
The following are the main, essential rules that form the base of the entire DBU system. Here, you will learn how each of these rules affects general and specific game functions. The better you comprehend them, the easier it will be to understand the rest of the DBU engine. Every rule on this page will always be applied to every instance during gameplay, unless explicitly stated otherwise. Remember, as stated in the Core Concepts, specific rules will also supersede general rules in nearly every case.
General Rules
How to Play. These simple steps apply for all situations, whether you are cautiously searching for an artifact, monologuing with a villain, or in a pitched battle against a gang of saibamen:
- The Architect describes the environment and the world – the Architect tells you about your surroundings, your characters, and what is near you, presenting a basic variety of options for you to choose from.
- You decide and describe what you want to do – maybe a party leader speaks for the whole group, “We’ll attack the target on the left,” as an example. Sometimes, different characters might do different things; while you might attack a close enemy, your friend might move to protect a critical person of interest. You don’t need to take turns during typical role-play events, however during a Combat Encounter (see – Actions & Combat), an Architect will use Initiative Order to resolve actions. Encounters are where actions are more structured and you (and the Architect) will take turns choosing and resolving each action as it occurs, in order. This is called the Initiative Order. However, most of the time, play is fluid and flexible, adapting to the conditions of the scenario. To resolve any behavior outside of combat, your ARC will likely require you to make a check of some variety.
- The Architect narrates the results of action – the results of one action often will lead to another decision or action, which brings you back to step one.
Beyond this, there are important rules to keep in mind, such as:
Defender Wins. In the case of a tie between two or more characters when making a Clash (see – Clashes) or competing against one another such as with a Strike Roll against a Dodge Roll, the defender (typically, the target) always wins.
Specific Over General. Specific rules hold rank over general rules, meaning if a general rule says, for instance, that the “Target Number is 9” but a specific rule says that the “Target Number is 6”, the specific rule would supersede the general rule. If a specific rule contradicts a general rule, the specific rule is the one that should be followed.
Round Down. In DBU, a lot of values are multiplied and divided. When you divide any value, if it reaches a fraction, then it is rounded down, unless otherwise stated.
Minimums. There will be times when a rule or situation arises that will reduce a numeric value to 0 or less. In these circumstances, unless a specific rule states otherwise, you will always have a minimum numeric value of 0 from any sources that you have been entitled to. No rule can cause you to have a negative numeric value, or take away all of your dice.
Penalty. A penalty is a reduction to a value through an effect. For example, a reduction of 2(T) to your Defense Value is a penalty, regardless of if it is from an Opponent’s effect, one of your Transformation Traits, a Talent, or even a Combat Condition.
Ki Point Cost. Most Maneuvers will include an amount of Ki Points you must ‘pay’ or ‘spend’ to use the Maneuver. This is known as the Ki Point Cost. Any additional payments in Ki Points as part of that Maneuver are considered as part of that Ki Point Cost and added on before any reductions to the Ki Point Cost occur. Effects that are separate from that Ki Point Cost, originating from a Trait, Talent, Ki Wager or other effect that occur when using that Maneuver but do not explicitly increase the Ki Point Cost are not considered as part of that Ki Point Cost.
Reduced Cost. If an effect allows you to gain a Unique Ability whose Technique Point (TP) Cost is within a listed TP Cost, this effect ignores any reductions to your Technique Point Costs from other effects (except Restrictions).
Willing Failure. When making any dice roll, you may decide to make your Dice Score 0.
Urgency. There are some rolls you can’t apply the Willing Failure rule to – these are known as Urgent Rolls. Urgent Rolls must be rolled as they would normally, and their Dice Score applied.
Dynamic Options. Creating your character should be fun and engaging, and DBU cannot possibly represent all of your ideas. To that end, when your ideas cannot be represented with an existing Trait, Option, Advantage, or other customization selection, you can discuss with your ARC the possibility of a Dynamic Option, allowing you to work together to create a new selection that will better suit your goals. Remember that your ARC has final say, though!
Double Dip. You cannot gain any specific instance of a Trait, Talent, Quality, Advantage, Disadvantage or Proficiency more than once, unless specifically specified otherwise. Here is a list of examples to help you understand this rule:
- Techniques cannot gain the same Advantage or Disadvantage multiple times, but you may choose to increase the rank of a particular Advantage or Disadvantage. This presents a good example of an exception to the rule, as the Stat Boosting Advantage explicitly allows you to select it multiple times for different Attributes.
- You cannot select any option from a selection of effects multiple times, even if you can apply that effect multiple times at the moment of use.
- You cannot gain a single Talent more than once, even if that Talent has a selection of different effects when you gain them. The Archetype Focus Talent only allows you to reduce the Critical Target for a single type of Attacking Maneuver, but you cannot gain Archetype Focus multiple times to cover each different type of Attacking Maneuver.
- Selections from a single Trait cannot be gained more than once. If you would gain the option to select from a specific Trait’s choices again, you must pick different choices.
Multi-Targeting. If an Attacking Maneuver or an effect targets multiple Characters, the initiator of that Attacking Maneuver/effect only rolls once for any Clashes involved in that Attacking Maneuver/effect. All targeted Characters roll against that number to decide if they win or lose those associated Clashes. For example, if you use the Solar Flare Unique Ability, you would roll your Impulsive Save once and all targets would compete against it. Another example would be the Explosion Profile. If you use the Explosion Profile, all targets within that Sphere AoE make their rolls against your singular Strike Roll and receive Damage based on your singular Wound Roll.
Super Stacks. Representing extreme muscle and power, Super Stacks are a bonus that can greatly affect the combat capabilities of those that possess them. Below are the rules regarding Super Stacks:
- Max Stacks. You can possess up to 3 Super Stacks.
- Muscle Penalty. For each Super Stack you possess, reduce your Strike and Dodge Rolls by 1(bT). If you possess 3 Super Stacks, increase your Muscle Penalty by an additional 1(bT).
- Solid Bulk. For each Super Stack you possess, increase your Soak Value by 1(bT).
- Massive Power. If you possess Super Stacks, increase your Damage Attribute for Physical and Energy Attacks by 1/4 of your Force Modifier for each Super Stack.
Tier of Power
Tier of Power. Tier of Power is a fundamental concept in the DBU system. Whenever a bonus has a (T) involved, it means to multiply the bonus before it by your Tier of Power. For example, if you see a bonus of 2(T), that means that at Tier of Power 1, it’s a 2, at Tier of Power 2, it’s a 4, and at Tier of Power 3, it’s a 6. If you see a bonus of 1d6(T), it’s a bonus of 1d6 at Tier of Power 1, 2d6 at Tier of Power 2 and 3d6 at Tier of Power 3.
Additionally, whenever (bT) is written, it applies the rules above but it only uses your base Tier of Power – ignoring any increases or decreases to your current Tier of Power and only using what your Tier of Power is based on your Power Level.
If a Trait, Talent, Signature Technique, Magical Ability or any other effect applies a bonus or penalty using (T) or (bT) to another Character, it uses the Tier of Power or base Tier of Power of the Character whose effect it was to calculate any bonuses or penalties.
For each Tier of Power after the first, you gain something known as Tier of Power Extra Dice. These are added onto all Combat Rolls you make. At Tier of Power 2, they start at 1d4 and have their Dice Category increased by 1 Category for each higher Tier of Power. If an effect would increase the Dice Category of your Tier of Power Extra Dice while you are Tier of Power 1, an increase of 1 to your Dice Category would increase it to 1d4, while an increase of 2 or more Dice Categories would increase it to 1d6 and onwards following typical Dice Category progression.
To help remember what Tier of Power Extra Dice you’d use, see the table below:
| Power Level | Tier of Power | Extra Dice |
|---|---|---|
| 1-4 | 1 | – |
| 5-9 | 2 | +1d4 |
| 10-14 | 3 | +1d6 |
| 15-19 | 4 | +1d8 |
| 20-24 | 5 | +1d10 |
| 25-29 | 6 | +1d10+1d4 |
| 30 | 7 | +1d10+1d6 |
Greater Dice. Greater Dice are Extra Dice that function identically to Tier of Power Extra Dice, occasionally granted by effects. The only difference is that Greater Dice start at a 1d4 at Tier of Power 1 and have their Dice Category increased by 1 for each current Tier of Power thereafter.
Breakthrough. When you temporarily increase your Tier of Power, you do not increase your Ki Point Costs.
Tier of Power Limit. Your current Tier of Power cannot be more than 2 ToP higher than your base Tier of Power through any effects.
Power Advantage. At the start of each Combat Round, if your base Tier of Power is higher than the base Tier of Power of all of your Opponents, gain an additional Action to spend during this Combat Round.
Dice
The Dice. The DBU game uses polyhedral dice – you can find these types of dice at nearly any game store as well as a lot of bookstores. The game uses specific number-sided dice in all instances. A die is referred to as a d6 or a d10, where the letter ‘d’ stands for die and the numerical value stands for the number of sides it has. For example, when asked to roll 3d10+1d4 you will roll three ten-sided dice and one four-sided die.
Rolling Dice. When rolling dice, you will always use at least a single d10 (unless specified otherwise). This is known as your Base Die and the numerical result of that die is known as the Natural Result. Any change to the Natural Result cannot cause the result to be a number that is not present on any faces of that die. For example, an increase to the Base Die cannot exceed a Natural Result of 10 and the Natural Result cannot be reduced below 1.
The total result of all dice and any bonuses added together for any roll is known as the Dice Score.
Extra Dice. Some effects may grant you Extra Dice, which are rolled in addition to your Base Die. Add the result of those dice to your Dice Score for the relevant rolls.
Dice Category. The dice used in Dragon Ball Universe are d4, d6, d8 and d10, in varying amounts. When a specific die’s Dice Category is increased, that means going up a certain amount of steps in this scale – for example, if a rule gives you an Extra Dice of +1d4 and another increases that by +1 Dice Category, you’d replace the 1d4 with a 1d6. If a rule would increase the Dice Category of a die past the d10 you instead add a d4 to it, and any future Dice Category increases will affect that smaller die until it too becomes a d10 and it wraps around again.
This means Dice Categories progress like so: 1d4, 1d6, 1d8, 1d10, 1d10+1d4, 1d10+1d6, 1d10+1d8, 2d10, 2d10+1d4, 2d10+1d6…
Any multiplication applied to a die, such as (T) or (bT), is maintained through Dice Category increases, and applied to all the dice that might be added due to wrapping around. So for example, a 1d10(T) that incurs a +1 Dice Category increase becomes a 1d10(T)+1d4(T).
Category Increase Limit. The maximum amount you can increase the Dice Category of an Extra Dice (except Energy Charges) is equal to your base Tier of Power plus 1. For example, at PL1, you can only increase your Tier of Power Extra Dice from 0 to 1d6 (2 Dice Category increases), but at PL5, you could increase it from 1d4 to 1d10 (3 Dice Category increases).
Dice Rules. When rolling the Base Die, there are certain rules that need to be remembered, described below:
- Critical Target. Some Traits, Talents and other effects may reduce your ‘Critical Target’. Your Critical Target is the minimum Natural Result required to score a Critical Result. By default, your Critical Target is 10. For example, if you have a Critical Target of 9 on your Strike Rolls, you score a Critical Result on a Natural Result of 9 or 10. If your Critical Target was 8, you’d score a Critical Result on a Natural Result of 8+.
You cannot, through any means, have a Critical Target lower than 7. - Critical Result. When you score a Critical Result on a Combat Roll or Saving Throw, increase the Dice Score by 1d6. Increase the Dice Category of this Extra Dice by 1 for every Tier of Power reached after the first.
- Botch Range. Some Traits, Talents, and other effects may increase your ‘Botch Range’. Your Botch Range is the highest Natural Result that can score a Botch Result. By default, your Botch Range is 1. For example, if you have a Botch Range of 2 on your Dodge Rolls, you score a Botch Result on a Natural Result of 1 or 2. If your Botch Result was 4, then you’d score a Botch Result on a Natural Result of 4 or less.
You cannot, through any means, have a Botch Range higher than 6. - Botch Result. When you score a Botch Result on a Combat Roll or Saving Throw, reduce the Dice Score of that roll by 2(bT).
- Skills, Crits and Botches. Skill Checks have different values for scoring a Critical or Botch Result (see — Skills).
Crucial Values
Life Points. Life Points are a representation of your Character’s health. It’s important to keep track of your Life Points, as falling below certain thresholds will incur penalties (see — Health Thresholds), and if they reach 0 then your Character will be Defeated (see — Defeat) or even dead! Your Maximum Life Points do not change, except through effects, but whenever you lose Life Points, you reduce the number of Life Points you possess. Your number of Life Points cannot exceed your Maximum Life Points.
Ki Points. Ki Points are the amount of energy you have in your body, spent to perform most forms of attack and many abilities in DBU. Your Maximum Ki Points do not change, except through effects, but whenever you spend Ki Points you reduce the number of Ki Points you possess. Your number of Ki Points cannot exceed your Maximum Ki Points.
Capacity. Your Capacity is used to limit how many Ki Points you can spend in a single Combat Round. Whenever you would spend any Ki Points, you spend Capacity. The amount of Capacity you possess during each Combat Round is decided by your Max Capacity, which it cannot exceed through any means. You reset your Capacity to match your Max Capacity at the start of each Combat Round.
- Capacity Rate. Whenever your Max Capacity is increased, you regain Capacity equal to the increase to your Max Capacity. If your Max Capacity decreases (even through the end of an effect that increases your Max Capacity), reduce your Capacity by an equal amount (this cannot cause it to be reduced below 0).
Technique Points (TP). Technique Points are points your Character gains and possesses, typically through Skill Improvements or Character Creation, but occasionally through other means (such as effects). You spend Technique Points to create Signature Techniques, Auras, or to buy Unique Abilities or their Advancements.
Combat Rolls. Combat Rolls are the most relevant rolls used during a Combat Encounter, representing your ability to hit an Opponent, deal Damage, and avoid an attack respectively. There are three Combat Rolls:
- Strike: A Strike Roll is your ability to hit an Opponent. When making an Attacking Maneuver, you begin by making a Strike Roll against the Opponent. To make a Strike Roll, roll your Base Die, any Tier of Power Extra Dice, and add your Haste and Awareness to your Dice Score, along with any other bonuses.
- Wound: If you manage to hit an Opponent with an Attacking Maneuver, you make a Wound Roll. To make a Wound Roll, roll your Base Die, any Tier of Power Extra Dice, and add your Damage Attribute (see — Foundation and Profiles) to the Dice Score, along with any other bonuses (such as Ki Wagers). Your Damage Attribute is usually equal to your Force Modifier for Physical and Energy Attacks, or equal to your Magic Modifier for Magic Attacks.
- Dodge: If you are targeted by an Attacking Maneuver, you can make a Dodge Roll without spending anything to try and avoid taking Damage. To make a Dodge Roll, roll your Base Die, any Tier of Power Extra Dice, and add your Defense Value to your Dice Score, along with any other bonuses.
Traits
Traits. Traits are, fundamentally, the abilities possessed by characters in the DBU system. They come in various flavors: Racial Traits (see – Racial Rules), Transformation Traits (see – Transformation Rules), Talents (see – Talents) and Aspects (see – Aspects).
Effects. Effects are the meat of a Trait, representing what exactly a Trait does. Each Trait will list its effects separately, allowing you to refer to them numerically (the first Effect, second Effect, third Effect, etc). Each Trait carries at least one effect, which is usually denoted by the use of Effect Terms, shown below. Effects that occur during a Combat Encounter, unless specified otherwise, stop applying at the end of that Combat Encounter.
Resources. Some effects can give you stacks of a bonus, these are known as a Resource. Effects are only a Resource if they have the Resource term (see below). You lose all Resources at the end of each Combat Encounter. If you gain any Resources from a Transformation Trait’s effects, you lose all instances of that Resource when you leave that Transformation for any reason (except using Surging Strength) unless you enter a higher stage of that Transformation or a Transformation that also has an effect that references those Resources.
Keywords
Passive: Occurs passively. An effect that occurs without a trigger.
Option: You choose an effect from a list and replace this effect with the chosen effect.
Choice: Replace this effect with the effect that represents what you chose in this Trait’s Option effect.
Multi-Option/X: Choose a specified number of effects, the number replacing the X. This Trait gains ALL of the chosen effects.
Graded: This effect details the benefits and drawbacks of this Transformation’s Grades.
Triggered: An effect that occurs in response to a stimulus; an occurring situation during a Combat Encounter. You can choose not to use a Triggered effect, for example, if it wasn’t narratively appropriate or due to wanting to preserve an effect with a limited number of uses. A Triggered effect activates after whatever triggered it is resolved, except if specified otherwise. Certain common Triggers use a keyword and may have unique limitations:
- Triggered/Threshold: This effect occurs when you are knocked through a Health Threshold, specifically after completing the Maneuver that resulted in you being knocked through a Health Threshold. This effect only occurs once for each Health Threshold during a single Combat Encounter. Sometimes, a specific Health Threshold will be listed instead of ‘Threshold’ and therefore the effect can only occur when you are knocked through that specific Health Threshold.
- Triggered/Defeated: This effect occurs when you would be Defeated. An effect with this Keyword applies when your Life Points reach 0 but before you are registered as Defeated. As such, if anything were to increase your Life Points or if you would enter the Undying State, you are not Defeated. You can only trigger a single effect with this Keyword during each Combat Encounter.
- Triggered/Undefeated: This effect may occur when you stop being Defeated for any reason. This can only occur once during each Combat Encounter.
- Triggered/Start of x: This effect occurs at the start of a period of time. This may be a Combat Encounter, a Combat Round or your Turn, which replaces x. The start of Combat Encounter effects occur when you enter the Combat encounter, so it’s possible to gain the effects even if you join a Combat Encounter later than when it started.
- Triggered/(State): This effect occurs when you enter a State. The required State for the effect will replace (State), such as Triggered/Raging.
- Triggered/Power: This effect occurs when you use the Power Up Maneuver.
- Triggered/Transform: This effect is triggered when you use the Transformation Maneuver to enter this Transformation.
Automatic: Automatic effects function identically to Triggered effects, even possessing the same keywords, except for one key difference: they are not optional. If a trigger occurs for an Automatic effect, you must use that effect immediately.
x/Round: This effect can only be used a number of times during each Combat Round equal to the number that replaces x.
x/Encounter: This effect can only be used a number of times during each Combat Encounter equal to the number that replaces x.
Resource: Any stackable bonuses you gain access to through this effect are Resources.
Ruling: This Keyword adds a new term, typically depicted in quotation marks, which is used for various mechanics related to the source. This term is commonly referred to by other effects related to the source, such as other Transformation Traits or Talents that refer back to it.
Permanent: Permanent is a Keyword that is limited to the Traits of Transformations, and allows that Trait to retain its effects or choices even while you are not in the Transformation. Any choices made through an effect with the Permanent Keyword are retained, but you do not benefit from them unless you are in the Transformation.
Constant: Constant is an effect term that is limited to the Traits of Transformations and allows use of a Triggered effect while outside of that Transformation.
Addendum: This effect possesses a mechanic that requires further explanation. Each Addendum effect will have a relevant text box that further explains the mechanic in question.
Twinned: A Trait with any effects with the Twinned Keyword allows you to take this Trait twice. Instead of applying the effects multiple times, on taking this Trait a second time, you gain access to the effects with the Twinned Keyword.
Prerequisite: A Trait with this Keyword is usually a Trait that can be selected, and thus can only be selected under the conditions set out by this effect.
Adventurous: An effect with this Keyword is able to be used outside of a Combat Encounter. Most effects, aside from Passive effects, are limited to use during Combat Encounters, but those effects with this Keyword can be used in Freeform or while Adventuring (if they have a x/Round or x/Encounter limit, they can only be used that many times during an Adventuring Session – if they possess both, this effect is limited by the lower of the two). When used outside of any combat, any effect with the Triggered Keyword will only last for the duration of a single roleplay instance in Freeform, or a single Adventure Maneuver while Adventuring.
Priority
Effect Priority. Sometimes, in DBU, multiple effects may change a certain variable in what could be conflicting ways. To help understand which one comes out on top, consider a hierarchy of a concept known as ‘Priority’. An effect with a higher priority will supersede an effect with a lower priority and thus remain dominant. In ascending order of priority, there are:
- Base values,
- Aspects,
- States,
- Transformation Traits of a Core Transformation,
- Transformation Traits,
- Racial Traits,
- Talents,
- Auras,
- Combat Conditions,
- Unique Abilities.
For example, the Metamorphosis Transformation allows you to change your base Size Category for each stage of that Transformation, but you may gain the King’s Stature Meta Trait, which increases your Size Category to Enormous. Since Transformation Traits have higher priority than base values, your Size Category would be Enormous regardless of what Size Category you would have chosen previously.
Multiple effects might occur simultaneously that have set minimums. In this case, always use the minimum set by the effect with the highest priority.
Dice Priority. If you have multiple effects that allow you to roll 2d10 and take the highest, they do not stack and you would follow the usual process for rolling 2d10 and taking the highest. If you have multiple conflicting effects, that would cause you to roll 2d10 and take the highest and also roll 2d10 and take the lowest, they cancel out into rolling your standard 1d10, regardless of the amount of effects in either direction.
Effects like this cannot be applied to any rolls that do not use your Base Die.
Clashes
When two characters must roll against each other, this is known as a Clash. While Attacking Maneuvers make use of Clashes in terms of Combat Rolls, the specific rules for them are covered in Attacking. The winner of a Clash is the character who has the higher Dice Score on their roll.
Clashes follow the typical rules for rolling whatever is being clashed. In most cases, that means rolling your Base Dice, any Tier of Power Extra Dice, and the relevant bonuses, but for example, Skill Checks do not use Tier of Power Extra Dice and therefore when rolling a Skill Clash of any kind, you would not apply your Tier of Power Extra Dice.
If multiple characters are targeted with an effect that creates a Clash from a single character, the single character rolls once and all rolls of the other characters are made against their singular Dice Score. Each character is treated as an independent Clash and therefore wins or loses independently, only affecting themselves rather than the other targets.
There are multiple types of Clashes that can be made:
- Parallel Clash. A Parallel Clash is when both characters must roll the same Aptitude, Attribute Modifier or Skill and compare their Dice Scores.
- Varied Clash. A Varied Clash is when both characters may select an Aptitude, Attribute Modifier or Skill from a variety that are listed after the specific Clash. For instance, a Varied Skill Clash could be written as ‘make a Skill Clash (Acrobatics/Athletics)’, meaning that all characters involved could choose to use their Acrobatics or Athletics Skill for the Clash.
- Conflicting Clash. A Conflicting Clash is a type of Clash in which two different Aptitudes, Attribute Modifiers or Skills are contested. While it may also be a Varied Clash, allowing the sides to choose from options, a Conflicting Clash can also force a side to only use one. Generally speaking, the format for a Conflicting Clash is handled very obviously with the format of (Initiator vs Defender).
For instance, a Conflicting Skill Clash could be written as ‘make a Skill Clash (Stealth vs Perception/Clairvoyance)’. In this case, the Initiator (the character who is responsible for the Clash occurring) must use their Stealth Skill for the Clash while the Defender (the target of the effect requiring a Clash) can choose to roll for either the Perception or Clairvoyance Skill.
