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. Creating a custom race can be an fun and interesting way to create a unique character. We suggest you work closely with you ARC to create the prefect fitting species.
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.
– 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. Some traits might give you a unique ability or power, others might increase an aptitude or give you a powerful transformation. 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. 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 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 from your Racial Trait Selection above.
Abnormal Anatomy (Major Trait). You lack a conventional anatomy and aren’t physically constructed the same at 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 Call Shot Maneuver increase the negative imposed on your attacker, for melee range or at range, by two (+2)
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). Your species has a fusion technique or ability. Select one of the following fusion types, Potara Earrings, Metamorese Fusion Dance, Namekian Fusion or work with your ARC to create your own. You species has a fusion technique that mechanically functions the same as your selected fusion type. Use yours, your groups and your ARC’s discretion.
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 this trait reduce your current Health Modifier by one (-1), to a minimum of two (2).
Hardy Structure (Major Trait). Your character’s muscular or skeletal structure or thick body protects their vital organs. When suffering lethal damage from any source you can reduce the total damage by two (-2T) to a minimum of one.
Minion (Major Trait). Your species has a symbiotic relation with another lifeform. This another lifeform functions the same as a normal character. Create a second character following the normal character creation rules, you can select any other race or even create another custom species. However, a Minion character gains the following restrictions. There starting attributes are all two (2), their starting Tier of Power is two less than yours, and/or their starting Power Level is ten (10) less than your current – rounded to the nearest Tier of Power rank requirement level – minimum Power Level one (1). A Minion character’s Capacity Rate and Ki Points are reduced by one-half (1/2) – every level. Your Minion character does NOT gain experience points normally, instead when you gain XP they gain one-four (1/4) that amount you do rounded down. Electing to take the Major Trait Minion cost two (2) Major Trait slots.
Racial Technique (Major Trait). Some species have a natural or unique technique. This technique usually is exclusive to the species and represent their unconventional difference from other races. During character creation you can use the Signature or Magical technique rules to create 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 can elect to take this trait two (2) additional times to increase the amount of Technique Points you gain towards creating your ability – each time counts a Major Trait. Notably, when electing to take this trait a second or third time the benefits stack together.
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).
Treacherous Quills (Major Trait). When making a non-signature physical attack you can spend one (1) 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 2d8 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 (2) rounds – the condition stops at the end of the second round. Additionally, at the start of the next round, they will suffer 2d6 Lethal damage. Then at that start of the following round the target(s) suffers 2d4 Lethal damage. A treacherous Quill attack does NOT count towards Brutal Assault, Prehensile Trail or Furious Onslaught.
Transformation Trait (Major Trait). Your character gains a transformation. Select one (1) transformation type from the following list, any Manifested Power, any Alternate Form, Powerhouse, Divine Halo, Giant Form, Rage, Kaioken, Ultimate Evolution or work with your ARC to create your own. You species has a transformation technique that mechanically functions the same as your selected transformation type. Use yours, your groups and your ARC’s discretion.
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.
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.
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 environmental type. While in the 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 and select different environments each time – every three (3) times you select this trait it counts has a Major Trait slot.
Natural Defense (Minor Trait). You have some sort of increased or natural defense or toughness. Increase your Soak Value by one (+1T). You can elect to take this trait a second time increasing the bonus to your Soak Value by one for a total of two (+2T) – If you select this trait twice is counts a a single Major Trait. If you select this trait reduce your current Health Modifier by one (-1), to a minimum of two (2).
Skillful (Minor Trait). Your character is more skillful than average. Select one (1) additional racial skill from your race’s list of possible skills. You can elect to take this Minor Trait up to three (3) total times – each time counts as a single Minor Trait and each time you can skill 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 clairvoyant. When making any type of skill check or other check related your selected sense you’ll score a critical on natural result of eight (8) or better. 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.
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).
Varied Attributes (Minor Trait). Select one of the follow benefits to alter you species Attribute bonus increases. You can elect to take this Minor Trait up to three (3) total times – each time counts as a single Minor Trait and each time you must select a different benefit.
Vitality (Minor Trait). Increase you Health Modifier by one (+1). You can elect to take this Minor Trait as many time as you wish up to its maximum – each time counts as a single Minor Trait and each time you increase your Health Modifier by one (+1), up to a maximum of six (6). You can NOT take this trait if your Health Modifier has been reduced by others traits more than once.
Abnormal Appendages (Minor Trait). You are at a heavy disadvantage in terms of appendage manipulation due to the physical design of your body such as, non-opposable thumbs, tentacles, winged-arms or another type of appendage hinderance that otherwise effects your fine motor skills. Reduce your Strike Rolls while using any type of weapon by two (-2T). Additionally, when you attempt to use any skill related to Agility or Strength attributes is reduced the Dice Score by two (-2T).
Cumbersome (Major Flaw). Your character is uncoordinated, disproportionate, awkward or another type of related circumstance. Your Dexterity is reduced to zero (0) and you are considered to have the Combat Condition Impediment when when making Dodge Rolls.
Feeble (Major Flaw). Your character is brittle, weak or otherwise more susceptible to physical harm. Reduce your Health Modifier by one (-1) to a minimum of two (2). If your Health Modifier is already, or only, two reduce your total Soak Value by one (-1T).
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, 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 select environmental type double any negative effects that the environment opposes. Moreover, each round your character is in the selected environment they suffer five (5T) Lethal Damage. If you are not in an encounter with rounds use your ARC’s discretion. (See – Battle Weather). You can select up to three (3) different times and select a different environment each time – if you take this trait three (3) times you select it counts has a Major Flaw slot.
Flaw Transformation (Major Flaw). You are unadapt and unable to effectively maintain a transformation. Select one (1) transformation you have access to (At character creation – consult your ARC). Any attribute bonuses you gain from the selected transformation is reduce by one-half(1/2) to a minimum of one(1). Additionally, increase the Tier of Power requirements of the transformation by one (+1). If the selected transformation has more than one stage increase each stage Tier of Power requirements by one (+1).
Flaw 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 are are not of the same or indicial species as you. Moreover, if/when you do use a Fusion technique you must be within three (3) Power Levels to preform the ability. The new fused character’s Capacity Rate and Ki Points are only treated at if they where one (1) Power Level higher than normal. (See – Fusion – Character Combination)
Oafish (Minor Flaw). You have a inferior aptitude and can use aptitude worse 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 botch on natural result of three (3) or better. Select one of the follow aptitudes; one (1) Skill Proficiency , Impulsive Save, Corporeal Save, or Cognitive Save.