Battle Grounds

We created battle grounds to help you and your group get a real feel of immersion. Battle grounds are simple enough, just pick anywhere you can imagine and that is where the battle takes place. Now you’ll pick, or randomly decide, from the weather affects and terrain features below. You can pre-build a battle ground or do it on the fly.

The Grid. You can play DBU with or without a grid. Without a grid, we use yards to describe distance. With a grid, you use squares or one space. One space or square is equal to three (3) yards. (Introduction) DBU was designed to work using a gird or not using a gird. It was intended for dealer’s choice; we wanted you to have the freedom in your play style.

Battle Terrain. You can choose from the list or simply roll a single d10 for a random result. You can even mix and match or use all five. The bracketed numbers are the dice score for the terrain feature if you randomize them with a d10.

  • (1-2) Water Feature – Hardness 0. A large or small water type feature, either a lake, steam, or swamp.
  • (3-4) Rocky Features – Hardness 3. Tall rock formations. For each result of this terrain, add three (3) rocky features to the battle area.
  • (5-6) Forest Features – Hardness 1. Trees or thick forestry. For each result of this terrain, add three to five (5) forest features to the battle area.
  • (7-8) City Features – Hardness 2. Buildings, houses, or other city-type features. For each result of this terrain, add two (2) to five (5) city features to the battle area.
  • (9-10) Course Feature – Hardness 1. Any type of course features such as gravel, sand or even grass. This pick will cover the entire battle area. Like we said, this is a simple and non-inclusive list, but enough to get the battle ground filled up with some playful terrain features to throw bad guys into. We encourage you to use these features or come up with your own to help make a battle more dynamic.

Hardness. Each battle terrain feature is listed with a hardness value. This value relates to the amount of damage the feature causes when you are forcibly knocked into it or struck with it. All environmental damage counts as lethal damage, and regardless of how you are knocked into the terrain, if your Architect tells you to take environmental damage you are subject to the full value. Environmental damage increases by its starting value for each tier of power reached. As an example, at tier of power four terrain with a hardness of zero will inflict eight lethal damage.

  • Zero.This terrain inflicts two (2) damage to any target that is knocked into it.
  • One. If you are knocked into this terrain you will suffer four (4) damage.
  • Two. When you are knocked into this type of terrain hardness, you will suffer six (6) damage.
  • Three. This terrain feature causes eight damage (8) when you are knocked into it.

Terrain size. While using a grid and adding terrain is great and really brings a new dynamic to your typically blast and smash, sometimes there just isn’t enough room on the table. We didn’t want to tie terrain a standard size. We thought we would leave it up to you, the Architect and players.

Battle Weather. We have created your battle field, now is it sunny or is it pouring down destruction and kittens. Battle weather affects can be combined in any fashion; you could have it raining while a thick fog rolls in. Battle weather entries are listed with bracketed numbers. If you are randomizing battle weather the number relates to a dice score.

  • Sunny Day. This is the normal and default weather affect that every encounter will have unless stated otherwise. When your using the maneuver combat recovery increase its effects by +1d10. (Actions & Combat)
  • Fog (1-2). Imagine a battle in thick fog where all you can see are the flashing of color and explosions of ki. There are two types of fog: light and thick. Both affect your ability to use energy attacks and see.
    • Light Fog. When you shoot into combat, when you make a manipulation check roll 2d10 selecting the lowest natural result and discarding the higher. Botch and critical rolls still count as solid dice.
    • Thick Fog. When you make a manipulation check reduce you dice score by two (-2) plus your power level.
  • Winds (3-4). Typically, there is always wind, but we are covering the more aggressive winds such as those from with storms or hurricanes.
    • Forceful Gale. Strong winds which reduce your defense value and initiative values by two (-2), increase this effect by one (+1) for each tier of power reached.
    • Typhoon. Blasting winds that cause buildings and other reinforced structures to buckle and break. reduce your defense value and initiative values by four (-4), increase this effect by two (+2) for each tier of power reached.
    • Hurricane Winds. Powerful and rapidly shifting winds reaching triple digits, which reduce your defense value and initiative values by six (-6), increase this effect by three (+3) for each tier of power reached.
  • Rain (5-6). There are three types of rain you can have during a battle: drizzle, down pour, and storm.
    • Drizzle. Light rain that reduce your strike, initiative and wound values by two (-2), increase this effect by one (+1) for each tier of power reached.
    • Down Pour. Heavy rain that affects battle and movement. Strike, initiative and wound values by four (-4), increase this effect by two (+2) for each tier of power reached.
    • Storm: Thunder and light with heavy rains. Strike, initiative and wound values by six (-6), increase this effect by three (+3) for each tier of power reached. Also, every round of combat, the ARC will roll a d10; if the dice score is a one or two (1-2), randomly strike a combatant with lightning, ignore other all other scores. Lightning inflicts 2d10 environmental damage on the player. Roll an impulsive save to dodge the hit, TN hard.
  • Cold (7-8). Battle Weather Cold weather varies in its forms. You might have actual cold weather or snow, maybe even ice. Sometimes all three!
    • Freezing Temperatures. Combat recovery results are reduced by five (-5), increase this effect by five (+5) for every tier of power reached. When making any type of saving throw you dice score is reduced by two (-2), increase this effect by two (+2) for every tier of power reached.
    • Snow Fall. Fast, large and wild snow fall covering everything in sight with inches of snow. All strike and dodge rolls are reduced by one (-1), increase this by one (+1) for everyone tier of power reached.
    • Ice. Freezing large areas of land and cooling the air down to extreme temperatures. After you move, while on the ground, move one extra square in any direction. When you movement is finished you will suffer 1d6 environmental damage
  • Desert (9-10). Battle Weather This weather affect doesn’t actually mean a desert per-se, but strong heat and dry or humid air.
    • High Temperatures. Remember fire mountain, it is the one that was on fire. When you make a Steadfast check roll 2d10 selecting the lowest natural result and discarding the higher. Botch and critical rolls still count as solid dice.
    • Volcanic. A battle on top of an active volcano, that would be epic. When you make a steadfast check reduce you dice score by two (-2) plus your power level.
  • Cataclysm. Unlike all other battle weather, cataclysm is just that: a maelstrom of crazy, typically followed by the earth-shattering explosion of the planet. When you use cataclysm weather, every round you randomly select three (3) different battle weathers; re-roll any doubles until you have three different weather situations.
Weather EffectNatural Result
Sunny Day1-3
Fog4
Winds5
Rain6
Cold7
Desert8
Cataclysm9-10

Climate Test. You can resist the effects of a weather type by wearing an environmental clothes at relate to the weather type or taking a climate test. Roll a skill (survival) check, TN medium. If you pass, ignore the effects of all weather in play. If you fail the check, you are subject to all the weather affects in play.

Sight & Illumination. The dark, nighttime, and other effects can obscure your vision and give your character a significant hindrance. Some areas might only be limiting, while others might be completely obscured.

  • Limited Sight. Areas with dim light or obscured vision, this might apply to a patchy fog, moderate foliage, or large rooms with only one light source ; typically, areas with limited or restricted light sources or where your character’s vision is otherwise being interfered with. Characters affected by Limited Sight are subject a negative two (-2) to all actions taken in the area. Increase this effect by two (+2) for every tier of power reached.
  • No Sight. In areas without light or when your character’s vision is completely obscured, this might apply to total darkness, subterranean caverns, or  blindness; typically, these areas will have no light sources or completely limit your character’s sight. Characters affected by No Sight are considered to the combat condition impediment.

*If you are facing a target(s) that can see in limited sight or no sight and your character can not the target(s) is granted superiority over you.

Area Attacks. Some attack types cover an area, allowing the attack to strike or affect more than one target at time. An attack’s traits, advantages, or other ability will specify its area of effect. There are three different type of area shapes, cone, line, or sphere. All shapes have a point of initiation or the location which the attack or ability originates from. Each shape’s initiation point is detailed below.

Cone. The area shape cone extends in a direction of your choice from its point of initiation. A cone’s width at a given point along its length is equal to that point’s distance from its point of initiation. A cone’s point of initiation is not included in the area which is effects, unless the otherwise stated.

Line. An attack with this area shape extends from its point of initiation in a straight or direct path up to its determined length and covers the squares it passes through. Typically, a line doesn’t include its own point of initiation.

Sphere. This area shape extends outward from its point of initiation in all directions. The sphere’s size is expressed as squares that extends from the initiation point. Sphere’s initiation point is included in the area of effect. Note, that sphere is expressed as a square because distance is measured in gridded squares.

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