
Optional Rules are additional rules that can be added into the DBU System at the ARC’s decision. Generally speaking, all Optional Rules should not be presumed to already be included in the system and an ARC should inform their players of which Optional Rules are active for their campaign.
ARCs can add or remove any Optional Rules from their campaign at any time, but it’s encouraged to discuss such changes with your players to ensure they are happy with the change and understand why you’re adding/removing an Optional Rule.
Below are a list of various simple Optional Rules that the team behind DBU offer as examples to add more spice to your games (more complex Optional Rules have their own pages while some of these exist entirely for their comedic value):
The Goku Rule
Some Characters are raised by people away from their own kind. This can lead to them having drastic differences in viewpoint. With ARC permission, at Character Creation, you may exchange one of your Mind-Category Secondary Racial Traits (you decide) for a Mind-Category Secondary Racial Trait (decided by your ARC) from the race that raised you.
During a scenario in which you gained an awareness of your origin and accepted it as part of yourself, you may spend 1 Karma Point to regain your exchanged Mental Racial Trait and increase your Tier of Power by 1 (see — Breakthrough) until the end of your next turn. If you do, you lose access to the Mind-Category Secondary Racial Trait from the race that raised you.
If you gained any Technique Points, Talents, Signature Techniques, or Unique Abilities through your lost Racial Trait, you retain access to those despite losing the Racial Trait.
The Vegeta Rule
Some characters like to bet it all on an arrogant claim. This additional Maneuver allows you to do so.
Arrogant Maneuver [1/Encounter]: You make a statement about your own superiority, emboldening you in the process.
–Maneuver Type: Standard
–Action Cost: 1 Action
–KP Cost: N/A
–Effect: Increase your Tier of Power by 1 (see — Breakthrough) and your Combat Rolls by 1(T) until the end of your next turn. After you stop benefiting from this effect, reduce your Combat Rolls by 2(T) until the end of the Combat Encounter.
The Halo Rule
While a Character is dead in the Dragon Universe, they tend to be a formless cloud. Those that are lucky enough to maintain their body, for one reason or another, instead tend to possess a shining halo and any strain on the body seems minor. As a result, those dead characters that are still relevant to your story should be in the Dead Special State at all times:
Dead
-[Passive]: Increase your Stress Bonus by 2 and your Steadfast Checks by 1.
-[Passive]: Reduce the reduction to your Life Points from any of your effects by 1(bT).
-[Passive]: Halve the Draining Aspect of all of your Transformations (this cannot reduce the level of the Draining Aspect for each Transformation below 1).
-[Passive]: Reduce your Combat Rolls and Soak Value by 1(bT).
-[Automatic]: If you are Defeated by an Attacking Maneuver that carries the Death intent and are still Defeated by the end of the Combat Encounter, you are erased from existence.
Profile Buyout
At Character Creation, you gain an additional 10 TP, but only have access to the Simple, Sphere, and Spell Profiles for the sake of Basic Attacks. To obtain access to other Profiles, you must spend 2 Technique Points for each Profile you wish to obtain.
You must still meet the Foundation’s Attribute Score Prerequisite to use its corresponding Profiles.
Fusion Synergy
Synergy. A Fusion can gain various benefits depending on the relationship of the Fused Characters that formed them. If the relationship of the Fused Characters fits into one of the below categories, apply the related effect (you can only apply one of these effects, so if they meet multiple – choose whichever is the most prominent):
- Close Friends: Increase the Fusion’s Maximum Ki Points by 1/4 (before any calculations).
- Lifelong Rivals: Increase the Fusion’s Tier of Power by 1.
- Same Person/Almost Identical: Double the amount of Technique Points gained by the Fusion through the effects of Character Combination.
Former Fusee. A Former Fusee is a character you have previously combined with to create a Fusion.
Fused Attack Maneuver [1/Encounter]: You can replicate the technique of your fused form when you work with your fusee.
–Maneuver Type: Standard
–Action Cost: 1 Action
–KP Cost: Variable (the KP Cost you pay for this Maneuver is the KP Cost of the Fused Technique selected)
–Effect: If all Former Fusees that formed a Fusion are on Square(s) adjacent to you, you may use the Fused Attack Maneuver if they give explicit consent prior to using this Maneuver. Otherwise, you cannot use this Maneuver.
Upon using this Maneuver, select a Fused Technique possessed by a Fusion that you and all consenting Former Fusees previously formed. Make an Attacking Maneuver using that Fused Technique as if you had access to it. All relevant Former Fusees must use the United Attack Maneuver in response to this Attacking Maneuver. If they cannot for any reason, you cannot use the Fused Attack Maneuver and you regain any Actions and Ki Points spent.
Tension Rules
It’s a sad fact that not all fights are equal. A sparring match between friends usually doesn’t have the same gravitas as the climactic battle for the fate of the universe. Tension is a rule set that can be applied at the start of each Combat Encounter to allow the ARC to control some of the pace of that Combat Encounter and allow for some of the more dramatic, drawn out fights that the Dragon Universe is known for.
Tension is a numerical figure that represents the intensity of a Combat Encounter and is viewed from the perspective of the player. At the start of each Combat Encounter, an ARC may declare a starting amount of Tension (typically 0) and a maximum amount of Tension, which cannot be surpassed.
Certain actions are locked until the Tension reaches a certain amount:
- The Duel Maneuver requires a Tension of 4+.
- Doffing Weights requires a Tension of 4+.
- The Transformation Maneuver requires a Tension equal to or higher than 2x the Transformation’s Tier of Power Requirement. You may ignore this effect if you have Mastered that Transformation, but the Attribute Modifier Bonus of that Transformation is halved until the required Tension is reached.
- Using a Transformation in conjunction with another Transformation requires the Tension to be equal to 2x the sum of all Transformation’s Tier of Power Requirement.
- You cannot use an Ultimate Signature Technique until the Tension is 8+, this includes effects that would turn a Super Signature Technique into an Ultimate Signature Technique.
While Tension is kept track of by the ARC, there are various ways in which the Tension can be increased, though each one has a Tension Requirement that must be met before Tension can be gained through that method. Below is a list that showcases each method of gaining Tension:
- At the start of each Combat Round, the Tension increases by 1.
- If an Opponent loses all stacks of Holding Back or doffs Weights, the Tension increases by 1.
- If an Opponent uses a Transformation Maneuver, the Tension is increased by 2.
- If a player’s Character is knocked through a Health Threshold by an Opponent’s Attacking Maneuver, the Tension is increased by 2.
- If a player’s Character is Defeated, the Tension is increased by 4.
Style Change Rules
Sometimes, it’s important to experiment. Some Characters may try a specific fighting style for a while, but ultimately pivot and change their style after some time. When reaching a new base Tier of Power or undergoing an immense character moment, an ARC may allow a player to:
- Exchange up to 3 of their Talents for an equal number of other Talents that they meet the prerequisites for.
- Choose to lose the Transcendent Aspect on any Transcendent Enhancement they possess.
Kaioken x100
Kaioken gains an additional Grade. This Grade can only be accessed if an Ally has targeted you with the Empower Maneuver and given you the maximum amount of Ki Points possible during this Combat Round. At the end of the Combat Round, you leave Kaioken.
| Grade | ToP Extra Dice | AMB (AG/FO/MA) | Tier of Power Requirement | Life Point Cost |
|---|---|---|---|---|
| 6 (x100) | 4 Categories | 4(T) | 4+ | 7(bT) |
Off Guard Rules
When a Character isn’t empowering themselves with Ki, the body is a surprisingly fragile thing. Outside of a Combat Encounter, if your Character did not see an attack coming (narratively, your ARC decides but you may spend 1 Karma Point to overrule their decision), you must make a Clash (Impulsive or Corporeal) against your Attacker. If you win, proceed with the Attacking Maneuver as usual. If they win, you suffer from the Guard Down Combat Condition against this Attacking Maneuver and the amount of Damage you take from this Attacking Maneuver is doubled. If this Attacking Maneuver knocks you through the Injured or Critical Health Thresholds, you are Defeated.
Some ARCs may allow the Attacking Maneuver to outright Defeat an Opponent, regardless of Damage.
Ping Pong Rules
If you would move an Opponent into one of your Allies, they may use a Physical Attack through the Basic Attack Maneuver as an Out-of-Sequence Maneuver against that Opponent instead of following the Collision with another Character rules (see – Movement). That Attacking Maneuver gains the Knockback Advantage, but does not inflict Diminishing Defense.
If the Attacking Maneuver misses or fails to inflict Damage, the Opponent’s movement stops on an adjacent Square (they decide) to the Character they were about to collide with.
Each Character can only gain an Out-of-Sequence Maneuver through this effect once per Combat Encounter.
Tooth and Nail Rule
Grasped, choked and unable to get free? There’s only one thing left to do: Bite them. Once per Combat Encounter, if you are in a Grapple as the Grappled, you may use the Bite Attack Maneuver (even if you do not possess access to it) against the Grappler, but you cannot Ki Wager on this Attacking Maneuver. If you hit the Grappler with this Bite Attack Maneuver, immediately end the Grapple.
Temporary Health and Ki Rules
If you gain Life Points or Ki Points through Combat Recovery or a Surge (except a Healing Surge made through Cellular Proliferation or Elastic Regeneration), keep track of those Life and Ki Points. Reduce your Life and Ki Points at the end of the Combat Encounter by the amount recorded. This effect cannot cause your Life Points to go below 1/10th of your Maximum Life Points.
Stamina Rules
In combat, characters can tire and not be able to showcase their full abilities. To represent this, keep track of your current Ki Points in comparison to your Maximum Ki Points. As your Ki Points are reduced, you may pass through Stamina Thresholds, which hinder your abilities. Below are the list of Stamina Thresholds:
- Energetic. If your Ki Points are above 1/2 of your Maximum Ki Points, you are in this Stamina Threshold, which suffers no penalties.
- Worn. If your Ki Points are below 1/2 of your Maximum Ki Points, you are in this Stamina Threshold. While in this Stamina Threshold, reduce your Combat Rolls by 1(bT).
- Tired. If your Ki Points are below 1/4 of your Maximum Ki Points, you are in this Stamina Threshold. While in this Stamina Threshold, reduce your Combat Rolls by 2(bT), and your current Tier of Power is treated as if it was 1 lower for the sake of your Transformation’s Tier of Power Requirements.
- Exhausted. If your Ki Points are below 1/10th of your Maximum Ki Points, you are in this Stamina Threshold. While in this Stamina Threshold, reduce your Combat Rolls by 2(bT), and your current Tier of Power is treated as if it was 1/4 (rounded up) for the sake of your Transformation’s Tier of Power Requirements.
- Dire. If your Ki Points are below 1/20th of your Maximum Ki Points, you are in this Stamina Threshold. While in this Stamina Threshold, reduce your Combat Rolls by 3(bT), and you cannot use any Transformations. If you use the effects of Burst of Power while in his Stamina Threshold, your current Tier of Power is treated as if it was 1/4 (rounded up) for the sake of your Transformation’s Tier of Power Requirements until you stop benefiting from the effects of Burst of Power.
Burst of Power [1/Encounter]. As an Instant Maneuver, you may ignore the effects of any Stamina Threshold you are currently under until the end of your turn.
Desperation Rules
If an Opponent’s base Tier of Power is higher than yours, once per Combat Encounter, you may spend your Life Points in addition to your Ki Points for a Ki Wager on an Attacking Maneuver. You cannot spend more than 1/2 of your Capacity Rate in Life Points through this effect.
United Transform Rules
Against a foe of immeasurable power, there’s no point testing the waters. Once per Combat Encounter, if an Ally uses a Transformation Maneuver to enter a Transformation Type that you have access to, you may move onto an Adjacent Square to your Ally and use the Transformation Maneuver to enter a Transformation of the same Transformation Type as an Out-of-Sequence Maneuver.
Expanding Attack Rules
Some attacks in the Dragon Universe are situationally larger, and able to engulf more targets than normal. When using an Attacking Maneuver that does not possess an Area of Effect, you may spend 3(bT) Ki Points to apply a Line AoE to that Attacking Maneuver. Additionally, for every 1/4 of your Max Capacity that was Ki Wagered on that Attacking Maneuver, increase the Magnitude by 1.
Overkill Rules
If an Attacking Maneuver deals Damage more than 1/3 (rounded up) of your Maximum Life Points, you cannot trigger any effects that would occur upon being Defeated by that Attacking Maneuver.
Metamorphosis Modification Rules
When you gain access to the Metamorphosis Transformation Line, you may remove Limited Suppression and/or Partial Suppression from that Transformation Line. The Stage of True Form does not decrease as a result, but it does not require them to gain Mastery.
For each Transformation removed, True Form gains their Traits and a level of the Difficult Aspect.
If you use these rules, True Form does not gain the effects from Mastering any prior Stage of Metamorphosis and True Form’s Mastery Traits becomes Complete Control Modified:
Complete Control Modified: You have shaped your power to act exactly how you want it to, and become a true master over your full power.
-[Permanent]: True Form loses the Exhausting and Long Transformation Aspects and has its Draining Aspect reduced by 1 level.
-[Passive]: While you have 2+ stacks of Power, increase the bonus to your Wound Rolls from your Cruelty Stacks by 1/2 (rounded up) for the duration of your Signature Techniques.
-[Triggered, 2/Round]: When you gain a stack(s) of Cruelty, reduce your Critical Target for your Strike Rolls by 1 until the end of this Combat Round.
-[1/Encounter]: You may exit the Power Stressed Special State as an Instant Maneuver.
-[Permanent]: If you would enter the Full Suppression stage of Metamorphosis due to failing a Stress Test or using the Revert Maneuver, you may instead enter True Form.
-[Permanent]: This Transformation loses the Draining and Power High Aspects and gains the Natural Form Aspect.
Dragon Rush Rules
All Characters (except Minions) gain access to the following Maneuver:
Dragon Rush [1/Encounter]: You repeatedly attack your opponent while they can’t defend, culminating in a powerful assault that uses all your energy.
–Maneuver Type: Standard
–Action Cost: 3 Actions
–KP Cost: N/A
–Effect: Move to a Square adjacent to one of your Opponents and make a Clash (Strike Roll vs Strike Roll or Dodge Roll) against that Opponent. If you win, enter the Dragon Rush.
During the Dragon Rush, make 3 Clashes (Strike Roll vs Strike or Dodge Roll). Each time you win, gain 1 Dragon Soul for the remainder of this Maneuver and you may move both your Opponent and yourself a number of Squares equal to 1/2 of your Might – you must both move in the same direction and maintain the distance between you. You cannot cause Collision through this effect and must move your Opponent in a way which would not cause Collision.
After completing the Clashes, use the Basic Attack Maneuver or Signature Technique Maneuver as an Out-of-Sequence Maneuver and you must Ki Wager all of your remaining Capacity on this Attacking Maneuver. Gain the following benefits for this Attacking Maneuver depending on your number of Dragon Souls gained during the Dragon Rush Maneuver:
- 1+: Increase your Wound Roll by +2(T) for each Dragon Soul you possess.
- 2+: Gain Greater Dice on your Strike and Wound Rolls for this Attacking Maneuver.
- 3: Increase your Tier of Power by 1 (see — Breakthrough) for this Attacking Maneuver.