You step back, balancing your weight while swinging your fist. You swing and strike against your opponent. They turn to the side, preparing for a counterattack as flames radiate from their hand.  You tumble under the blossoms of flames and stagger back. The sharp smell of petrichor filling the battlefield as rain begins to downpour. A fury of blows, shouts of conquest, cries of agony. Combat in the DBU TTRPG can be messy, fatal, and electrifying.

In this section you will learn about combat. Combat is organized events or scenes called Combat Encounters where you and your group will spend actions to attack, defend against, or otherwise overcome opponent(s). A typical combat encounter is a contest between you, your group and opposing characters with both sides attempting to over the other. To organize the order of events and actions during a combat encounter you and all the character involved in a combat encounter will take turns.

Initiative Order. The order of turns is determined at the beginning of a combat encounter when all characters roll initiative. Every character will then take their turn in order from highest initiative to lowest this is known as round or initiative order. Once all characters have taken a turn the round ends and a second round will begin.

Combat Sequence

1. Establish Positions. The Architect  and players decide where the characters involved in the encounter are positioned at the start of the battle.

2. Identify Surprise. The Architect  determines whether any characters are surprised or if any characters notice an enemy without being noticed in return.

3. Determine Initiative. All characters involved in the encounter will roll initiative to determine the order of turns.

4. Surprise Turns. If your character gains a surprise round, you will act in initiative order. See Surprise.

5. Taking Turns. In initiative order, all characters take their respective turns.

6. Ending a Round. Once all characters have taken a turn, the round ends and the next round begins. Return to step five above and continue the combat sequence until one side is defeated.

Initiative. The initiative order defines the sequence of character turns during combat. At the start of any combat encounter you will roll initiative to figure out you place in the order of turns. While you and each member of your group will roll initiative individually your Architect  will make one (1) roll for each opposing group of indistinguishable characters, so each member of the group acts at the same time.

Your initiative roll is a Finesse attribute check. Roll D10 and add your Finesse modifier to your dice score, plus any other modifiers, your final dice score determines your initiative. In the case of a tie, the character with the highest Finesse rank will go first. If both characters tie again, both will roll a D10 and the highest natural result goes first.

Initiative Advantage. If your initiative is ten (10) higher than the highest enemy combatant’s initiative you will get one (1) additional action to spend during each of your turns. The additional action is based on the highest initiative score among all enemy combatants in the encounter; you do NOT gain multiple actions for fighting multiple enemies.

You will also gain one (+1) action for each Tier of Power higher you are than the enemy combatant with the highest Tier of Power. The number of additional actions is based on the highest tier of power among the enemy combatants in the encounter; you do NOT gain multiple actions for fighting multiple enemies.

Surprise. Without warning you are attacked by a group of Saibamen, or a deadly Majin Goo slither towards you unnoticed. A surprise rounds takes place after initiative is determined, but before the first round. Your Architect  will determine who, if anyone, is considered surprised. If neither side is attempting to be sneaky, both will automatically notice each other and skip the surprise round. If any combatants are unaware of the enemy combatants’ presence or hostile intentions, they might be surprised.

To determine if you are surprised compare your passive Insight (perception) score against any unnoticed or hidden character’s Finesse (Stealth) check result. Hidden or unnoticed characters only need to make one stealth check and will compare the result to any characters attempting to noticed them.

If you manage to get the jump on another character, you can act during the surprise round following the normal rules for turns and rounds found later in this section. When a character is surprised, they cannot take any actions (not even instant actions) during the surprise round and they have the guard down combat condition until the end of the surprise round.

Architect: You managed to save the young boy and get him to safety. Now the Paozusaurus has engaged you in combat. Roll initiative!

I rolled 7 and I add my agility modifier to it right? So, I have an initiative of 10.

My initiative is 11.

Okay, Rohan goes first in combat. What do you do?

I attack the dino!


Taking a Turn. When it is your turn in the initiative order you can spend actions to perform different maneuvers.

There are three steps to your turn the effect, act, and end phase. The effect phase happens before anything else and takes nearly no time, the act phase is where you can spend actions and then the end phase happens, you guessed it, at the end of your turn.

Effect Phase. Before any actions are spent, there are a few things you must track and certain effects that occur at the start of your turn. These things take almost no time in the game world and are simply mechanical effects.

  • Ongoing Damage: If you are suffering from ongoing damage, you might suffer those effects now.
  • Mechanical Effects: Deal with any other effects that occur during your turn.
  • Ending Effects: Some effects and mechanics might automatically end at the start of your turn.
  • No Actions: You cannot take any actions during the end of a turn until all the above statements are completed.

Act Phase. During the act phase you can move and perform one (1) action. The actions you can perform are as described in the ‘Actions during Combat’ section later in this chapter. You can use actions to perform complex tasks ranging from solving a puzzle, casting a spell, or attacking an opposing character.

Bonus Momentum. You gain one (+1) additional action to spend if you successfully strike and damage an opposing character. This bonus action must be used by the end of the current your turn or it is lost. You cannot gain more than one bonus action per round of combat.

If you attempt to attack an opposing character and you do not successfully hit or inflict any damage you will gain one (+1) Destiny point. You cannot gain more than one (1) Destiny point per round this way.

End Phase. The end phase is identical to the effects phase but simply takes place at the end of your turn. Track certain effects that occur at the end of your turn and check any other effects that might be occurring during the end of your turn that does not specifically affect your character but the whole encounter. These things take almost no time in the game world and are simply mechanical effects.

  • Ongoing Damage: If you are suffering from ongoing damage, you might suffer those effects now.
  • Mechanical Effects: Deal with any other effects that will occur during the end of you turn.
  • Ending Effects: Some effects and mechanics might automatically stop at the end of your turn.
  • No Actions: Characters cannot take any actions during the end phase of your turn.

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 pool.

Architect: You managed to save the young boy and get him to safety. Now the Paozusaurus has engaged you in combat. Roll initiative!

Garrett: I rolled 7 and I add my agility modifier to it right? So, I have an initiative of 10.

Rohan: My initiative is 11.

Architect: Okay, Rohan goes first in combat. What do you do?

Rohan: I attack the dino!

Actions & Maneuvers. Every combatant, player-controlled or otherwise, has three (3) actions they can make during their turn in combat, plus possible bonus actions. Actions are used as points that are spent on different types of Maneuvers. Maneuvers are the different things, such as attacking or moving,  that you can do during combat. Maneuvers cost actions and some require more than actions to perform than others.

Basic Maneuvers

Movement Maneuver (1 Action). Fury of blows, shouts of conquest, cries of agony. A combat encounter is rarely two characters standing still bashing each other. During combat you will be in constant motion battling for positioning to gain the upper hand on an opposing character.

You can choose to move during your turn. Your characters movement is two (2) squares, plus your Dexterity this is called your Speed. You can use as little or as much of your Speed as you like when you move. You could move one square, or you could  move up to your maximum Speed.  While moving on the ground there is no ki cost. If you are using the maneuver to fly, you will have to pay three (3) ki points for each square you move through.

Regardless of the type of movement you are making you will subtract the distance you travelled from your Speed until you are done moving or run out of Speed. Movement can include walking, running, climbing, flying, or even swimming.

Actions on the Run. When you move you can break up your movement to perform other actions before continuing to finish you move. As an example, if your agility is four you can move two squares, perform an attack action, and then move two more squares.

You can break up your movement even more than take if you like. You could move one square and perform an attack action, move two squares, and use your bonus momentum action to heal an ally, then move one square to finish you move action.

Changing Speeds. Sometimes you might have more than one set agility, where your agility might change depending on how you are moving. Abilities such as fly, or hove increase your agility when in the air. You can use two different sets of agility as you move. When you are moving and switch from one agility to another you will subtract the distance you have already travelled from the new agility. You can switch between different agilities as you wish, but when subtracting the distance, you have already travelled if your agility is reduced to zero or less, your movement ends.

Difficult Terrain. The world is an uneven realm filled with natural features and your combat encounters will probably never take place on even ground. You will find trees, rocks, vines inclines, and declines obstruct forests. You will find boulders, crevasses, stalagmites, and gravel filling caves. All these types of terrain can and will make combat encounters challenging and dangerous.

When you move on difficult terrain everyone, one (1), square you move cost double – effectively meaning, your agility is reduced by half while moving through or on difficult terrain.

Moving Through Occupied Space. Much like difficult terrain if you move through a square at is occupied by another character your movement will be reduced. Moving through a square that is occupied by another character counts as difficult terrain. Notably, you can move through an opposing characters square, but this not only counts as difficult terrain it will provoke a counterattack against you.

Altitude. Some characters and creatures can fly. However, combat is performed in a two-dimensional space for simplicity. If you are flying, the distance you can travel is represented by increasing your agility.

Your Altitude in the air is represented by an increase in the distance between you and the ground. One altitude is represented by one square worth of distance.  As an example, if you are square two away from an opposing character and your altitude is four you are six squares away.

Rapid Movement. You move with great speed, which, creates the illusion of teleportation. Rapid movement lets you move anywhere on the battlefield any number of squares equal to either your ground or flight speed instantly without provoking a counter action. Increase the ki point cost of the Movement Maneuver by three (+3) for each square you move. This will cause moving on the ground to have a ki point cost of three (3) per square and increase the ki point cost of flying to six (6) per square. Using rapid movement increase your strike rolls for the remainder of your turn by two (+2T).

Character Size. The size of your character will determine the number of squares or space you occupy. The typically size for most characters will be small or medium and both sizes only take up one (1) square. A large character will take up more space, large characters occupy a two by two (2×2) space. There are even bigger characters that take up even more squares.

While your character might take up one or more squares at a time, your Threat Range might be bigger than the space you occupy depending on your size. Most character will only be able to attack adjacent squares, however, some characters are bigger and therefore have a bigger Threat Range.

As an example, if you are a large character, your Threat Range is any adjacent square touching the square you are occupying plus any squares touching those adjacent spaces. Meaning a large character can attack or interact with an opposing character that is within two, adjacent, squares away from them.

SizeSquares Occupied Threat Range
Large2×2Adjacent +1 Square
Enormous 3×3Adjacent +2 Squares
Gigantic 4×4Adjacent +4 Squares
(See – Character Creation) for additional details on character size

Squares. The square(s) you occupy is your physical size and your threat range is the area in which you control and can make attacks or interact with other characters. While a square is equal to three yards that does mean that your character is physically three yards wide, but rather the space you occupy is impassable by other character unless you let them by or move.

Attacking Maneuver (1 Action). In a typical turn, you will use your actions to mount an attack against an enemy, test their defenses, and inflict damage on them. Whether you are using a melee weapon such as a mace, a range weapon such as a sling, or casting a powerful magical spell you will use the following rules to make an attack.  

1. Select a Target. You will first pick a target within the range of your attack, a target can be anything from a character, a specific location or even an object or structure.
2. Establish Situation. Your Architect  will determine the advantages and disadvantages your target has such as cover, armor, high ground, or other type of modifier that might affect your ability to strike a target.
3. Resolve your Attack. Once all possible bonuses and penalties have be calculated you will make a strike roll. If you are successful, you will inflict damage on the target or possibly some sort of effect.

Striking a Target. The strike roll, or hit roll, is used when attempting to attack a target with any type of attack. Such as a physical, ki, range, or magical attack. To make an attack, you roll a D10 then add the appropriate attribute modifier to the natural result, plus any other bonuses you might be entitled to. Your Dice Score is compared to the target’s Dodge roll. If the strike roll is higher, the attack successfully hits; if the dodge roll is higher the attack fails and misses the target.

Attack Modifier. When you roll to strike your target with your attack there are three common aptitudes that you will add to your rolls.  When making any type of physical attack, such as swinging with your sword or simply striking with an unarmed blow you will add your Physical Power to your strike roll. If you are using an energy attack such as a sphere or blast you will add you Energy Power to your Strike rolls. You might find that there is some type of attacks, such as spells, or unique weapons will allow you to use other attributes with your strike rolls.

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 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 result is higher, the attack successfully hits; if the dodge result 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 one (-1). For example, you have a defense of five (5) and have been attacked two separate times. Your defense is lowered to three (3) against the next attack. If you are attacked again in the same round, your defense will be lowered to two (2) so forth and so on. If your defense is reduced to zero (0), you can still roll dodge, but you will not gain any Defense Value to the roll. At the start or beginning of every round, your defense is restored to normal.

Physical Attacks. A physical attack can be anything from a punch or kick, to a headbutt or the swipe of your sword. A physical attack can either use a mundane weapon such as an axe, or your own fist.

  • Threat Range. You can use a physical attack to strike a target within your reach. The length or distance a target needs to be within for you to perform a physical attack against them is one (1) square; this is called Threat Range.

Ranged Attacks. Firing a bow, slinging a rock, firing a ki blast, even casting a spell or any other type of strike that launches a projectile at distance target is considered a ranged attack. 

You can use a range attack to strike a target that is within the specific range of the weapon you are using. Each ranged attack will specify how far is can fire and effectively reach its target. 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.

You can attempt to a ranged attack beyond its normal range this is called firing at long range. If you are striking at a range beyond the attacks normal range, you are firing at long range. An attack’s long-range effective distance is equal to double is normal range. As an example, if your short bow has a range of six (6) squares and you are seven to twelve squares away from you target you are firing at long range. 

When you fire at long range your target will increase their Dodge roll by two (+2T) and the damage of your weapon is reduced by one (-1T), to a minimum of one (1). 

Attacks within Threat Range. If you use a ranged attack while within Threat Range of an opposing character you will provoke a Counterattack against you.

Dual Wielding. When you have a weapon in each hand you count as fighting with two weapons. Fighting with a weapon in each hand does not allow you to make multiple hits when attacking instead when you make a physical attack with two weapons your attack’s damage is increased by two (+2T) for wielding a second weapon.

When you strike while wielding two weapons you will select one weapon as your main weapon and the other as your offhand weapon. If you successfully strike your target, they will suffer damage of your main weapon. Regardless of the damage listed for your offhand weapon you will only inflict two (2) extra damage from your second weapon.

While dual wielding can increase the amount of damage you inflict on an opposing character two-weapon fighting can put you at a disadvantage if you are not trained to dual wield. When using two weapons, one weapon in each hand,  your Strike rolls’ are reduced by two (-2T).

Criticals Strikes. Rather good luck or unfortunate timing there will be moments that your attack strikes true and others where you will miss completely. When rolling to strike a target if you score a critical result and your attack hits increase your damage is increase by three (+3T). 

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.

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 base ki point (BKP) cost required to use the technique.

  • Ballistic. A ballistic attack is a form of strike that involves the usage of a projectile or blaster. Unlike other attacks, the damage from ballistic attacks don’t have an attribute tied to it. Instead, the damage comes directly from the projectile 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. All ballistic attacks count as direct damage regardless of the source.  
  • Physical (2T) – A physical attack can be anything from a punch or kick, to a headbutt or the swipe of a sword. A physical attack can either use a mundane weapon or your own fist. Physical attacks are related to your strength and the damage caused by an attack is based on your Physical Power. Notably, if you are out of Ki Points you can make one (1) free basic physical attack a round. This free attack still requires an Attack Maneuver but does NOT require you to spend any Ki Points.
  • 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 are related to your potency and the damage caused by an attack is based on your Energy Power. You can perform a basic energy attack called a sphere by spending two (2T) ki points. You can use more specialized and powerful energy attacks from the technique section. (Signature)
    • Sphere (2T). A sphere is 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.
  • 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. You can use more bizarre and strange magical attacks from the magical section. (Magical)
    • 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. An incantation can be any type of non-specific magical energy determined by you and the ARC.

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 your 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 cannot wager a number of ki points greater than your current Capacity Rate.

Rohan: I’m going to spend an action to perform an attack maneuver. I use an energy attack against the dino! I wager 5 ki points and my strike roll score is 9.

Architect: Nice roll! Okay, the dino attempts to dodge. He scores a pitiful 4, so you successfully hit him.

Rohan: Awesome! Right, this is where I get confused. How do I calculate damage now that I hit?

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, the attack’s Dice Score. Each type of attack has an attribute modifier related to it that increases the damage it inflicts to a target.

  • Ballistic Power. Range weapons do not have a related attribute, the damage for range weaponry comes directly from the weapon itself.
  • Physical Power. Directly related to your strength, this modifier is added to a physical and melee weapon attack’s damage result.
  • Energy Power. This modifier is added to an energy-based attack’s damage result, and it related to your Potency modifier.
  • Magical Power. Connected to Spirit modifier, a magical abilities damage results are increased by this modifier.

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. (Optional – Variant Rule)

  • 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 half (1/2).
  • Lethal. Lethal damage bypasses a target’s soak altogether, targets cannot use their soak to reduce the of damage of an 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 causes over a period, typically several rounds. As an action on your turn, you can take 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 Value. 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 two (2T) 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 fifty percent (50%) or less of your total life points, you will become bloodied. A character that is bloodied will suffer a penalty of one (-1T) to all rolls during combat.
  • Injured. You become injured when your life points reach twenty-five percent (25%) or less of your total life points. If you are injured all your rolls during combat suffer a negative two (-2T).
  • Wounded. When your life points are reduced to ten percent (10%) or less of your total life points, you become wounded. When you are wounded all your dice rolls during combat suffer a negative three (-3T) penalty.

Notably, the negative effects of health thresholds do not stack together, and your character cannot have the effects of multiple thresholds at any time.

Architect: You roll a d10 and add your power boost modifier to the results, then increase the score by the amount of ki you wagered, which was 5, I think.

Rohan: Okay. I rolled a 6, my power boost modifier is 4 and I wagered 5 ki points. So, I score a total of 15 damage to the dino!

Architect: That was a powerful hit! Make sure you remember to subtract the ki points from your ki pool and capacity rate. What type of damage does the attack do?

Rohan: It doesn’t say what type of damage, so that means it is standard damage.

Architect: Right, well the dino has a soak of 7, so he only suffers 8 damage.

Steadfast. When your life points are reduced, and you reach a health threshold, you can attempt to 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 counts as a saving throw with a very easy TN. If you successfully past 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. However, you can only roll for health thresholds once a turn.

  • Steady Momentum. When rolling a steadfast save if you score a critical result, you gain one (+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 ten (10) regardless of other rules that might lower your critical score requirements.

Defeated. In the DBU, death might only be temporary. Once you reach zero (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. Typically, zero life points spells death. However, your ARC might resolve otherwise. Death looms over everyone is the Dragon Ball world, and it isn’t something to scoff at even with the power of dragonballs.

Architect: Alright, you have a bonus action this turn after moving and successfully attacking. What are you going to do?

Rohan: I got the bonus action for making a successful attack and wounding? Okay, I am going to hold on the action in case I need it later.

Garrett: So, it is my turn now. How far is the dino?

Architect: Let’s say the dino is about fifteenth yards (5 squares) away from you.

Garrett: Awesome. I use two actions to perform a blitz. I wager 5 ki points. My strike roll score is 11.

Architect: Ouch, you hit the Paozusaurus.

Garrett: I moved fifteenth yards, which means I get an additional to 10 damage to my wound roll. So, I am rolling 1d10 plus my ST modifier blitz damage and ki wager. That is a total of 21 damage!

Architect: Wow! That is intense. The dino’s soak is only 4, so it suffers 17 damage to its life points, and it is now injured.

Additional Maneuvers

Blitz Maneuver (2 Actions). You throw yourself into a fight, dashing forward or flying at a target launching an all-out attack – blitz is a special physical attack. You must be at least one (1) square away from the target to a maximum of eight (8) squares. When using blitz, you will make a non-signature technique physical attack. Using blitz costs five (+5T) ki points. Increase this cost by two (+2) for each square between you and the target.

You will roll a physical attack against your target, however, for each square you travel through to charge the target increase the damage of the attack by two (+2T). After you use the blitz maneuver, your botch rate is increased to three (3) or less until the end of your next turn and you can’t add your agility modifier to the next dodge roll you take.

Barrage Maneuver (2 Actions). A barrage is a combination of many energy waves, fired at a very rapid rate. This technique is usually used as a last resort or a desperation move, typically motivated by frustration or rage; barrage is a special type of energy attack. Using barrage costs eight (+6T) ki points.

You will roll an energy attack against your target. If you successfully strike your target roll 2d10, this is the number of hits the target suffers. Do not roll to wound. Instead, the target suffers damage equal to one-half (1/2) your potency modifier for each hit. You can wager ki points when using barrage, but you cannot add any other additional damage modifier. When applying your ki wager to barrage add the wager to the overall total damage inflicted on the target, not each hit. Target’s apply soak to the total damage of your barrage attack, NOT each hit.

Called Shot (2 Actions). A called shot is an attack aimed at a particular part of the body, in the hope of gaining some extra effect from the attack. The smaller or better guarded the area, the more difficult the called shot. Called shots work best at close range. While in melee range a called shots suffers a negative two (–2) penalty to your strike roll. If you are making a called shot at range, you will suffer a negative four (-4) penalty to your strike roll. Range penalties are increased by one (-1) for every four squares away the target is away from you.

Combat Recovery Maneuver (2 Actions). Want to stand facing the enemy exchanging monologues for three game sessions? Combat recovery allows you to restore life points and ki points during battle at the cost of your actions. When you perform this maneuver roll a 2d10(T) and restore both your life and ki points by the corresponding natural result.

Combination Attack Maneuver (1 Action). You can elect to delay your turn to combine attacks with an ally. The Combination Attack Maneuver functions like Triggered Maneuver. Declare an ally that you want to combine attacks with – the ally’s turn will be your defined activation. Your response activation will be to combine your attack with one used by your ally. Your selected ally’s turn MUST come after yours. Once your defined activation is triggered you and your ally will make Strike Rolls, add one-fourth (1/4) of your Dice Score to your ally’s Strike Roll. Compare your ally’s total Strike Roll Dice Score against the target(s)’ Dodge Roll. Both you and your ally can wager Ki Points normally. You and your ally will both roll Wound Rolls, add one-fourth (1/4) of your roll to your ally’s Wound Roll Dice Score. You can only combine attacks that are the same type, such as combining two Beam attacks together or two Rapid Fire attacks together. You can NOT combine more than two (2) attacks together.

Counter maneuver (Dynamic). These types of attacks are in response to a specific action against or near you such as leaving Threat Range, attempting to make a ranged attack within Threat Range or some other special situation. A counterattack action interrupts the action that provoked it and occurs before the provoking action. Some types of movements, attacks or special abilities will state that do not provoke counterattacks. If you are forced to move, teleport, or otherwise move about without using an action to do so you will not provoke a counterattack.

When performing a Counter Maneuver, the action cost is equal to the action cost of the you’re attempting to use as a counter. As an example, if you were going to use an Attack Maneuver as your counter then your Counter Maneuver will cost you one action. Some maneuvers require a counter action to use them, this means that the maneuver cannot be perform on your turn.

Dragon Rush Maneuver (2 Actions). A combination of techniques, a barrage of punches and kicks and powerful attacks. This sequence of attacks is a combination of timed strikes that deliver massive damage to a target.

When using an attack maneuver, but before making any rolls, you can declare that you are attempting to use dragon rush. You will make a non-signature physical attack against a target. If you are successful, the dragon rush sequence begins. If your attack fails continue combat normally, however, you will suffer from the combat condition impediment (See Attacking & Conditions) and you cannot use the dragon rush maneuver again until the end of your next turn.

You also cannot attempt to use dragon rush if you are suffering from a combat condition, other than superiority, or stress exhaustion.

When a dragon rush sequence begins you will make three (3) separate strike rolls against your target’s full dodge value, don’t roll to wound. If you fail to strike the target with any one of the rolls the sequence ends. When the sequence ends you will make a final attack against a target; this attack can be any type. The damage from this attack is increased by +1d10 for each successful strike roll you made during the sequence.

If you successfully strike your target with all three rolls. Make your final attack’s strike roll twice and select your highest result and discard the lower. When making the wound roll for your final attack, multiply the damage by three (3) instead of adding the bonus 1d10s.

The total ki cost of dragon rush is equal to the total ki point cost of your final attack against the target multiplied by the number of successful strike rolls made during the dragon rush sequence. Note, that a successful dragon rush doesn’t grant you a bonus action from bonus momentum rule. You cannot make more than one dragon rush maneuver per round.

Dragon Rush example chart

While using Dragon Rush, if for any reason you do NOT have enough ki points to pay for the cost of the maneuver, at any point during the sequence, the sequence ends immediately. All further actions directly related to the Dragon Rush are lost and your ki points are reduced to one-fourth (1/4) of your current total. You also suffer from stress exhaustion and grant all enemies the combat condition Superiority until the end of the current round.

Empower Maneuver (1 Actions). A supportive maneuver in which you transfer your own ki to another character either through touch or in the form of an energy wave. You transfer your own ki to another empowering them and restoring their ki points. Using empower you can transfer a number of ki points to a character equal to your potency modifier.

If you are the receiver of Ki from the Empowered Maneuver and more than one (1) characters in a single round transfers Ki to you increase all dice rolls by +1d6 until the end of your next turn for an amount of rounds equal to the number of sources that your received Ki from. As an example, if you were given Ki from three (3) Allies in one round you will increase all your dice rolls by +1d6 for three (3) rounds.

Energy Charge Maneuver (1 Action). You can charge an energy attack to create a powerful, overwhelming blast. Energy charge is a special ability that can be applied to any type of energy attack. Your selected attack will cost an additional four (+4T) ki points, added to its normal cost. The additional cost increases by four (+4) for each additional action you spend charging the same attack. You pay the total ki point cost for this maneuver when you release the charged attack.

You can charge an energy attack for a number of actions equal to your potency modifier. After you declare that you are using the energy charge maneuver, you can use your actions to continue charging the attack or launch the attack. If you elect to charge the attack again its damage will increase. If you select to launch the attack you will target an enemy combatant and roll for the attack. The charged energy attack follows all its normal rules, however, for each action you charged the attack increases its damage by 1d6(T). As an example, if you charged an attack for two (2) actions increase the attack’s damage 2d6. If you charge an attack for three (3) actions and your tier of power is two (2) the attack’s damage is increased by 6d6.

While charging, you grant enemy combatants the superiority combat condition.(See Attacking & Conditions) Until the end of your next turn, after using the energy charge maneuver your botch rate is increased to three or less.

Energy Duel (1 Counter Action). An energy duel is a situation in which two energy-based techniques collide and compete to consume one another. When two characters enter a duel, due to the extreme power, no other combatants can aid them or enter the affray. An energy duel might begin when you are the target of an opponent’s energy-based attack. If you are targeted, you can forgo your dodge roll and spend a counter maneuver (if available) to enter a duel. Combat is paused as the duel is carried out and completed.   

Both you and your opponent will make three (3) strike rolls. Each time a roll is made you and your opponent will secretly wager ki points. Add the secret wager to your dice score; the player with the highest dice score wins. Once one player has won two (2) the duel is over.

The winning player adds all the ki wagered during the duel, by both combatants, to their energy-based attack’s wound roll. Both you and your opponent will manage their ki points normally after a duel has been completed. You only have to pay the ki point you spent during the duel; remember that you are still bound by the capacity rate.

If, somehow, a tie is made between two dueling players the result is a both attacks cancel each other out in a large explosion. Both attackers and any other combatants within ten (10) squares of the center of the explosion suffer five (5T) lethal damage – use the highest tier of power between the two attackers to determine damage.

Grapple Maneuver (1 Action). When you want to grab or restrain a combatant, you can seize them, attempting to keep them from escaping. You can attempt to perform the grapple maneuver, but you must have at least one free hand and the combatant must be within one (1) square of you. You are considered the Grappler and the target is considered Grappled. Make a strike roll opposed by the Grappled’s strike or dodge roll, the target chooses. The Grappled may only select to use strike if they are within melee range (If you are a Namekian grappling a target that is six yards away using Nobiru-Ude, the target can only use their dodge against you). This is called a grapple check. If you are successful, both you and the Grappled are subjected to the Guard Down Combat Condition. (Attacking & Conditions) If you fail, the Grappled may spend a counter action against you and is free of your grasp. You may stop grappling a target as an instant action on your turn.

During subsequent rounds, while in a grapple, on your turn, you will need to make another grapple check. On the target’s subsequent turns they will need to make another grapple check as well. If a Grappled escapes your grasp they regain any lost actions due to the grapple.

  • Pinning. During the same turn you win a grapple check, using another action, make a second grapple check against the target using the same rules as above. If you succeed this second check, then you pin the Grappled, reducing their actions to zero (0) and they are considered to have the Combat Condition Prone.
    • Energy Restraint. If the Grappled is pinned, you can spend two actions and eight (8) ki points to restrain them with your ki. An energy restrained target’s actions are reduced to zero (0). You no longer are considered in a grapple and with the target. On the Grappled’s turn, they can spend an action in attempt to break the energy restraint with a strength check, TN medium.
    • Tail Restraint. If the Grappled is a Saiyan character with a tail and you beat them during a pinning grapple check by five (5) or more, you successfully grab their tail. On the subsequent grapple checks if the character escapes your grasp their tail is freed.
  • Moving A Target. If you have a Grappled pinned you can attempt to move them about the battlefield. When you use the move maneuver, you can drag or carry the Grappled with you. If you move while carrying a target you must make a strength check, TN easy, if you fail your speed is reduced by one-half (1/2) squares.
  • Throwing A Target. You can throw a pinned target away from you by spending an action. Make a strike roll opposed by the Grappled’s dodge roll. This is called a Throw Check. If you win the throw check, the Grappled is moved two (2) squares away from you in any direction you wish.
    • Throw Distance. When your Throw check is two (2) or higher than the Grappled’s roll they are moved an additional two (2) squares. Increase the distance thrown by two (+2) squares for every two (2) higher your throw check is over the target’s. If a throw would result in moving through another combatant’s square, the combatant can roll dodge against your throw check. If you are successful, both targets are knocked prone and take 1d10 direct damage (ki cannot be wagered). The thrown target is placed next to the second combatant, the second combatant is not displaced. If you fail, throw continues as normal, the target suffers 1d6 direct damage from the throw and is placed next to the second combatant. You cannot throw a target into more than one other target.

Instant Maneuver (No Action Required). This type of maneuver takes almost no effect or time to perform. You can take as many instant maneuvers in combat as you wish, they do not count towards the total number of actions you can spend per round. Instead, maneuver are actions that take no time to do. Such as speaking a few words, dropping a weapon or drop prone. You can use instant maneuvers anytime during combat, even on someone else’s turn.

Intervene (1 Counter Action). When an ally is successfully attacked by a target(s) you can attempt an Impulsive Saving Throw check, TN medium. If you fail, your action fails, and you can NOT perform anymore Counter Actions until the start of the next round. If you pass the check, you are able to intercept the target(s)’ successful attack and prevent it from striking its intended victim. When you intercept an attack, you do NOT roll a Dodge Roll and your Attacker does NOT roll a new Strike Roll against you. The intercepted attack will strike you automatically and its damage type will be upgraded. Standard Damage attacks will inflict Direct Damage instead – attacks that deal Direct Damage will instead inflict Lethal Damage.

  • Redirect. When you successfully Intervene an attack, you can attempt to redirect the attack instead of suffering its damage. Roll a Strike Roll and compare your Dice Score to the Attacker’s original Strike Roll for the successful attack. If your Dice Score is equal to or higher than the Attacker’s, you can safely redirect the attack away from you and its victim. Roll 1d10, if you result is two through nine the attack is safely directed away from all combatants. If you score a one, the attack is not redirected, and you are struck – if you score a ten, the attack is redirected back at the target.

When attempting to Intervene an attack if the victim is within your normal speed range, rather you are on the ground or in the air, you are able to intercept the attack normally. However, if the victim is outside your range, you can still intercept the attack, but you must pay three (3T) Ki Points in order to intervene.

Out-Of-Sequence Maneuver (Dynamic). Sometimes an ability, trait, talent, or other mechanic will call for you to make an out-of-sequence action(s). When this happens the combat encounter is paused, and you can take an action(s) based on the mechanic which triggered that the out-of-sequence event . Typically, this type of maneuver will take place immediately. After you have completed the out-of-sequence action(s) combat will resume normally.

Parry Maneuver (1 Counter Action). When you are attacked by a combatant you can forgo your dodge roll, spend six (6T) ki points to attempt to parry the attack. When you attempt to use the Parry maneuver you are not subject to diminishing defenses unless you use the Guard option. There are three ways you can deflect an attack.

  • Melee attack only (Block). Instead of rolling dodge, you will roll your physical strike against the enemy’s attack roll. If your score is higher than the enemy’s, you deflect the attack and take no damage.
  • Energy attack only (Deflect). Instead of rolling dodge you will roll an impulsive save and add your Potency modifier to the roll. If your score is higher than the enemy’s roll you successfully deflect the attack, taking only one-fourth (1/4) its damage, and can attempt to rebound the attack.
    • Rebound. You can attempt to rebound an attack back at an enemy if you have successfully deflected. Roll the sphere energy attack normally, with your own to aptitudes, reduced your dice score by one-half (1/2). If you successfully strike the enemy, you rebound their attack and suffer no damage. Roll the damage for their reflected attack. A rebounded attack’s damage counts are direct.
  • Any attack types (Guard). When you are attacked you can guard against it. Guarding against an attack reduces the attack’s damage by one-half (1/2) its total and changes lethal damage into direct and direct damage into standard. If you use guard against an attack your dodge will be reduced by diminishing defense as normal.
  • Any attack types (Direct Hit). When you are attacked you can allow an attack to strike you automatically. The attacker does NOT need to make a strike roll against you, their attack hits you without rolling. Using Direct Hit grants you two (2) karma points. You can only gain karma points if the attacker’s power level is within four (4) of your unmodified power level.
  • Any attack types (Counterattack). When you are attacked you can allow an attack to strike you. The attackers must still roll a strike roll against your dodge roll; however, your dodge value is reduced by one-half (1/2), and your soak is reduced to zero (0) against the attack. Make an attack against the attacker using the same Attack Type they used against you – No signatures or magical abilities otherwise the attack functions as normal. You must still pay any required ki point cost related to the counterattack ,however, you don’t need to pay an Action or Maneuver cost.

Power Up Maneuver (1 Action). Powering up increases your character’s overall badassery by letting you spend more ki points per-round. When you use power-up increase your capacity rate by one-fourth (1/4). This increase lasts until the end of your next turn.

Reload Maneuver (1 Action). A limited number of attacks, or shots, can be made with a ranged weapon. Using the reload maneuver refills a single ranged weapon’s ammunition allowing it to be fired again.

Surge Maneuver (Dynamic). This backup power is the energy or potential you are holding back, a second wind of sorts. You can use one surge maneuver per combat encounter, afterwards you can only use the surge maneuver when an ability or other situation tells you that you can. An ability such as the Namekian trait cellular mending will grant you the capability to use a surge. The ability that allows you to use a surge maneuver will state the action cost requirement, if the ability doesn’t state an action cost you can use surge as an instant action.

  • Power Surge. When you use the maneuver power surge, you’ll restore one-fourth (1/4) of your capacity rate and ki points.
  • Healing Surge. Using this maneuver healing and restores your life points. Roll a 2d10(T) and heal that many life points.

Transformation Maneuver (1 Action). You can use this maneuver to transform into any available alternative form. (See – Transformation Rules)

Thrusting Maneuver (1 Action). You can make a special physical attack to shove a combatant to push them away from you. You can attempt to perform the thrust maneuver, but you must have at least one free hand and the combatant must be within one (1) square. A thrust is an active opposition between two combatants. Make a strike roll opposed by the target’s strike or dodge roll, the target chooses. If you score higher than the target you can thrust them backwards away from you or knock them prone. (See – Attacking & Conditions)

  • Push Back. Move the target a number of squares equal to your strength modifier. The target can make an agility (acrobatics) check, TN easy. If they pass reduce the distance they are thrust back by one-half (1/2). If the target is thrust into or through an environmental terrain double any damage they would suffer. (See –Battle Grounds)
  • Knocked Down. The target can make a strength (athletics) check, TN medium. If they pass, they are not knocked prone, but are considered to have the guard down combat condition instead.

Triggered Maneuver (Dynamic). If you want to wait to perform a maneuver in response to something happening, you can use a triggered maneuver which lets you take part of your turn later during the round. To perform a triggered maneuver, declare what will activate your maneuver; this is called your defined activation. Then declare what your responses to your defined activation will be; this is called your response activation. For example, “When the Saibamen gets into a position I will perform a physical attack maneuver.” Note the action cost of triggered maneuver is equal to the action cost of your response activation. As an example, if you were going to use the maneuver dragon rush as your response activation then your triggered maneuver will cost you two actions. When the defined activation happens, before anything else is resolved, the response activation occurs. Perform the triggered maneuver and fully resolve its effects. Afterward the turn and round will continue as normal.

If the defined activation doesn’t happen before the end of the round, the triggered maneuver is effectively lost. If this happens you will lose one (-1) action during the next round.

Architect: The dino attacks you with his bite. He scored a 14 to strike, which will hit you. His wound roll score is 12, his bite attack also has penetration.

Rohan: What does penetration do?

Architect: It makes the damage of his attack direct, which means you can only use half of your soak value against it.

Garrett: Wow, okay. I’ll record that on my sheet. I need to remember to be more careful next time.

Architect: Now, that your turn is over, Rohan’s begins.

Rohan: Alright, to follow up on Garretts’s attack, I am going to shoot a ki beam at the dino!

Architect: That is an exciting follow-up. I don’t think my dino is going to hold out much longer.

Rohan: I am going to wager all my remaining ki points for the round.

Architect: Well, you typically need to express any ki wagers before you roll. However, for now, we will overlook that. You did a total of 19 damage to the dino. That is enough to defeat him.

Rohan: Fantastic! Sorry, about forgetting the wager rules.

We won! The dino is defeated!

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.

There are six types of conditions: superiority, impediment, guard down, prone, debuff and an optional rule pure progression.

  • Buff. A buff is a type of effect that provides a beneficial effect to a target. Its effect is persisting and assist a target in some way. Buffs typically last more than one turn. A buff will reference a rule, which will define the duration of the buff.  Effects might include increasing attributes, amplifying a target’s actions, or healing over time. A target cannot have more than two (2) buffs at a time.
  • Debuff. A debuff is a type of effect that provides a detrimental effect to the target. Its effect, while it persists, hampers that target in some way. Debuffs are persistent and typically last more than one turn. A debuff will reference a rule, which will define the duration of the debuff.  Effects might include lowering attributes, hindering a target’s actions, or causing damage over time. A target cannot have more than two (2) debuffs at a time. A debuff can come from either an advantage or a disadvantage.
  • Fatigued. When you are subjected to this combat condition reduce your maximum Ki Point Pool by one-half (1/2). You can only gain this effect twice – if you gain this effect a second time reduce your already reduced Ki Point Pool by another one-half (1/2).
  • Guard Down. If you have the guard down condition, you reduce your dodge roll by two(-2T). Also, you lose the highest natural result rolled: 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 dice, you will instead reduce your dice score by five (-5).
  • Prone. While prone, all damage is considered lethal regardless of the source. You also subjected to the condition guard down, as described above.
  • 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: extra dice.
  • Weakened. When you are subjected to this combat condition reduce your maximum Ki Points Capacity Rate by one-half (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 one-half (1/2).

End a Condition. You can end a condition by spending one (1) action and performing a morale saving throw on your turn.

  • If you are affected by impediment, are facing a character that has superiority against you, or have the guard down condition; you can roll a morale save, with a medium TN. If successful, the condition will not affect you; if failed, the condition stands as normal.
  • If you are affected by impediment, are facing a character that has superiority against you, or have the guard down condition; you can roll a morale save, with a medium TN. If successful, the condition will not affect you; if failed, the condition stands as normal.
  • If you are prone and you successfully pass your morale save, you can end the condition and stand up.
  • Debuffs will typically provide the requirements to prevent their effects. If a debuff doesn’t specifically state how it can be prevented; you can roll a morale save, with a medium TN. If successful, the debuff is prevented; if failed, the debuff will function as normal.
Garrett: Now that we’ve won, I do have a question. If we fight a more capable enemy that can use transformations, how would that work?

Architect: Transformations are rather simple. A transformation can be using by spending an action. Check out the transformation rules.
(See Transformation Rules)


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, 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 rough time frame that each should take place in; these are by no means what your ARC might actually use.

  • 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 twenty-five percent (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 fifty percent (50%) of your total 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 seventy-five percent (75%) of your total life and ki points back.
  • Extended Recovery. An extended recovery takes nearly all day and lasts between thirteen and twenty hours, restoring one hundred percent (100%) of your total life and ki points back.

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