
The circumstances of your birth and early life are largely forgotten; instead, your parents- the ones who raised you, anyways- are of a different race than you. Perhaps you were born on one world and raised on another, or perhaps you were placed in the care of a trusted friend, but regardless, you’ve come to see the universe through another race’s eyes.
- Racial Requirement: Any (Except Android, Robot or Bio-Android)
- Maximum Factor: 1
- Prerequisite(s): This Factor Trait can only be gained at Character Creation.
Factor Trait
You cannot select a Factor Trait for Alternate Upbringing if your Race is in the name of that Factor Trait.
Angel-Raised (Mind): Thanks to your upbringing at the hands of the divine, you allow your instincts to guide your survival in combat.
(1)-[Passive]: While you possess no Counter Actions, increase your Defense Value by 1(T).
(2)-[Passive]: While you possess no Counter Actions, increase the Dice Score for any Clash initiated by an Opponent that uses your Saving Throws by 1(T).
(3)-[Triggered, 1/Round]: If you are targeted by an Opponent’s Attacking Maneuver while you possess no Counter Actions, you may spend 3(bT) Ki Points to use the Defend Maneuver without spending a Counter Action.
(4)-[Triggered/Start of Combat Round]: You may spend a Counter Action to use the Movement Maneuver or Power Up Maneuver as an Out-of-Sequence Maneuver.
Arcosian-Raised (Mind): Under the tutelage of the brutal Arcosian race, you have learned to overwhelm enemies by targeting their weak points.
(1)-[Triggered, 3/Round]: If you hit an Opponent with an Attacking Maneuver, increase your Wound Rolls by 1(T) until the end of your turn.
(2)-[Triggered, 1/Round]: If you would use the Signature Technique Maneuver after triggering the first effect of Arcosian-Raised twice during this Combat Round, you may increase the Damage Category of that Attacking Maneuver by 1 Category.
Cerealian-Raised (Mind): Patiently taught by the Cerealian race, you understand the importance of waiting for your perfect moment to strike.
(1)-[Passive]: Increase the Wound Rolls of your Called Shots and Exploit Maneuvers by 1(T).
(2)-[Triggered, 1/Round]: If you hit an Opponent with a Called Shot and deal Damage, they gain a stack of the Broken Combat Condition until the start of your next turn.
(3)-[Triggered, 1/Round]: If an Opponent would trigger your Exploit Maneuver, you may spend 3(bT) Ki Points to use the Exploit Maneuver without spending a Counter Action.
Demon-Raised (Mind): Growing up with the sly cunning and trickery of Demons, you turn your experience with these tactics against your foes.
(1)-[Passive]: Increase the Wound Rolls of your Attacking Maneuvers against Opponents suffering from a Combat Condition by 1(T).
(2)-[Passive]: Increase the Dice Score of your Might Clashes against Opponents suffering from a Combat Condition by 1(T).
(3)-[Triggered/Power, 1/Round]: Spend 3(bT) Ki Points to make a Might Clash against all Opponents within a Sphere AoE (centered on you). If you win, those Opponents gain the Impediment Combat Condition until the end of your turn.
Earthling-Raised (Mind): Under the skilled guidance of Earthlings, you have absorbed their tenacious tendency to adapt to any situation.
(1)-[Passive]: Increase the amount of Technique Points you gain from Skill Improvement by 3.
(2)-[Passive]: Reduce the Technique Point Cost to create a Signature Technique by 2 after all other calculations.
(3)-[Triggered]: When you use the Signature Technique Maneuver, for this instance of using your chosen Signature Technique, you may either:
- Apply an Energy Charge to that Attacking Maneuver.
- Add a single Advantage with a TP cost of up to 10 TP to your chosen Signature Technique.
Glass Tribe-Raised (Mind): Carrying the legacy of the stoic, stalwart Glass Tribe, you have acclimatized to their mindset.
(1)-[Passive]: Ignore any Health Threshold Penalties while in the Surging State.
(2)-[Passive]: Increase your Damage Reduction by 1(T) while in the Healthy Health Threshold.
(3)-[Triggered, 1/Round]: If you use an Attacking Maneuver, you can enter the Surging State for the duration of that Attacking Maneuver. If you trigger this effect while you are not suffering from any Health Threshold Penalties, do not apply the 2nd effect of the Surging State upon leaving the Surging State entered through this effect.
Heran-Raised (Mind): Brought up by the cutthroat conquerors from Planet Hera, you have incorporated their reckless teamwork tactics into your repertoire.
(1)-[Passive]: Increase the Strike and Wound Rolls of your Attacking Maneuvers that target an Opponent who has at least one of your Allies on a Square adjacent to them by 1(T).
(2)-[Triggered, 1/Round]: If you hit an Opponent with an Attacking Maneuver while there is an Ally adjacent to that Opponent, that Ally may use the Movement Maneuver as an Out-of-Sequence Maneuver. If they do, that movement does not trigger the Exploit Maneuver from the hit Opponent.
(3)-[Triggered, 1/Round]: If you knock an Opponent through a Health Threshold with an Attacking Maneuver, you may target one adjacent Ally. That Ally may use the Basic Attack Maneuver as an Out-of-Sequence Maneuver, but they must target that Opponent with the Attacking Maneuver.
Konatsian-Raised (Mind): Reared under the watchful eye of the wise Konatsian race, you have specialized in a single combat role.
(1)-[Passive]: Upon gaining this Factor, select a Vocation (see — Konatsians) to gain access to.
(2)-[Passive]: If a Vocation’s effect (or the effect of a Special Maneuver granted by a Vocation) would cause you to spend Tension, instead spend 5(bT) Ki Points for each Tension. You must spend these Ki Points immediately upon activating the effect, regardless of when you would lose that stack of Tension.
Majin-Raised (Mind): Influenced by the chaotic and unpredictable Majins, your high-energy, off-kilter smile sets off mental alarms for all who encounter you.
(1)-[Passive]: Upon gaining this Factor Trait, select a Skill that uses Personality as its Attribute. You gain a Skill Rank in the Skill selected for this effect.
(2)-[Passive]: Increase your Surgency by 2(T).
(3)-[Passive]: Reduce the TP Cost of all Magical Unique Abilities by 2.
(4)-[Triggered, 1/Round]: If you fail to hit an Opponent with an Attacking Maneuver, make a Clash (Bluff vs Perception/Intuition) against that Opponent. If you win, you may use the Basic Attack Maneuver against that Opponent as an Out-of-Sequence Maneuver.
Namekian-Raised (Mind): Living in a peaceful environment raising Ajisa trees with the Namekians, you practiced patience, analysis, and keeping a cool head under pressure.
(1)-[Passive]: Upon gaining this Factor Trait, select a Skill that uses Insight as its Attribute. You gain a Skill Rank in the Skill selected for this effect.
(2)-[Passive]: Increase your Racial Life Modifier by 2.
(3)-[Passive]: Reduce the TP Cost of all Magical Unique Abilities by 2.
(4)-[Triggered/Start of Combat Round]: Select an Opponent. Increase your Combat Rolls against the selected Opponent by 1(T) until the end of the Combat Round.
Neko Majin-Raised (Mind): Imbued with the whimsical mysticism and mischievous mimicry of the Neko Majin race, you snatch the techniques of everyone around you.
(1)-[Passive]: At Character Creation, gain the Quick Learner Talent.
(2)-[Passive]: You may ignore the effects of any Disadvantage with ‘Restricted’ in its name on any Signature Technique or Aura you have gained through the effects of Quick Learner (either as Copied Techniques or those you have gained through the second effect of Quick Learner).
(3)-[Triggered, 1/Round]: If you use a Copied Technique, increase the Wound Roll of that Attacking maneuver by 2(T).
(4)-[Triggered, 1/Round]: If you gain access to a Copied Technique, regain Ki Points equal to the Ki Point Cost of that Copied Technique.
Neo-Tuffle-Raised (Mind): Mentored by the spiteful, vengeful Neo-Tuffles, you channel their seething hatred against your enemies.
(1)-[Triggered/Start of Combat Round]: Select an Opponent. Increase your Combat Rolls against the selected Opponent by 1(T) until the end of the Combat Round.
(2)-[Triggered, 1/Encounter]: Upon applying the first effect of Neo-Tuffle-Raised, if you are below the Injured Health Threshold, you may enter the Surging State until the end of the Combat Round. If you do, for the effects of the Surging State, you must select the same Opponent as the Opponent selected for the first effect of this Trait.
(3)-[Triggered, 1/Round]: If you use the Signature Technique Maneuver, you may apply Greater Dice to the Wound Roll of that Signature Technique.
Oni-Raised (Mind): Educated under the careful scrutiny of the enigmatic Oni, you are a productive member of Otherworld society.
(1)-[Passive]: While your Life Points are below the Injured Health Threshold, increase your Wound Rolls by 2(T) and your Might by 1(T).
(2)-[Triggered, 1/Round]: If you hit an Opponent with an Attacking Maneuver while below the Injured Health Threshold, make a Might Clash against that Opponent. If you win, the Opponent gains a stack of the Broken Combat Condition until the end of your turn.
(3)-[Triggered, 1/Encounter]: If you target an Opponent with an Attacking Maneuver while below the Injured Health Threshold, you may apply 2 Energy Charges to that Attacking Maneuver. These Energy Charges do not count towards your maximum. If you do, after completing the Attacking Maneuver, set your Life Points to their lowest possible value.
Other-Raised (Mind): Cared for by one of the myriad alien species in the universe, you have steeped in their culture, traditions, and mindset to become the person you are now.
(1)-[Passive]: Select a Race created through Custom Species. Gain access to a Custom Species Racial Trait of the Mind-Category possessed by that Race (you do not gain any Twinned effects). You cannot trade this Racial Trait out for a Factor Trait.
Saiyan-Raised (Mind): Trained relentlessly by the proud warrior Saiyans, you have earned your right to call yourself a warrior.
(1)-[Passive]: Increase your Wound Rolls and Surgency by 1(T) for every Health Threshold you are below.
(2)-[Passive]: Ignore all Health Threshold Penalties while in the Superior State.
(3)-[Triggered/Power, 1/Encounter]: If you are below the Injured Health Threshold, enter the Superior State until the end of your next turn.
Shadow Dragon-Raised (Mind): Surrounded from an early age by the reality-warping tricks of the Shadow Dragons, you have taken some of that power for yourself and made it your own.
(1)-[Triggered]: If you or an Opponent (who is not at Long Range) scores a Botch Result on a Combat Roll, regain 2(bT) Ki Points.
(2)-[Triggered, 1/Round]: If an Opponent within your Melee Range scores a Botch Result, this triggers your Exploit Maneuver.
(3)-[Triggered/Power, 1/Round]: Spend 3(bT) Ki Points to make a Might Clash against all Opponents within a Sphere AoE (centered on you). If you win, those Opponents gain the Impaired Combat Condition until the start of your next turn.
Shinjin-Raised (Mind): Under the shelter of the poised and pragmatic Shinjin race, you have grown adept at waiting out your opponents and turning their own power against them.
(1)-[Passive]: You can sense God Ki.
(2)-[Triggered]: Increase your Combat Rolls and Soak Value by 1(T) for the duration of any of your Counter Maneuvers.
(3)-[Triggered]: At the end of the Combat Round, regain 2(bT) Life and Ki Points for each Counter Action you possess.
(4)-[Triggered/Start of Combat Round]: You may spend 1 Action to gain 2 Counter Actions.
Tuffle-Raised (Mind): Schooled by the greatest Tuffle minds, your petty need for vengeance rivals even that of your adoptive race.
(1)-[Triggered/Threshold]: If you were knocked through this Health Threshold by an Opponent’s Attacking Maneuver, increase your Combat Rolls by 1(T) but increase the Ki Point Cost of your Attacking Maneuvers by 1(T) for the remainder of the Combat Encounter.
(2)-[Triggered, 1/Round]: If an Ally is Defeated by an Opponent’s Attacking Maneuver, you may trigger the first effect of Tuffle-Raised as if you had been knocked through your next Health Threshold.
(3)-[Triggered/Defeated]: Target an Ally, they regain 2x(bT) Life and Ki Points and their Combat Rolls are increased by x(bT) until the end of their next turn. X, for this effect, is equal to the amount of times you have triggered the first effect of Tuffle-Raised.
Wild Child (Mind): Fending for yourself in the wilds with only the most savage of beasts to guide you, you have attuned yourself to nature.
(1)-[Prerequisite]: You cannot take this Factor Trait if you possess the Beast-Man Factor. If you gain the Beast-Man Factor, you lose this Factor Trait and regain the Secondary Trait you exchanged for it.
(2)-[Passive]: You may use Signature Techniques while in the Feral State.
(3)-[Passive, Ruling]: Upon gaining this Factor Trait, select 2 ‘Pseudo-Bestial Traits’.
(4)-[Triggered/Power, 2/Round, Adventurous]: Gain access to 1 of your selected Pseudo-Bestial Traits until the start of your next turn.
(5)-[Triggered/Power, 1/Encounter]: Enter the Feral State until the end of your next turn. If you are already in the Feral State, you may enter the Superior State until the start of your next turn or gain access to 2 of your selected Pseudo-Bestial Traits until the start of your next turn.
Pseudo-Bestial Traits
Mimicry of Bestial Hunger: Preying on the weak, you grow bolder as your enemies grow closer to death.
(1)-[Passive]: Increase your Wound Rolls against Opponent(s) by 1(bT) for each Health Threshold they are below.
(2)-[Triggered, 1/Round]: If you knock an Opponent through a Health Threshold with one of your Attacking Maneuvers, you may use the Signature Technique Maneuver as an Out-of-Sequence Maneuver. If you do, you must target the Opponent that you knocked through a Health Threshold to trigger this effect.
Mimicry of Bestial Movement: With a wild ferocity bordering on animalistic, you move less like a man and more like a beast.
(1)-[Passive]: Increase your Defense Value, Impulsive Save and Speed by 1(bT).
(2)-[Passive]: Reduce the Ki Point Cost to use your Boosted Speed through the Movement Maneuver by 1(T).
(3)-[1/Round]: You may use the Movement Maneuver as an Instant Maneuver. If you do and end your movement on a Square adjacent to an Opponent, your next Attacking Maneuver made during this Combat Round has its Strike Roll increased by 2(T) against that Opponent.
Mimicry of Bestial Resilience: After years in the wilds, you’ve learned to toughen up and take a hit, lest you end up dead.
(1)-[Passive]: Increase your Corporeal Save and your Soak Value by 1(bT).
(2)-[Triggered, 1/Round]: If you are hit by an Attacking Maneuver that deals less Damage than your Soak Value, you may use the Basic Attack Maneuver as an Out-of-Sequence Maneuver.
Mimicry of Bestial Senses: You have learned to recognize the signs of danger that only savage beasts seem to notice.
(1)-[Passive]: Increase the Dice Score of your Perception and Clairvoyance Skill Checks by 2.
(2)-[Passive]: Gain access to the Search Maneuver and Sense Maneuver.
(3)-[Passive]: Ignore the effects of the Blinded Combat Condition.
(4)-[Triggered, 1/Round]: If you use the Search Maneuver or Sense Maneuver, and succeed at their Skill Clash, increase your Strike Rolls against the targeted Opponent by 2(T) until the end of your turn.
Mimicry of Flailing Limbs: By moving your body in specific patterns, you’re able to mimic having multiple limbs with which to strike.
(1)-[Passive]: While you possess this Trait, you are in the Multiple-Arms Special State.
Mimicry of Penetrating Fangs: Though your own bite is less than fearsome, you can emulate the bite of a fearsome predator thanks to your tools and/or ingenuity.
(1)-[Passive]: Increase your Strike Rolls by 1(T).
(2)-[Triggered, 1/Round]: If you target an Opponent with an Attacking Maneuver, that Attacking Maneuver ignores 1/4 (rounded up) of your Opponent’s Soak Value if it hits.
Mimicry of Rending Claws: Without the sharp claws of the predators around you, you have learned to make do with what you have to recreate the effects of such natural weapons.
(1)-[Passive]: Increase your Wound Rolls by 2(T).
(2)-[Passive]: For your Attacking Maneuvers, apply the Diminishing Defense that Attacking Maneuver would inflict on Attack Declaration instead of after concluding the Attacking Maneuver.
(3)-[Triggered, 1/Round]: If you deal Damage with an Attacking Maneuver during a turn in which you moved your Boosted Speed, make a Clash (Impulsive) against that Opponent. If you win, they are knocked Prone.
Mimicry of the Whipping Tail: Though you lack a long, powerful tail of your own, you can move your body in such a way as to inflict the same impact as one.
(1)-[Passive]: Set the Critical Target for your Strike and Wound Rolls to 7.
(2)-[1/Round]: As an Instant Maneuver, you may make an Attacking Maneuver of the Simple Profile and the Physical Foundation. If you do, you may treat your Melee Range as if it was 2 Squares further for the duration of this Attacking Maneuver.
Yardrat-Raised (Mind): Enlightened by the calm, collected Yardrats, you possess spiritual depth that others of your race cannot fathom.
(1)-[Passive]: At Character Creation, gain a stack of Spirit Control. This stack of Spirit Control does not count towards your Awakening Limit, and you do not gain the Attribute Modifier Bonus from this stack of Spirit Control.
(2)-[Passive]: At Character Creation, you may apply the Yardrat Material Special Apparel Quality as if it was a normal Apparel Quality through creating a Gear Kit.
(3)-[Passive]: Reduce the TP Cost of all Unique Abilities by 2.
(4)-[Passive]: Treat your uses of the Empower Maneuver as if you spent 1 Action more than you actually did for its effects.
(5)-[Triggered, 1/Encounter]: If an Ally gains Ki Points through your use of the Empower Maneuver, they may regain Life Points equal to 1/2 of the Ki Points regained.
Zooner-Raised (Mind): Instructed by the illustrious and arrogant peoples of Zoon, your marksmanship is excellent, though you’re often wide open to counterattack.
(1)-[Passive]: While in the Healthy Health Threshold, increase the Wound Rolls of your Signature Techniques by 2(T).
(2)-[Passive]: While below the Injured Health Threshold, reduce your Combat Rolls and Soak Value by 1(bT).
(3)-[Triggered, 1/Round]: If your Signature Technique becomes a Called Shot, you ignore the Strike Roll penalty from that Attacking Maneuver being a Called Shot. If you do, after concluding that Attacking Maneuver, reduce your Awareness, Defense Value, and Soak Value by 1(bT) until the start of your next turn.
(4)-[Triggered, 1/Round]: If you use the Signature Technique Maneuver, gain an Energy Charge on that Attacking Maneuver. If you do, after concluding that Attacking Maneuver, reduce your Awareness, Defense Value, and Soak Value by 1(bT) until the start of your next turn.