekinesis, mind control, to a radical lightning bolt. Magical attacks use your Spirit Modifier for the Wound Roll instead of the Force Modifier and can target anyone within 8 Squares of the attacker.
    • Incantation (2T). A flash of magical energy blasted at a target. A magical incantation attack can only target a single enemy. This is your default Magical Attack if no other type is chosen.

Ki Wager. When you attempt to strike a target, before any dice are rolled, you can make a Ki Wager. This is the number of Ki Points you are willing to spend or to risk on a given attack. Start by declaring the number of Ki Points you will wager and then roll the dice to Strike your target. If the attack is successful, the number of Ki Points you wagered are added to the attack’s Wound Roll. If the attack fails, the wagered Ki Points are lost.

All attack types have a base Ki Point Cost, this cost is not included as part of a wager and is NOT added towards damage. Base cost is the number of points required to perform the attack, where the wager is a gamble to increase the attack’s damage. You can not wager a number of Ki Points greater than your current Capacity Rate.

Wound Roll. If a Strike is successful, roll a d10 and add any relevant Modifier to the result and then increase that score by the number of Ki Points you wagered. The total value is the amount of damage that attack inflicted on your target, this is called a Wound Roll. When you add damage modifiers to an attack, that value is only added to the total overall damage inflicted. Each type of attack has an Attribute Modifier related to it that increases the damage it inflicts to a target.

  • Ballistic Power. Ranged Weapons do not have a related Attribute, the damage for ranged weaponry comes directly from the weapon itself.
  • Power. Both Physical and Energy Attacks add your Force Modifier onto the Wound Roll.
  • Magical Power. Magical Attacks add the Spirit Modifier onto the Wound Roll.

Damage Types

There are four different types of damage an attack can inflict to a target. The most common damage in the game is Standard or normal damage. Unless otherwise stated by the attack, all attacks are considered to inflict Standard Damage to a target.

  • Standard. This type of damage has no special qualities. All attacks do Standard Damage unless otherwise stated.
  • Direct. When a target suffers Direct Damage, their Soak Value is reduced by 1/2 for that attack.
  • Lethal. Lethal Damage bypasses a target’s Soak altogether; targets cannot use their Soak to reduce the damage of a Lethal attack. When attacking a target with Lethal Damage, you will always roll against a target’s full Defense Value, regardless of Diminishing Defense.
  • Damage Over Time (DOT). Damage caused over a period of time, typically several rounds. As an Action on your turn, you can make a Corporeal Saving Throw, TN Medium, to stop the damage. If you pass the Save, you do not suffer any damage this turn and the effect ends. Damage Over Time is counted as Lethal Damage unless otherwise stated. If you are suffering from multiple DOTs, increase the damage you suffer, do NOT increase the duration of the DOTs.

Soak. Soak is the ability to stave off damage from attacks and to weather damage through natural toughness. Soak is a passive aptitude that is directly related to your Tenacity Modifier. You always count as having a Soak Value of at least 1T+1 regardless of if your Tenacity Modifier is lower. Whenever you suffer damage, reduce the amount by your Soak Value. The remaining damage is removed from your Life Points. Soak is used against the total amount of damage suffered from an attack, not each individual damage dice roll. (See Core Rules)

Health Thresholds. Health Thresholds represent your level of combat effectiveness based on the amount of damage you have sustained throughout an encounter. As you suffer damage and your Life Points are reduced, you will reach thresholds that impact your fighting ability.

  • Bloodied. When you reach 50% or less of your total Life Points, you will become Bloodied. A character that is Bloodied will suffer a penalty of -1(T) to all Combat Rolls.
  • Injured. When you reach 25% or less of your total Life Points, you will become Injured. A character that is Injured will suffer a penalty of -2(T) to all Combat Rolls.
  • Wounded. When you reach 10% or less of your total Life Points, you will become Wounded. A character that is Wounded will suffer a penalty of -3(T) to all Combat Rolls.

It should be known that the negative effects of Health Thresholds do not stack together, and your character cannot have the effects of multiple Thresholds at any time. You can pass through multiple Health Thresholds at the same time, at which point you ignore the higher Health Thresholds you passed through and focus on the lowest Health Threshold you passed through for the sake of a Steadfast Save, as well as any other effects.

Steadfast

When your Life Points are reduced and you reach a Health Threshold, you must make a Steadfast Save. Steadfast represents your ability to quail pain and your courage during combat. A Steadfast is a special type of roll that is not affected by any Attributes, Extra Dice, or other bonuses unless specifically mentioned. Roll 1d10; if you roll a 6 or higher, you pass. If you successfully pass the save, you ignore the effects of that Health Threshold. You must take a Steadfast Save each time you reach a Health Threshold, even if you reach the same Threshold more than once during a single Combat Encounter.

Steady Momentum. When rolling a Steadfast Save, if you score a Critical Result, you gain +1 Action to use by the end of your next turn. To score a Critical when rolling a Steadfast Save, your natural result must be a 10, regardless of other rules that might lower your Critical Score requirements.

Defeated. In DBU, death might only be temporary. Once you reach 0 Life Points, you are considered defeated- possibly dead, simply unconscious, or just otherwise incapacitated- and can no longer perform any action inside any Combat Encounter, unless you are healed and therefore no longer defeated. Typically, 0 Life Points spells death, and you may have to spend a Karma Point to prevent it. However, your ARC might resolve otherwise. Death looms over everyone in the Dragon World, and it isn’t something to scoff at even with the power of Dragon Balls.

Recovery

As brave and courageous as you might be, you can’t spend all day in the thick of exploration, social interaction, and battle. You need time to rest and eat, tend your injuries, and refresh your minds and spirits. There are five different types of recoveries that you can use to recover your characters: Combat, Instant, Short, Long, and Extended.

In-game time is typically relative to the ongoing story and normally tracked by the game’s ARC. Creating a generic time metric that would fit all types of game play would be impossible; however, each recovery option below is listed with a rough time frame that each should take place in; these are by no means what your ARC might actually use.

  • Combat Recovery. This type of recovery happens during combat; it is very short, and a quick way for you to recover a small amount of stamina. (Actions & Combat)
  • Instant Recovery. After you have conquered, defeated, or overcome an encounter you will automatically receive an instant reprieve. After a Combat Encounter is concluded, you will restore 25% of your total Life and Ki Points back.
  • Short Recovery. A short recovery takes between one to four hours of time, during that time you restore 1/2 of your maximum Life and Ki Points back.
  • Long Recovery. Long recovery takes more time, from five to twelve hours of time, and during this time you restore 3/4 of your maximum Life and Ki Points back.
  • Extended Recovery. An extended recovery takes nearly all day and lasts between thirteen and twenty hours, restoring all of your maximum Life and Ki Points back.

Combat Conditions

Combat rarely consists of foes standing toe-to-toe and bashing each other. Movement and position are key; if you fire from a hiding place at an enemy in the open, you might receive a Combat Condition. Temporary advantages and disadvantages in combat are reflected in a set of common combat bonuses.

One of the most potent Combat Conditions is the Rage Combat Condition. You may enter this Combat Condition through narrative means when your character exudes an immense amount of rage, at your ARC’s discretion. You can also, when you reach the Wounded Health Threshold, attempt to enter the Rage Combat Condition by making a Morale Saving Throw, TN Easy. If you pass the Saving Throw, you do not enter Rage. If you fail, you successfully enter Rage until the end of your turn.

There are multiple conditions, depicted below:

Positive Combat Conditions

  • Superiority. While rolling dice, Superiority reflects a positive circumstance during the situation in your favor. If you have Superiority, roll an additional d10 with your rolls.
  • Hidden. You cannot be targeted for attacks and your opponents do not know your position. If you attack a character while in the Hidden Combat Condition, they are treated as if they have the Guard Down Combat Condition. You lose the Combat Condition if you attack another character.
  • Rage. You automatically hit opponents with your attacks, no need for a Strike Roll. You may still roll your Strike Roll if you wish. Ignore all Negative Combat Conditions and penalties to your rolls. Rage can only be used Once per Combat Round. Rage can only be active until the end of your turn. During the next Combat Round, you can only use One Action.

Negative Combat Conditions

  • Guard Down. If you have the Guard Down condition, you reduce your Dodge Roll by -2(T). Also, you roll your d10 for your Dodge Roll twice and take the lower result (Penalization Dice). 
  • Impediment. Reflects a negative condition during an event that is not in your favor. If you are Impeded, remove one d10 from your dice rolls: Dropped Dice. If you only have one die, you will instead reduce your result by -5.
  • Prone. While Prone, all damage is considered Lethal regardless of the source. You are also subjected to the Guard Down Condition, as described above. If you are not Pinned, you can spend One Action on your turn to stand up, ending the Combat Condition.
  • Weakened. When you are subjected to this Combat Condition, reduce your Capacity Rate by 1/2. You can only gain this effect twice – if you gain this effect a second time, reduce your already reduced Capacity Rate by another 1/2.
  • Fatigued. When you are subjected to this Combat Condition, reduce your maximum Ki Points and Capacity Rate by 1/2. You can only gain this effect twice – if you gain this effect a second time, reduce your already reduced Capacity Rate by another 1/2.
  • Shaken. While suffering from this Combat Condition, your Ground and Flight Speed is reduced to 1/2 (rounded down) and you have -2(T) to all Strike Rolls against the one who gave you this Combat Condition.
  • Slowed. You have -1 Actions per Combat Round.
  • Candy. You cannot use Signature Techniques or Magical Abilities. You are also subjected to the Slowed Combat Condition.

End a Condition. Most conditions have a number of Combat Rounds they will be in effect for or they may be due to a constant effect on the battlefield. Either way, you may attempt to end ANY Combat Condition by spending One Action to make a Morale Saving Throw, TN Hard.

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