Minor Optional Rules

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 viewpoints. With ARC permission, at Character Creation, you may exchange one of your Mental Racial Traits (you decide) for a Mental 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 until the end of your next turn. If you do, you lose access to the Mental Racial Trait from the race that raised you.

If you gained any Technique Points, Signature Techniques or Magical 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. You must have a Z-Soul that involves your pride or arrogant belief in your own power to use this Maneuver.

Arrogant Statement Maneuver (1 Action). Once per Combat Encounter, you may use this Maneuver to increase your Tier of Power by +1 and your Combat Rolls by +1(T) until the end of your next turn. After the end of your next turn, for the remainder of the Combat Encounter, reduce your Combat Rolls by -2(bT).

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. 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+.
  • 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 reduced by -1/2 until the required Tension is reached.
  • 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. The table below showcases each method of gaining Tension:

MethodTension GainedTension Requirement
Start of a Combat Round*+10+
A Player is Defeated***+40+
An Opponent stops Holding Back+12+
A Character doffs their Weights**+14+
A Player is knocked through a Health Threshold**+14+
An Opponent uses a Transformation Maneuver**+24+
A Character uses the Power Up Maneuver twice during one Combat Round**+16+
A Player uses the Transformation Maneuver 2+ times in a single Combat Round**+26+
*This does not apply to the start of the first Combat Round.
**This method can only be used once per Combat Round.
***If this Method is applied 2+ times, the maximum amount of Tension is increased by +4 for each additional time this Method has been applied after the first.
When Tension reaches and/or passes 20+, each Player gains +1 Karma Point.

Rust Rules

To keep up your strength, it’s important that you keep training! A character who forgets the basics and lets themselves become focused on other things will inevitably suffer compared to those who diligently put the effort in. During each Downtime Period, if you did not use the Basic Training, Technique Training or Train Minion/Update Battle Jacket Training Type options, you gain +1 Rust.

For each Rust, you reduce your current Tier of Power by -1. Each time you use the Basic Training or Technique Training options, you may remove -1 Rust.

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, undergoing a Downtime Period with 4+ Downtime Points 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.

Restrained Transformation Rules

At higher levels of power, even the power of a Transformation can be held back, allowing one to use the benefits of that Transformation while still holding back their power. While using any Alternate Form or Legendary Form with a Tier of Power Requirement of 4+, if you possess (upon entering the Transformation) or would gain any Holding Back Stacks, you may choose to apply them to a Transformation Percentage instead of reducing your Tier of Power (see the table below).

Transformation PercentageHolding Back StacksAttribute Modifier BonusDraining/Power High Level(s)
80%13/4-1
50%21/2-1
10%31/4-2
1%40-3

While you are applying any Holding Back stacks to Transformation Percentage, you reduce the Attribute Modifier Bonus to the amount specified for that Transformation Percentage (rounded up). For instance, when using the Super Saiyan God Transformation with a Transformation Percentage of 80% the Attribute Modifier Bonus (AG/FO/SP) would be +3(T) instead of the usual +4(T) and, if your Tier of Power was 4, the Attribute Modifier Bonus (IN) which would be decreased to 3/4 of 2(T), would be +6.

Additionally, while your Tier of Power is not decreased for the sake of any Ki Point Costs, if your Holding Back stacks are applied to a Transformation Percentage, reduce the level of the Draining and/or Power High Aspect(s) by the amount shown on the Transformation Percentage table above.

If you have any Holding Back stacks applied to a Transformation Percentage, they must be the totality of your Holding Back stacks – you cannot have any Holding Back stacks that are not currently part of your Transformation Percentage.

If you would stop Holding Back, immediately stop applying the effects of your Transformation Percentage and apply any effects as usual when you stop Holding Back.

Planet Destruction Rules

In the Dragon Universe, many characters hold enough power to decimate land masses and even annihilate entire planets. With a current Tier of Power of 3+, a character can make an Attacking Maneuver aimed at the planet with a Ki Wager of 40 or more – the planet has a Dice Score of 5 on their Dodge Roll against this Attacking Maneuver. This can only be done once per Combat Encounter. If they are uninterrupted, the planet is damaged and will be destroyed in 1d10 Combat Rounds (rolled at the time of successfully striking (hitting) the planet). If their current Tier of Power is 5+, the planet is destroyed immediately instead.

Every Energy Charge on an Attacking Maneuver counts as an additional Ki Wager of +5(bT) when calculating the required Ki Wager to destroy a planet.

An Opponent may spend a Counter Action to either Intervene against the Attacking Maneuver as if the planet was an ally, use the Duel Maneuver against the Attacking Maneuver as if they were targeted by it or make an Attacking Maneuver against the attacking character. Depending on the defensive options chosen, there are different ways to stop the planet’s destruction:

  • An Intervene Maneuver will automatically stop the planet from being destroyed, unless the character is Defeated and the excess Damage exceeds 10(bT) – at which point, follow through with the planet’s destruction as usual.
  • A Duel Maneuver will automatically stop the planet from being destroyed if the Opponent that initiated the Duel Maneuver wins the Duel or if the attacking character uses the Duel Escape Maneuver. If the attacking character wins the Duel Maneuver, follow through with the planet’s destruction as usual.
  • If an Opponent uses a Counter Action to make an Attacking Maneuver against the attacking character, it will only stop the planet’s destruction if the attacking character is Defeated or knocked through the Wounded or Injured Health Thresholds. Otherwise, follow through with the planet’s destruction as usual.

If a planet is destroyed, all characters on that planet receive Lethal Damage equal to the initial Ki Wager placed onto the Attacking Maneuver aimed at the planet. Additionally, all of the Battle Map becomes the Space Battle Environment.

A Villain may treat their base Tier of Power as if it was 3 to attempt to destroy a planet (this does not affect their Combat Rolls), even if their base Tier of Power is lower.

Naturally, any Attacking Maneuver made to destroy a planet must actually be able to reach it. An Energy or Magic Attacking Maneuver would have no trouble, but a Physical Attacking Maneuver would struggle to destroy a planet if not actually on the planet itself.

These rules can also be used to destroy a Moon. The Ki Wager required to destroy a Moon is 14 or more and does not have a Tier of Power requirement.

Kaioken x100 Rule

Once per Combat Encounter, if a character who possesses the Kaioken Enhancement Power is targeted by an Empower Maneuver by a character of the same base Tier of Power and that character chooses to increase their Empowerment Roll by +10(T), then the targeted character gains access to a new level of Kaioken until the end of their next turn (detailed below).

They must still meet the Tenacity Score Requirement for this new level of Kaioken.

Kaioken TableExtra DiceAttribute Modifier Bonus (AG/FO/SP)Life Point Cost
x100 (6)ToP +4+4(T) (min. +12)10(bT) (min. 30)

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 you are targeted by an Attacking Maneuver by a Hidden Character or 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 an Opposed Impulsive or Corporeal (whichever is higher) Save against your attacker. If you win, you lose the Guard Down Combat Condition against this Attacking Maneuver but proceed with the Attacking Maneuver as usual. If they win, the amount of Damage you take from this Attacking Maneuver is doubled and if it knocks you through the Injured or Wounded 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 can use a Physical Basic Attack Maneuver as an Out-of-Sequence Action 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 Combatant they were about to collide with.

Each character can only gain an Out-of-Sequence Action 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 with another character, you may spend One Action to make a Physical Attack of the Simple Profile against another character involved in the Grapple but you cannot Ki Wager on this Attacking Maneuver. If you successfully strike (hit) that character, increase the Damage Category of your Attacking Maneuver by +1 and immediately end the Grapple.

If you have access to the Bite Beast-Man Trait, you may use the effects of that Bite Attack instead.

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 Point Pool in comparison to your Maximum KI Point Pool. 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 Point Pool, you are in this Stamina Threshold, which suffers no penalties.
  • Worn. If your Ki Points are below 1/2 of your Maximum Ki Point Pool, 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 Point Pool, 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 Point Pool, you are in this Stamina Threshold. While in this Stamina Threshold, reduce your Combat Rolls by -3(bT) and your current Tier of Power is treated as if it was 1/4 (rounded up) of your base Tier of Power for the sake of your Transformation’s Tier of Power Requirements.

Burst of Power. As an Instant Action, you may pay x(bT) Ki Points to ignore the effects of any Stamina Threshold you are currently under until the end of your Turn, where x is equal to 2x the amount of Stamina Thresholds above the current Stamina Threshold you are below.

Optional (Your ARC decides if this is included): If you are knocked through a Health Threshold, reduce your Ki Points by -x(T), where x is equal to 2x the amount of Health Thresholds that are above the Health Threshold you were knocked through. This effect is not limited by the Health Triggers rule.

Surge Mode

Once per Combat Encounter, during their turn, if a character has used the Power Up Maneuver twice in this turn, they may enter Surge Mode until the end of their next turn as an Instant Action.

While in Surge Mode, you gain the following benefits:

  • You gain +1 Action to use during your Turn.
  • You may ignore all penalties to your Combat Rolls from being below a Health Threshold or from any Negative Combat Conditions.
  • Increase the Ki Point Cost of all of your Attacking Maneuvers by +1/2 of its base Ki Point Cost (rounded up), but every Attacking Maneuver gains a free Ki Wager equal to +1/2 of its base Ki Point Cost.

If your Ally has entered Surge Mode during this Combat Encounter, then you cannot enter Surge Mode.

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 Action.

Bald and Beautiful

At Character Creation, or during a Downtime Period, you can declare that your character is or is not Bald. Once per Combat Encounter, at the start of their turn, a Bald character can spend all of their Actions to use the Solar Flare Magical Ability or the Fake Moon Magical Ability even if they don’t have access to them. Their effects only last until the start of the Bald character’s next turn.

If you possess the Solar Flare Magical Ability, increase the Dice Score for your Opposed Impulsive Save when using the Solar Flare Magical Ability by +1(T).

Power Level 0

Non-Combatants, characters who have no survivability in the superpowered battlefields of the Dragon Universe. NPCs that have no or a very limited ability to fight themselves can be represented by applying the Power Level 0 rule to them. A Power Level 0 character is created through Character Creation as if they were a Power Level 1 character but a Power Level 0 character:

  • Can possess any number of Skill Ranks.
  • Cannot increase their Attribute Score for Agility, Force, Tenacity or Spirit through Attribute Points.
  • Has 6 Life Points. This amount is still increased by their Race’s Health Modifier.
  • Has a base Tier of Power of 1 but also has 1 stack of Holding Back they cannot remove through any means.
  • Cannot gain Transformations (except those gained through a Racial Trait).

Technology Levels

Some characters in the Dragon Universe aren’t fighters, but are prominent figures that may be involved in an adventure through their sheer intellect. For these characters, this Optional Rule allows you to represent the possession of a weaker character. whenever you would gain a Power Level, you may instead gain a Technology Level. When you gain a Technology Level, instead of gaining the benefits of a Power Level you:

  • Increase your Life Points by +1d10 and your Health Modifier (you do not add your Tenacity Modifier).
  • Gain +4 Attribute Points, these Attribute Points cannot be spent on your Agility, Force, Tenacity or Spirit Attributes.
  • Gain +2 Skill Ranks or +10 Technique Points. You may exchange this benefit to gain +1 Talent from the Deception Talents, Minion Talents, Skill Talents or Tactical Talents categories (see: Talents).
  • Gain the same amount of Ki Points and Capacity Rate you would from gaining a Power Level.

Tier of Power and Creations. When calculating your Tier of Power or when using your Power Level to create a Minion or Battle Jacket, use the sum of your Power Levels and Technology Levels. For Battle Jackets, when calculating their Life Points, they gain an additional +1d10 Life Points for each Technology Level you possess.

For any Talents, Traits or other effects that use your Power Level, you only use the Power Level you possess (you do not use the sum of your Power Levels and Technology Levels).

Starting at Technology Level 1. You may replace the first Power Level you would gain with a Technology Level at Character Creation. If you do, follow the below steps instead of the typical process of gaining a Technology Level:

  • Instead of rolling a 5d10 to calculate your Life Points, roll a 3d10 and add your Health Modifier (you do not add your Tenacity Modifier).
  • Gain +8 Attribute Points, these Attribute Points cannot be spent on your Agility, Force, Tenacity or Spirit Attributes.
  • Gain +2 Talents.
  • Gain +4 Skills and +30 Technique Points.

Dragon Rush Rules

All Combatants (except Minions) gain access to the following Maneuver, but it can only be used once per Combat Encounter:

Dragon Rush Maneuver (3 Actions). Do or die, with everything on the line you throw your all at your Opponent. Target one Opponent and make a Strike Roll (you decide the Attack Type for this Strike Roll and if you select Physical, you move into their Melee Range as part of this Maneuver) against an Opponent’s Dodge Roll or Strike Roll of the same Attack Type (they decide). If your Dice Score exceeds their Dice Score, you enter the Dragon Rush.

During the Dragon Rush, make 3 Strike Rolls of your chosen Attack Type against your Opponent’s Dodge Roll or Strike Roll of the same Attack Type (they decide). 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 Force or Spirit Modifier (whichever is higher) – you must both move in the same direction and maintain the distance between you. Your targeted Opponent can only be knocked into Terrain or another Combatant once through this effect.

After completing the 3 Strike Rolls, you may make an Attacking Maneuver of any kind against the targeted Opponent as an Out-of-Sequence Action and you must Ki Wager all of your remaining Capacity Rate on this Attacking Maneuver. Gain the following benefits for this Attacking Maneuver depending on your number of Dragon Souls at the end of the Dragon Rush Maneuver:

  • 1+: Increase your Wound Roll by +2(T) for each Dragon Soul you possess.
  • 2+: Gain Superiority on your Strike and Wound Rolls. If you already had Superiority, instead gain Extra Dice equal to your Tier of Power Extra Dice on those Combat Rolls.
  • 3: Increase your Tier of Power by +2 for this Attacking Maneuver.
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