
Arcosians are bipedal humanoids that have red eyes and white keratinous plating covering scaly reptilian skin. They also have other reptilian features such as horns, long tails, three-toed feet, and spikes. Arcosians’ keratinous plates can sometimes resemble gems. These types of plates are much stronger and seem to cover more vital parts of their bodies, mainly the head, torso, wrists, and ankles. These plates form a type of exoskeleton known as a bio-suit which protects them from harm. Arcosians have long prehensile tails that can be used to lift large amounts of weight, as well as for combat. It is unknown if Arcosians have always looked this way or if it is the effects of a genetic mutation and a dominant clan’s genes. There are rumors that Arcosians weren’t always so distinct and eye-catching.
| Attribute Score Increase. Both your Tenacity and Agility scores are increased by +2 and your Force score is increased by +1. Racial Life Modifier. +5 Saving Throw: Corporeal Skill Ranks: 2 |
Arcosian Lore
Personality
Arcosians are a proud and sophisticated people, if a bit vain. Their society breeds a deep desire for control and power, leading to many Arcosians training to be the strongest and in-fighting between clans. Though most show a sophisticated front, they will grow reckless if challenged. A regular Arcosian raised in the traditional ways would typically have a deep desire to prove themselves and to get to the top through any means, however the mutation that became a staple of the “Lineage of Evil” also has an effect on how an Arcosian may develop.
The mutation is noted to be responsible for the evil nature and sadistic personalities of King Cold and his second-born son, Lord Frieza, suggesting the mutation affects the brain’s development to a certain degree.
Physical Description
The average height for an Arcosian is around 4’3” and they weigh around 120 pounds. Their plating is typically a shade of white or gray and their skin can be blue, purple or pink – although more vibrant colors have been known to exist. Despite their small stature and weight, Arcosians are very fit and seem to have no trouble keeping a naturally athletic physique. How Arcosians age is unknown and it is impossible to tell how old one Arcosian is compared to another. Since their aging process is unknown, no one is sure how old they can become or how long they live. Arcosians also do not have any defining gender features – it is believed that they possess no gender. Their method of birth is unknown, but they typically reference their parental figure as a father.
Mutations
At some point in the Arcosians’ past, before they formed the planet trade organization and the destruction of their homeworld, the Arcosian race developed a mutation in their genetic code which was only present in one in a million Arcosians. Unluckily for the universe, the might of that genetic mutation was given to Lord Chilled and his many descendants, except the oft-forgotten Lord Cooler. It is unclear how or why this mutation happened, but the soon-to-be Frieza Clan rose through the ranks at the speed of light and would soon hold the galaxy in its grasp. It is possible that there are other Arcosians out there with the mutation, but so far none have been as potent as Lord Frieza.
This mutation not only increased the afflicted Arcosians’ powers, but it altered their physical forms – so much that using the full extent of their power caused physical strain on their bodies. A side-effect of this physical altering condition gave Arcosians the ability to molt or transform in order to condense their energy and seal away some of their power. The amount of forms can vary but the Frieza Clan, excluding Lord Cooler, have shown the ability to transform three times before entering their true form. These mutant Arcosians typically stay in what is known as a suppressed form and only reveal their true form and power when it is necessary. This creates a natural disguise and acts as not only a powerful diplomacy tool but also a leverage over your opponent, turning the mutation from a curse into a net positive.
Society
Little information is known of Arcosians and even less is known about their society or how it was formed due to all records of it being destroyed with the cataclysm that wiped out their home planet and most of their people. They are led by a clan leader referred to with a royal title such a Lord, King or Emperor this usually being the strongest member of the strongest clan on the planet. Arcosians typically respect only power and dominance, having very little patience for anything else. This leads to an extremely competitive, merciless and constant battle for control over a clan and the species.
At some point in their history, the Arcosians gained the ability to travel space and they quickly gained notoriety by forming the Planet Trade Organization. Through this organization, their clan-based society grew with each clan controlling parts of the organization and star systems, this has also left a bad stain on the history of Arcosians as many Galactic Tyrants have been Arcosians, such as Lord Chilled and his infamous “lineage of evil” which had 3 or 4 Galactic Tyrants ruling the known galaxy from Lord Chilled all the way to Lord Frieza. Fear, dominance, and power are the foundation of the Arcosian social hierarchy. Although there are Arcosians that don’t agree with this structure, many are still subservient to it through the dominance of the Frieza Clan. There are even Arcosians that have either fled the organization or simply choose not to participate and live their own secluded lives.
Home World
The Arcosian home world is a planet that not much is known about, again due to the loss of many centuries of Arcosian history when it was destroyed following a cataclysmic event.
It is known the Arcosian home world was a harsh and cold planet with dense cloud cover and frequent blizzards and hail. The natural strength, survivability and physical aptitudes of the race could be attributed to the planet’s gravity and unforgiving environment.
These aspects are further amplified by the few members of the race which possess the genetic mutation that causes them to be born with incredible power as seen when Lord Frieza, over the course of four months, was able to go from below the power level of a super saiyan to matching, and at times exceeding, that of a Super Saiyan Blue- surpassing even the might of the fearsome Majin Buu.
Due to lacking a home world the remaining Arcosians would find a different planet and forcibly take it over, planting the seeds for what would become what their race is most known for.
The location of the current Arcosian home world is unclear, as is its name.
Lore
Arcosians are a naturally powerful race that lived on a frigid planet which would be life threatening to any other race. Constantly racked with hail and blizzards and occasional earthquakes of high magnitude, the planet was inhospitable to even its natives. To survive in an environment like this, Arcosians became incredibly resilient and hard to kill.
Unfortunately an unknown cataclysm lead to the destruction of the planet and the loss of a large part of the population, leading to the formation of the Planet Trade Organization as a way for the remaining Arcosians to stay afloat, with others who disagreed with the idea of the organization scattering through the universe. It is unknown what happened to those who left the organization during its forming.
Through this organization, their clan-based society grew with each clan controlling parts of the organization and star systems, with the most powerful clan leading the entire organization as a whole. The leader would also have a dedicated military of their own, the name has changed many times from the Chilled Corps to the Cold Force with the latest iteration being the Frieza Force. It is unclear if the military was established prior to the involvement of Chilled and his lineage.
The many years of history prior to Lord Chilled’s involvements are unknown due to either intentional omission or sabotage, but it’s safe to assume that given the size of the organization they were quite successful.
During the Saiyan Civil War, Lord Chilled made note of the Super Saiyan which was managing to stand on par against the overwhelming odds of the Evil Saiyans until said Saiyan perished and his clan along with him. Chilled’s notes would serve as a warning that, although the Super Saiyan he saw had perished, there may yet be others and that others should be cautious of dealing with the saiyans.
Lord Chilled himself would one day be pushed to his limit without being given the chance to transform by a Saiyan and required extensive medical treatment, his loss cemented in him the idea that he was weak and as such he bore his powerful mutant son, King Cold, who after a quick explanation of the situation and the machinations of the Empire would go on to take over as its leader.
It would be many years later before the saiyans were stumbled upon again by the Arcosians, this time by Lord Frieza, one of Chilled’s distant descendants. Frieza took over the clan and the organization after his father king Cold passed it down to him and retired. The knowledge of Super Saiyans and the entire species had become myths by this time and Frieza saw the Saiyans only as tools to be used. He sent his ambassadors to negotiate and the Saiyans were hired to conquer planets for the evil tyrant.
King Cold at some point was also made aware of Majin Buu by ancient records which were able to be recovered by the Cold Force, making note of another dangerous threat that he felt was important to acknowledge. Cold would then go on to rule the empire like a business with his most successful employees being the saiyans, who thrived upon destroying and conquering the worlds he ordered them to.
At some point, Lord Frieza met with the God of Destruction at the time, Lord Beerus, and made a deal with him. Beerus was fine with Frieza doing as he pleased, and told Frieza that he grew tired of the saiyans due to their annoying attitudes and the disobedience of their king, allowing Frieza to take care of them however he saw fit. Frieza complied not only out of fear of Lord Beerus and his power, but also due to his family’s long-standing fear of the Super Saiyan of Legend. He issued a call to all the saiyans within the organization to their home planet, Vegeta. Frieza’s plan was discovered and a group of saiyans attempted a desperate coup, ending in failure when Frieza’s attack utterly disintegrated their bodies and destroyed their planet. Only a few saiyans were left in the system, those who were on an off-world assignment, were exiled, or who never came to Vegeta and settled elsewhere. It is believed that less than one hundred saiyans survived, with some estimates only going into the double digits.
The remaining Arcosians not a part of, or sympathetic to, the Frieza clan were removed as members of the Trade Organization and either went into hiding or settled on other planets, leaving only the Frieza Clan at the forefront of the universe with the clans supporting him working mostly outside of public view.
The Planet Trade Organization was also confronted by the Galactic Patrol at this time, but while many of its members were powerful, they couldn’t stop the evil tyrant.
Roughly twenty-three years passed, and the saiyans still under Lord Frieza’s control became one of his many trump cards, while his reign remained undefeated and unchallenged. However, the saiyan warriors harbored a deep grudge against Frieza, and the saiyan warrior Raditz would travel to another planet in search of his younger brother, Kakarot. This event set off a series of events that led to the defeat and death of Lord Frieza and his father King Cold.
Knowledge of Arcosian history from this point in time is completely unknown, save the actions and schemes of Lord Frieza, who was revived thanks to the power of the dragon balls and the Planet Trade Organization, before he was killed and resurrected yet again after the Universal Tournament of Power.
Naming
Arcosians are known to only have names derived from the elements of cold such as ice, snow or in some cases refrigeration. It is unclear if Arcosians have genders in the same way that other species do, however the names appear fairly unisex.
Example Names: Brizzar, Cooler, Chilled, Frost, Froze, Iaas, Shiver
Primary Racial Traits
Overwhelming Fighter (Body): Arcosians are aggressive fighters who break down their opponents with powerful attacks and their unique capabilities.
(1)-[Triggered, Resource]: If you hit any number of Opponents with an Attacking Maneuver, gain 1 Overwhelm (max. 4). For each stack of Overwhelm, increase your Wound Rolls by 1(T).
(2)-[Automatic]: You lose all stacks of Overwhelm at the end of each of your turns.
(3)-[Passive]: At Character Creation, select and gain access to an Evolution Trait.
(4)-[Passive]: Gain access to the Tail Attack Maneuver (see — Special Maneuvers).
Survivor (Body): With sturdy bodies capable of surviving even the icy black depths of space, Arcosians are capable of withstanding far more damage than most races.
(1)-[Passive, Ruling]: At Character Creation, select a ‘Plating’ from the list below. Your Plating is an Integrated Armor of the Low Apparel Grade with no Qualities, but does not count as equipped Apparel for any of your effects. Depending on the Plating you chose, apply the following effects:
- Dense Plating [Passive]: Increase your Soak Value by 1/2 (rounded up) of your Plating’s Apparel Bonus.
- Sleek Plating [Passive]: Increase your Defense Value by 1/2 (rounded up) of your Plating’s Apparel Bonus.
- Power Plating [Passive]: Increase your Wound Rolls by your Plating’s Apparel Bonus.
- Combat Plating [Passive]: Your Plating gains the Armed Quality.
(2)-[Passive]: You can only wear a single layer of Apparel.
(3)-[Passive]: Increase the Apparel Grade of your Plating by 1 for each base Tier of Power reached after the first.
(4)-[Passive]: For all effects related to Craftsmanship Grade, your Plating’s Craftsmanship Grade is equal to your base Tier of Power.
(5)-[Triggered]: At the end of each Combat Encounter, your Plating’s Break Points are completely recovered. If it was destroyed during the Combat Encounter, it is completely repaired.
(6)-[Triggered, 1/Round]: If you benefit from Legend Realized or use a Healing Surge, your Plating regains 1 Break Value. If the piece of Apparel was broken, it stops being broken (Break Value goes from 0 to 1).
(7)-[Passive]: You cannot gain the Suffocating Combat Condition.
(8)-[Passive]: While your Life Points are below 0, reduce your Combat Rolls by 1(bT) and your Stress Value by 1.
(9)-[Passive]: You are not Defeated when your Life Points reach 0. Instead, your Life Points can reach negative values up to 1/4 (rounded up) of your Maximum Life Points. You are Defeated when your Life Points are reduced to this value, as if your Life Points were dropped to 0 if you did not possess this effect.
Secondary Racial Traits
Overwhelming Assault (Mind): Relentless in their pursuit of victory, Arcosians do not stop attacking until their enemies stop moving.
(1)-[Triggered]: If you use the Energy Charge Maneuver, gain a stack of Overwhelm.
(2)-[Triggered, 1/Round]: If you make an Attacking Maneuver, you may spend 2+ stacks of Overwhelm (you do not lose these stacks of Overwhelm until you have completed the Attacking Maneuver) to apply one of the following effects for every 2 stacks of Overwhelm spent (you cannot apply the same effect multiple times):
- Apply an Energy Charge to that Attacking Maneuver.
- If it possesses an AoE, increase the Magnitude of that AoE by 1.
- Reduce the Ki Point Cost for that Attacking Maneuver by 4(T).
- Increase the Damage Category of that Attacking Maneuver by 1 Category.
Surprising Resilience (Body): Your body can take far more punishment than most would think.
(1)-[Passive]: Increase the Dice Score of your Steadfast Checks by 1.
(2)-[Passive]: Increase your Stress Bonus by 1 while you are not suffering from the Threshold Penalties of any Health Thresholds.
(3)-[Triggered/Threshold]: If you succeed at the Steadfast Check for this Health Threshold, maximize your stacks of Overwhelm.
Overwhelming Pressure (Mind): The incredible pressure of an Arcosian’s presence is enough to make lesser beings quake in terror and awe.
(1)-[Triggered]: If you hit a Character(s) with an Attacking Maneuver, increase the Wound Roll by 1(T) for every Health Threshold they are below (if you hit multiple Characters, calculate this independently).
(2)-[Triggered, 1/Round]: If you hit multiple Characters with an AoE, apply the effects of the first effect of Overwhelming Pressure as if all Opponents were below the same number of Health Thresholds as the Character below the most amount of Health Thresholds.
(3)-[Triggered, 1/Round]: If you knock an Opponent through a Health Threshold or Defeat them with an Attacking Maneuver, enter the Superior State until the end of your turn.
Evolution Traits
Aerodynamic: With high speed and a slim physique, you can take full advantage of your carefully honed maneuverability.
(1)-[Passive]: Treat your Size Category as 1 Category lower for calculating the bonus or penalty from your Size Category to your Defense Value.
(2)-[Passive]: Reduce the Ki Point Cost for using your Boosted Speed through the Movement Maneuver by 2(T).
(3)-[Triggered]: If you dodge an Attacking Maneuver, gain a stack of Overwhelm.
Balance of Magic and Might: Untrifled by such petty concerns as whether to wield brute force or magical prowess, you offer both varieties of pain to your enemies.
(1)-[Passive]: While your Attribute Score for your Force and Magic Attributes is equal to one another, increase your Wound Rolls by 1(T).
(2)-[Triggered/Start of Turn]: If your Attribute Score for your Force and Magic Attributes is equal to one another, gain a stack of Overwhelm.
Bestial Evolution: Mimicking the most useful traits in nature, you enhance your body in a feral, animalistic way.
(1)-[Passive]: Select and gain a Bestial Trait of your choice while you have this Evolution Trait.
Bio-Suit: Arcosians are the toughest beings in the universe; covered in a durable hide, it takes immense punishment to keep you down.
(1)-[Passive]: Increase the Apparel Bonus of your Plating by 1(T).
(2)-[Triggered]: If you are hit by an Attacking Maneuver and take no Damage, gain a stack of Overwhelm.
Burning Hatred: You single out a foe, and when they can no longer provide any entertainment, you turn your vicious gaze to another.
(1)-[Triggered/Start of Combat Round, Ruling]: Select an Opponent, they become your ‘Enemy’. You gain the Compelled Combat Condition against your Enemy until the end of the Combat Round.
(2)-[Passive]: Increase your Wound Rolls against your Enemy by 3(T).
(3)-[Triggered]: If you Defeat your Enemy or knock them through a Health Threshold with your Attacking Maneuver, maximize your stacks of Overwhelm.
Comfortable Count: You’re content to sit back, watch the show, and let others do the fighting for you. For now, anyways.
(1)-[Triggered/Start of Turn, Resource]: If you are in the Spectator State, gain a stack of Comfort.
(2)-[Triggered, 1/Round]: If you gain a stack of Comfort, regain 3(bT) Life and Ki Points.
(3)-[Triggered, 1/Round]: If you leave the Spectator State, you may exchange all of your stacks of Comfort for stacks of Overwhelm. If your number of Comfort stacks exceed your maximum number of Overwhelm stacks, you may use the Power Up Maneuver or Transformation Maneuver as an Out-of-Sequence Maneuver.
Elongated Tail: A longer, more dexterous, and stronger tail gives you quite an advantage over less evolved races.
(1)-[Triggered]: If you would use the Tail Attack Maneuver, increase your Melee Range by 1 Square for the duration of that Attacking Maneuver. If your Size Category is greater than Large, instead increase your Melee Range by 1 for every Category you are greater than Large.
(2)-[Triggered, 1/Round]: If you hit an Opponent with your Tail Attack Maneuver, you may forgo gaining a stack of Overwhelm to use the Grapple Maneuver against that Opponent as an Out-of-Sequence Maneuver. If you do, use the Melee Range you possessed for the duration of your Tail Attack Maneuver for that Grapple.
(3)-[Triggered, 1/Round]: If you enter a Grapple as the Grappler, maximize your stacks of Overwhelm.
Frigid Tricks: Even as your blood runs hot, you remain cold as ice, keeping a level head to focus on your unusual powers.
(1)-[Passive]: Reduce the Ki Point Cost of all Unique Abilities by 2(T).
(2)-[Passive]: Increase the Dice Score of any Clash you make through a Unique Ability which uses your Might or Saving Throws by 1(T).
(3)-[Triggered, 1/Round]: If you use a Unique Ability, gain 1 stack of Overwhelm.
Furious Onslaught: The anger that seethes within you urges you to act, driving you forward in battle.
(1)-[1/Round]: Reduce your Overwhelm Stacks by 2 to use the Signature Technique Maneuver as an Instant Maneuver.
(2)-[Triggered, 1/Round]: If you Defeat an Opponent with an Attacking Maneuver, maximize your Overwhelm Stacks.
King’s Stature: You stand head and shoulders above even the largest of your kind. And why shouldn’t you? After all, it’s only natural to stand above your lessers.
(1)-[Passive]: Your base Size Category becomes Enormous.
(2)-[Triggered, 1/Round]: If you are hit by an Attacking Maneuver of an Opponent whose Size Category is smaller than yours, increase your Soak Value by 1(T) for every Size Category they are smaller than you for the duration of that Attacking Maneuver.
(3)-[Triggered/Start of Turn]: If you have the highest Size Category amongst all Characters in the Combat Encounter, gain 1 stack of Overwhelm.
Last Resource: Should the unthinkable happen and you begin to feel pressure from a worthy opponent, you can unleash your pride and rage for a deadly reprisal.
(1)-[Passive]: Increase your Wound Rolls by 1(T) for each Health Threshold you are below.
(2)-[Triggered/Threshold]: Maximize your stacks of Overwhelm.
(3)-[Triggered, 1/Encounter]: If you would use an Attacking Maneuver while below the Injured Health Threshold, you may apply a number of Energy Charges up to your number of Overwhelm stacks to that Attacking Maneuver. After concluding that Attacking Maneuver, lose a number of Overwhelm stacks equal to the amount of Energy Charges applied to that Attacking Maneuver.
Majestic Grace: As the most superior life form on the battlefield, your grace and poise are unmatched.
(1)-[Passive]: Gain access to the Hype Maneuver. If you already had access to the Hype Maneuver, increase your Personality Modifier by 1(T).
(2)-[Triggered, 1/Round]: If you use the Hype Maneuver, gain a stack of Overwhelm.
Perfect Warrior: You are, simply, unbeatable and untouchable. None can hurt you… Right?
(1)-[Passive]: While you are in the Healthy Health Threshold, increase your Defense Value and Soak Value by 1(T).
(2)-[Triggered/Start of Turn]: If you are in the Healthy Health Threshold, gain a stack of Overwhelm.
Redirected Energy: Your body recycles energy even as you rip apart your enemies with bursts of pure power.
(1)-[Triggered]: Upon gaining a stack of Overwhelm, regain 2(bT) Ki Points.
(2)-[Triggered, 1/Round]: If you hit an Opponent with an Attacking Maneuver, after concluding that Attacking Maneuver, you may choose to reduce your number of Overwhelm stacks by 1 to regain Ki Points equal to 1/2 of that Attacking Maneuver’s Ki Point Cost.
Ruler: A good leader knows when to delegate, and a good subordinate knows the price of failing you.
(1)-[Passive]: Set your Minion Limit to 10.
(2)-[Triggered]: If one of your Minions hits an Opponent and deals Damage, gain a stack of Overwhelm.
(3)-[Triggered/Power, 1/Round]: Reduce your Overwhelm stacks by 2 to target all Allies within a Large Sphere AoE (centered on you). Increase the Soak Value and Combat Rolls of those Allies by 1(T) until the start of your next turn.
Searing Anger: The gall of these lesser beings who dare to stand before you boils your blood. You will triumph over all, for none can withstand the wrath of the imperious Arcosian race.
(1)-[Passive]: Gain access to the Seething Fury Enhancement. If you already have access to this Enhancement, reduce the Stress Test Requirement for that Enhancement by 2.
(2)-[Triggered, 1/Round]: If you hit an Opponent with an Attacking Maneuver while in the Raging State, double the bonus to your Wound Roll from your Overwhelm stacks for the duration of that Attacking Maneuver. After concluding that Attacking Maneuver, reduce your Overwhelm stacks to 1.
(3)-[Triggered/Raging]: Maximize your Overwhelm Stacks.
Stealthy Trick: You are incredibly adept at slipping past your opponents’ notice.
(1)-[Passive]: Increase the Dice Score of your Stealth Skill Checks by 2.
(2)-[Triggered, 1/Round]: If you win a Clash in which you used your Stealth Skill, gain a stack of Overwhelm.
(3)-[Triggered, 1/Round]: If you hit an Oblivious Character, increase your Wound Roll against them by 1(T) for every 2 stacks of Overwhelm you possess.
Studied Lord: Not only are your fighting skills and your evolution superior to your foes’, but so is your intellect.
(1)-[Passive]: Gain access to the Analysis Maneuver. If you already had access to the Analysis Maneuver, increase your Scholarship Modifier by 1(T).
(2)-[Triggered, 1/Round]: If you use the Analysis Maneuver, gain a stack of Overwhelm.
Terrifying Pressure: Woe be upon any foes who make you put effort into a fight.
(1)-[Passive]: Gain access to the Terrify Maneuver. If you already had access to the Terrify Maneuver, increase the Dice Score of your Intimidation Skill Checks by 2.
(2)-[Triggered, 1/Round]: If you win the Clash initiated by your Terrify Maneuver against an Opponent, gain a stack of Overwhelm.
(3)-[Triggered, 1/Encounter]: If you inflict the Shaken Combat Condition on an Opponent, you may enter the Superior State until the end of your next turn.