Custom species

You can find various species throughout the World of Dragon, many having strange and unique abilities. This rule set is here to help you bring them to life, or at least to the status of playable.

Custom Species Aptitudes

Attribute Score Increase. Select two different attributes and increase them by three (+3), select a third different attribute and increase is by two (+2). You can NOT select the same attribute more than once.

Age. The age of your custom species can variety largely from a few months or years to millennia or eons and even back to the birth of the universe.

Health Modifier. Four (+4)

Size. Your physical size can range from small to Gigantic (See – Character Creation)

Dexterity. Your base speed is two (2) squares or six (6) yards.

Z-Soul.  A Z-soul should clearly reflect your character’s background, origin, or concept. Z-Souls can be used to contrast the outward nature of your character, and to create sources of conflict that make for excellent role-playing.

Custom Proficiencies
– Saving Throw: Select one of the follow; Impulsive, Cognitive, Corporeal, Morale
– Skills – Select any five skills from the skills list to become Racial Skills (See – Core Rules). Select any two Racial Skills any gain proficiencies with them.

Racial Trait Selection. When creating your custom race you will select from a list of traits. Each trait is categorized by either a Major Trait or a Minor Trait. You can have up to four (4) Major Trait slots and up to three (3) Minor Trait slots. You can also elect to take Flawed Traits which reward you bonus or additional Major and/or Minor Trait slots up to a maximum of six (6) Major Traits slots and four (4) Minor Traits slots. Some traits might give you a unique ability or power, others might increase an aptitude or give you a powerful transformation.

Subspecies. When creating your custom species you can elect to have a subspecies, if you do this your subspecies gets up to two (2) Major Trait slots and up to one (1) Minor Trait slot. These slots are subtracted from the number of slots you gain for your Racial Trait Selection above.

Major Traits

Bite (Major Trait). Once per round, you can use bite. Bit is considered a physical attack and follows all the normal rules. A bite attack causes direct damage to the target. Additionally, if you inflict damage to a target, they will bleed for the next three (3) turns causing two (2T) lethal damage each turn. Bleeding targets can spend one action to stop the bleeding, corporeal save easy TN. If you bite a target that is already bleeding increase the damage inflicted each turn by one (+1).

Burst of Speed (Major Trait). You are extremely fast and your species it one of the quickness know. When using the Movement Maneuver you can spend an additional eight (8) Ki Points to double your Speed and increase you Dodge Value by two (+2T) for two (2) rounds – effect stop at the end of your second turn. Afterwards, your Speed and Dodge Value are reduced by two (2) and you are considered to have the Combat Condition Impediment when making Dodge Rolls until the end of the following round. You can NOT use this trait if it is already active or while under any of its effects. If you select this Major Trait reduce your current Health Modifier by one (-1), to a minimum of two (2)

Claws (Major Trait). Count as melee weapons that can be used without any type of weapon-wielding penalty. When you make a successful physical attack with your claws and you have moved at least two (2) squares during the round, the target must make an agility (acrobatics) check – medium TN. If the target fails the check, they are knocked to the ground prone. (See – Attacking & Conditions)

Dynamic Trait (Major Trait). This trait allows you to create a special trait that doesn’t fit those above. A dynamic trait gives you and the ARC the ability to design, from the ground up, your own type of trait for your characters such as spikes or fire breath. Consult with your Architect.

Fusion Trait (Major Trait).

Enhanced Aptitude (Major Trait). Select one of the following aptitudes and increase it by two (+2T). Strike Roll, Wound Roll, Dodge Value, Soak Value, or Saving Throw. If you select any aptitude other than Health Modifier reduce your current Health Modifier by one (-1), to a minimum of two (2).

Racial Trait (Major Trait). Select one existing Racial Trait from another species. This trait can NOT be any type of Fusion or Transformation. If you select this Major Trait reduce your current Health Modifier by one (-1), to a minimum of two (2)

Tail (Major Trait). You have a long tail that is longer than your other appendages. You can use the tail as if it was a third hand, however, more delicate handlings such as untying knots are not possible. You cannot carry or use any type of weapon with your tail.

If you successfully wound a target with three (3) or more attack maneuvers you can make a bonus physical attack against the same target using your tail. When using your tail as a physical attack you can only add half your strength modifier to the wound roll. You also can not wager any ki points on this bonus attack.

Tiny Size (Major Trait). Your character is particularly small, conveying a variety of benefits and drawbacks, often the size of a infant, palm or less. When an opponent or outside influence attempts to locate you through any type of Perception Check or visual means they are considered to have the Combat Condition Impediment on any associated rolls. During combat increase your Dodge Value by two (+2T) when attack by combatants that are considered larger than you. Opponents with Passive Perception that is equal to or higher than your Agility modifier plus your Stealth modifier reduce this effect by one (1T). When you suffer any type of damage that damage counts as lethal when the combatant, unless the combatant’s size is considered small. Furthermore, if you are forcibly moved in any way the distance you travel or are forced to move is multiplied by four (x4).

Transformation Trait (Major Trait).

Minor Traits

Aptitude Keen (Minor Trait). You have a superior aptitude and can use this aptitude better than nearly any known living creature. When making any type of skill check or other check related to your selected aptitude you’ll score a critical on natural result of eight (8) or better. Select one of the follow aptitudes; one (1) Skill Proficiency , Impulsive Save, Corporeal Save, or Cognitive Save.

Dynamic Trait (Minor Trait).  This trait allows you to create a special trait that doesn’t fit those above. A dynamic trait gives you and the ARC the ability to design, from the ground up, your own type of trait for your characters such as spikes or fire breath. Consult with your Architect.

Environmental Adaptation (Minor Trait). Your species has evolved to deal with a myriad of harmful environments. They cannot suffocate or freeze, even after days, in the vacuum of space. They can even accomplish this feat while mortally wounded. Your species can survive in any environment, no matter how harsh or limiting it is. Select one type of environmental type such as underwater, limited light, Vacuum, Immense Heat, Immense Cold or another dynamic environmental type. While in your select environmental type your character is unaffected by any negative effects of that environment and treat the environment as if it a Sunny Day (See – Battle Weather). You can select this trait multiple times – every three (3) times you taking this trait counts has a Major Trait.

Healthy (Minor Trait). Your species is especially hearty and more durable then most. Increase your Health Modifier by one (+1). You can NOT take this trait is your Health Modifier has been reduced by others traits more than once.

Wings (Minor Trait). You have some sort of wing type appendage that allows you to move faster and fly. With wings, you increase your speed by three (+3) squares while in the air. Additionally, when you’re flying increase your dodge roll by two (+2T).

Dense (Minor Trait). You are particularly heavy, even beyond what a large character would normally be, likely due to some sort of unusual body makeup. (Magetta as an example) Your race is particularly hard to forcibly move or pinned down. Any attempts to forcibly move your character such as grapple, pinning, moving a target, throwing target are considered to have the Combat Condition Impediment. Additionally, when attempting to resistance such effects or abilities that would forcibly move or pinned you down you are considered to have the Combat Condition Superiority.

Under Construction


-Huge Form: This character is particularly huge compared to others, thus granting them a variety of bonuses. When taking this trait, it counts as 2.

-Racial Technique: Some races have techniques associated with them, this is the trait just to represent that. They are usually racially exclusive, this trait is meant to represent that. This trait can be taken up to 3 times, each time upgrading the racial technique that can be created, conveying the following benefits:

1: 13 TP can be assigned to a technique or techniques that fall within the theme of the racial techniques. This pool of points is increased by 6 per ToP.
2: 15 TP can be assigned to a technique or techniques that fall within the theme of the racial techniques. This pool of points is increased by 8 per ToP.
3: This rank of Racial Technique should be worked out with the ARC, representing an unusual technique that ordinarily can’t be built as techniques, such as Guldos’ time stop or Ginyus’ body swap. Depending on ARC discretion, there may be small changes or upgrades in the power either as rewards given out by the ARC or per ToP.

Difficult to trip: (Anatomy that makes it hard to trip the character, be it a tail instead of a lower half, being quadrupedal or the such)