Variant Rules

Variant Rules. In this section you will find all the different variant rules listed through the DBU RPG.

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 dice 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 of 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 prevent these types of rules from becoming too powerful, follow the dice conversion chart below.

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 in dice value and volume.
Alternate Attribute Generation Variant Rule
Alternate Attribute Generation. At character creation, you can roll your starting Attribute Scores. Roll a set of 7 d10s. Record the dice results and assign each result to one of your 7 attributes. Instead of rolling you can take the standard set of rolled attributes which is “7, 6, 6, 5, 5, 4, 3”


Point Distribution. At character creation, you can gain 36 Attribute Points to spend on your starting Attribute Scores. All scores start at 1 and no single score can exceed 10 before applying racial Attribute Bonuses.
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 regular Capacity Rate rule, you can spend Ki Points freely during your turn as well as the entirety of combat, up to your total Ki Point Pool limit.
Power LevelExperience Points
1
290
3180
4270
5360
6450
7540
8630
9720
10810
11900
12990
131080
141,170
151,260
161,350
171,440
181,530
191,620
201,710
+1PL * 90
Experience System Variant Rule
Experience System. In this variant, your character starts at Power Level 1 and increases in power by adventuring and gaining Experience Points. To figure out the number of Experience Points required for you to advance in Power Level, simply multiply your current level by 90. Each time you gain a Power Level, your Experience Points will reset back to 0.  See the table above for examples.
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 gain Experience Points, then 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 Rate 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 +4 or 2 attribute scores by +2 each.
Power Increase (33xp). Increase your Power Level by +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 2 new Skill Proficiencies, or increase the rank of 2 Skills you already have.
Technique Points (29xp). If you select this perk, you receive 10 Technique Points, which can be spent on customized abilities.
Talent Addition (27xp). You may select 1 talent.
Mixed Aptitude (37xp). Increase a single Attribute Score by +2, gain 1 Skill Proficiency or increase the rank of 1 Skill you already have, and receive 5 Technique Points.
Easy Game Difficulty
Easy Game Difficulty. This variant rule gives you more Life Points, which allows 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.
Tier of PowerDamage Required
0Every 5
1Every 10
2Every 20
3Every 30
4Every 40
5Every 50
Life Box System
Life Point Variant Rule. This 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 characters will have the same amount of Life Boxes. When using the Life Box Variant Rule, ignore all Racial Health Modifiers.Each character has 3 rows of 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 1 Life Box, starting with your first row of boxes. Once this first row has been filled, you will have reached the Bloodied Health Threshold. 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 Injured Health Threshold, and if all but 3 Life Boxes in your third row are filled, you will reach the Wounded Health Threshold. 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 reductions – including, but not limited to Soak – then following the conversion chart above. Damage conversion is based on the Tier of Power system and will scale according to your Tier of Power. For every 5 damage you inflict to a target(s), that target(s) will suffer 1 Life Box damage. The amount of damage required to inflict 1 Life Box damage increases each Tier of Power by 10.
Pure Progression
Pure Progression (Optional Combat Condition). This is an optional rule and typically isn’t used 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 +1 the following round. This bonus stacks, and can increase up to double your total Strike or Defense Value respectively. After combat has ended, if playing with Experience Points, you gain a bonus amount of Experience equal to the total amount of increases from Pure Progression during the encounter, multiplied by x20. This represents the combat experience and increase in power gained through Pure Progression during combat.
Tremendous Power Variant Rule
Tremendous Power. You can have as many Enhancement Powers activated as you wish, there is no limit. However, upon activating 2 unique Enhancement Powers, and for every additional power activated thereafter, increase your overall Stress Test requirement by 5. Moreover, each time you are required to take a Stress Test, for any reason, you must pay 1d10(T) Ki Points to maintain all the different powers and forms activated. If you have more than 2 unique Enhancement Powers activated and you fail your Stress Test, not only do you suffer Stress Exhaustion, you will also suffer 2d10(T) Lethal Damage.
Average Life Points Variant Rule
Average Life Points. Whenever you gain Life Points in this Variant, instead of rolling d10s, you take a 6 for each die you roll.  For example, at Character Creation, instead of rolling 5d10, you simply have 30 Life Points, plus your Racial Health Modifier and your Tenacity Score.
Stress Test Variant Rule
Uncoupled Stress Tests. Ignore the Limit Breaker rule for Personality. Decrease all Stress Test Requirements by -1(T).
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