
DBU seems like a far more daunting system to learn than it actually is, due to the large number of options available and the various rules in place to try and emulate the Dragon Universe as much as possible in a TTRPG format. This page exists to help new players learn the system in a far more condensed way, rather than being left to traverse the system alone. It is still heavily encouraged that you read the Core Rules and Character Creation pages at the bare minimum, however.
It’s highly encouraged you use our Google Sheets Character Sheet for your character sheet, as it makes keeping track of all the numbers that fly around in this system a lot easier. Just make a copy of the G-Sheet and then start filling it in for your Character, following the rules on Character Creation!
ARC. The ARC, also known as the Architect, is the individual who sets up a DBU campaign and serves to narrate the world around you and present you with threats. Whenever the ‘ARC’ is referred to, it is referring to this person. In other systems, they are known as Dungeon Masters, Game Masters, or what have you, but they are ultimately the greatest force when it comes to rules for your game and may modify the rules of DBU to fit whatever game they had in mind. Work together with your ARC and ask them to help teach you the system, or if they’re also new, it may be best to sit down and learn together.
Suggested Reading Order
First and foremost, you should always begin by reading the Core Rules. Then, you can keep going down the list of pages on the Rules tab until you hit the glossary. The glossary doesn’t require reading immediately, but instead serves as a good page to refer back to if you see a term you do not recognize.
At this point, I’d suggest going through Character Creation and just begin messing around with making a Character. If you’re going to be in a campaign, do so with your ARC. When considering your Race, make sure you read the Racial Rules and, if you would consider any Transformations, be sure to read the Transformation Rules. Before you dive into specifics, understanding how something works is important to not be confused. Races gain all of their Primary and Secondary Racial Traits, along with any Subrace Traits of the Subrace you chose (you do not gain the other Subrace Traits) – yes, you get that many benefits just from your Race!
If you are still having trouble, keep reading. Every section beyond this exists to help with a few issues you might find when you first get into DBU. Don’t worry, it’s a system that feels a lot scarier than it is – once you’ve actually played a session or two, you’ll get used to most of the simpler concepts and can start diving into more in-depth mechanics.
Important Note
DBU, while being capable of being used for Player vs Player combat occasionally, is not balanced around the concept of intensive PvP. As such, there may be some balance issues when Player Characters engage one another. Keep this in mind when playing the system or planning for any campaigns.
If you have any issues with getting into the system or want to hang out in our community and help the system be its best self, come check out our Discord! You can ask questions, provide feedback, or compete in Homebrew Competitions to add your own flare to the system’s official Homebrew section.
What Are the Key Terms?
In Dragon Ball Universe, there’s a few key terms that you need to know and can be easily missed amidst the vast amount of information in the system:
- Power Level. This is your Character’s level. It serves to show their progression through your journey and represent their current level of strength. Generally, Power Levels 1~5 represent the Saiyan Saga, Power Levels 6~10 represent the Frieza Saga, Power Levels 11~15 represent the Cell Saga, Power Levels 16~20 represent the Buu Saga and Power Levels 21+ represent all forms of media that occur after Dragon Ball Z. If you’d like to play a more grounded game, set more in the times of the original Dragon Ball, you can reimagine these Power Levels however you like for your game – or use the Path to Power rules.
- Tier of Power. One of the notations you’ll see the most in the system is (T). (T) is your Tier of Power, representing a Character’s strength born from their Power Level. Usually, your Tier of Power is equal to your Base Tier of Power, derived purely from your Power Level, but various effects (such as the Holding Back Maneuver in Special Maneuvers) may reduce or even increase your Tier of Power! The important thing to remember is: whenever you see a die or number with (T) after it, multiply that by your Tier of Power! For example, 1d4(T) means the value is actually 2d4 if your Tier of Power is 2 or 3d4 if your Tier of Power is 3.
- Base Tier of Power. Your base Tier of Power is separate from your Tier of Power in that it can ONLY be modified by your Power Level. For every 5 Power Levels reached, your base Tier of Power increases! At Power Levels 1~4, your Base Tier of Power is 1, while at Power Levels 5~9, your base Tier of Power is 2 – and so on. Base Tier of Power can be applied like Tier of Power, being represented by (bT) instead of just (T).
- Traits. Traits are fundamentally where most effects come from in DBU, they are a collection of effects that you gain in various ways. You gain Racial Traits from your Race (and some effects), Talent Traits by obtaining Talents, and Transformation Traits by obtaining Transformations. Transformation Traits are only active and usable while you are IN the Transformation.
- Attribute Score vs Modifier. There are multiple Attributes in DBU, representing your physical and mental statistics. The Attribute Score is your Attributes without any modification, typically used for prerequisites, while Modifiers are the final result of your Attributes typically used for effects in the game. Modifiers are separated primarily because of Dragon Ball’s many uses of Transformations, which increase the stats of a Character but would become messy if they influenced prerequisites or some other effects.
- Clash. Most opposing effects require a Clash. A Clash (detailed in Core Rules) is a roll you make against an Opponent, using one of the values listed (the initiating party uses one of the first few listed values while the opposing party can use one of the values listed after the ‘vs’, but if only a single value is listed or there is no ‘vs’ then both Characters pick from that same list – even if sometimes it’s only a single option!).
- Combat Rolls. Combat Rolls refers to three core rolls that are used in combat: Strike Rolls, Wound Rolls, and Dodge Rolls. You use Strike Rolls to hit someone, Wound Rolls to decide how much Damage it does, and Dodge Rolls to try and avoid the attack. To properly understand Combat Rolls and their ramifications, check out Attributes, Actions and Combat, and Attacking. Plenty of effects modify, increase or reduce, your (and potentially your Opponents’!) Combat Rolls.
- Might. Might represents the force your Character unleashes. It directly scales with either your Force or Magic Attribute Modifier and is used in a lot of Clashes. A ‘Might Clash’ is a very common Clash where you and your Opponent roll a 1d10 against one another and add your Might to the roll.
- Technique Points. Technique Points are used to create Signature Techniques, or Auras, as well as to buy any Unique Abilities or any of their Advancements you meet the prerequisites for.
- Karma Points. Karma Points are a resource granted at Character Creation (you start with 5) and are then granted by your ARC for acting in line with your Character and producing good role play – that is, role play that’s fun, interesting, and helps progress the story of the campaign. You can use your Karma Points to try and shift the narrative, re-rolling poor attempts or asking to do something outside of the usual rules (with the ARC sometimes requiring a roll to facilitate).
How Do I Attack?
Attacking is primarily done through the Basic Attack Maneuver or the Signature Technique Maneuver. For a basic attack, pick your target and Profile (see — Attacking), pay the Ki Point Cost, and decide on if you’ll use a Ki Wager (effectively, you can spend more Ki Points when making an attack to increase the Wound Roll – but the wager is that you get no benefit from it if you miss). Then, your Opponent decides how they’ll respond and you’ll typically roll a Strike Roll against them. If you hit them (your Strike Roll exceeding whatever defense they procured), you make a Wound Roll, which then has the Opponents’ Soak Value (see — Attributes) and then Damage Reduction removed from it. Whatever’s left is the Damage that is taken from their Life Points (see — Damage & Conditions). Enough Damage can force an Opponent through a Health Threshold (Bruised at 1/2 Life Points, Injured at 1/4 Life Points, and Critical at 1/10 Life Points), weakening them and forcing various effects to occur.
Signature Techniques function just like the basic attack detailed above, but they have their Profile pre-selected and have a different Ki Point Cost. Though, they also have a variety of Advantages and Disadvantages that help to make the attack unique and (typically) more powerful or impactful.
Anything that constitutes both a Strike Roll and a Wound Roll is considered an Attacking Maneuver for effects, though the primary sources are still the Basic Attack Maneuver or Signature Technique Maneuver.
How Do I Go Super Saiyan?
Super Saiyan, among many other Transformations, are done through the Transformation Maneuver (see — Actions & Combat). The only exceptions to this are Manifested Powers, which are not considered Transformations for effects, and instead serve as permanent buffs to your character.
Entering a Transformation requires meeting a Stress Test (see — Transformation Rules). Enhancement Powers and Legendary Forms require you to repeat this Stress Test at the start of each of your turns to maintain the Transformation, but various Aspects allow you to ignore this effect.
Other Than Attack, What Can I Do?
Good question! At this point, you may wish to look through the Actions & Combat, Special Maneuvers, and Unique Abilities pages. Any Maneuver depicted in Actions & Combat, you can use regardless of requirements – but Special Maneuvers require you to gain access to them through an effect or ranks in Skills. Unique Abilities are Maneuvers you must purchase with Technique Points, granting new options in combat, but you must also meet their prerequisites before you can spend Technique Points to obtain them.
Using different Maneuvers helps flavor your role playing and grants you boons in combat. Most Maneuvers grant some inherent benefit or apply some penalty to your Opponents, with some allowing you to recover resources or move into a position on the map to angle an Area of Effect attack or even to shift an Opponent to your side.
Using your creativity and (if you’re stuck) Karma Points, you can do many things beyond the system’s restraints, and you should always strive to focus on a creative use of the system to accomplish victory in your own Dragon Ball stories.