From the rabbits and wolves to the dinosaurs and even dragons, the Dragon Ball Universe is teeming with all sorts of animal life. Be they predators or prey, even the animal life of the universe can have an impact on events of a universal scale.
While most Animals are so weak from the perspective of a typical DBU character that they can do nothing to stop them, there are some Animals that have obtained greater power or are from a special heritage.
To make an Animal who falls into the latter category, follow the typical rules for Character Creation but instead of choosing a Race, their Race is Animal, as seen below. Animals are typically weaker than the other races and mostly serve as a tool for the ARC to play any threatening wildlife quickly or present the chance for a player to obtain a pet or another ally in the form of a friendly animal companion.
| Attribute Score Increase. Your Force, Insight, and either Tenacity or Agility Score are increased by +1. Racial Life Modifier. +2 Saving Throw: Impulsive Skill Ranks: 0 Minion Size: At Character Creation, Animals can have any Size Category. |
Primary Racial Traits
Beast of a Kind (Body): Some animals in the Dragon Ball Universe are able to talk and even use special abilities, but most are mindless beasts.
(1)-[Passive]: Select and gain two Bestial Traits.
(2)-[Option]: At Character Creation, choose one of the following effects:
- Savage [Passive]: Increase the Wound Rolls of any Attacking Maneuvers used through the Basic Attack Maneuver by 2(T), but you are always in the Feral State and your Scholarship Score is 0. You cannot spend any Attribute Points to increase your Scholarship Score.
- Pack Animal [Passive]: You gain the Flexible Flanker Talent and if 2+ Allies are within the Melee Range of an Opponent, increase your Wound Rolls against them by an additional 1(T).
- Clever [Passive]: Gain an additional Skill Improvement at Character Creation and increase the amount of Technique Points gained from each Skill Improvement by 5.
- Mystical [Passive]: Upon gaining this effect, select a Profile with ‘Elemental’ in the name – it becomes a Favored Element (see — Favored Element).
Fight or Flight (Mind): Reacting on pure instinct, when adrenaline flows, animals do not think about their next move, but simply act.
(1)-[Passive]: While you are below the Injured Health Threshold, increase your Speed, Soak Value, and Defense Value by 1(T).
(2)-[Automatic/Threshold]: If you succeed at your Steadfast Check for this Health Threshold, enter the Superior State until the end of your next turn. If you fail, you gain the Shaken Combat Condition against the nearest Opponent until the end of your next turn. If an Opponent’s Attacking Maneuver was what knocked you through this Health Threshold, you instead gain the Shaken Combat Condition against them.
Secondary Racial Traits
Ferocious Assault (Mind): Single-minded in their need for survival, even prey animals become fierce opponents when they feel the need to fight.
(1)-[Passive]: While you are below the Injured Health Threshold, increase your Wound Rolls by 2(T).
(2)-[Triggered, 1/Round]: If you hit an Opponent with an Attacking Maneuver made through the Basic Attack Maneuver while below the Bruised Health Threshold, they gain 1 stack of the Broken Combat Condition until the start of your next turn.
(3)-[Triggered, 1/Encounter]: When making an Attacking Maneuver while below the Injured Health Threshold, reduce your Life Points to 1 (you automatically succeed the Steadfast Check for the Critical Health Threshold). Increase the Wound Roll of this Attacking Maneuver by the reduction to your Life Points.
Bestial Presence (Body): Animals always create a tense atmosphere around them with their unpredictability and their deadly defense mechanisms.
(1)-[Passive]: Select and gain up to 2 Bestial Traits. For every Bestial Trait gained through this effect, reduce your Racial Life Modifier by 1.
(2)-[Triggered/Power, 1/Round]: Make a Clash (Intimidate vs Intuition/Intimidate) against all Opponents within a Destructive Sphere AoE (centered on you). If you win, they gain a stack of the Broken Combat Condition and the Shaken Combat Condition until the start of your next turn.
