Custom Species

You can find various species throughout the Dragon World, many having strange and unique abilities. This ruleset is here to help you bring them to life. Creating a custom race can be an fun and interesting way to create a unique character. We suggest you work closely with your ARC to create the perfect fitting species.

Custom Species Aptitudes

Attribute Score Increase. Select two different attributes and increase them by +3, select a third different attribute and increase it by +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. +4

Size. Custom Species characters can choose to be Small, Medium, or Large

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 Proficiency with them.

Racial Trait Selection. When creating your custom race, you will select from a list of traits. Some traits might give you a unique ability or power, while others might increase an aptitude or give you a powerful transformation. Each trait is categorized as either a Major Trait or a Minor Trait. You have 4 Major Trait slots and 3 Minor Trait slots. You can also elect to take Flawed Traits, which reward you with additional Major and/or Minor Trait slots, up to a maximum of 6 Major Traits slots and 5 Minor Traits slots. Each Flaw will be labeled either as a Major or Minor; taking a Minor Flaw allows you to take one additional Minor Trait – taking a Major Flaw allows you to to take one additional Major Trait.

Subspecies. When creating your custom species, you can elect to have a number of subspecies. If you do, each of 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 from your Racial Trait Selection above (this reduction occurs once, not for each subspecies). You can have a maximum of three subspecies.

Major Traits

Abnormal Anatomy (Major Trait). You lack a conventional anatomy and aren’t physically constructed the same as other species. Your character treats any incoming Direct Damage as Standard Damage. You are also immune to any effects related to your corporeal form such as poisons, acids, powers, or other similar conditions. Moreover, when you are the target of a Called Shot Maneuver, reduce the attacker’s roll by -1(T).

  • Dynamic Anatomy (Major Trait). Alternatively, you can select a dynamic anatomy, giving your character a more unique and specific anatomy than the unconventional one above, such as a snake-like body, quadrupedal, liquid form, or some other type of anatomy. Work with your ARC to create your specific anatomy.

Burst of Speed (Major Trait). You are extremely fast and your species is one of the fastest known to the galaxy. When using the Movement Maneuver you can spend an additional 4(T) Ki Points to double your Speed and increase your Dodge Value by +2(T) until the end of your next turn. Afterwards, your Speed and Dodge Value are reduced by -1(T) and you are considered to have the Combat Condition Impediment when making Dodge Rolls until the start of your next turn. 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 -1, to a minimum of +2. Increase your Base Movement Speed by +1.

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). Your species has a fusion technique or ability. You gain access to the Metamorese Fusion Dance, but you can choose an alternate skill for the Skill Check. By spending two Minor Traits, you instead gain access to Potara Fusion, without the need for Potara Earrings.

You and your ARC may also come up with an alternate form of fusion.

Enhanced Aptitude (Major Trait). Select one of the following aptitudes and increase it by +2(T): Strike Rolls, Wound Rolls, your Soak Value, Dodge Rolls or Saving Throws. If you choose Saving Throws, this increase is only +1(T).

If you select this Major Trait, reduce your current Health Modifier by -1, to a minimum of +2. 

Hardy Structure (Major Trait). Your character’s muscular or skeletal structure or thick body protects their vital organs. When you suffer Lethal Damage, you may reduce the damage you take by -2(T).

Minion (Major Trait). You may create a Minion using the Minion Creation rules. Select one of your Major Traits except the Transformation Trait – your Minion gains access to that Racial Trait.

If your minion dies, you can gain another through conditions decided between you and your ARC.

Racial Technique (Major Trait). Some species have a natural or unique technique. This technique is usually exclusive to the species and represents their unconventional difference from other races. During character creation, you can use the Signature Technique or Magical Ability rules to create a power unique to your species. (See –Signature Attack or Magical Ability). Follow all normal rules for creating your technique or ability – electing to take this Major Trait gives you the following benefit.

  • You gain 15 Technique Points to create a race-specific Signature Technique or Magical Ability. You may spend an additional two Minor Traits to gain an additional 10 Technique Points.

Racial Trait (Major Trait). You may gain one of the following Racial Traits: Any Beast-Man Racial Trait (Earthling), Cruel Intentions (Arcosian), Telepathic Warning (Namekian), Soul Denier (Namekian), Blood of the Warrior (Saiyan), Majin See, Majin Do (Majin), Arcane Affinity (Shinjin) or Organic Consumption (Bio-Android).

If you select this Major Trait, reduce your current Health Modifier by -1, to a minimum of +2. 

Variant Size (Major Trait). Your character may be particularly small or large. You can pick the Tiny or Enormous Size Categories. If you spend an additional Minor Trait, you can select the Gigantic Size Category.

Treacherous Quills (Major Trait). When making a non-Signature Physical Attack you can spend one additional Action to poison your target(s) with a quill, spike, or some sort of horn-type of appendage. If you successfully damage your target(s) with a Treacherous Quill attack, the target suffers 1d8(T) Lethal Damage in addition to any other damage from the attack. Then, your target rolls a Corporeal Saving Throw, TN Medium. If they pass, nothing happens. If the target(s) fails the save, they gain the Combat condition Impediment for the next two Combat Rounds – the condition stops at the end of the second round. Additionally, at the start of the next round, they will suffer 1d6(T) Lethal damage. Then at the start of the following round, the target(s) suffers 1d4(T) Lethal damage.

Transformation Trait (Major Trait). Your character gains a transformation. Select any Manifested Power, Alternate Form, or Enhancement Power that can be used by ‘Any’ race. You have access to that transformation when you reach the required Tier of Power.

If you select this Major Trait, reduce your current Health Modifier by -1, to a minimum of +2. 

Possession (Major Trait). You are able to take possession of the body of another creature within your Melee Range, as long as they are not a Size Category lower than you. If the target is unwilling, roll an Opposed Impulsive Saving Throw against them. If they win, nothing happens. If you win, then you can make an Opposed Cognitive Saving Throw. If they win, they retain control and you are ejected from their body. If you win, you take control of their body. During each of the possessed characters’ turns, they can make an Opposed Cognitive Save against you. If they win, they regain control of the body and you are ejected. If you win, you retain the possession. A character may willingly fail these Saving Throws. 

While possessing a body, your Attributes become the average between your Attribute Modifiers and the possessed body’s Attribute Modifiers, with the exception of the Insight, Scholarship and Personality attributes. These Attributes use your Attribute Modifiers, unaffected by the body you are possessing. You also lose access to your Racial Traits but gain access to the Racial Traits of the possessed body for as long as you are possessing them.

When you suffer damage while possessing another character, both you and the character you are possessing suffer from the damage. However, you reduce the damage you take by both your Soak Value and the Soak Value of the character you are possessing. If at any point the character you are possessing has their Life Points reduced to zero, you are immediately ejected.

When you are ejected from a body you would possess for any reason, suffer 2d10(T) Lethal Damage. This damage cannot be reduced by any means. You may exit a possessed body at any time as an Instant Action, doing so does not count as being ejected.

Invisibility (Major Trait). You gain the ability to turn invisible. You may spend One Action and 5(T) Ki Points during your turn to become invisible until the start of your next turn. While invisible, increase your Dodge Rolls by +1(T) and your Stealth Skill Checks by +4. Additionally, while invisible, you cannot be selected as the target for an attack unless a character manages to find your position through one of three ways:

  • 1) A character may attempt an opposed Perception Skill Check against your Stealth Skill Check.
  • 2) A character may attempt an opposed Clairvoyance Skill Check against your Concealment Skill Check.
  • 3) A character may attempt a Perception Skill Check, TN Very Hard, to feel the vibrations in the air and identify your location.

A character can only attempt to use any of these methods once per Combat Round and each one is considered an Instant Action. If a character has not attempted to find you through one of these methods or has failed to find you, they suffer from the Guard Down Combat Condition against your attacks.

Minor Traits

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 pin down. All Grapple Checks and Thrusting Maneuvers against you are considered to have the Combat Condition Impediment.

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. As an example, they cannot suffocate or freeze, even after days, in the vacuum of space and they can even accomplish this feat while mortally wounded. Your species can survive in a selected environment, no matter how harsh or limiting it is. Select a type of environment such as Underwater, Limited Light, Vacuum, Immense Heat, Immense Cold or another dynamic environment type.

While in the selected environment type, your character is unaffected by any negative effects of that environment and treats the environment as if it is a Sunny Day (See – Battle Weather). You can select this trait multiple times and select different environments each time.

Skillful (Minor Trait). Your character is more skillful than average. Select 1 additional Racial Skill from your race’s list of possible skills. You can elect to take this Minor Trait up to 3 total times – each time counts as a single Minor Trait, and each time you can select a different skill from your Racial Skill list.

Sharp Sense (Minor Trait). You have a superior sense, and can use that sense better than nearly any known living creature. Select one of the following senses; hearing, sight, smell, touch, vestibular, proprioception, taste, or clairvoyance. When making any type of Skill Check or other check related to your selected sense, you’ll score a Critical on natural result of 8 or higher. Notably, if you are subjected to a sensory overload related to your selected sense, you will become disoriented and gain the Combat Condition Impediment until the overload is gone. What defines a sensory overload should be decided by your ARC, but ultimately it is an overabundance of whatever your senses are finely tuned to.

  • Optional. You can elect to score a critical on Natural Results of 9 or better instead. If you do so you will no longer be affected by sensory overloads related to your selected sense.

Varied Attributes (Minor Trait). Select one of the following benefits to alter your species’ Attribute Score increases. You can elect to take this Minor Trait up to three total times – each time counts as a single Minor Trait and each time you must select a different benefit.

  • 1. Increase the +2 Attribute Score bonus you gain to your third Attribute by +1.
  • 2. Select a fourth Attribute to gain a +2 Attribute Score bonus.
  • 3. Remove your +2 Attribute Score Bonus to increase your +3 Attribute Score Bonuses to +4.

Vitality (Minor Trait). Increase your Health Modifier by +1. You can elect to take this Minor Trait as many times as you wish, up to its maximum – each time counts as a single Minor Trait and each time you increase your Health Modifier by +1, up to a maximum of 6. You can NOT take this trait if your Health Modifier has been reduced by other traits more than once.

Low Sustenance (Minor Trait). You have lower sustenance requirements than those of a human. You do not need to eat or drink but are still able to eat for pleasure. Additionally, sleep is optional – you do not need more than 30 minutes of sleep a day.

Flaws

Abnormal Appendages (Minor Trait). You are at a heavy disadvantage in terms of appendage manipulation due to the physical design of your body. You may have issues such as non-opposable thumbs, tentacles, winged-arms or another type of appendage hindrance that otherwise affects your fine motor skills. Reduce your Strike Rolls while using any type of weapon by -2(T). Additionally, when you attempt to use any skill related to the Agility attribute, reduce the result by -2(T).

Cumbersome (Major Flaw). Your character is uncoordinated, disproportionate, awkward or another type of related circumstance. Your Base Movement Speed is reduced to 0 and you reduce all of your Dodge Rolls by -1(T).

Feeble (Major Flaw). Your character is brittle, weak or otherwise more susceptible to physical harm. Reduce your Health Modifier by -1 to a minimum of 2. If your Health Modifier is already- or only- 2, reduce your total Soak Value by –1(T) instead.

Environmental Incompatibility (Minor Trait). Your species has an extreme incompatibility with a myriad of harmful environments. As an example, they cannot breathe specific types of atmospheres, or they are susceptible to the cold or heat. Your species cannot survive in a selected environment, no matter how temperate or welcoming it is. Select a type of environment such as Underwater, Limited Light, Vacuum, Immense Heat, Immense Cold or another dynamic environmental type. While in the selected environmental type, double any negative effects that the environment imposes. Moreover, at the start of each Combat Round your character is in the selected environment, they suffer 3(T) Lethal Damage. This damage cannot be reduced by any means. If you are not in an encounter with rounds, use your ARC’s discretion. (See – Battle Weather). 

Flawed Transformation (Major Flaw). You are inept, and unable to effectively maintain a transformation. Select one transformation you have access to at Character Creation. Any Attribute Bonuses you gain from the selected transformation are reduced by -1 to a minimum of +1. Additionally, increase the Tier of Power requirements of the transformation by +1.

Flawed Fusion (Minor Trait). Due to your genetics or physical composition, you are unable to use any type of fusion technique or ability – such as the Potara Earrings or Metamorese Fusion Dance – with any characters that are not of the same or similar species as you. Moreover, if/when you do use a Fusion technique, you must be within three (3) Power Levels of your partner to perform the ability.

Oafish (Minor Flaw). You have an inferior aptitude, and cannot use this aptitude as well as nearly any other known living creature. When making any type of Skill Check or other check related to your selected aptitude, you’ll score a botch on a natural result of 3 or lower. Select either one Skill or one Saving Throw to apply this effect to.

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