Variant Rules

Variant Rules. In this section you will find all the different variant rules listed through the DBU RPG. While you can find these rules in the sections they are related to, you can also find them here for easy and quick reference.

Dice Creep – Variant Rule
Dice Creep – The following variant can be used in place of the current dice system. This option turns all dice into ten-sided die or d10’s. This includes, but is not limited to, all traits, talents, abilities, techniques, Tier of Power, transformations, and other rules within the DBU system. When any rule calls for a die, of any number of sides, to be rolled that die is considered a d10 regardless what is printed in the raw rule.
 
Notably, there are rules and traits that are balanced based on the type of dice they use or roll. To address these types of rules from becoming too powerful follow the dice conversion chart below.
 
1d2 = (+5)
1d4 = (+1d10)
1d6 = (+2d10)
1d8 = (+3d10)
1d10 = (+4d10)
 
 
While using the Dice Creep variant, increase your Life Points by +6d10 at character creation and each new Power Level you gain. Additionally, triple the value of your racial Health Modifier at character creation and each new Power Level you gain. This will help balance out the damage ratio and Life Point curve to better adjust for the large change to dice value and dice volume.
Core Rules Section
Alternate Attribute Generation Variant Rule
Alternate Attribute Generation. At character creation, you can roll your starting attribute scores. Roll a set of eight d10s. Record the dice results and assign each result to one of your eight attributes. Instead of rolling you can take the standard set of rolled attributes which is “7, 7, 6, 6, 5, 5, 4, 3”

Point Distribution. At character creation, you can gain twenty-eight (28) attribute points to spend on your starting attribute scores. All scores start at one (1) and no single score can succeed ten (10) before applying racial attribute bonuses.
Core Rules Section
Limitless Capacity Variant Rule
Limitless Capacity. The following variant can be used in place of the standard capacity rate method. This option gives you the ability to use as many ki points as you wish. Instead of the Capacity Rate rule above you can spend ki points freely, during your turn and the entirety of combat, up to your total ki point pool limit.
Character Creation Section
Experience Purchase System Variant Rule
Experience Purchase System. The following variant can be used in place of the standard power level system. This option gives more control over what you do with experience points. You will spend your experience points to purchase character perks from the list below. You will still use the power level progression chart for ki points, capacity and tier of power as they are related to your power level, but otherwise will ignore all other information.

Attribute Addition (31xp). You can either increase a single attribute score by four (+4) or two attribute scores by two (+2) each.

Power Increase (33xp). Increase your power level by one (+1). You don’t gain any character perks based on the power level progression chart with this purchase.

Skill Proficiency (25xp). You can select to either gain two (2) new skill proficiency or increase the rank of two (2) skill you already have.

Technique Points (29xp). If you select this perk, you receive ten (10) technique points, which can be spent on customized abilities. 

Talent Addition (27xp). You may select one (1) talent.

Mixed Aptitude (37xp). Increase a single attribute by two (+2), gain one (1) skill proficiency or increase the rank of one (1) skill you already have and receive five (5) technique points.
Character Creation Section
Easy Game Difficulty
Easy Game Difficulty. This variant rule gives you more life points which allow your character to sustain more damage than normal. When using this variant rule, you will roll 3d10 for life points at character creation and each power level. Additionally, double your species’ health modifier when adding it to your life points.
Character Creation Section
Life Box System
Life Point Variant Rule. The is an optional rule that can be used in place of the default Life Point system already built into the DBU engine. Instead of using a pure point-based system this variant rule uses Life Boxes. These boxes represent an amount of damage that has been inflicted on your character. All character will have the same amount of Life Boxes. When using the Life Box Variant Rule ignore all Racial Health Modifiers.
 
Each character has three (3) rows of ten (10) boxes, each row represents a Health Threshold; Bloodied, Injured and Wounded, respectively. When you suffer a damage point you will place a mark in one (1) Life Box starting with your first row of boxes. Once this first row has been filled you will have reached the Health Threshold Bloodied. Repeat this process as you suffer damage until you overcome the challenge/encounter, or all your Life Boxes have marks in them. If your second row of Life Boxes are filled you will reach the Health Threshold Injured and if all, but three (3) Life Boxes in your third row are filled you will reach the Health Threshold Wounded. If all your Life Boxes are filled, you count as defeated.

When applying damage, you will need to convert your damage to the Life Box system metric. This is done by rounding your Wound Roll to the nearest tenth after applying all other rules, additions, and reduction including, but not limited to Soak – then following the conversion chart below. Damage conversion is based on the Tier of Power system and will scale according to your Tier of Power. For every five (5) damage you inflict to a target(s) that target(s) will suffer one (1) Life Box damage. The amount of damage required to inflict one (1) Life Box damage increases each Tier of Power by ten (10).
Tier of PowerDamage Required
0Every Five (5)
1Every Ten (10)
2Every Twenty (20)
3Every Thirty (30)
4Every Forty (40)
5Every Fifty (50)
Pure Progression
Pure Progression (Optional Combat Condition). This is an optional rule and typically isn’t using during normal game play. With this rule in play, during combat you gain combat experience every second of a fight; your powers and strengths growing exponentially in real-time. While in a combat encounter, whenever you fail a strike roll or a dodge roll, increase that respective aptitude by one (+1) the following round. This bonus stacks and can increase up to double your total strike or dodge value respectively. After combat has ended, you gain a bonus amount of experience equal to the total amount of increases you gained from pure progression during the encounter multiplied by twenty (x20). This represents the combat experience and increase in power gained through pure progression during combat.