
With how many intense battles are waged across the Dragon Universe, it should come as no surprise that not every warrior walks away whole from each battle. Through this set of Optional Rules, you can mark your players with Injuries in your DBU Campaign.
Injuries are lasting marks made from Combat Encounters, temporarily or perhaps even permanently scarring a character and leaving them in a weakened state compared to how they would be when healthy.
Inflicting Injuries
Injury Method. The catch-all rule for Injuries is that to inflict an Injury, you must hit an Opponent with an Attacking Maneuver. If that Attacking Maneuver deals Damage that exceeds 1/3 of your target’s Maximum Life Points, then it will inflict an Injury. This is the typical rule for calculating Injuries, but there are some additional rules:
- If your Attacking Maneuver deals Lethal Damage after all modifications to Damage Category (such as the Armored Form Aspect), it needs only to exceed 1/4 of your target’s Maximum Life Points in Damage to inflict an Injury.
- If your Attacking Maneuver is a Called Shot, then treat the Damage as if it was +1/4 (rounded up) for the sake of calculating an Injury. However, you can only inflict an Injury if you have stated an Injury Type (see – Injuries, below) you intend to inflict at the time of Attack Declaration and therefore can only inflict that intended Injury Type.
A Character who is given an Injury is known as an Injured Character.
Injury Thresholds. Injuries are separated into three Thresholds, ‘No Injury’, ‘Minor Injury’ and ‘Major Injury’. To decide the Injury Threshold, look at the current Health Threshold of the Injured Character at the time of receiving the Injury:
- No Injury. To inflict an Injury, the Character must be at least below the Bruised Health Threshold. Therefore, at this Threshold, no Injury is inflicted.
- Minor Injury. If an Injury would be inflicted to a Character who is below the Bruised or Injured Health Threshold, then it would be a Minor Injury.
- Major Injury. If an Injury would be inflicted to a Character who is below the Critical Health Threshold or would be Defeated by the Attacking Maneuver responsible for the Injury, then it would be a Major Injury.
A Minor Injury will usually involve breaking or temporarily damaging a part of the body, while a Major Injury will be far more severe; including loss of limbs and gouging out large portions of a Character’s body.
Injury Thresholds are measured in terms of lowest to highest in the order of: No Injury, Minor Injury and Major Injury.
If a Minor Injury of the same type is inflicted twice while the Injured Character hasn’t recovered from the first, it becomes a Major Injury.
Inflicting an Injury. When you meet the requirements to inflict an Injury on a Character, you can select the Injury Threshold up to the highest Injury Threshold you could have inflicted with that Attacking Maneuver.
Injury Types. Injuries are permanent scars on a Character that last between Combat Encounters and cannot be recovered from, except through certain means (see – Recovering from Injuries below). An Injured Character has their Maximum Life Points and Maximum Ki Points reduced by 1/10 for each Minor Injury and 1/5 for each Major Injury they are suffering from (this applies before any Combat Conditions or other effects, except those that would increase their Racial Life Modifier).
In addition to this, each Injury has a particular type that has to be chosen when inflicting an Injury, each one tied to a part of the body. Naturally, Injuries can only be inflicted to a body part that a Character actually possesses (i.e. you cannot inflict a Tail Injury to a Character lacking a tail – though all Characters that have access to the Tail Attack Maneuver are mechanically treated as possessing a Tail, in addition to those who simply have one – such as Tailed Saiyans).
To know the effects of a particular Injury, check the table below.
| Injury Type | Minor Injury | Major Injury |
|---|---|---|
| Eyes | You suffer from the effects of Limited Sight, regardless of all effects and cannot stop suffering from Limited Sight while you possess this Injury (you may still gain No Sight, but will return to Limited Sight after the effect ends). | You suffer from the effects of No Sight, regardless of all effects and cannot stop suffering from No Sight while you possess this Injury. |
| Ears | Reduce your Impulsive Save, Strike Rolls and Dodge Rolls by 1(bT). | Reduce your Impulsive Save, Strike Rolls and Dodge Rolls by 2(bT). Treat yourself as 2 base Tiers of Power higher when calculating your penalties from Diminishing Defense. |
| Hand/Arm | Reduce the number of Weapons you can equip by 1 and reduce your Strike and Wound Rolls by 1(bT). | Reduce the number of Weapons you can equip by 1 and reduce your Strike and Wound Rolls by 2(bT). Reduce the number of Attacking Maneuvers required before you begin applying the effects of Diminishing Offense by 1. |
| Foot/Leg | Reduce your Strike Rolls and Dodge Rolls by 1(bT) and your Speed becomes 3/4 of its usual values. | Reduce your Strike Rolls and Dodge Rolls by 2(bT) and halve your Speed. If you fail a Steadfast Check, you are knocked Prone. |
| Internal | You suffer from a stack of the Fatigued Combat Condition. You cannot lose this stack while you possess this Injury. | You suffer from a stack of the Fatigued Combat Condition and four stacks of DOT. You cannot lose these stacks while you possess this Injury. |
| Tail | You cannot use the Tail Attack Maneuver. If you already did not have access to the Tail Attack Maneuver, reduce your Combat Rolls by 1(bT). | You cannot use the Tail Attack Maneuver and reduce your Stress Bonus by 2. If you already did not have access to the Tail Attack Maneuver, reduce your Combat Rolls by 1(bT). |
Recovering from Injuries
Recovering from an Injury removes all penalties associated with them. It’s not always easy to recover from an Injury, but there are several ways to do so:
- During Downtime, if you use the Resting Downtime Activity, you can remove a Minor Injury you possess.
- If you are in a Base with a Medical Facility, a Minion with 2+ ranks in the Medicine Skill can be spent to allow you to recover from a Minor Injury, but you must remain at the Base for the duration of that Minion being spent. If you have a Major Injury, the Minion must have 3+ ranks in the Medicine Skill and will only reduce the Major Injury to a Minor Injury (at which point they can be spent again to allow you to recover completely).
- If you would gain a stack of the Cybernetic Enhancement Manifested Power, you may remove all Minor Injuries you are suffering from and one Major Injury you are suffering from.
- A Senzu Bean will instantly allow you to recover from all Injuries.
- A Character with the Healing Hands Magical Ability can remove Minor Injuries by spending 10 minutes outside of a Combat Encounter and 1/4 of their Maximum Ki Point Pool focusing on the Injured Character. Increase the amount of time to an hour and the Ki Point cost to 1/2 of their Maximum Ki Point Pool to remove Major Injuries.
- As an Instant Maneuver, you may spend 1~2 Karma Points to ignore the effects of your Injuries until the end of your next turn. Spending 1 Karma Point ignores all Minor Injuries, while spending 2 Karma Points allows you to ignore all Minor AND Major Injuries.
Regeneration and Injuries
A ‘Regenerator’ is a Character who is able to regenerate large amounts of their own bodies. A Regenerator is any Character with any of the following traits:
- Namekian Biology,
- Namekian Cells,
- Rubbery Body,
- Nanomachine Repair,
- Karyon Core,
- Regenerative Anatomy.
A Regenerator benefits from the following rules regarding Injuries:
- If you use a Healing Surge, you may stop suffering from 1 Injury (Minor OR Major).
- Halve the amount of Damage required to inflict an Injury to you.
- At the end of each Combat Encounter, stop suffering from all Injuries.
- If you stop being Defeated through one of your own effects, stop suffering from all Injuries.
Additional Advancement: Healing Hands
Instant Recovery
You are able to remove Injuries with greater ease.
–Prerequisites: Healing Expertise Advancement
–TP Cost: 10
–Effect: When you target a Character with the Healing Hands Unique Ability, you can spend 5(bT) Ki Points to remove all of their Minor Injuries, or 10(bT) Ki Points to remove all of their Minor and Major Injuries.
Additional Base Quality
Healing Pods
- Dev Point Cost. 2
- Square Occupancy. 1×1
- Prerequisite. Medical Facilities (must be placed in Medical Facilities), 3+ Skill Ranks in Medicine
You may recover from all Minor Injuries by entering the Healing Pod for an hour outside of a Combat Encounter. Additionally, during this time, you may apply the effects of the Recovery rules (see – Attacking & Conditions) an additional time.
Additional Trait: Super Saiyan 4
Primal Recovery: Your ability to recover from your wounds is so impressive that you can remove Injuries of your own volition.
-[Triggered, 1/Encounter]: If you use a Primal Surge while below the Critical Health Threshold, or trigger the 4th effect of Utmost Saiyan Power, you may remove all Minor Injuries you are currently suffering from.
Additional Trait: True Form (Metamorphosis)
Crumbling Facade: When you enter your True Form, you discard the damaged shell you have hidden yourself within.
-[Triggered/Transform, 1/Encounter]: Remove all Minor Injuries and any Major Injuries of the Tail Category.
Additional Effect: Cybernetic Enhancement
The Nanomachine Repair Trait gains the following effect:
-[2/Encounter]: As an Instant Maneuver, remove all Injuries you are suffering from.
Additional Talents: Autotomy, Self Mutilation, & Overcome Suffering
Autotomy: You can place your tail between yourself and an incoming attack to protect yourself, at the cost of losing your precious fifth limb.
–Prerequisites: Arcosian
-[Passive]: Ignore the penalty to your Stress Bonus from having a Major Injury Type.
-[Triggered, 1/Encounter]: If you take Damage from an Attacking Maneuver, instead of receiving that Damage, you may inflict a Major Injury to yourself of the Tail Injury Type.
Self-Mutilation: Emboldened by the sight of your own blood, you have learned strategies for survival that seem counter-intuitive thanks to their requirements that you harm yourself.
–Prerequisites: N/A
-[Passive]: While you are suffering from an Injury, increase your Saving Throws by 1(bT).
-[1/Encounter]: As an Instant Maneuver, you may inflict a Minor Injury to yourself to regain 1/4 of your Maximum Ki Points or inflict a Major Injury to yourself to regain 1/2 of your Maximum Ki Points.
Overcome Suffering: You have learned to live with an injury that you’ve had for quite some time, allowing you to operate almost as though it wasn’t there at all.
–Prerequisites: Suffering from a Major Injury
-[Ruling]: Upon gaining access to this Talent, select a Major Injury you are currently suffering from. That Injury becomes known as your “Overcome Injury”.
-[Automatic]: If you lose your Overcome Injury, lose this Talent and gain a Character Perk to be spent immediately.
-[Passive]: Treat your Overcome Injury as a Minor Injury for its effects and the reduction to your Maximum Life/Ki Points.
-[Passive]: For each Health Threshold you are below, increase your Wound Rolls by 1(bT).
-[Passive]: Depending on the Injury Type of your Overcome Injury, gain the following effects:
- Eyes: You cannot suffer from No Sight, do not suffer from your first 2 instances of Diminishing Defense and/or Diminishing Offense a Combat Round, and increase your Clairvoyance Skill Checks by 2.
- Ears: Increase your Cognitive Save by 1(bT) and do not decrease your Strike Roll for the effects of the Called Shot Maneuver.
- Hand/Arm: Each time you spend an Action during your turn on a Maneuver that is not an Attacking Maneuver, increase the Wound Rolls of your Attacking Maneuvers for the duration of that turn by 2(bT) (max. 6(bT)).
- Foot/Leg: Ignore the penalties of all Health Thresholds except Critical and increase your Wound Rolls by 2(bT).
- Internal: Fatigued does not count as a Combat Condition for your Opponent’s effects, and while you are above the Injured Health Threshold, increase your Strike and Dodge Rolls by 1(bT) and your Wound Rolls by 2(bT).
- Tail: If you have access to the Tail Attack Maneuver, increase your Combat Rolls by 1(bT). If you do not have access to the Tail Attack Maneuver, increase your Soak Value by 1(bT) and the Dice Score of your Steadfast Checks by 2.