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.
Injury Method. The catch-all rule for Injuries is that to inflict an Injury, you must successfully strike (hit) an Opponent with an Attacking Maneuver. If that Attacking Maneuver, after applying your target’s Soak Value, deals Damage that exceeds 1/2 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:
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:
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.
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.
Injuries appear in many forms within the Dragon Universe, some far more dramatic than one would expect from the (typical) hand-to-hand combat commonly engaged in by Ki-empowered warriors.
When a character has an Injury inflicted to them, there are several steps to the process:
Injuries. 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 Ki Points and Capacity Rate reduced by -1/10 for each Minor Injury and -1/4 for each Major Injury they are suffering from (this applies before any Combat Conditions).
In addition to this, particular types of Injuries can be inflicted and each have their own unique penalties, each one tied to a part of the body. Naturally, Injuries can only be inflicted to a body part that a character actually possesses.
To know the effects of a particular Injury, check the table below.
|Injury Type||Minor Injury||Major Injury|
|Body Blow||The Injured Character is knocked Prone and suffers from the Weakened Combat Condition.|
The Injured Character recovers from this Injury once they are no longer Prone.
|The Injured Character is Defeated as soon as the Injury is inflicted, regardless of their current Life Points. Additionally, the Injured Character cannot regain Life Points until they recover from their Injury.|
The attacking character must pay a Karma Point to inflict this effect, otherwise the Injury defaults to a Minor Injury instead.
|Eyes||The Injured Character suffers from the No Sight rules (see – Battle Grounds). Additionally, reduce the Injured Character’s Tier of Power by -1 for the duration of any Strike or Dodge Rolls. If this matches or exceeds their Tier of Power, reduce their Strike or Dodge Rolls by -1(bT) instead.|
The Injured Character recovers from this Injury after two Combat Rounds.
|The Injured Character suffers from the No Sight rules (see – Battle Grounds). Additionally, reduce the Injured Character’s Tier of Power by -2 for the duration of any Strike or Dodge Rolls. If this matches or exceeds their Tier of Power, reduce their Strike or Dodge Rolls by -2(bT) instead.|
|Hand/Arm||The Injured Character reduces their Strike and Wound Rolls by -2(bT).The Injured Character’s chosen arm becomes unusable.||The Injured Character reduces their Strike Rolls by -3(bT) and their Wound Rolls by -4(bT).|
The Injured Character’s chosen arm is lost.
|Foot/Leg||The Injured Character reduces their Dodge and Strike Rolls by -1(bT).|
The Injured Character’s chosen leg becomes unusable. If they are unable to fly, reduce their Speed by -1/2.
|The Injured Character reduces their Dodge Rolls by -2(bT) and their Strike Rolls by -1(bT). Additionally, if the Injured Character fails a Steadfast Save, they are knocked Prone.|
The Injured Character’s chosen leg is lost. If they are unable to fly, reduce their Speed by -1/2.
|Internal||The Injured Character suffers from the Fatigued Combat Condition. Additionally, reduce their Normal and Boosted Speed by -1/2.||The Injured Character suffers from the Impediment Combat Condition on all Combat Rolls and the Fatigued Combat Condition. Additionally, their Normal and Boosted Speeds are reduced to 0.|
|Tail||The Injured Character suffers from Impediment on all Strike and Wound Rolls during a Tail Attack. If the Injured Character does not possess a Tail Attack, instead reduce their Combat Rolls by -1(bT).||The Injured Character loses their tail and access to their Tail Attack or any other effects that revolve around their tail.|
Additionally, reduce their 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:
Some races are, for lack of a better term, simply built differently. They can recover from Injuries with no problem! Though, as a result, they tend to receive them much more easily.
Namekians, Majins, Bio-Androids (who have selected Namekian through the Genetic Splicing Trait) and Custom Species (if they possess the Regenerative Anatomy Racial Trait) have a few unique traits:
This effect also applies to:
Additional System Tools for dealing with Injuries
There are various ways to deal with Injuries beyond what is shown above. All of these are considered optional and may not apply to your table, ask your ARC if any of these options are available:
If you would target an Injured Character with the Healing Hands Magical Ability, you may spend an additional 6(bT) Ki Points to remove all of their Minor Injuries or 10(bT) Ki Points to remove all of their Major Injuries.
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.
Super Saiyan 4 gains the following Trait:
Primal Recovery. After receiving a Minor Injury, if you would use the Primal Surge Maneuver, you may forgo regaining any Life Points or Ki Points from that Primal Surge to recover from that Injury. To use this effect, at least 2 Combat Rounds must have passed since you received the Injury.
|– Once per Combat Encounter, if you would receive an Injury, you may choose to automatically change the Injury Type to the Tail Injury Type.|
|– Ignore the penalties to Combat Rolls from having a Major Injury of the Tail Injury Type.|
|Prerequisite – Arcosian Race, Tenacity and Personality Scores 10+|