
In this section you will find all the different Variant Rules that you can apply to the DBU system.
Awakening Points
Instead of following the usual Awakening Limit, you gain Awakening Points based on your base Tier of Power that are spent upon gaining an Awakening. You cannot gain an Awakening if that would reduce your Awakening Points below 0.
Awakening Points only concern your Lesser (worth 1 Awakening Point) and Greater (worth 2 Awakening Points) Awakenings. Your Super Awakening exists outside of Awakening Points, but you can only possess a single Super Awakening.
Below is a table of how many Awakening Points you start with and how many you gain per each base Tier of Power:
| Base Tier of Power | Awakening Points |
|---|---|
| 1 | 4 |
| 2 | +1 |
| 3 | +3 |
| 4 | +1 |
| 5 | +3 |
| 6 | +1 |
| 7 | +2 |
Without Limit
Ignore the Score Limit for your Attributes, the Technique Point Limits for your Signature Techniques, and the Awakening Limit.
This particular Variant Rule is not recommended for most games, and only those with a very experienced ARC who can plan around removing the usual limiters of the system that exist to control build strength and maintain a degree of balance between different build-styles. This Variant Rule is only for those ARCs and players who want a story of boundless strength, with all attempts at restraint thrown to the wayside.
Alternate Life Point Generation
For every Power Level after the first, roll a 2d10 and gain that amount of Life Points instead of the usual 12.
This Variant Rule is for those daredevils who would risk their very own Life Points. Not recommended for games that have players prone to jealousy or fear. It may be worth considering applying this Variant Rule on a player-by-player basis, but only for those who wish to gamble.