
This page is dedicated to helping you understand some of the many terms used in the DBU system. If you cannot think of where a term is explained, you can check this page to be sure.
Each term is given a brief explanation and a link to where they should be found.
List of Terms
Attribute Modifier. Your Attribute Score in addition to any other effects, such as Transformations, temporary debuffs, etc.
Attribute Score. Your Attribute before any other effects besides Attribute Additions.
Advantages. Bonuses and buffs to an Attacking Maneuver, primarily added onto Signature Techniques, and cost Technique Points. A Disadvantage is a penalty that gives Technique Points instead.
Awareness. The bonus to your Strike Rolls from your Insight Modifier.
Basic Attack. An Attacking Maneuver that is not a Signature Technique.
Clashes. Dice score versus a different dice score using the Aptitude(s) or Combat Roll(s) listed. If multiple are listed, you can choose which one to use. The order goes ‘Attacker vs Defender’ to state which are to be used.
Collision. When a Character is forcibly moved into the space of another Character or Feature, they have their Life Points reduced by a certain amount decided by the effect and the Hardness Value of the Feature.
Core Transformation. A rules term to collectively refer to Transformations designed to serve as a Character’s primary Transformation.
Diminishing Defense. Reduces your Defense Value based on the number of times you have been attacked each Combat Round.
Diminishing Offense. Reduces your Strike Rolls based on the number of attacks you have made each Combat Round.
Energy Charges. An action that increases the damage of an Attacking Maneuver, typically by 1d6(T) – but the amount can increase depending on various effects.
Exploit Maneuver. An attack of opportunity in response to certain Maneuvers.
Features. A part of the Battlefield, such as a tree, building, or mountain.
Keywords. Keywords are certain words used in the Traits and effects of abilities to determine when and how they work.
Hardness Value. This represents how much it hurts to be slammed into this particular Feature or item.
Haste. The bonus to your Strike Rolls from your Agility Modifier.
Long Range. Any target that is 9 or more Squares away from you is more difficult to hit. The penalty to your Strike Rolls is 2(bT) and is known as the Long Range Penalty.
Might. The highest value between your Force and Magic Modifiers.
Out of Sequence Maneuvers. A Maneuver that occurs directly after whatever triggered it.
Power Stacks. Stacks of Power increase your Combat Rolls by 1(T) and your Max Capacity by 1/4. Most predominantly gained through the Power Up Maneuver.
Profile. A Profile is a type of attack – each one has a variety of effects, except for the most basic of Profiles which are used for relatively cheap and mundane attacks.
Resources/Stacks. Resources are something a Trait will give you to keep track of, and are gained in different ways for different Traits. A Stack is the resource given.
Saving Throws. An Aptitude with four different derivatives used to apply and defend against effects that don’t attack you directly.
Super Stacks. A rule that increases your Wound Rolls by 1d4(T) and your Soak Value by 1(T) at the cost of your Dodge and Strike being reduced by 1(T). You can have up to 3 stacks of Super Stack, applying these benefits and penalties for each stack. Super Stacks are gained through effects or your Force Score being dramatically higher than your Agility Score.
Tier of Power (T) Scaling. Multiply the number before the (T) by your current Tier of Power. If it says (bT), it uses your Base Tier of Power instead.
Traits. A Trait is an ability with a number of effects.