
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):
Profile Buyout
At Character Creation, you gain an additional 10 TP, but only have access to the Multi-Foundation Profiles for the sake of any Attacking Maneuver made through the Basic Attack Maneuver. To obtain access to other Profiles for use through the Basic Attack Maneuver, you must spend 2 Technique Points for each Profile you wish to obtain.
Profiles gained through effects do not need to be obtained through spending Technique Points.
You must still meet the Foundation’s Attribute Score Prerequisite to use its corresponding Profiles, and you may still use any Profile you would normally have access to for the creation of Signature Techniques.
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.
- Exchange any number of Awakenings of the Mind Category for any other Awakenings of the same Awakening Type, with ARC approval.
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/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 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 must be of the Launching Profile, 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 a single Out-of-Sequence Maneuver through this effect once per Combat Encounter.
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 (before Ki Multiplier is applied). 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 Wound 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 1(bT) and your Stress Bonus by 1.
- 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 Stress Bonus by 1(bT).
- 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 your Stress Bonus by 2(bT).
Burst of Power [1/Encounter]: You push through your fatigue and operate at full capacity for but a moment in time.
–Action Cost: Instant
–KP Cost: N/A
–Exploitable: N/A
–Effect: Ignore the effects of your Stamina Threshold 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 Transformation 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.
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.
Limit-Breaking Training
When Characters undergo Training, if you wish for their Training to be more effective and the effects lasting longer, you may give them a stack of the Results of Training Lesser Awakening. This stack of Results of Training does not count towards your Awakening Limit.
You can only gain 1(bT) stacks of Results of Training through this means.
If this Optional Rule is in play, Results of Training should only be able to be gained through Training, otherwise a Character may be unable to gain these stacks of Results of Training and fall behind other Characters.
This Optional Rule should be used with caution, as it may dramatically increase the power of Characters. Remember to adjust your Adversaries accordingly.
Greater Enhancement
Once per Character, you may select one of your mastered Enhancements that does not possess the Transcendent Aspect and apply the Transcendent Aspect to it. If you do, its Transcendent Trait becomes the one listed below. You cannot select an Enhancement that has the Peaked, Limited, or Fading Aspects.
Transcendent Trait
Dedicated Power: By improving yourself, your mastery of your chosen fighting style becomes even more deadly in combat.
(1)-[Passive]: Increase the Attribute Modifier Bonus (AG/FO/TE/IN/MA) of this Transformation by 1(T) after all calculations.
(2)-[Passive]: Increase your Surgency by 1(T).
(3)-[Passive]: Increase your Max Capacity by 1/4.
(4)-[1/Encounter]: As a Standard Maneuver with an Action Cost of 1 Action, activate the Burst Limit for this Transformation.
Factor Restoration
At Character Creation (with permission from your ARC) or gained when you would otherwise gain an Awakening, you may use up one of your Lesser Awakenings for your Awakening Limit (or 1 Awakening Point if you’re using the Awakening Point Variant Rule) to regain the Racial Trait you exchanged for a Factor’s Factor Trait. You can only apply this effect if you exchanged a Secondary Racial Trait for that Factor Trait.
When you regain a Racial Trait through this rule, select an Attribute (except FO/MA). Increase your Attribute Modifiers (FO/MA/your selected Attribute) by 1.