
Though you were artificially created from the genetics of many other species, you most closely resemble one of those species, and might even be able to reasonably pass for a member of that race at a glance.
- Racial Requirement: Bio-Android
- Maximum Factor: 1
- Prerequisite(s): Genetic Splicing Factor
Factor Trait
Genetic Focus: Android (Body) [Uncanny Monster]: Though your genes are entirely artificial, your cybernetic enhancements are even more prominent.
(1)-[Prerequisite]: Android Cybernetics Factor Trait.
(2)-[Passive]: Double the amount of Ki Points you gain through the 4th effect of Android Cybernetics.
(3)-[Passive]: Increase your Surgency by 2(T).
(4)-[Multi-Option/2]: Upon gaining this Factor, choose two of the following effects to have access to while you possess this Trait:
- Surging Power [Triggered/Power]: Spend 3(bT) Ki Points to gain an additional stack of Power.
- Weapon Ports [Passive, Ruling]: At Character Creation, create 2 Weapons with a Craftsmanship Grade of 2 that have different Weapon Types. These Weapons possess the Artisan Weapon Quality (1 Slot). These Weapons are known as your ‘Installed Weapons’, are Integrated into your Character, and cannot be destroyed through any means.
- Power Absorption [Passive]: You gain access to the Power Drain and Attack Absorption Special Maneuvers (see — Special Maneuers).
- Hyper Resilience [Triggered, 2/Round]: If you take less Damage than 1/2 of your Soak Value from an Attacking Maneuver, you take no Damage.
- Enhanced Reflexes [Triggered, 1/Round]: When you are the target of an Attacking Maneuver, you may choose to ignore all of your stacks of Diminishing Defense against that Attacking Maneuver. If you possess no stacks of Diminishing Defense, then apply your Greater Dice to this Dodge Roll.
- Weapon Style [Passive]: You gain the Weapon Specialist Talent, and when creating any type of Signature Technique, you may add the Weapon Assisted Advantage to that Signature Technique without spending Technique Points.
- Heroic Style [Triggered]: Increase your Combat Rolls by 1(T) until the end of your turn when you use the Hype Maneuver.
- Calculating Style [Triggered]: Increase your Combat Rolls by 1(T) until the end of your turn when you use the Analysis Maneuver.
- Alternate Scale Structure [Passive]: Upon gaining this effect, select either the Tiny Size Category or the Enormous Size Category. That selected Size Category becomes your base Size Category. Additionally, if you choose Tiny, increase your Soak Value by 1(T) and if you choose Enormous, increase your Defense Value by 1(T).
- Extension Feature [Passive]: You possess the Extension Attack Monstrous Trait.
Genetic Focus: Angel (Body) [Uncanny Monster]: You closely resemble a member of the enigmatic Angel race.
(1)-[Prerequisite]: Angel Genes Factor Trait.
(2)-[Passive]: While you are below the Injured Health Threshold, increase your Surgency by 2(T).
(3)-[Passive]: While you have no Adaptation Points, increase your Defense Value and Soak Value by 1(T).
(4)-[Triggered]: If you spend an Adaptation Point, regain 2(bT) Life Points.
(5)-[Triggered]: If you spend Adaptation Points on a Combat Roll, increase its Natural Result by 1 for each Adaptation Point spent (max. +2).
(6)-[Triggered/Injured]: Use a Healing Surge as an Out-of-Sequence Maneuver.
Genetic Focus: Arcosian (Body) [Uncanny Monster]: Your Arcosian genes give you an overwhelmingly intimidating visage.
(1)-[Prerequisite]: Arcosian Genes Factor Trait.
(2)-[Passive]: Increase the Apparel Bonus of your Plating by 1(T).
(3)-[Passive]: Double the bonus to your Wound Rolls of your Tail Attack from your Adaptation Points.
(4)-[Triggered]: If you spend Adaptation Points on the Wound Roll of an Attacking Maneuver, and a target of that Attacking Maneuver receives Damage, gain an Adaptation Point.
(5)-[Triggered, 1/Encounter]: If you knock an Opponent through a Health Threshold or Defeat them with an Attacking Maneuver, maximize your Adaptation Points. If you already had a number of Adaptation Points equal to or exceeding 1/2 of your maximum number of Adaptation Points, you may use the Energy Charge Maneuver as an Out-of-Sequence Maneuver.
Genetic Focus: Cerealian (Body) [Uncanny Monster]: Your crimson right eye is the most prominent feature of your genetically-engineered appearance.
(1)-[Prerequisite]: Cerealian Genes Factor Trait.
(2)-[Passive]: You do not have to spend an Adaptation Point to trigger the 3rd effect of Cerealian Genes.
(3)-[Passive]: Increase the Wound Rolls of your Called Shots and Exploit Maneuvers by 2(T).
(4)-[Triggered, 1/Round]: If an Opponent triggers your Exploit Maneuver, you may spend 2 Adaptation Points to use the Exploit Maneuver without paying the Action Cost.
(5)-[Triggered, 1/Encounter]: If you spend 2+ Adaptation Points on the Strike Roll of an Attacking Maneuver, you score a Critical Result on that Strike Roll regardless of the Natural Result.
Genetic Focus: Demon (Body) [Uncanny Monster]: T
(1)-[Prerequisite]: Demon Genes Factor Trait.
(2)-[Passive]: You are considered to possess the Demon Clansman Factor for all Prerequisites.
(3)-[Passive]: Increase your Combat Rolls and Damage Reduction by 1(T) against Opponents suffering from a Combat Condition.
(4)-[Triggered, 1/Round]: You can spend an Adaptation Point to reroll the 1d10 for the 1st effect of Demon Genes. If you do, you must accept the results and cannot reroll again through any effect.
(5)-[Triggered, 1/Round]: If you deal Damage to an Opponent with an Attacking Maneuver, spend an Adaptation Point to make a Clash (Impulsive/Corporeal/Cognitive/Morale) against that Opponent. If you win, they suffer from either the: Drained, Broken, or Impaired Combat Condition (you decide) until the start of your next turn.
(6)-[Triggered, 1/Encounter]: If you roll a Natural Result of 10 on the 1st effect of Demon Genes, you may use the Power Up Maneuver as an Out-of-Sequence Maneuver.
Genetic Focus: Earthling (Body) [Uncanny Monster]: T
(1)-[Prerequisite]: Earthling Genes Factor Trait.
(2)-[Passive]: For each Health Threshold you are below, increase your Wound Rolls and Surgency by 1(T).
(3)-[Passive]: Increase the amount of Technique Points you gain from Skill Improvement by 2.
(4)-[Triggered]: When you use the Signature Technique Maneuver, spend an Adaptation Point. If you do, 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.
(5)-[Triggered/Threshold, 1/Encounter]: Upon making your Steadfast Check for this Health Threshold, you can spend up to 3 Adaptation Points. For every Adaptation Point spent, increase the Dice Score of your Steadfast Check by 1.
Genetic Focus: Glass (Body) [Uncanny Monster]: T
(1)-[Prerequisite]: Glass Genes Factor Trait.
(2)-[Passive]: Halve your Soak Value.
(3)-[Passive]: Gain Damage Reduction equal to your Soak Value.
(4)-[Triggered, 1/Round]: If you use a Signature Technique, you may apply the Multi-Profile Super Profile to that Attacking Maneuver. If you do, you must select the Glass Profile for the effects of Multi-Profile, and you must trigger the 5th effect of Glass Genes on this Attacking Maneuver (if you have 2+ Adaptation Points).
(5)-[Triggered/Start of Turn]: Spend 3 Adaptation Points to enter the Surging State until the end of your turn.
Genetic Focus: Herans (Body) [Uncanny Monster]: T
(1)-[Prerequisite]: Heran Genes Factor Trait
(2)-[Passive]: For every stack of Power you possess, increase your Wound Rolls by 1(T).
(3)-[Passive]: Increase your maximum number of Power stacks by 1.
(4)-[Triggered/Power, 1/Round]: Instead of gaining an Adaptation Point, you may spend an Adaptation Point to gain an additional stack of Power.
(5)-[Triggered, 1/Encounter]: If you deal Damage to an Opponent with an Attacking Maneuver, you may spend an Adaptation Point to target an Ally adjacent to that Opponent. That Ally can use the Basic Attack Maneuver as an Out-of-Sequence Maneuver, but they must target that Opponent with that Attacking Maneuver.
Genetic Focus: Konatsians (Body) [Uncanny Monster]: T
(1)-[Prerequisite]: Konatsian Genes Factor Trait
(2)-[Passive]: Gain access to the Konatsian-Raised Factor Trait.
(3)-[Passive]: While you are below the Injured Health Threshold, you may spend 3 Adaptation Points and 3(bT) Ki Points as if they were 1 Tension.
Genetic Focus: Majins (Body) [Uncanny Monster]: T
(1)-[Prerequisite]: Majins Genes Factor Trait
(2)-[Passive]: Gain access to a Majin Secondary Trait of your choice. That Trait cannot be traded out for Factor Traits.
(3)-[Passive]: You may use your Magic Modifier instead of your Force Modifier when calculating Surgency (see — Surges).
(4)-[Passive]: Increase your Soak Value and Defense Value by 1(T).
(5)-[Triggered/Threshold]: Spend an Adaptation Point to use a Healing Surge as an Out-of-Sequence Maneuver.
(6)-[Triggered, 1/Encounter]: If you use a Healing Surge, maximize your Adaptation Points. Then, you may use any Standard Maneuver with an Action Cost of 1 Action as an Out-of-Sequence Maneuver.
Genetic Focus: Namekians (Body) [Uncanny Monster]: T
(1)-[Prerequisite]: Namekian Genes Factor Trait
(1)-[Passive]: Increase your Surgency by 1(T).
(2)-[Passive]: You may use your Magic Modifier instead of your Force Modifier when calculating Surgency (see — Surges).
(3)-[Triggered]: When making any type of Physical Attacking Maneuver or Grapple Maneuver, you may increase your Melee Range by 3 Squares for the duration of that Maneuver.
(4)-[Triggered, 1/Round]: Upon hitting an Opponent with a Physical Attacking Maneuver or initiating a Grapple, you may move that Character any number of Squares up to your current Melee Range in any direction – ignoring the usual rules for Movement in a Grapple if you initiated a Grapple.
(5)-[Triggered, 1/Round]: If you use a Healing Surge, you may spend any number of Adaptation Points. For each Adaptation Point spent, increase the amount of Life Points regained by 2(bT).
(6)-[Triggered, 1/Encounter]: If you use a Healing Surge to increase your Life Points above a Health Threshold, maximize your Adaptation Points.
Genetic Focus: Neko Majins (Body) [Uncanny Monster]: T
(1)-[Prerequisite]: Neko Majins Genes Factor Trait
(2)-[Passive]: You may use your Magic Modifier instead of your Force Modifier when calculating Surgency (see — Surges).
(3)-[Passive]: Upon gaining this Factor Trait, create a Majin-Dama Special Accessory (see — Neko Majins) while you possess this Trait, which is Integrated into your Character. Another Character may take an Integrated Majin-Dama from you using the Snatch Special Maneuver if you are Defeated or Sleeping. That Character automatically wins the Clash if you are Defeated; if they lose the Clash while you are Sleeping, you lose the Sleeping Combat Condition. A stolen Majin-Dama stops being Integrated.
(4)-[1/Round]: You can spend 1 Action to Integrate a Majin-Dama you possess.
(5)-[1/Round]: As an Instant Maneuver, you can spend 1 Action to expel an Integrated Majin-Dama from your body. When you do, it stops being Integrated and is dropped or Equipped (your choice).
(6)-[Passive]: If you have no Integrated Majin-Dama, reduce your Combat Rolls and Soak Value by 2(T).
(7)-[Passive]: While you have an Integrated Majin-Dama, double the amount of Ki Points and Adaptation Points gained through the 4th effect of Neko Majin Genes.
(8)-[1/Encounter]: If you have an Integrated Majin Dama, use a Surge of your choice as an Instant Maneuver.
Genetic Focus: Neo-Tuffle (Body) [Uncanny Monster]: T
(1)-[Prerequisite]: Neo-Tuffle Genes Factor Trait
(2)-[Triggered/Start of Combat Round, Ruling]: Target an Opponent. That Opponent becomes an ‘Inferior Specimen’ until the end of the Combat Round.
(3)-[Passive]: Increase your Combat Rolls by 1(T) against an Inferior Specimen.
(4)-[Passive]: Halve the amount of Adaptation Points required for the 2nd effect of Neo-Tuffle Genes if the attacking Character is an Inferior Specimen.
(6)-[Choice]: Depending on your choice for the Option effect of Neo-Tuffle Genes, choose one of the following effects:
- Genes of Hatred [Triggered]: If you use the Energy Charge Maneuver, gain an Adaptation Point.
- Genes of a Parasite [Passive]: You gain access to the Liquid Form Maneuver (see — Special Maneuvers). While in Liquid Form, you have access to the Possess Maneuver (see — Special Maneuvers).
Genetic Focus: Custom (Body) [Uncanny Monster]: T
(1)-[Prerequisite]: Other Genes Factor Trait
(2)-[Passive]: Gain the Twinned effects of the Racial Trait gained through the effects of Other Genes.
(3)-[Passive]: Upon gaining this Factor Trait, gain a Character Perk. You lose anything gained from this Character Perk if you lose this Trait.
(5)-[Triggered, 1/Encounter]: If you use the 2nd effect of Other Genes, instead of gaining 1 Adaptation Point, you may maximize your Adaptation Points.
Genetic Focus: Saiyan (Body) [Uncanny Monster]: T
(1)-[Prerequisite]: Saiyan Genes Factor Trait
(2)-[Passive]: For each stack of Battle Creation, increase your Soak Value by 1(T).
(3)-[Triggered/Start of Combat Round]: At the start of every even-numbered Combat Round, you gain 1 Adaptation Point.
(4)-[Triggered, 1/Round]: If you would gain a stack of Battle Creation while at your maximum, you may instead use the Power Up Maneuver as an Out-of-Sequence Maneuver.
(5)-[Triggered/Start of Turn, 1/Encounter]: If you have triggered the 3rd effect of Genetic Focus: Saiyan at least 2 times previously during this Combat Encounter, you may gain a stack of Battle Creation.
Genetic Focus: Shadow Dragon (Body) [Uncanny Monster]: T
(1)-[Prerequisite]: Shadow Dragon Genes Factor Trait
(2)-[Passive]: Gain 1 Bestial Trait.
(3)-[Passive]: Increase your Soak Value and Defense Value by 1(T) against Attacking Maneuvers made by Opponents with the Impaired Combat Condition.
(4)-[Passive]: You gain access to the Unify Maneuver, but your Race is considered to be Shadow Dragon for the effects of the Unify Maneuver. If a target is in their Ball Form and is Defeated, they do not need to be willing for the effects of the Unify Maneuver.
Genetic Focus: Shinjin (Body) [Uncanny Monster]: T
(1)-[Prerequisite]: Shinjin Genes Factor Trait
(2)-[Passive]: You gain access to the Magical Materialization, Telepathy, Telekinesis, and Second Sight Unique Abilities.
(3)-[Passive]: Upon gaining this Factor Trait, gain a Skill Rank in each of the following skills while you have access to this Trait: Creature Handling, Clairvoyance, Perception, Use Magic and Investigation.
(4)-[Passive]: Your minimum Action Cost for Combat Recovery is 1 Action.
(5)-[Triggered, 1/Round]: If you use Combat Recovery, you may spend 2 Adaptation Points to not trigger an Exploit Maneuver.
Genetic Focus: Yardrat (Body) [Uncanny Monster]: T
(1)-[Prerequisite]: Yardrat Genes Factor Trait
(2)-[Passive]: Upon gaining this Factor Trait, gain a stack of Spirit Control while you possess this Trait. 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.
(3)-[Triggered, 1/Round, Ruling]: If you give Ki Points to an Ally (except a Minion) through the Empower Maneuver, you become ‘Bio-Bonded’ until you become Bio-Bonded to another Ally. You cannot be Bio-Bonded with a Character that another Bio-Android is already Bio-Bonded to.
(4)-[Triggered]: When your Bio-Bonded Ally is hit by an Attacking Maneuver, you may spend any number of Adaptation Points. For each spent, increase their Damage Reduction by 1(T) for the duration of that Attacking Maneuver.
(5)-[Choice]: Depending on your Choice for the Option effect of Yardrat Genes, gain one of the following effects:
- Tall Yardrat Genes [Passive]: While you are on an adjacent Square to your Bio-Bonded Ally, increase the Wound Rolls and Soak Value of both you and your Bio-Bonded Ally by 1(T).
- Bulbous Yardrat Genes [Passsive]: While they are not at Long Range, increase the Combat Rolls and Soak Value of your Bio-Bonded Ally by 1(T).