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 a 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 +4, select a third Attribute and increase it by +2. You can’t select both Force and Spirit.|
Age. The age of your custom species can vary 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 Species Skills & Proficiencies
– Saving Throw: Choose One (Impulsive, Cognitive, Corporeal or Morale)
– Skills – Select any five skills from the skills list to become Racial Skills (See – Attributes). Select any two Racial Skills and gain +1 Skill Rank 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. You may only select a total of 6 Racial Traits.
Each Racial Trait belongs to a category, either: Offensive, Defensive, Unique or Other. You can only choose up to 3 Racial Traits from each category.
Flaws. Some Racial Traits can have their potency increased by selecting a Flaw from the Flaws Section. Flaws are penalties that are added as part of that Racial Trait. You can only gain up to 3 Flaws.
Subspecies. To make a Subspecies of your Custom Species:
Dynamic Trait (Dynamic). This trait allows you to create a special trait that doesn’t fit those below. 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.
Arcane Adept (Mind). Your species has grown so proficient in magic that they have become known for their offensive spells. Once per Combat Round, when using a Magical Attack, you may increase the Wound Roll by +2(T) or add an applicable Signature Technique Advantage to the attack. If the attack already has Signature Technique Advantages with ranks, you may choose to increase the rank of an Advantage by 1 instead.
Armed Affinity (Mind). Your species is known for being some of the most skilled weapon users in the galaxy. You gain the Weapon Specialist Talent at Character Creation and increase your Wound Rolls when using a weapon by 1/4 (rounded up) of your base Insight Modifier or base Scholarship Modifier (whichever is higher).
When making any qualifying type of Signature Technique, you may add the Weapon Assisted Advantage to that Signature Technique for free.
Beloved Beauty (Body). Your appearance is stunning, so beautiful that none could dispute it. Once per Combat Round, when you are making an Attacking Maneuver, you may force your opponent to make an Opposed Morale Save against you. If they win, nothing happens. If they lose, they suffer from Guard Down against this attack and increase the Damage Category of this attack by +1 (Standard becomes Direct, Direct becomes Lethal).
Increase all of your Skill Checks that use your Personality Modifier by +2.
If you select a Flaw for this Racial Trait: If you successfully strike (hit) an opponent with an Attacking Maneuver in which you succeeded in the Opposed Morale Save of Beloved Beauty, you may increase your Wound Roll for that attack by 1/2 of your Personality Modifier.
Combative Organism (Body). You may select two of the following benefits at Character Creation:
You can only benefit from one effect of Combative Organism at any time and must spend One Action to change which benefit of Combative Organism you currently benefit from. At the start of each Combat Encounter, you do not possess any benefits of Combative Organism and you must spend One Action to gain an effect of your choice.
If you select a Flaw for this Racial Trait: You can select all options of Combative Organism.
Forged In Battle (Mind). Your species is known as a warrior race, and has made a name for themselves on the battlefield. You are highly adaptable in combat, able to change your strategy at will. Once per Combat Round, you can reduce one of your Combat Rolls by up to -2(T) as an Instant Action. If you do so, increase a different Combat Roll by an equal amount. These effects last until the end of the current Combat Round.
When using a Signature Technique, increase either your Strike or Wound Roll by the bonus gained from Forged in Battle (this cannot be the same Combat Roll increased by Forged in Battle).
If you select a Flaw for this Racial Trait: You can only reduce a Combat Roll by up to -1(T) but your other selected Combat Roll gains 2x the reduction as a bonus. All of your Signature Techniques gain +1 rank of the Power Shot Advantage.
Giant’s Strength (Body). Your race is particularly large. You gain the Size Increasing (Level 2) Aspect, even when not in a Transformation. While you are Enormous or larger, increase your Intimidation Skill Checks by +2. You can select this Trait an additional time, increasing your Size Increasing Aspect from this Transformation to Level 3.
You cannot select this Racial Trait if you have the Pixie’s Grace Trait or the Petite Warrior Flaw.
If you select a Flaw for this Racial Trait: Reduce any penalty to your Dodge Rolls from Size Category by -1(T). Additionally, treat your Size Category as if it was -1 lower for the sake of the Punching Up rules.
Glorious Tactics (Mind). Your species is full of great tacticians, able to support an ally with suggestions to bring out more of their capabilities. At the start of each Combat Round, you gain +2(T) Tactic Points. When an ally within 8 squares of you is making an Attacking Maneuver, you may spend any number of Tactic Points to increase either the Strike or Wound Roll of that attack by an equal amount.
Gain +2(T) Tactic Points each time you use the Combat Recovery Maneuver.
You can only possess a maximum of 6(T) Tactic Points.
If you select a Flaw for this Racial Trait: Increase any Tactic Points you would gain by +1(T).
Innate Weaponry (Body). Your species is able to produce some kind of held weapon from their body. At Character Creation, gain a Weapon with a Craft TN of Very Hard. Up to twice per Combat Round, you may spend an Instant Action to unsheathe a copy of this weapon from your body, as long as you have a hand free. Increase your Strike Rolls with this weapon by +1(T).
If you select a Flaw for this Racial Trait: You may build a different Weapon each time you use the effects of Innate Weaponry to unsheathe a weapon from your body. Additionally, you may draw two copies of the same Weapon, if it is a One-Handed Weapon, at the same time. Increase your Wound Rolls with any weapons created through Innate Weaponry by +1(T).
Karmic Punishment (Mind). Your species seeks to bring their way to the universe. Good or Evil, your race subscribes to one concept and seeks to destroy the other. When you choose this Racial Trait, choose a Z-Soul alignment (either Good or Evil)– your character must be of this Z-Soul alignment. Once per Combat Round, when making an Attacking Maneuver targeting a character that you know is of the Z-Soul alignment you did not choose through Karmic Punishment, you may increase the Damage Category of that attack by +1 (Standard becomes Direct, Direct becomes Lethal). If the attack is already Lethal, gain +1 Energy Charge on that Attacking Maneuver.
If you select a Flaw for this Racial Trait: If you are below the Injured Health Threshold, increase your Wound Rolls by +2(T) against characters who you know are of the Z-soul alignment you did not choose through Karmic Punishment.
Ki Control (Mind). Your species is especially skilled in the art of ki manipulation, allowing you to use energy techniques with greater ease. Once per Combat Round, when you use a Martial Arts or Ki Manipulation Signature Technique, you may add +1 free Energy Charge. Reduce the Ki Point cost of Signature Techniques by -3(bT).
Killer Instinct (Mind). Once per Combat Round, when you knock an opponent through a Health Threshold, you may either:
Each option of Killer Instinct can only be used once per Combat Encounter.
Mystic Attack (Body). You can elongate your arms and legs at will. Once per Combat Round, 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. The target must be within a clear line of sight and the attack cannot cross the path of another combatant or any type of terrain or other obstacles. When using Mystic Attack, you provoke Counter Actions from your opponents that were in your Melee Range when you activated the effects of Mystic Attack.
Upon successfully striking (hitting) an Opponent or successfully initiating a Grapple Maneuver after using the effects of Mystic Attack, you may move that character any number of Squares up to your current Melee Range (including the bonus from Mystic Attack) in any direction. If you initiate a Grapple through Mystic Attack, you can choose to forgo this effect to increase your Grapple Checks against the target for the duration of that Grapple by +1(bT).
If you select a Flaw for this Racial Trait: If you attempt to initiate a Grapple through Mystic Attack, reduce your Opponent’s Dice Score by -2(bT) for the initial Grapple Check.
Racial Technique (Dynamic). 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 spend up to 20 TP on a free Signature Technique exclusive to your species, or select an Ability from the Spellbook.
Reduce the Ki Point cost of your Racial Technique by -2(T).
If you select a Flaw for this Racial Trait: Increase the amount of TP you can spend by +10 and increase the Ki Point cost reduction to -3(T).
Savage Creature (Mind). Your species are not very educated in combat, preferring to fight in a feral manner. Increase the Wound Rolls of your Basic Attacks by +1d4(T) and reduce their Ki Point cost by -2(T). You do not benefit from this bonus if you are using an Aura Signature Technique with the Energy Focus Foundation.
If you select a Flaw for this Racial Trait: When using any type of Basic Attack, you may apply one qualifying Advantage as if it was a Signature Technique of the associated Foundation and Profile.
Unyielding Rage (Mind). Your species is particularly prone to fits of rage and outbursts of violence. While you are below the Bloodied Health Threshold, you are in Rage.
Additionally, while in Rage, increase all of your Strike Rolls by +1(T) and your Wound Rolls by +2(T).
You have Impediment on Morale Saves to enter the Fury Combat Condition.
Abnormal Anatomy (Body). You lack a conventional physiology and aren’t physically constructed the same as other species. Your character treats any incoming Direct Damage as Standard Damage. You also do not need to breathe and are immune to any effects related to taking advantage of your physiology, such as poisons.
Blazing Speed (Body). You are extremely fast, perhaps even the fastest in the universe! Increase your Normal and Boosted Speeds by +1(T) and increase your Defense Value by +1(T). When you use the Rapid Movement option of the Movement Maneuver, increase your Wound Rolls by +2(T) until the start of your next turn.
If you select a Flaw for this Racial Trait: When you use the Rapid Movement option of the Movement Maneuver, you may choose to increase your Dodge Rolls by +2(T) until the start of your next turn instead of increasing your Strike Rolls.
Burrower (Body). Used to living underground, you can move through the ground and some species may even be able to disrupt the footing of their opponents. You may spend One Action during your turn to go underground, as long as the ground’s Hardness Value is 3 or lower. While underground, increase your Normal Speed by +1(T) and gain the Hidden Combat Condition. Once per Combat Round, an opponent may attempt to make a Clairvoyance Skill Check against your Concealment Skill to spot you as an Instant Action. If they succeed, you do not benefit from the Hidden Combat Condition against that opponent. If they fail, nothing happens.
If you select a Flaw for this Racial Trait: Either through disrupting the ground under their feet or through hurling portions of the landscape at them to draw them closer to the ground, while underground your very approach is dangerous for any opponent. When you enter the Melee Range of an opponent while underground, they must make a Corporeal or Impulsive Saving Throw (their choice), TN Hard. If they succeed, nothing happens. If they fail, they are knocked Prone.
Death Defier (Mind). Your species’ will to live is astonishing. Every cell in your body seems to be dedicated to staying alive, even when they should be dead. The first time you would be Defeated in a Combat Encounter, you may gain the Weakened Combat Condition to ignore being Defeated until the end of your next turn. If you do, you can only use 2 Actions during your next turn and immediately suffer the effects of being Defeated at the end of your next turn.
Defender’s Tactics (Mind). You can only gain this Racial Trait if you also gain the Glorious Tactics Racial Trait. Increase your maximum amount of Tactics Points to 12(T) but you can only spend up to 6(T) Tactic Points on any one Combat Roll. You may also spend your Tactic Points to increase your or an ally’s Dodge Rolls.
If you select a Flaw for this Racial Trait: Increase any Tactic Points you would gain by +1(T).
Dense Body (Body). You are absurdly heavy for your size, likely due to some sort of unusual body chemistry. This makes you incredibly hard to move or hold, and allows you to leverage your weight against others. You count as +1 Size Category larger for the sake of Punching Down rules (as the target of the attack), Grapple Checks or the Moving a Target rules of Grapple Maneuvers. If you would be moved by another character, reduce the amount of squares you would be moved by -2(T).
If you select a Flaw for this Racial Trait: You gain Superiority on all Grapple Checks as the Grappled and treat all Hardness Values of objects or terrain that you collide with as -1 lower.
Dissipating Dodge (Body). Once per Combat Round, as an Instant Action, you may select an unoccupied Square within 6 Squares of you and place yourself on that Square. If that Square is within the Melee Range of an Opponent, they must make an Opposed Impulsive Save against you. If they win, nothing happens. If they lose, they suffer from the Guard Down Combat Condition against your next Attacking Maneuver.
When you are targeted by an Attacking Maneuver, you may spend 2(T) Ki Points to treat your Size Category as if it was Tiny for the sake of your Defense Value modification from Size Category for that Attacking Maneuver. You cannot use this effect if you are suffering from the Guard Down or Impediment Combat Conditions.
Environmental Adaptation (Body). 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 Battle Environment such as Underwater, Upper Atmosphere, Space, Poisonous Bog or any other dynamic Battle Environment.
While in the selected Battle Environment, your character is unaffected by any negative effects of that environment and treats the current Battle Weather as if it is a Sunny Day (See – Battle Weather). You can select this trait multiple times and select different Battle Environments each time.
For each time you select this Racial Trait, increase your Health Modifier by +1.
If you select a Flaw for this Racial Trait: Once per Combat Round, by spending One Action and 5(T) Ki Points during your turn, you may either change the Battle Map’s Battle Environment to your Battle Environment of choice until the end of the Combat Encounter or increase the TN to avoid the effects of your selected environment for all other characters by +1 Difficulty Category. You may return the Battle Environment to what it was before you used this effect as an Instant Action.
Pixie’s Grace (Body). Your character is abnormally small, and your base Size Category is Tiny. While you are Tiny or smaller, increase your Stealth Skill Checks by +2. You can select this trait an additional time, making your base Size Category Nano.
You cannot select this Racial Trait if you have the Giant’s Strength Trait or the Petite Warrior Flaw.
If you select a Flaw for this Racial Trait: You begin all Combat Encounters with the Hidden Combat Condition. Once per Combat Encounter, during your turn, you may spend One Action to make a Stealth Skill Check against the Clairvoyance or Perception Skill Check (their choice) of all opponents in the Combat Encounter. If you win, you have the Hidden Combat Condition for that opponent. If you lose, nothing happens.
Invisibility (Body). You gain the ability to turn invisible. You may spend One Action and 4(T) Ki Points during your turn to become invisible until the start of your next turn. While invisible, you gain the Hidden Combat Condition and a bonus of +4 on all Stealth Skill Checks.
An Opponent who is aware that you are included in this Combat Encounter can spend One Action during their turn to attempt an Opposed Skill Check – their Perception against your Stealth. If you win, nothing happens. If they win, you lose the Hidden Combat Condition against that opponent.
If you select a Flaw for this Racial Trait: Remain invisible for +1 additional Combat Round and increase your Concealment Skill Checks while Invisible by an additional +2.
Rubber Rebound (Body). Your body is particularly rubbery, allowing some attacks to bounce right off. If you use the Deflect option of the Parry Maneuver, you do not need to spend Ki Points to use the Rebound option.
Increase your Strike Rolls when using the Block or Deflect options of the Parry Maneuver by +1(T).
Slimy Consistency (Body). Your body’s unique lack of solidity allows you to absorb physical objects. You may store any Basic Items, Apparel, Weaponry or Capsules within your body. You may spend One Action within Combat to use any stored Items or equip any Weapons. Once per Combat Round, you may either:
You can only select this Racial Trait if you have the Abnormal Anatomy Racial Trait.
If you select a Flaw for this Racial Trait: Reduce all damage you take from Physical Attacks by -2(T).
Solid Guard (Mind). Your race is particularly proficient at defending themselves. You gain the following benefits when using each listed option of the Parry Maneuver:
If you select a Flaw for this Racial Trait: Reduce the number of Actions you gain at the start of each Combat Round by -1 but gain +2 additional Counter Actions.
(You can only have 1 Racial Trait from this category)
Creature Consumption (Body). You can consume other living creatures. While you are Grappling another character as the Grappler, you can spend Two Actions to attempt to consume them. Make a Strike Roll against your opponents’ Strike or Dodge Roll (their choice). If you lose, you fail to consume your target and they escape your grapple. If you win, make an Opposed Corporeal Save against your opponent. If they win, they suffer Lethal Damage equal to your Force Modifier but are not consumed. If they lose, they are consumed.
When you consume a character, gain +1 stack of the Absorption Manifested Power, ignoring the Racial Requirement. That character is the Absorbed Character and gains the Absorbed Combat Condition with you as the Absorber. You can only consume one character at a time, unless you select Creature Consumption an additional time for your Racial Traits – if you do, you may consume up to 1(bT) characters and each Absorbed Character reduces the Dice Score of your Cognitive Saves against those with the Absorbed Condition by -1(bT).
Whenever you lose an Absorbed Character, reduce your Life Points by 2d10(T) and reduce your Ki Points by 1d10(T).
At the end of the Combat Encounter or if you are defeated, all Absorbed Characters are ejected.
If you select a Flaw for this Racial Trait: You may attempt to use Creature Consumption against any character within your Melee Range, even if you are not Grappling them currently.
Optional (Your ARC decides if this is included): At the end of the Combat Encounter, instead of ejecting all Absorbed Characters, you may make a final Opposed Cognitive Save against any Absorbed Characters to escape Creature Consumption (as per the Absorbed Combat Condition). If you lose, they are ejected but their Life Points are reduced by 1/2. If you win, they are permanently assimilated and can only attempt to escape Creature Consumption when another Absorbed Character successfully escapes Creature Consumption, unless they escaped due to the current Combat Encounter ending or the Absorber being defeated.
Crusher (Body). Any damage you receive can be turned into power. Each time you are knocked through a Health Threshold, you may gain +1 level of the Size Increasing Aspect even if you are not currently in a Transformation. If your base Size Category is Large, act as if you already have the Size Increasing (Level 1) Aspect.
For each level of the Size Increasing Aspect you are currently benefiting from, increase your Wound Rolls by +1(T).
If you select a Flaw for this Racial Trait: Increase the Soak Value gained from your Size Category by +1/2 (rounded up).
Divide and Conquer (Body). When you use the Multi-Form Magical Ability to make a Minion, you may choose to make them of the Tiny Size Category. Once per Combat Round, if a Minion of the Tiny Size Category which was made from the Multi-Form Magical Ability is within Melee Range of an opponent, you can spend an Instant Action to command your Minion to try and drain their energy. Your Minion makes a Physical Strike Roll against the target’s Dodge. If they manage to successfully strike (hit) an opponent, they can make an Energy Wound Roll. This does not inflict damage to the opponent but instead reduces their Ki Points by an amount equal to that Wound Roll’s Dice Score and your Minion gains a number of Stolen Ki Points equal to the total. When you spend an Action to recall your Multi-Form Minions, gain Ki Points equal to the total number of Stolen Ki Points possessed by your recalled Minions.
You gain access to the Multi-Form Magical Ability from the Spellbook.
Fluid Physique (Body). Your body’s size is based on its current mass – something you can control. At the start of each Combat Encounter, gain 2-4 Mass (you decide the amount). Your current amount of Mass decides your current Size Category by increasing your base Size Category from Nano by the amount of Mass. For example, if you had 3 Mass, your Size Category would be Medium while if you had 2 Mass, it would be Small. Once per Combat Round, you may either gain or lose +/-1 Mass as an Instant Action.
Any Mass gained beyond 3 does not increase your Size Category, but instead gives you +1 level of the Size Increasing Aspect, even if you are not in a Transformation. Each time you would lose Mass, reduce the level of the Size Increasing Aspect by -1.
When using any Signature Technique that is an Attacking Maneuver, you may increase your Mass by +1 for every Energy Charge for the duration of that Attacking Maneuver.
If you would be knocked through a Health Threshold, you lose -1 Mass. If you succeed at your Steadfast Save when knocked through a Health Threshold, you may either gain up to +2 Mass or regain 3(T) Life Points immediately.
At the end of any Combat Encounter, your Mass resets to 0 but while outside of Combat Encounters, you can freely manipulate your mass and change your Size Category between Tiny and Enormous at will.
You can only select this Racial Trait if you have the Abnormal Anatomy Racial Trait.
Invulnerability (Body). Your race has nigh-perfect immunity to a certain type of damage. Select either Physical, Energy, Magical or Ballistic. If an Attacking Maneuver falls into your chosen category and has a Damage Category of either Direct or Standard, reduce any damage you take by -1/2.
Light Consumption (Body). Once per Combat Round, you may spend Two Actions to target an opponent who is not at Long Range and who currently has an Aura Foundation Signature Technique active or is currently transformed into a transformation with the Bright Aura Aspect (that does not have the Dedicated Transformation Aspect). Make an Opposed Corporeal Saving Throw against the target. If they win, nothing happens. If you win, the following effects occur depending on if they had an Aura Foundation Signature Technique and/or a transformation with the Bright Aura Aspect active:
If your opponent uses the Willing Failure rule to reduce their Corporeal Save’s result to 0, they may make an Attacking Maneuver as an Out-of-Sequence Action against you before the effects of Light Consumption occur. If they do so, they gain a free Ki Wager equal to +x(T), where x is equal to the sum of the Tier of Power Requirements for any Transformations they are in with the Bright Aura Aspect. You automatically fail your Dodge Roll for this Attacking Maneuver and you cannot use any Counter Actions, but they cannot add a Ki Wager to their attack other than the free Ki Wager gained through this effect.
Natural Fusion (Body). Once per Combat Encounter, you may use a Merge Fusion with another member(s) of your race. If you are fused through a Merge Fusion, you automatically defuse at the end of any Combat Encounter. The Fusion may also end their Merge Fusion and split back into the composite Fused Characters as an Instant Action. Both characters appear in a square of their choice adjacent to the Fusion’s last position.
Portal Creation (Body). You can connect two locations in space, allowing for free travel between them as if they were the same Square – allowing you to move into any Square adjacent to one portal from the other. You must know where any targeted location is (either through being able to see them, being able to sense a character present there, or knowing about the location previously) and then must spend One Action and 5(T) Ki Points to open a portal in a Square on or adjacent to your current position.
Any Movement or Attacking Maneuvers may treat the squares occupied by portals as if they were the same Square. For example, if you have a Melee Range of 2 squares and are standing adjacent to a portal, you may make a Physical Attacking Maneuver against an opponent adjacent to the other portal.
Any created portals can be closed as an Instant Action and you can only have two portals (connected to one another) at any one time.
Regenerative Anatomy (Body). Your species has the ability to heal unusually quickly. Once per Combat Round, you can spend One Action and 4(T) Ki Points to use a Healing Surge Maneuver. If you use this effect, you suffer from the Impediment Combat Condition on your next Combat Roll.
If you select a Flaw for this Racial Trait: You do not suffer from the Impediment Combat Condition after using the effects of Regenerative Anatomy. Additionally, reduce the Ki Point cost to 3(T).
Race of Scholars (Mind). Your species are known for their vast intelligence, which gives you a unique insight into battle. When you gain access to this Racial Trait, select one Combat Roll of your choice. Increase the selected Combat Roll by 1/2 of your base Scholarship Modifier.
Three times per Combat Encounter, you may use your base Scholarship Modifier instead of the typical Attribute Modifier used when rolling for a Saving Throw.
Sniper’s Eye (Body). Your race has evolved an unusual visual precision, allowing them to strike with unerring accuracy at long range. Increase all of your Strike Rolls against targets outside of your Melee Range by +2(T). When targeting an opponent at Long Range, gain +1 free Energy Charge.
You do not suffer from the Strike Penalty when wielding a weapon if that weapon is a Ranged Weapon.
If you select a Flaw for this Racial Trait: Once per Combat Round, when making a Called Shot Maneuver, you may increase the Damage Category to Lethal.
Bestial Might (Body). You may gain any Beast-Man Racial Trait. You may select this Racial Trait up to 3 times.
Burdened With Power (Body). Your race has an overwhelming potential locked within them that can only be released via an unlocked Transformation. When you select this Racial Trait, choose one Alternate Form or Enhancement Power. Depending on the Transformation Type of your selected Transformation, gain the following effects:
Once per Combat Round, when you enter your chosen Transformation through a Transformation Maneuver, you may use the Power Up Maneuver as an Out-of-Sequence Action.
This Racial Trait cannot be chosen if you have chosen the Inherent Transformation Racial Trait.
If you select a Flaw for this Racial Trait: Select an Attribute increased by your chosen Transformation (before any modifications are made to it – such as through the True Form Ascension Trait of Monster Form), increase the Attribute Modifier Bonus for that Attribute by +1(T). If you select either the Force or Spirit Attribute Modifier for this effect, the other Attribute (FO/SP) also benefits from this additional Attribute Modifier Bonus for this Transformation.
Extra Limbs (Body). You have additional limbs, such as tentacles or extra arms – a maximum of 2 additional limbs. These limbs are able to hold weapons. Gain +1 additional Counter Action per Combat Round. During your turn, you may spend 2 Counter Actions to use any Attacking Maneuver as an Instant Action.
You cannot use the Four Witches Technique Magical Ability.
Inherent Transformation (Body). Your race is known to possess a Transformation inherent to itself. When you select this Racial Trait, choose one Alternate Form or Enhancement Power that has a Tier of Power Requirement of 2 or lower. You gain access to that Transformation (only the first stage if it is a Transformation with multiple stages) as long as your ARC approves.
Reduce the Stress Test Requirement for that Transformation by -2. If that Transformation has higher stages, this effect also applies to them.
This Racial Trait cannot be chosen if you have chosen the Burdened with Power Racial Trait.
If you select a Flaw for this Racial Trait: This reduction becomes -1(T), with a minimum reduction of -2. Additionally, you may treat the Tier of Power Requirement as if it was -1 lower.
Magical Mastery (Body). Your species is extremely adept at magic, allowing you to wield arcane power with ease. You gain Magical Materialization, Telekinesis, and Telepathy for free at Character Creation.
Minion Maker (Body). You may create a Minion using the Minion Creation rules by spending One Action and 5(T) Ki Points. Select one of your Racial Traits besides this one that does not grant or affect a Transformation; your Minion gains that Racial Trait and +2(T) Attribute Points to spend.
If you select a Flaw for this Racial Trait: Once per Combat Round, when using the Command Maneuver, you can choose one of your Minions who has been targeted by the Command Maneuver and give them +1 additional Action for their turn. This action must be used for a Basic Attack Maneuver or a Movement Maneuver.
Racial Trait (See Selected Trait). You may gain one of the following Racial Traits:
Bulky (Body). Reduce your Movement Speed by -1(T) 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 with the Blazing Speed Racial Trait.
Brittle Bones (Body). Treat your Size Category as if it was -1 Size Category lower for the sake of the Punching Down rules. You cannot take this Flaw if you have the Giant’s Strength or Dense Body Racial Traits.
Cannibalism (Body). This Flaw can only be taken with Creature Consumption. You can only consume members of your own race through Creature Consumption. If members of your race enter a Reclusive State, you can consume the item they become as if you were consuming them normally.
Feral Creature (Mind). Whenever you gain Technique Points from any source, reduce the amount you gain by -2. This can reduce the amount of Technique Points you gain to 0.
This Flaw can only be taken with the Savage Creature Racial Trait.
Fragile Heart (Mind). Regardless of your outer strength, you are vulnerable to one thing: insults. Reduce your Morale Saving Throw by -1(T). Once per Combat Round, a character may spend One Action during their turn to insult you. If you are insulted, make a Morale Saving Throw, TN Hard. If you pass, nothing happens. If you fail, you suffer from the Shaken Combat Condition against that target.
If you are successfully taunted (see – the Taunt talent), this also counts as failing your Morale Saving Throw after being insulted.
If you successfully fail the Morale Saving Throw to enter Rage, reduce your Karma Points by -1.
Karmic Loyalty (Mind). This Flaw can only be taken with Karmic Punishment. Reduce your Wound Rolls against characters that you know are of your chosen Z-Soul alignment by -2(T).
Limited Form (Dynamic). You cannot enter this form at will; there must be a condition, such as taking a certain drug or only 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.
This Flaw can only be taken with the Inherent Transformation Racial Trait.
Limited Gigantism (Body). This Flaw can only be taken with Giant’s Strength. You are not usually a giant and gain no benefits from the Size Increasing Aspect given by Giant’s Strength. You gain access to those levels of the Size Increasing Aspect while in an Alternate Form or Legendary Form.
If you have the Creature Consumption Racial Trait, you may also benefit from Giant’s Strength while you have a stack of Absorption.
Magical Dependency (Body). When you use an Attacking Maneuver with a Ki Wager greater than the sum of your Power Level plus your Spirit Modifier on a non-Magical Attack, reduce your Life Points by the amount the Ki Wager exceeds your Power Level plus your Spirit Modifier.
Petite Warrior (Body). Increase all damage you take from attacks made with the benefits of the Punching Down rules by +2(T).
Your base Size Category is Small.
Reclusive State (Body). When you are Defeated, you become an item (speak with your ARC to decide what item you become). You are not killed, but another character can destroy that item if they are within Melee Range of it by making a Called Shot against the item and dealing Damage equal to or surpassing 1/5 of your Maximum Life Points. Your Dodge Rolls automatically fail in this state and your Soak Value is 0.
If they do, you must spend an additional Karma Point to not die each time this effect would occur.
Reversed Gigantism (Body). This Flaw can only be taken with Giant’s Strength. It’s only your base form that is gigantic, when you transform, you condense your power. While transformed into an Alternate Form or Legendary Form, remove all Size Increasing Aspects gained from Giant’s Strength but increase your Attribute Modifier Bonus (FO) for that Transformation by +1(T) for each instance of Giant’s Strength lost.
Sickly (Body). Reduce your Health Modifier by -2. You cannot take this Flaw if you have a Health Modifier of 5 or higher.
Stressful Transformation (Body). This Flaw can only be taken with Burdened with Power. The Transformation selected by Burdened with Power gains +2 levels of the Temporary Form Aspect.
If your chosen Transformation is an Alternate Form, all stages of that Alternate Form gains those levels of the Temporary Form Aspect. When each stage of that Alternate Form is mastered, they lose any levels of the Temporary Form Aspect.
Weak Spot (Body). Choose a section of your character’s body to be their Weak Spot. If that area is targeted by a Called Shot, increase the Wound Roll for that Attacking Maneuver by +1d8(T).
Weakness (Dynamic). Choose a cause and a Saving Throw. It can be anything from a certain type of rock to intense, negative emotions. When the cause occurs, you must make a Saving Throw check using the chosen Saving Throw, TN Very Hard. If you fail, you suffer from Impediment on all Combat Rolls until the end of your next turn. If the cause is still prominent when this effect ends, make this roll again.
Discuss the specifics with your ARC, it should be a problem that is occasionally debilitating but not always prominent. If a character can produce the effect themselves, they must spend One Action to do so.