
Attribute Scores. Every characteristic has an Attribute Score, a metric that expresses the magnitude of that characteristic. However, your Attribute Scores don’t only measure your innate aptitudes, but also incorporate your training and capabilities in activities related to that Attribute.
- Agility, measuring mobility.
- Force, measuring power.
- Tenacity, measuring endurance.
- Scholarship, measuring reasoning and knowledge.
- Insight, measuring wisdom and perception.
- Magic, measuring magical ability.
- Personality, measuring the force of character.
These 7 Attributes provide a description of your Character’s physical and mental characteristics. Is your Character light on their feet? Hardy and wise? Attribute Scores express these qualities – your Character’s assets as well as their weaknesses.
Score Limit. Each Tier of Power has a limit on how high your Attribute Scores can become. At Tier of Power 1, your Attribute Scores cannot exceed 8. For every Tier of Power after the first, increase this limit by 3. The Attribute Score Limits for the first five Tiers of Power are shown below as an example:
- ToP1: 8
- ToP2: 11
- ToP3: 14
- ToP4: 17
- ToP5: 20
Attribute Modifiers. Each Attribute also has a Modifier derived from its respective Attribute Score. By default, your Attribute Modifier is equal to your Attribute Score, but unlike your Attribute Score, your Attribute Modifier can be modified by various effects and Transformations. In essence, your Attribute Modifier is your full capabilities and what is used by the mechanics of DBU in most instances, while your Attribute Score represents your natural capabilities and is used more often for things like prerequisites and for mechanics that aren’t affected by changes to modifiers – such as your Skills and Saving Throws.
Aptitudes. Your Aptitudes are values derived from your Attributes which are pertinent to combat. The Aptitudes used by DBU are: Haste, Awareness, Might, Speed, Defense Value, Initiative, Soak, and all Saving Throws (Impulsive/Corporeal/Cognitive/Morale). It is important to keep track of these Aptitudes as they may change during combat.
Attributes
Agility
The first Attribute is Agility; it encompasses your speed, dexterity, and overall quickness. Agility is used for dodging attacks, movement during combat, and how quickly you can stride into battle.
Skills. There are 5 Skills that use Agility to define their bonus: Acrobatics, Flight, Piloting, Thievery, and Stealth.
Saving Throw. The Impulsive Saving Throw uses your Agility Score.
Aptitudes. There are several Aptitudes that use Agility:
- Haste. Haste is the attack speed you gain from your mobility and flexibility. Add 1/2 of your Agility Modifier to Strike Rolls when making any type of attack (see — Attacking).
- Defense Value. This is your ability to Dodge attacks. Your Defense Value is equal to your Agility Modifier. Add your Defense Value to all Dodge Rolls. Keep in mind that your Defense Value is temporarily reduced as you’re attacked (see — Diminishing Defense).
- Speed. Your speed determines how fast you move in combat. Speed is separated into two categories: Normal Speed and Boosted Speed. Your Normal Speed represents your casual pace and is calculated by 2+(1/2 of your Agility Modifier). Your Boosted Speed represents your speed when you push forward your full effort and is calculated by adding 2 to your full Agility Modifier.
- Initiative. At the start of any and every Combat Encounter, you will roll Initiative by making an Initiative Check. Add 1/2 of your Agility Score to your Initiative Check (for more information, see – Initiative).
Force
Force is your overall power and control over the energy found within your body. It depicts your destructive force, your physical might, and the great intensity of your inner strength.
Skill. There are no skills that add Force to their bonus.
Aptitudes. There is only a single Aptitude that uses Force:
- Might. Might represents the full limits of your physical or magical power. It is a unique Aptitude that is equal to the highest between your Force and Magic Modifiers.
Rules that use Force: There are multiple rules or rolls that make use of Force:
- Wound. Force is the Damage Attribute for the Physical and Energy Foundations (see — Foundations and Profiles).
- Surgency. Increase the amount of Life/Ki Points you regain through a Surge by your Force Modifier (see — Surges).
Tenacity
Tenacity represents a combination of toughness, stamina, and overall resilience to damage. Tenacity is used to calculate your Life Points and Soak Value.
Skills. There are no skills that add Tenacity to their bonus.
Saving Throw. The Corporeal Saving Throw uses your Tenacity Score.
Aptitudes. There is only a single Aptitude that uses Tenacity:
- Soak Value. This is your innate ability to reduce damage taken passively. Your Soak Value is equal to your Tenacity Modifier, and reduces damage taken by its full value or only half its value (see — Damage Category). Your Soak has a minimum value of 1(bT). Some traits and abilities can alter your Soak Value.
Rules that use Tenacity. There is only one rule that uses Tenacity:
- Life Points. At Character Creation, and every time you gain a Power Level, you add twice your Tenacity Score to your Life Points. This effect is retroactive, meaning if your Tenacity Score is increased by 2, your Life Points would be increased by 4 for every Power Level you have.
Scholarship
Scholarship governs the Character’s ability to reason, deduce facts, critically think, and how much knowledge they’ve accumulated. Scholarship increases the effectiveness of all other skills and grants additional Technique Points.
Skills. There are 4 skills that use Scholarship: Craft, Knowledge, Investigation, and Medicine. Craft and Knowledge are different from regular skills in that they require a specialty. For example, you could take a Skill Rank in Knowledge: Robotics, and two more in Knowledge: Biology. These are separate skills, but both count as Knowledge when needed.
Aptitudes. Scholarship has no Aptitudes.
Rules that use Scholarship.
- Gifted Student. If your Scholarship Score is 4+, increase the Dice Score of your Skill Checks by 2 and the amount of Technique Points you gain from Skill Improvements by 3. Double this bonus if your Scholarship Score is 8+. The bonus to your Technique Points is retroactive, meaning if your Scholarship Score is increased to 4, your current Technique Points would be increased by 3 for each Skill Improvement you’ve received.
Insight
Insight is tied to a Character’s perception and wisdom. Intuition, gut feelings, seeing through hazy clouds, and sensing enemies are all under Insight’s domain. Insight is used for attacking and sensing.
Skills. There are 6 skills that use Insight: Clairvoyance, Concealment, Creature Handling, Perception, Intuition, and Survival.
Saving Throw. The Cognitive Saving Throw uses your Insight Score.
Aptitudes. There is only a single Aptitude that uses Insight:
- Awareness. Awareness is your sense of the flow of combat as well as where everything is in relation to you. Add your Insight Modifier to Strike Rolls when making any type of attack (see — Attacking).
Magic
Magic is the attribute of the arcane. Magic spells that bolster allies, curse enemies, or control the elements are under Magic’s influence.
Skills. Only one skill uses Magic: Use Magic.
Aptitudes. There is only a single Aptitude that uses Magic:
- Might. Might represents the full limits of your physical or magical power. It is a unique Aptitude that is equal to the highest between your Force and Magic Modifiers.
Rules that use Magic: There is one rule that uses Magic:
- Wound. Magic is the Damage Attribute for the Magic Foundation (see — Foundations and Profiles).
Personality
Personality is your force of character; your sense of self, pride, and charisma. Personality allows Characters to cajole, manipulate, persuade or intimidate others with words alone. Personality increases your interaction skills and Stress Test Checks.
Skills. There are 5 skills that use Personality: Bluff, Cooking, Intimidation, Persuasion, and Performance.
Saving Throw. The Morale Saving Throw uses your Personality Score.
Rules that use Personality: There is only one rule that makes use of Personality:
- Determination. If your Personality Score is 4+, increase your Stress Bonus by 1. Double this bonus if your Personality Score is 8+.
Saving Throws
Saving Throws are used to stave off effects that could render you less effective in combat. They may also be used more narratively to handle situations that call for it by your ARC (see — Challenges); such as reacting to an attack you didn’t expect, pushing through sickness, fighting against an attack on the mind, or dealing with emotional manipulation.
Saving Throws. Below is the list of Saving Throws. The bonus you would roll for each Saving Throw is tied to the Attribute Score of an Attribute, shown in brackets after the name of the Saving Throw:
- Impulsive (Agility). The Impulsive Saving Throw measures your reaction speed and the ability to avoid effects and abilities that wouldn’t typically be classified as attacks.
- Corporeal (Tenacity). The Corporeal Saving Throw measures your resilience against illness and other effects that do more than simply damage the body.
- Cognitive (Insight). The Cognitive Saving Throw measures your mental strength and the ability to fight off effects that may attempt to influence your mind – such as magic.
- Morale (Personality). The Morale Saving Throw measures your ability to remain true to your persona, fighting off emotional turmoil.