
There’s something different about you. You’ve got these pointed ears and an almost natural intensity that could startle others, but you’re not just powerful either, you’re cunning and tricky. Though you’ve no reason to hide it, your nature shines through. Whether you hail directly from the Demon Realm or you’re a descendant of someone who left– maybe even something else entirely– regardless of your origins, one thing’s for sure; you’re definitely a Demon.
| Attribute Score Increase. Either your Force or Magic score and your Insight score are increased by +2 and your Personality score is increased by +1. Racial Life Modifier. +4 Saving Throw: Cognitive Skill Ranks: 3 |
Primary Racial Traits
Demonic Combat (Mind): Sly and cunning, demons prefer to trick and trap opponents rather than face them head-on.
(1)-[Passive]: Increase the Wound Rolls of your Attacking Maneuvers against Opponents suffering from a Combat Condition by 2(T).
(2)-[Passive]: Increase the Dice Score of your Might Clashes against Opponents suffering from a Combat Condition by 1(T).
(3)-[Triggered, 1/Round]: If you knock an Opponent through a Health Threshold with an Attacking Maneuver, make a Might Clash against that Opponent. If you win, they are knocked Prone.
(4)-[Triggered/Start of Turn, 1/Round]: You may spend 4(bT) Ki Points to target an Opponent who is not at Long Range and make a Clash (Cognitive) against that Opponent. If you win, they suffer from the Impediment Combat Condition until the end of your turn.
Demonic Pressure (Body): The sheer power in a demon’s body is overwhelming to lesser beings, and their presence alone can make grown men give up the fight.
(1)-[Triggered, 3/Round, Ruling]: If you make an Attacking Maneuver during your turn, make a ‘Pressure Check’. A Pressure Check is a 1d10, where a Dice Score of 4+ is a success and a result of 3 or less is a fail.
(2)-[Automatic, Resource]: If you succeed at a Pressure Check, gain a stack of Demonic Power. If you fail at a Pressure Check, gain a stack of Demonic Fatigue.
(3)-[Automatic/Start of Turn]: You lose all stacks of Demonic Power and Demonic Fatigue.
(4)-[Passive]: For each stack of Demonic Power, increase your Wound Rolls by 2(T) and your Might by 1(T).
(5)-[Passive]: For each stack of Demonic Fatigue, reduce your Defense Value and Soak Value by 1(T).
Secondary Racial Traits
Demonic Resilience (Body): Demons thrive in a realm where survival is all that matters, making them hardier than most.
(1)-[Passive]: While you are below the Injured Health Threshold, increase your Cognitive Save by 1(T).
(2)-[Triggered, 3/Round]: If you get hit by an Attacking Maneuver, you may make a Pressure Check. If you succeed, increase your Damage Reduction by 2(T) until the start of your next turn.
(3)-[Triggered/Threshold]: If you succeed at the Steadfast Check for this Health Threshold, regain Life and Ki Points equal to double your Might.
(4)-[Triggered, 1/Encounter]: If you fail a Steadfast Check, you may make a Pressure Check. If you succeed, you instead succeed at that Steadfast Check.
Demonic Creativity (Mind): The twisted minds of demons are often ingenius and difficult to predict.
(1)-[Passive]: Increase the number of Technique Points you gain from Skill Improvements by 3.
(2)-[1/Round]: As an Instant Maneuver, you may spend 2 stacks of Demonic Power to use a Maneuver with an Action Cost of 1 as an Out-of-Sequence Maneuver.
(3)-[Triggered, 1/Round]: If you use the Signature Technique Maneuver, you can spend 1 stack of Demonic Power you possess to apply the Condition Advantage to that Attacking Maneuver.
(4)-[Triggered, 1/Round, 3/Encounter]: If you make a Pressure Check, you may choose to roll the 1d10 twice and use the higher of the two results. If you still fail, you gain 2 stacks of Demonic Fatigue instead of 1.
Demon Person Subrace
Denizen of the Demon Realm (Body): Magical in nature themselves, the citizens of the Demon Realm wield magic effortlessly against their foes.
(1)-[Passive]: Increase the Dice Score of your Pressure Checks by 1 while at least 1 Opponent is suffering from a Combat Condition that you inflicted.
(2)-[Passive]: At Character Creation, select any Magical Unique Ability with a TP Cost of 20 or less. You gain access to that Unique Ability.
(3)-[Option]: At Character Creation, choose one of the following effects:
- Demon Warrior [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.
- Demon Mage [Passive]: Reduce the Technique Point Cost of any Magical Unique Abilities by 3 and reduce their Ki Point Cost by 2(T).
- Demon Face [Passive]: If Scholarship and/or Personality have the highest Attribute Score among your Attributes, increase all of your Combat Rolls and Initiative Rolls by 1(bT).
- Elemental Demon [Passive]: Upon gaining this effect, select a Profile with ‘Elemental’ in the name – it becomes a Favored Element (see — Favored Element).
- Gigantic Demon [Passive]: Increase your Racial Life Modifier by 4 and your base Size Category becomes Gigantic.
- Transforming Demon [Passive]: Gain access to the Super Demon Alternate Form. Additionally, increase your Stress Bonus by 1. Double this bonus if your base Tier of Power is 5+.
Makyan Subrace
Demons of the Makyo Star (Body): Intrinsically tied to the power imbued in the Makyo Star, Makyans are a varied but powerful group that only grows stronger as the Makyo Star draws near.
(1)-[Passive]: While you possess 2+ stacks of Demonic Power, increase your Combat Rolls by 1(T).
(2)-[Addendum]: Please refer to the ‘Makyo Star’ text box below.
(3)-[Triggered]: Each time you gain a stack(s) of Demonic Power, regain Ki Points equal to 1/4 (rounded up) of your Might for each stack of Demonic Power gained.
(4)-[Triggered]: If you would make a Pressure Check, you may reduce your Dice Score for that Pressure Check by 2. If you use this effect and still succeed at that Pressure Check, gain an additional stack of Demonic Power.
(5)-[Triggered/Power, 1/Round, 3/Encounter]: Gain a stack of Demonic Power.
Makyo Star
The Makyo Star is the home planet for the Makyans. When upon the Makyo Star or even when it is nearby, they gain an immense amount of power.
When a Makyan is on or near to the Makyo Star, they gain access to the Makyo Star Awakening as a Level 2 Temporary Awakening. Unlike typical Temporary Awakenings that Characters lose access to at the end of the Combat Encounter, the Makyo Star Awakening remains until they are too far away from the Makyo Star to gain its effects.
The degree of proximity to the Makyo Star to gain its effects, and the current position of the Makyo Star, are both decided by your ARC.
Phantom Subrace
Fallen Idol (Body): Beasts of monstrous proportions, these demons are known far and wide as unstoppable juggernauts that few can match.
(1)-[Passive]: At Character Creation, your base Size Category may be anything between the Small Size Category and the Gigantic Size Category.
(2)-[Passive]: Select and gain access to a Monstrous Trait and a Bestial Trait.
(3)-[Passive]: For each stack of Demonic Power, increase your Soak Value by 1(T) and the Dice Score of your Steadfast Checks by 1.
(4)-[Triggered, 1/Round]: If you succeed a Pressure Check while you possess the Impediment, Guard Down, Broken, and/or Impaired Combat Condition(s) you may make a Clash (Cognitive) against an Opponent who is not at Long Range. If you win, you lose a stack of one of those listed Combat Conditions and that Opponent gains that stack of your selected Combat Condition until the end of your turn.