
Custom Species is not a Race unto itself, but rather a ruleset for creating your own Race to represent all the other various Races found throughout the Dragon World.
This ruleset is here to help you bring them to life. Creating a custom Race can be a fun and interesting way to create a unique Character. We suggest that you work closely with your ARC to create the perfect fitting species, especially as there are many elements to creating a Race through the Custom Species System, and it is important that your ARC helps you balance your created Race for play in their campaign.
Below is a step-by-step process to creating a Race through the Custom Species system:
- Step 1) Select the Attribute Score Increases for your Race.
- Step 2) Select the Racial Saving Throw Bonus for your Race.
- Step 3) Decide if your Race has any Inherent Factors (detailed below).
- Step 4) Select 5 Racial Traits from the list of Custom Species Racial Traits below (up to 3 of these may instead be Factor Traits from your Inherent Factors). You cannot possess more than 4 Custom Species Racial Traits of the same category (Mind or Body).
- Step 5) Select 2 of the Custom Species Racial Traits you selected previously, allowing them to gain their Twinned Effects. These selected Racial Traits are considered your Primary Racial Traits, while the remaining 3 Racial Traits are considered your Secondary Racial Traits.
- Step 6) Decide if your Race has any Subraces and if any of those Subraces have Inherent Factors. If so, select one of your Secondary Racial Traits to become a Subrace Trait. Then, you may select any number of Custom Species Racial Traits up to your number of Subraces, with each chosen Trait becoming a Subrace Trait for one of your Subraces.
- Step 7) Decide if your Race possesses any Flaw Traits (max. 2). Flaw Traits are Traits that weaken a Race in certain ways, potentially restricting certain options or otherwise creating vulnerabilities. For each Flaw Trait you pick, either increase the Racial Life Modifier of your Race by 2 or increase the number of Skill Ranks granted by your Race by 1.
Inherent Factors. Factors are usually there to represent a different facet of a Race, some change in them or maybe a niche group among them. As Races created through Custom Species may rely on a Factor for their creation, they may have a Factor as an Inherent Factor – that is to say, a core part of the Race. Instead of selecting a Custom Species Trait, you may select a qualifying Factor and its Factor Trait for part of the Custom Species Creation (they do not, however, count as Custom Species Trait). The Factor must be taken as part of the character if it is included as an Inherent Factor of the Race.
ARC Advice on Custom Species
When making a Race through Custom Species, it can result in very powerful builds where the player stockpiles Traits of a similar focus (such as ones that grant high Defense Value or Soak Value). As an ARC, it’s encouraged that you don’t allow players to take more than 2~3 Traits that increase the same aptitude or Combat Roll unless they are in noticeably niche circumstances.
Ultimately, this advice is mostly for newer ARCs to avoid getting overwhelmed by a Character that is customized completely down to the Race, but it is nothing more than advice. As with any part of the system, work with your players to ensure the outcome is one you’re both happy with.
| Attribute Score Increase. Select two different Attributes and increase them by +2, select a third Attribute and increase it by +1. Racial Life Modifier. +3 Saving Throw: Choose One (Impulsive, Cognitive, Corporeal or Morale) Skill Ranks: 2 |
Custom Species Traits
Abnormal Anatomy (Body): Due to some quirk of biology, you do not possess an easily recognizable anatomical structure, making it hard for opponents to properly identify how to hurt you.
(1)-[Passive]: You are Unnatural.
(2)-[Passive]: Increase your Damage Reduction by 1(T) and halve any Collision Damage you receive.
(3)-[Passive]: Reduce the Damage Category of all Attacking Maneuvers that hit you by 1 Category for the sake of your Damage calculation. This effect does not apply to Attacking Maneuvers with 3+ Energy Charges.
(4)-[Passive, Twinned]: Reduce the Damage Category of all Called Shots that target you by 1 Category for the sake of your Damage calculation.
(5)-[Triggered, 1/Round, Twinned]: If you use the Direct Hit or Guard options of the Defend Maneuver, you may also increase your Damage Reduction by 1/2 of its total value for the duration of that Attacking Maneuver.
Alternate Scale (Body): Unlike most species, you are exceptionally large or small.
(1)-[Option]: At Character Creation, choose one of the following effects:
- Big [Passive]: Your base Size Category is Enormous.
- Little [Passive]: Your base Size Category is Tiny.
(2)-[Choice]: Depending on your choice for the Option effect, gain the following effects:
- Big [Passive]: If your Size Category is greater than Large, for calculating the bonus/penalty to your Defense Value from your Size Category, and for the effects of your Opponent’s Punching Up, you are considered to be of the Large Size Category.
- Little [Passive]: If your Size Category is smaller than Small, for calculating the bonus/penalty to your Soak Value from your Size Category, and for the effects of your Opponent’s Punching Down, you are considered to be of the Small Size Category.
(3)-[Choice, Twinned: Depending on your choice for the Option effect, gain the following effects:
- Big [Passive]: Your base Size Category is Gigantic instead of Enormous.
- Little [Passive]: Your base Size Category is Nano instead of Tiny.
(4)-[Choice, Twinned]: Depending on your choice for the Option effect, gain the following effects:
- Big [Passive]: Increase your Strike Rolls by 1(T).
- Little [Passive]: Increase your Wound Rolls by 2(T).
Arcane Adept (Mind): Excelling in the magical arts, your species has grasped the secrets of the universe and learned to twist them to manipulate reality.
(1)-[Triggered, 1/Round]: When making a Magical Attack, you may either:
- Increase the Wound Roll by 3(T).
- Add a rank of an applicable Advantage to that instance of the Attacking Maneuver with a TP Cost of 10 or less.
(2)-[Passive]: Reduce the Technique Point Cost of any Magical Unique Abilities by 2.
(3)-[Passive, Twinned]: You may use your Magic Modifier instead of your Force Modifier when calculating Surgency (see — Surges).
(4)-[Passive, Twinned]: Increase the Wound Roll of any Attacking Maneuver from the Mega Flare Profile by 1(T) for each Energy Charge applied to it.
(5)-[Triggered, 1/Encounter, Twinned]: When using the Signature Technique Maneuver to use a Magic Attack, you may ignore the effects of all Advantages and Disadvantages on that Signature Technique for the duration of that Attacking Maneuver. If you do, increase the Wound Roll of the Signature Technique by 1/2 of that Signature Technique’s TP Cost.
Armed Affinity (Mind): Trained from a young age to wield a weapon, you are more adept with weapons than most.
(1)-[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.
(2)-[Passive]: Reduce the Critical Target for the Strike and Wound Rolls of your Armed Attacks by 1.
(3)-[Passive, Twinned]: Increase the Strike Rolls for your Armed Attacks by 1(T).
(4)-[Triggered, Twinned]: If you score a Critical Result on the Strike or Wound Roll for an Armed Attack, increase the Wound Roll for that Attacking Maneuver by 2(T).
Armored Exoskeleton (Body): You possess a hardened shell of some kind that functions like armor.
(1)-[Passive, Ruling]: At Character Creation, create an ‘Exoskeleton’. Your Exoskeleton is an Integrated Armor of the Low Apparel Grade with 2 Qualities of your choice, but does not count as equipped Apparel for any of your effects.
(2)-[Passive]: You can only wear a single layer of Apparel.
(3)-[Passive]: Increase the Apparel Grade of your Exoskeleton by 1 for each base Tier of Power reached after the first.
(4)-[Passive]: For all effects related to Craftsmanship Grade, your Exoskeleton’s Craftsmanship Grade is equal to your base Tier of Power.
(5)-[Passive]: While your Exoskeleton has a Break Value of 2+, increase your Damage Reduction by 1(bT).
(6)-[Triggered]: At the end of each Combat Encounter, your Exoskeleton’s Break Points are completely recovered. If it was destroyed during the Combat Encounter, it is completely repaired.
(7)-[Triggered, 1/Round]: If you use a Healing Surge, your Exoskeleton regains 1 Break Value. If the piece of Apparel was broken, it stops being broken (Break Value goes from 0 to 1).
(8)-[Passive, Twinned]: Increase your Impulsive and Corporeal Saving Throws by 1(T).
(9)-[Triggered, 1/Round, Twinned]: If you use the Direct Hit or Guard options of the Defend Maneuver, double your Apparel Bonus for the duration of that Maneuver.
(10)-[Triggered, 1/Encounter, Twinned]: If you are hit by an Attacking Maneuver, you may set the Damage Category for that Attacking Maneuver to Standard.
Attackers Tactics (Mind): As a tactically-minded species, you have a strong affinity with offensive strategies.
(1)-[Triggered/Start of Combat Round, Resource]: Gain 1 Tactic Point (max. 4).
(2)-[Passive]: When you or an Ally use an Attacking Maneuver, you can spend up to 2 Tactic Points to increase their Combat Rolls for the duration of that Maneuver by 1(T) for each Tactic Point spent.
(3)-[Triggered]: When you or an Ally hit an Opponent with an Attacking Maneuver, you can spend up to 2 Tactic Points to increase the Wound Roll of that Attacking Maneuver by 2(T) for each Tactic Point spent.
(4)-[Passive, Twinned]: Gain access to the Defender’s Tactics Trait. If you already have access to Defender’s Tactics, then increase the amount of Tactic Points you gain from the first effect of Attacker’s Tactics by 1.
Big Personality (Mind): Known for your species’ powerful charismatic presence, you are a force of personality.
(1)-[Passive]: Apply your Racial Saving Throw Bonus to Morale as well as what you selected for this Race. If you already selected Morale, then instead pick any other Saving Throw that your Racial Saving Throw Bonus is not already being applied to.
(2)-[Passive]: While Personality has the highest Attribute Score amongst your Attributes, increase all of your Combat Rolls and Initiative by 1(bT).
(3)-[Triggered, 1/Round]: When you make an Attacking Maneuver against an Opponent(s), spend 3(bT) Ki Points to make a Clash (Morale) against them. If you win, they have Guard Down against this Attacking Maneuver.
(4)-[Passive, Twinned]: Increase your Personality Modifier by 1(T).
(5)-[Triggered, 1/Round, Twinned]: If you use the Hype Maneuver, increase your Combat Rolls by 1(T) until the end of your turn.
Blazing Speed (Body): Graced with extreme speed, your species is the fastest in the universe.
(1)-[Passive]: Increase your Normal and Boosted Speeds and Defense Value by 1(T) and 2(T) respectively.
(2)-[Triggered, 1/Round]: If you use the Rapid Movement effect of the Movement Maneuver, increase your Wound Rolls by 2(T) until the end of your turn.
(3)-[Triggered, 1/Round, Twinned]: After concluding a Movement Maneuver on an adjacent Square to an Opponent, you may use the Basic Attack Maneuver as an Out-of-Sequence Maneuver. If you do, you must target an Opponent that is on an adjacent Square for this Attacking Maneuver.
(4)-[Triggered/Start of Turn, Twinned]: Use the Movement Maneuver as an Out-of-Sequence Maneuver.
Brute Force (Mind): Focused on putting all your power into your attacks and leaving no room in your mind for techniques, your savagery on the battlefield is known by all.
(1)-[Passive]: Increase the Ki Point Cost for all of your Attacking Maneuvers by 2(T), but increase their Wound Rolls by 4(T).
(2)-[Triggered/Power]: Enter the Feral State until the end of the Combat Encounter.
(3)-[Triggered/Start of Turn]: You exit the Feral State.
(4)-[Passive, Twinned]: While in the Feral State, any Attacking Maneuvers made through the Basic Attack Maneuver have a rank of Power Shot applied to them.
(5)-[Triggered, 1/Encounter, Twinned]: Upon leaving the Feral State through the 3rd effect of Brute Force, you may use the Energy Charge Maneuver. If you declared a Signature Technique for this use of the Energy Charge Maneuver, you may apply an additional Energy Charge to that Attacking Maneuver if you use it during this Turn.
Combative Organism (Body): Physically adapted to a life of battle, your body easily adjusts to perform the tasks you require in combat.
(1)-[Multi-Option/2]: Upon gaining this Trait, choose two of the following effects – you do not benefit from them except through the second effect of Combative Organism:
- Striking Stance [Passive]: Increase your Strike Rolls by 1(T). Double this bonus if you are below the Injured Health Threshold.
- Wounding Stance [Passive]: Increase your Wound Rolls by 2(T). Double this bonus if you are below the Injured Health Threshold.
- Dodging Stance [Passive]: Increase your Dodge Rolls by 1(T). Double this bonus if you are below the Injured Health Threshold.
- Pursuing Stance [Passive]: Increase your Speed by 2(T). Double this bonus if you are below the Injured Health Threshold.
(2)-[Triggered/Start of Turn]: Select one of the effects you chose through the first effect of this Trait, you benefit from that effect until the start of your next turn.
(3)-[Passive, Twinned]: Through the second effect of Combative Organism, you can choose any effect from the Multi-Option effect, even if you did not choose them.
(4)-[Triggered/Power, 1/Round, Twinned]: Select an additional effect from the first effect of Combative Organism to benefit from the effects of until the start of your next turn.
Death Defier (Mind): At your strongest just before death, your species refuses to go down without a fight.
(1)-[Triggered/Defeated]: Gain the Slowed Combat Condition and enter the Undying State until the end of your next turn.
(2)-[Passive]: While in the Undying State, increase your Wound Rolls by 2(T).
(3)-[Passive, Twinned]: Ignore the 3rd effect of the Undying State.
(4)-[Triggered/Undying, Twinned]: Use a Healing Surge as an Out-of-Sequence Maneuver.
Defender’s Tactics (Mind): Above and beyond your strategic prowess, your species is known specifically for their ability to hold the line against assault.
(1)-[Triggered/Start of Combat Round, Resource]: Gain 1 Tactic Point (max. 4).
(2)-[Passive]: When you or an Ally are targeted by an Attacking Maneuver, you can spend up to 2 Tactic Points to increase their Combat Rolls for the duration of that Attacking Maneuver by 1(T) for each Tactic Point spent.
(3)-[Triggered]: When you or an Ally uses the Defend Maneuver, you can spend up to 2 Tactic Points to reduce the Ki Point Cost of the Guard effect by 2(T) for each Tactic Point spent or increase their Soak Value for the duration of that Attacking Maneuver by 2(T) for each Tactic Point spent.
(4)-[Passive, Twinned]: Gain access to the Attacker’s Tactics Trait. If you already have access to Attacker’s Tactics, then increase the amount of Tactic Points you gain from the first effect of Defender’s Tactics by 1.
Dense Body (Body): Far more massive than your size would suggest, your body is extremely durable.
(1)-[Passive]: Increase your Soak Value by 1(T).
(2)-[Passive]: You count as 1 Size Category larger for:
- Calculating Punching Down when targeted by an Attacking Maneuver.
- Calculating Gigantic Grip (as both the Grappler and Grappled).
(3)-[Passive]: Increase the reduction to your Movement from the Sudden Stop Maneuver by 1/2 of your Tenacity Modifier.
(4)-[Triggered, 1/Round]: If you are moved by an Opponent’s effect, you may use the Sudden Stop Maneuver in response to that movement without spending a Counter Action.
(5)-[Passive, Twinned]: Double the increase to your Soak Value from the first effect of Dense Body while you are in the Healthy Health Threshold.
(6)-[Passive, Twinned]: Increase your Dice Score when making a Might Clash as the target of the Pin Maneuver by 2(T).
(7)-[Triggered, 1/Round, Twinned]: If you would receive Collision Damage, you can reduce that Collision Damage to 0.
Enhanced Eyes (Body): More perceptive than most, your race is capable of seeing even the most minute details from far away.
(1)-[Passive]: Reduce the Critical Target for your Strike and Wound Rolls for Attacking Maneuvers made through the Signature Technique Maneuver by 1.
(2)-[Passive]: Gain a Skill Rank in the Perception Skill and reduce the Critical Target for your Perception Skill Checks by 2.
(3)-[Passive]: You cannot suffer from the Long Range Penalty, but none of your Signature Techniques may possess the Short Range Disadvantage.
(4)-[Triggered, 1/Round]: If you use the Basic Attack Maneuver, you may spend 3(bT) Ki Points to use the Called Shot Maneuver in response to that Attacking Maneuver without spending an Action through its effects.
(5)-[Passive, Twinned]: Ignore the reduction to your Strike Roll from the effects of the Called Shot Maneuver and increase the Wound Rolls of your Called Shots by 2(T).
(6)-[Triggered, 1/Round, Twinned]: If you target an Opponent with a Called Shot, you may apply an Energy Charge to that Attacking Maneuver.
Fluid Physique (Body): Able to change your size seemingly at will, you are as big, or small, as the situation demands.
(1)-[Triggered/Start of Combat Encounter, Resource]: Gain 1~4 Mass (you decide the amount). Your current amount of Mass decides your current Size Category by increasing your base Size Category from Nano by 1 for each stack of Mass (you cannot possess more than 6 Mass). For example, if you had 3 Mass, your Size Category would be Medium while if you had 2 Mass, it would be Small.
(2)-[1/Round]: As an Instant Maneuver, either gain or lose 1 Mass.
(3)-[Triggered]: When making a Signature Technique, you may increase your Mass by up to 2 for the duration of that Attacking Maneuver.
(4)-[Automatic/Threshold]: You lose 1 Mass. If you succeed at your Steadfast Save for that Health Threshold, either gain up to 2 Mass or regain 3(T) Life Points immediately.
(5)-[Passive]: At the end of any Combat Encounter, your Mass resets to 0, but while Adventuring, you can freely manipulate your mass and change your Size Category between Nano and Gigantic at will.
(6)-[Passive, Twinned]: For every 3 Mass you possess, increase your Wound Rolls and Soak Value by 1(bT).
(7)-[Passive, Twinned]: Increase your Defense Value by 2(bT). Reduce this bonus by 1(bT) while your Mass is 2+, and stop benefiting from this bonus completely if your Mass is 4+.
(8)-[Passive, Twinned]: Gain access to the Liquid Form Maneuver and you gain the Elemental (Water) Profile as a Favored Element (see — Foundations & Profiles).
Foreseer (Mind): Your species possesses the coveted power of future sight.
(1)-[Passive]: Gain access to the Precognition Unique Ability.
(2)-[Triggered, Ruling]: If you target an Opponent with the Precognition Unique Ability, that Opponent becomes a ‘Foreseen’ Opponent until the end of their turn.
(3)-[Triggered]: Any movement from your Foreseen Opponent triggers your Exploit Maneuver, regardless of how far away you are from that Opponent.
(4)-[Triggered]: If your Foreseen Opponent targets you or an Ally with an Attacking Maneuver that fails to deal Damage (either due to missing or having its Damage reduced to 0), you may use the Basic Attack Maneuver against that Opponent as an Out-of-Sequence Maneuver.
(5)-[Passive, Twinned]: Increase your Wound Rolls against the Foreseen Opponent by 2(T).
(6)-[Triggered, 1/Round, Twinned]: If your Foreseen Opponent is knocked through a Health Threshold, reduce the Dice Score of their Steadfast Check by 2.
(7)-[Triggered, 1/Encounter, Twinned]: If you hit a Character with a Physical Attack while you are below the Injured Health Threshold, you can give them access to the Precognition Unique Ability (ignoring all Prerequisites) as a Temporary Unique Ability. If you apply this effect to an Opponent, they suffer from the Impediment Combat Condition for the remainder of the Combat Encounter.
Forged in Battle (Mind): Your species evolved under the ever-present threat of conflict, becoming a warrior race.
(1)-[Triggered/Start of Combat Round]: Reduce a Combat Roll of your choice by 1(T). If you do, increase a different Combat Roll of your choice by 2(T) until the end of the Combat Round.
(2)-[Triggered, 1/Round]: When using a Signature Technique, you can reduce your Soak Value and Defense Value by 1(T) until the start of your next turn to increase your Strike and Wound Rolls for that Attacking Maneuver by 1(T) and 3(T) respectively.
(3)-[Triggered, 1/Encounter]: If you fail a Steadfast Check, you can instead choose to suffer from the Impediment Combat Condition until the end of your next turn to automatically succeed at that Steadfast Check.
(4)-[Passive, Twinned]: You do not reduce a Combat Roll for the first effect of Forged in Battle.
(5)-[Triggered/Start of Turn, Twinned]: You may spend 4(bT) Ki Points to stop suffering from the Impediment Combat Condition.
Inherent Transformation (Body): Your race possesses the coveted ability to change their form, growing in power as they do.
(1)-[Passive]: Increase your Stress Bonus by 1 while below the Injured Health Threshold.
(2)-[Passive, Ruling]: Select a Transformation Type, this is known as your ‘Primary Transformation’.
(3)-[Passive]: Depending on the Transformation Type of your Primary Transformation, apply one of the following effects:
- Awakening [Passive]: Select and gain access to a Lesser Awakening that has a Tier of Power Requirement of 1 and that you meet the Racial Requirement and Prerequisites for. This stack of your chosen Awakening does not count towards your Awakening Limit, but you do not gain the Attribute Modifier Bonus from that stack of your chosen Awakening.
- Enhancement [Passive]: Select and gain access to an Enhancement that has a Tier of Power Requirement of 1 and that you meet the Racial Requirement and Prerequisites for.
- Form [Passive]: Select and gain access to a Form that has a Tier of Power Requirement of 2 or less and that you meet the Racial Requirement and Prerequisites for. If the Tier of Power Requirement for that Transformation is 2, it gains the Prelude Aspect.
(4)-[Passive, Twinned]: You may apply the increase to your Stress Bonus from the first effect of Inherent Transformation regardless of your current Health Threshold.
(5)-[Passive, Twinned]: Depending on the Transformation Type of your Primary Transformation, apply one of the following effects:
- Awakening [Triggered/Start of Turn]: While in your Normal State (see — Transformation Rules), regain 3(bT) Ki Points.
- Enhancement [Passive]: Reduce the Stress Test Requirement for the Enhancement selected for the third effect of Inherent Transformation by 2.
- Form [Passive]: While in a Form, increase your Attribute Modifier (FO/MA) by 1(T).
Invulnerable (Body): Your species is capable of completely avoiding harm from attacks of a certain variety.
(1)-[Passive, Ruling]: Upon gaining this Trait, select a Foundation (Physical, Energy or Magical). This is known as your Resisted Foundation. Halve any Damage you receive from Attacking Maneuvers of your Resisted Foundation.
(2)-[Triggered]: If you receive Damage from an Attacking Maneuver of your Resisted Foundation, and are not Defeated, you may spend a Counter Action to target an Opponent who is not at Long Range. Make a Clash (Corporeal vs Corporeal/Impulsive) against that Opponent. If you win, they receive Damage equal to the Damage you received or your Soak Value (whichever is higher).
(3)-[Passive, Twinned]: Increase your Soak Value by 2(bT).
(4)-[Passive, Twinned]: Instead of halving any Damage you take through the first effect of Invulnerable, you only receive 1/4 of any Damage dealt by your Resisted Foundation.
(5)-[Triggered, Twinned]: Increase the Damage inflicted by the second effect of Invulnerable by 1/4 (rounded up) of your Might.
Ki Control (Mind): Well-versed in the arts of ki and energy manipulation, your race is extremely adept at empowering their attacks and sensing and concealing ki.
(1)-[Passive]: Gain a Skill Rank in the Clairvoyance and Concealment Skills. Additionally, reduce the Critical Target for any Skill Checks made with those Skills by 1.
(2)-[Passive]: Halve the starting TP Cost for creating Signature Techniques of the Physical or Energy Foundation.
(3)-[Triggered, 1/Round]: If you use a Signature Technique of the Physical or Energy Foundation, you may spend 2(T) Ki Points to apply an Energy Charge to that Attacking Maneuver.
(4)-[Passive, Twinned]: Reduce the Ki Point Cost of all Physical or Energy Attacks by 2(T).
(5)-[Passive, Twinned]: You automatically succeed any Concealment Skill Checks.
(6)-[Triggered, 1/Encounter, Twinned]: If you use a Signature Technique of the Physical or Energy Foundation, halve its Ki Point Cost for this use of that Signature Technique.
Killer Instinct (Mind): With the hunter’s instinct of a predator, you are able to overwhelm your targets with your combat prowess.
(1)-[Passive]: Gain a Skill Rank in the Intimidation Skill.
(2)-[Triggered, 1/Round]: If you Defeat an Opponent or knock them through a Health Threshold with an Attacking Maneuver, you may choose and apply one of the following effects:
- Refreshing Instinct [Triggered, 1/Encounter]: Upon applying this effect, use a Ki Surge as an Out-of-Sequence Maneuver.
- Punishing Instinct [Triggered, 1/Encounter]: Upon applying this effect, increase your Wound Rolls by 2(T) until the end of your next turn.
- Power Instinct [Triggered, 1/Encounter]: Upon applying this effect, increase your Tier of Power by 1 until the end of your turn.
- Prepared Instinct [Triggered, 1/Encounter]: Upon applying this effect, fully restore your Capacity Rate.
(3)-[Passive, Twinned]: Increase your Wound Rolls by 1(T) for every 2 Skill Ranks you have in the Intimidation Skill. The 5th Skill Rank in Intimidation counts as 2 Skill Ranks for this effect.
(4)-[Triggered, 1/Encounter, Twinned]: When you trigger the second effect of Killer Instinct, you may select 2 effects to apply instead of 1.
Lingering Presence (Body): Your species has a knack for inflicting lasting damage on their enemies.
(1)-[Triggered]: If you deal Damage to an Opponent with an Attacking Maneuver, they gain a stack of Damage Over Time (DOT – see Damage & Conditions) until the start of your next turn.
(2)-[Triggered, 1/Round]: If you are hit by an Opponent’s Attacking Maneuver that possesses any number of DOT stacks, you may increase your Soak Value for the duration of that Attacking Maneuver by 1(bT) for each stack of DOT applied to the attacking Opponent.
(3)-[Passive, Twinned]: Increase your Strike and Wound Rolls against Opponents with any number of DOT stacks by 1(T).
(4)-[Triggered, 1/Round, Twinned]: If you knock an Opponent through a Health Threshold with an Attacking Maneuver, all stacks of DOT they are currently suffering from last an additional Combat Round.
(5)-[1/Encounter, Twinned]: As a Standard Action with an Action Cost of 2, target all Opponents within a Destructive Sphere AoE (centered on you). Make a Might Clash against those Opponents. If you win, that Opponent gains 3 DOT stacks until the start of your next turn.
Magical Mastery (Body): Your race has unique, inherent access to magic.
(1)-[Passive]: You gain access to the Magical Materialization and Telekinesis Unique Abilities.
(2)-[Passive]: Reduce the TP Cost of all Magical Unique Abilities by 2.
(3)-[Passive]: Upon gaining this Trait, select any Magical Unique Ability with a TP Cost of 30 or less. You must still meet any Prerequisites, except those of a listed Attribute Score and if the listed Skill Ranks required are 2 or less. You gain access to that Unique Ability while you possess this Trait.
(4)-[Passive, Twinned]: Reduce the Ki Point Cost of your Magical Unique Abilities by 2(T) and increase the Dice Score of any of your Clashes made through the effects of a Unique Ability and use either your Might or a Saving Throw for the Clash by 1(T).
(5)-[Triggered/Start of Combat Round, 1/Encounter, Twinned]: Select a Unique Ability you meet the Prerequisites for that has a TP Cost of 30 or less, you gain access to that Unique Ability until the end of the Combat Round.
Mirrored Mind (Mind): Through an advanced form of mimicry, you are able to learn how to replicate the actions and techniques of everyone around you.
(1)-[Passive]: Gain the Quick Learner Talent (even if you do not meet the Prerequisites).
(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/Encounter]: When you gain a Copied Technique, enter the Superior State until the end of your next turn.
(4)-[Passive, Twinned]: Increase the Wound Rolls of your Copied Techniques by 2(T)
(5)-[Triggered, 1/Round, Twinned]: If you gain access to a Copied Technique, regain Ki Points equal to 1/2 of its Ki Point Cost.
(6)-[Triggered/Superior, 1/Encounter, Twinned]: Increase the Strike and Wound Rolls of your Signature Techniques by 1(T) and 2(T) respectively until the end of your next turn.
Monstrous (Body): Unlike most humanoids, you possess features that mark you as more dangerous, animalistic, or outright creepy.
(1)-[Passive]: Select and gain access to a Factor Trait from the Monster Factor while you possess this Trait (while you possess this Trait, you are considered to have the Monster Factor even if you do not meet any Prerequisites).
(2)-[Passive, Twinned]: Gain 1 Monstrous Trait.
Natural Fusion (Body): By some means unavailable to others, you possess the inherent ability to combine with others, becoming far more powerful.
(1)-[Passive]: Apply your Racial Saving Throw Bonus to Cognitive as well as what you selected for this Race. If you already selected Cognitive, then instead pick any other Saving Throw that your Racial Saving Throw Bonus is not already being applied to.
(2)-[Option]: Upon gaining this Trait, select and gain one of the following effects:
- Creature Consumption [Passive]: Gain access to the Absorption Maneuver.
- Bodily Possession [Passive]: Gain access to the Possession Maneuver.
- Merged Power [Passive]: Gain access to the Merge Fusion Method. You can only use this Fusion Method with another member of your Race.
(3)-[Passive, Twinned]: Apply your Racial Saving Throw Bonus to Corporeal as well as what you selected for this Race. If you already selected Corporeal, then instead pick any other Saving Throw that your Racial Saving Throw Bonus is not already being applied to.
(4)-[Choice, Twinned]: Depending on your choice for the Option effect of Natural Fusion, gain access to the following effect:
- Creature Consumption [Passive]: While you are the Dominant Character in an Absorption-Type One-Sided Fusion, increase your Combat Rolls and Soak Value by 1(T).
- Bodily Possession [Passive]: While you are the Dominant Character in an Possession-Type One-Sided Fusion, increase your Combat Rolls and Soak Value by 1(T).
- Merged Power [Passive]: Upon exiting a Fusion, you do not suffer Stress Exhaustion.
Natural Perfection (Body): Your species does everything well; even their failures can be considered perfect.
(1)-[Triggered]: Upon scoring a Botch Result or a Critical Result, regain 2(bT) Ki Points.
(2)-[Triggered, 1/Round]: When you score a Botch Result on a Combat Roll, increase your Dice Score by 2(T) instead of suffering the penalty.
(3)-[Triggered, 1/Round]: When you score a Critical Result on a Combat Roll, increase your Dice Score by an additional 2(T).
(4)-[Triggered, 1/Round, Twinned]: After seeing the result of your Combat Roll, you may increase or reduce the Natural Result by up to 2.
(5)-[Triggered, 1/Encounter, Twinned]: After rolling a Combat Roll, you may declare that it is a Critical Result regardless of the Natural Result. If your result would have been a Botch Result, it is also no longer a Botch Result.
Piloting Prowess (Mind): Your species is known for their expertise with Battle Jackets, particularly in upgrading their combat efficiency.
(1)-[Passive]: You gain the Expert Pilot Talent and increase the amount of Technique Points your Battle Jackets get at Jacket Creation and each new Tier of Power by 5.
(2)-[Passive]: While in a Vehicle or a Battle Jacket, increase your Dodge Rolls against Called Shots by 2(T).
(3)-[Passive, Twinned]: Increase the Maximum Life Points for your Primary Battle Jacket by 4 for each of your Power Levels reached.
(4)-[Triggered/Start of Turn, Twinned]: If you are Piloting a Vehicle or Battle Jacket, you may use the Movement Maneuver as an Out-of-Sequence Maneuver.
Race of Scholars (Mind): Well known for their intelligence and technological pursuits, your species is smarter than the average bear.
(1)-[Passive]: Select a Skill that uses your Scholarship Attribute. Gain a Skill Rank in that Skill.
(2)-[Passive]: While Scholarship has the highest Attribute Score amongst your Attributes, increase all of your Combat Rolls and Initiative by 1(bT).
(3)-[Triggered, 1/Round]: When you make a Clash that uses your Saving Throw through an Opponent’s effects, you may substitute the Attribute used for that Saving Throw with your Scholarship.
(4)-[Passive, Twinned]: Increase your Scholarship Modifier by 1(T).
(5)-[Triggered, 1/Round, Twinned]: If you use the Analysis Maneuver, increase your Combat Rolls by 1(T) until the end of your turn.
Racial State (Mind): Your species is well-known for their common personality trait, be it an aggressive tendency towards anger, or a calm, peaceful zen.
(1)-[Passive]: While in a State, increase your Soak Value by 1(T).
(2)-[Option]: At Character Creation, choose one of the following effects:
- Unyielding Rage [Triggered/Power, 2/Encounter]: Enter the Raging State until the end of your next turn.
- Calm Mind [Triggered/Power, 2/Encounter]: Enter the Mindful State until the end of your next turn.
(3)-[Passive, Twinned]: While in a State, increase your Wound Rolls by 1(T).
(4)-[Passive, Twinned]: For the second effect of Racial State, the 2/Encounter Keyword for its effects is replaced by the 1/Round Keyword.
(5)-[Choice, Twinned]: Depending on your choice for the Option effect, gain the following effects:
- Unyielding Rage [Triggered/Raging]: Use the Power Up or Energy Charge Maneuver as an Out-of-Sequence Maneuver.
- Calm Mind [Triggered/Mindful]: Use a Standard Maneuver with an Action Cost of 1 Action as an Out-of-Sequence Maneuver.
Racial Technique (Mind): Your race has developed a unique technique, known or taught only to your own people.
(1)-[Passive]: Upon creating a Race with this Trait, that Race gains access to a Signature Technique, Aura, or Unique Ability (including Advancements) that has a total TP Cost of 25 or less. If you choose a Unique Ability, you may ignore any Attribute Score Prerequisites and any Skill Rank Prerequisites (if the required Skill Ranks are 2 or less). This becomes known as your Racial Technique.
(2)-[Triggered, 1/Round]: Upon using your Racial Technique, regain 2(bT) Ki Points.
(3)-[Triggered, 1/Encounter]: If you use your Racial Technique while below the Injured Health Threshold, you do not have to pay its Ki Point Cost. If the Ki Point Cost for that Racial Technique is already 0, you may instead use a Power Surge as an Out-of-Sequence Maneuver.
(4)-[Passive, Twinned]: Increase your Maximum Ki Points by 2 for every Power Level reached.
(5)-[Triggered, Twinned]: When using your Racial Technique, you may apply a rank of an Advantage, Aura Advantage, or an Advancement (whichever is applicable) with a TP Cost of 10 or lower for that instance of the Racial Technique.
Regenerative Anatomy (Body): You are especially hard to kill thanks to your incredible regenerative abilities.
(1)-[Passive]: Increase your Surgency by 2(T) for each Health Threshold you are below.
(2)-[1/Round]: As a Standard Action with an Action Cost of 1 Action and a Ki Point Cost of 4(bT) Ki Points, use a Healing Surge. Each time you use this effect after the first, increase the Ki Point Cost by 2(bT) for the remainder of the Combat Encounter.
(3)-[Passive, Twinned]: For the second effect of Regenerative Anatomy, the Ki Point Cost does not increase regardless of how many times the effect is used.
(4)-[Triggered, 1/Round, Twinned]: If you use a Healing Surge, increase your Soak Value by 2(T) until the start of your next turn.
Seizing Initiative (Mind): Your species thinks and acts faster than most, allowing you to take charge of the battlefield.
(1)-[Passive]: Increase your Initiative Value by 1/4 (rounded up) of your Insight Modifier.
(2)-[Triggered/Start of Turn]: If your Initiative Value is the highest among all Characters, you may use a Standard Action with an Action Cost of 1 Action as an Out-of-Sequence Maneuver.
(3)-[Triggered/Start of Combat Round]: You may increase or reduce your Initiative by up to 2(bT) until the end of the Combat Round.
(4)-[Passive, Twinned]: Increase your Wound Rolls against Opponents with a lower Initiative Value than you by 2(T).
(5)-[Triggered/Start of Combat Round, 1/Encounter, Twinned]: Before any other effects trigger, you may set your Initiative Value to 9001 for the duration of this Combat Round.
Skilled Species (Mind): Your species is highly varied and adaptable, allowing them to display a wide variety of skills and abilities.
(1)-[Passive]: Gain an additional Skill Rank at Character Creation.
(2)-[Passive]: Increase the amount of Technique Points you gain from Skill Improvement by 3.
(3)-[Triggered]: When you use the Signature Technique Maneuver, for this instance of using your chosen Signature Technique, you may gain a rank of Inefficiency. If you do, you may apply 2 ranks of Power Shot to that Attacking Maneuver (these may exceed the limit).
(4)-[Passive, Twinned]: Increase the Dice Score of all of your Skill Checks by 2.
(5)-[Triggered, 1/Round, Twinned]: If you win a Clash that uses one of your Skills, increase your Combat Rolls by 1(T) until the end of your turn.
(6)-[Triggered, 1/Encounter, Twinned]: If you win a Clash that uses one of your Skills, you may use the Signature Technique Maneuver as an Out-of-Sequence Maneuver.
Solid Guard (Mind): Known for your species’ ability to defend against any attack, your guard is always up.
(1)-[Triggered]: When using the Defend Maneuver, you gain the following effects for the duration of the Maneuver, depending on the effect chosen:
- Parry: Increase your Strike Roll by 1(T).
- Power Flare: Increase your Wound Roll by 2(T).
- Guard: Increase your Damage Reduction by 1/4 (rounded up) of your Might.
- Direct Hit: Increase your Soak Value by 2(T) before any calculations.
- Cross Counter: Instead of halving your Defense Value, reduce it by 2(T).
(2)-[Triggered, Twinned]: If you use the Defend Maneuver, increase your Soak Value and Combat Rolls by 1(T) for the duration of that Maneuver.
(3)-[Triggered, 1/Encounter, Twinned]: If you are targeted by an Attacking Maneuver, you may use the Defend Maneuver without spending a Counter Action.
Squadron Species (Mind): Your species is innately adept at working together, naturally forming into combat groups when it comes time for battle.
(1)-[Passive]: Increase your Combat Rolls by 1(T) if an Ally is on an adjacent Square to you.
(2)-[Triggered, 1/Round]: If an Ally on an adjacent Square to you uses an Attacking Maneuver, you may use the United Attack Maneuver without spending an Action for its effects.
(3)-[Triggered, 1/Round]: If an Ally on an adjacent Square to you is hit by an Attacking Maneuver, you may use the Intervene Maneuver without spending a Counter Action.
(4)-[Passive, Twinned]: Increase your Damage Reduction by 1(T) if an Ally is on an adjacent Square to you.
(5)-[Triggered, 1/Round, Twinned]: If an Ally on an adjacent Square to you is knocked through a Health Threshold, you may spend 5(bT) Ki Points to increase the Dice Score for their Steadfast Check by 2.
(6)-[Triggered, 1/Encounter, Twinned]: If an Ally on an adjacent Square to you would receive enough Damage to be Defeated, before they take that Damage, reduce the amount of Damage so their Life Points will be 1 above the amount required to be Defeated. Reduce your Life Points by an amount equal to the reduction.
Technique Crafter (Mind): You are able to shape your fighting style spontaneously, often using it to adapt to the battlefield circumstances.
(1)-[Passive]: Reduce the Technique Points you gain from Skill Improvements by 3.
(2)-[Passive]: At Character Creation, gain 10 Spontaneous Technique Points (STP). Each time you gain a Skill Improvement, gain 5 STP.
(3)-[2/Encounter]: When you use the Signature Technique Maneuver, you can create a Super Signature Technique with a TP Cost up to the total amount of STP you possess, but it cannot possess any Disadvantages or the Ascended Signature Advantage. Use that Signature Technique for the Signature Technique Maneuver. After you have used this Signature Technique, you lose access to it.
(4)-[Passive, Twinned]: Any Signature Technique created through the 3rd effect of Technique Crafter has a TP Cost of 0 (rather than 8) before applying Advantages.
(5)-[Passive, Twinned]: Increase the Wound Rolls of your Signature Techniques by 2(T).
(6)-[Triggered, 1/Encounter, Twinned]: If you use a Signature Technique created through the 3rd effect of Technique Crafter, halve the Ki Point Cost of that Attacking Maneuver.
Vital Vitality (Body): Your species is notoriously hard to put down, but once they take damage, they go down much more quickly.
(1)-[Passive]: While in the Healthy Health Threshold, reduce the Ki Point Cost of all Maneuvers by 2(T).
(2)-[Passive]: While you are above the Injured Health Threshold, increase your Combat Rolls and Soak Value by 1(T).
(3)-[Passive]: Increase your Surgency by 2(bT).
(4)-[Passive]: While you are below the Injured Health Threshold, reduce your Combat Rolls and Soak Value by 1(bT), and reduce the Dice Score of your Steadfast Checks by 2.
(5)-[Passive, Twinned]: While you are below the Injured Health Threshold, double the increase to your Surgency from the 3rd effect of Vital Vitality.
(6)-[Triggered/Injured, 1/Encounter, Twinned]: Use a Healing Surge as an Out-of-Sequence Maneuver. If you do, triple your Surgency for the duration of this Maneuver.
Warrior Race (Body): The blood of a proud warrior species surges through your veins, giving you the strength to keep fighting.
(1)-[Passive]: For each Health Threshold you are below, increase your Wound Rolls by 1(T).
(2)-[Triggered, 1/Round]: If you are hit by an Attacking Maneuver, regain 3(bT) Life Points.
(3)-[Triggered/Threshold]: Use a Ki Surge.
(4)-[Passive, Twinned]: For each Health Threshold you are below, increase your Surgency by 2(T).
(5)-[Triggered, 1/Round, Twinned]: If you regain Life Points, you may use the Power Up Maneuver as an Out-of-Sequence Maneuver.
(6)-[Triggered/Defeated, 1/Encounter, Twinned]: Regain Life Points equal to your Surgency.
Wise Warriors (Mind): Your species is good at reading other people in combat and identifying their movements before the first punch is even thrown.
(1)-[Passive]: Increase your Defense Value by 1/4 (rounded up) of your Insight Modifier.
(2)-[Triggered, 1/Round]: If you are targeted by a Signature Technique, you may increase your Defense Value by 1/2 of your Insight Modifier for the duration of that Attacking Maneuver.
(3)-[Triggered, 1/Encounter]: When you are targeted by an Attacking Maneuver with 3+ Energy Charges, you may use the Defend Maneuver without spending a Counter Action and ignoring the increase to the Ki Point Cost of the Guard option of the Defend Maneuver from any Energy Charges on that Attacking Maneuver.
(4)-[Passive, Twinned]: Increase your Soak Value by 1/4 (rounded up) of your Insight Modifier.
(5)-[Triggered, 1/Round, Twinned]: If you are hit by a Signature Technique, you may increase your Damage Reduction by 1/2 of your Insight Modifier for the duration of that Attacking Maneuver.
Flaws
Awkward Anatomy (Body): Your race doesn’t possess a humanoid structure, lacking limbs that can be used for holds and traditional martial arts.
(1)-[Passive]: You cannot use the Grapple Maneuver, Terrain Lift Maneuver, or Throw Maneuver. You also cannot make Armed Attacking Maneuvers.
Brittle (Body): Your bones break more easily than most, or you are otherwise more susceptible to damage.
(1)-[Passive]: Increase all Damage you take by 1(bT).
Easily Staggered (Body): Your race has a hard time recovering from powerful blows.
(1)-[Automatic, 1/Round]: If you fail a Steadfast Check, gain the Slowed Combat Condition until the end of your turn.
Elemental Vulnerability (Body): You are especially sensitive to a particular natural element.
(1)-[Passive, Ruling] Select a Profile with ‘Elemental’ in the name. Increase the Damage you receive from Attacking Maneuvers of that Profile by 2(bT).
Environmental Preference (Body): Specifically adapted to a unique environment, your body- while capable of existing in other environments- suffers outside of its natural environment.
(1)-[Passive]: At Character Creation, select a Battle Environment except Standard. While not in your selected Battle Environment, reduce your Combat Rolls by 1(bT).
Fragile Heart (Mind): Easily affected by an enemy’s words, you are a kind, gentle soul who can’t handle harsh criticisms.
(1)-[Passive]: Reduce your Morale Saving Throw by 1(bT).
(2)-[Passive]: If you lose the Morale Clash for the Insult Maneuver, gain the Shaken Combat Condition until the end of your next turn.
Heavy (Body): Your body is large and hard to move, slowing you considerably.
(1)-[Passive]: Reduce your Speed by 1/4 (rounded up) and treat your Size Category as if it was 1 higher for the sake of your Defense Value Bonus/Penalty. This Flaw cannot be taken if you possess the Blazing Speed Racial Trait.
Limited Form (Body): Unable to unleash your full power without external stimulus of some kind, you do not control your Transformation.
(1)-[Prerequisite]: This Flaw can only be gained if you possess the Inherent Transformation Racial Trait and select either the Enhancement or Form Transformation Type for its effects.
(2)-[Passive]: You cannot enter the Transformation selected by Inherent Transformation at will; the Transformation possesses a unique Prerequisite, such as taking a certain drug or only being possible within proximity to a certain celestial body. Discuss the specifics with your ARC; it should be a problem that is occasionally debilitating but not always prominent.
Limited Recovery (Body): Your race’s anatomy makes it difficult to recover your stamina or mend your wounds during the heat of battle.
(1)-[Passive]: Halve the amount of Life Points regained from your Combat Recovery and Healing Surge (before applying Surgency).
Low Resilience (Mind): Your resolve for battle is easily shaken.
(1)-[Passive]: Reduce the Dice Score of your Steadfast Checks by 1.
Minion Species (Body): Your species tends towards natural subservience to other, stronger beings.
(1)-[Passive]: This Race gains one less Custom Species Racial Trait, but this Race is treated as a Minion Race. You cannot gain the Minion no More Factor if you possess this Flaw.
(2)-[Passive]: Reduce your Racial Life Modifier by 2 and your Race’s number of Skill Ranks by 1.
Poor Eyesight (Body): Your race heavily relies on other senses to make up for lackluster vision.
(1)-[Passive] Reduce the Natural Result of your Perception Checks by 1.
(2)-[Passive] Reduce your Combat Rolls against Opponents who are at Long Range by 1(T).
Reclusive Form (Body): You are, by whatever means, able to take refuge in an inanimate form.
(1)-[Automatic]: When you are Defeated, you become an Item (speak with your ARC to decide what item you become).
(2)-[Passive]: While an Item, it can be destroyed as if it was a Basic Item – killing your Character (you must spend 2 Karma Points to avoid being killed). Additionally, you cannot use the Will to Survive rules, but at the end of the Combat Encounter, you can return to your normal form.
Small and Fragile (Body): Shorter and less hardy than other races, you are more suited to intellectual pursuits than combat.
(1)-[Passive]: You cannot take this Flaw if you possess the Alternate Scale Racial Trait.
(2)-[Passive]: Your base Size Category is Small.
(3)-[Passive]: Treat your Size Category as if it was 1 lower when calculating your Soak Value bonus/penalty from your Size Category.
Wasteful (Mind): Your species puts so much effort into their attacks to the point of inefficiency.
(1)-[Passive]: Increase the Ki Point Cost of all your Attacking Maneuvers by 2(T).
(2)-[Passive]: Increase the Wound Roll of all your Attacking Maneuvers by 1(T).
Weak Spot (Body): No matter how tough you are, there is some spot on your body that, when struck, renders you defenseless.
(1)-[Passive]: Select a part of your body to be a Weak Spot. Your Opponent, if they know of your Weak Spot, can target it with a Called Shot. If you are hit in your Weak Spot, that Attacking Maneuver becomes Lethal regardless of any effects that could reduce the Damage Category and ignores all Damage Reduction.
Weather Vulnerability (Body): Your anatomy is susceptible to certain forms of weather, leaving you scurrying for cover.
(1)-[Passive]: At Character Creation, select a Battle Weather. While in that Battle Weather, reduce your Combat Rolls by 1(bT).
(2)-[Automatic/Start of Turn]: If you are in your selected Battle Weather, reduce your Life Points by 5(bT).