
The people of planet Earth in the Dragon World are identical to actual humans in the real world. Except for some uncommon hair and skin colors along with some odd features or statures, Earthlings are the same as real-life humans. Although not all Earthlings are like true-blue humans; there are intelligent anthropomorphic animals. These types of animals are considered part of human civilization.
Earthling characters are the ever heroic and vigilant defenders of their beloved planet Earth and are willing to protect her at all costs. Filled with moments of heroism, Earthling players will never experience a dull moment. With the desire to never fail and unparalleled bravery, Earthling characters are without a doubt the heroes of the universe.
| Attribute Score Increase. Both your Insight and either your Agility or Tenacity Scores are increased by +2. Increase your Scholarship or Personality Score by +1. Racial Life Modifier. +4 Saving Throw: Morale Skill Ranks: 4 |
Earthling Lore
Personality
Adventure-seeking and daring Earthlings are by far the most ambitious species in the universe. Earthlings have personalities that mirror real-life humans, and they’re diverse in their characteristics. Earthlings tend to be much more neutral than other species, with most Earthlings leaning towards good; this allows them to adopt or assume another individual’s culture as their own. Despite this neutral-good outlook possessed by the majority, evil is still a very present threat, always lurking somewhere in the shadows.
Earthlings are considerably adaptable in combat and noted as being more skilled than most races at both learning ki control and creating techniques. They are typically perceived as weak but can take and deal much more damage than other species believe.
Physical Description
Earthlings can have a wide variety of height, weight, skin tone, hair, and even physical traits. Most Earthlings have a height of 4’5” to 6’5” and weigh anywhere from 120lbs to 300lb, but they tend to lean towards lower weights. Most Earthling males are heavier and larger than females due to the male fondness of contest, but this isn’t always the case.
Many Earthlings like to express themselves outwardly through art such as tattoos, flashy clothes, unusual hairstyles or piercings. They tend to be livelier than most races due to their short life span, only living roughly eighty to ninety years with only a rare few pushing to a century.
Society
The Earthlings’ society is diverse with different races, species and cultures all over the world. There is very little time to discriminate among the peoples of Earth since there is such a large diversity of Earthling species and races.
Generally, Earthlings are mostly separated into 3 categories:
Regular Earthlings, who resemble normal people and come in different shapes and sizes, they are the majority populace of the planet.
Occasionally there may be either an Earthling who lacks a nose and breathes through their skin or is born with a third eye, these are theorized to be descendants of ancient aliens who came down to Earth long ago and mingled with the people of Earth, but so far no clear evidence has been found to support these theories.
Beastman Earthlings, Earthlings who have either been exposed to Animorphaline or born as a Beastman. They look like anthropomorphic animals and tend to have the typical abilities of the animals they appear as.
Monster-type Earthlings, the smallest percentage of Earth’s population are “monsters” like Fangs the Vampire, Emperor Pilaf, and Bandages the Mummy: beings who resemble fictional monsters and have strange, inexplicable powers. Due to their fearsome appearance, many Monster-type Earthlings face undue discrimination out of fear.
Earth’s society is led by a king of nations, this king rules over all the planet’s forty-three sectors. These sectors have their own local governments that exist under the world monarchy, but aren’t considered monarchies themselves. The world is protected by a military called the King’s Guard which deals in matters of global threat. Despite this, the planet is typically peaceful, and the guard is rarely utilized since existential threats are dealt with by powerful unsung heroes.
Home World
Most Earthlings come from Earth, also identified as Planet 4032-Green-877 by the Frieza Force, a planet in the North Quadrant of Universe 7, under the direct jurisdiction of the North Kai who neutrally observes said quadrant in order to maintain order.
The planet has many various biomes of deserts, forests, oceans, and rocky wastes. The planet seems to be much more rich in nutrients than its real world counterpart, as it is able to not only support humanity and its many technological advancements, but also species like the dinosaurs and giant fish. Also included are other intelligent, but less advanced, species such as the dinosaur-like Giras, and the rarely seen magical Neko Majin. Over the years, many extraterrestrial species have also come to join the universal melting pot that is Planet Earth; such as the Namekians and the Jigglers.
History
The history of Earthlings is bloody and violent, commonly plagued by war, conflict, and death. Earthlings lived in tribes spread across the planet, and after many ages, civilization began to grow and tribes came together to slowly form society as we know it. Many eons later, the evil Namekian named Piccolo attempted to take over the planet and killed a majority of the planet’s populace. He succeeded thanks to the world’s armies growing complacent due to the lack of war over the preceding years. However, thanks to a group of brave martial artists, led by Master Mutaito, Piccolo was sealed away in a rice cooker. Around this time, an unknown Earthling managed to collect all seven of Earth’s Dragon Balls and wish to become the king of all nations. This led to a large-scale global war that ended with a single, united world government being formed.
While Earth was getting back on its feet, two other groups vied for total world domination, The Red Ribbon Army and The Pilaf Gang. These groups would not, however, interact often; mostly due to Emperor Pilaf’s unwillingness to fight the superior might of the Red Ribbon Army. If it hadn’t been for the courage of a young Saiyan named Goku defeating both Emperor Pilaf and the Red Ribbon Army, the Earth might have been ruled by one of these paramilitary groups. However, lurking in the shadows, Piccolo had returned and resumed his plan of global domination. Despite his best efforts, he was thwarted once more, by the same young Saiyan.
After the defeat of Piccolo and the downfall of the 2 main factions vying for global domination, the world’s technology grew very quickly, entering a more advanced age thanks to the efforts of Dr. Briefs and the Capsule Corporation.
In age 840 Son Gohan, son of the unsung savior of the planet, wrote the book “Groundbreaking Science” which outlined Ki manipulation, martial arts, and many other topics which resulted in a boom in the mystic and martial arts, allowing the Earthlings to take a foothold as a young warrior race while also growing technologically.
Despite their quick development however, many races consider Earth “primitive” or “backwater” such as those who are members of the Galactic Patrol and Frieza Force.
Names
Earthling names vary greatly and can be related to anything from real world names to names of places or food; some Earthlings have surnames, but most choose to go by their first name.
Example Male Names: Krad, Jean, Rayon, Son Goku
Example Female Names: Caffey, Erasa, Hazel, Videl
Primary Racial Traits
Earthling Resolve (Mind): Earthlings have immeasurable and unbreakable determination to protect life, their allies, and their world. As an Earthling, you will never give up, and you will never back down.
(1)-[Passive]: For each Health Threshold you are below, increase your Strike and Wound Rolls by 1(T).
(2)-[Triggered, 1/Round]: When you score a Natural Result of 2 or less, you may reroll your Base Dice. You must take the second result.
(3)-[Triggered, 1/Encounter]: Upon succeeding at a Steadfast Check, you can remove all Combat Conditions afflicting you (except Suffocating).
(4)-[Triggered/Threshold, 1/Encounter]: Upon making your Steadfast Check for this Health Threshold, you can spend up to 6(bT) Life Points. For every 2(bT) Life Points spent, increase the Dice Score of your Steadfast Check by 1.
Quick to Master (Mind): Earthlings are known for their ability to learn fast and effectively. This allows for them to specialize in certain skills, while also adopting the ability to adjust their techniques on the fly.
(1)-[Passive]: Increase the amount of Technique Points you gain from Skill Improvement by 5.
(2)-[Triggered]: When you use the Signature Technique Maneuver, for this instance of using your chosen Signature Technique, you may either:
- Apply an Energy Charge to that Attacking Maneuver.
- Add a single Advantage with a TP cost of up to 10 TP to your chosen Signature Technique.
(3)-[Option]: At Character Creation, choose one of the following effects:
- Way of the Warrior [Triggered]: When you use the Signature Technique Maneuver, you may reduce your Life Points by up to 10(bT) to gain a free Ki Wager on this Attacking Maneuver equal to the reduction.
- Way of the Serene [Triggered/Mindful]: Your Dodge Rolls have their Critical Target reduced by 1 and you increase the Natural Result by 1 on all Dodge Rolls until you leave the Mindful State.
- Way of the Fury [Triggered/Raging]: Increase your Wound Rolls by 2(T) until you leave the Raging State.
- Way of the Elements [Passive]: Upon gaining this effect, select a Profile with ‘Elemental’ in the name – it becomes a Favored Element (see — Favored Element).
- Way of the Mystic [Passive]: Reduce the TP Cost of all Unique Abilities by 5 TP.
- Way of the Weaponmaster [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 (this does not count towards your maximum TP Cost of that Signature Technique).
- Way of the Pilot [Passive]: You gain the Expert Pilot Talent and increase the amount of Technique Points your Battle Jackets get at Jacket Creation and each new Tier of Power by 5.
Secondary Racial Traits
Last Resort (Body): No matter the situation, no matter how grim it looks, an Earthling can dig deep and draw out an unexpected wellspring of power.
(1)-[Passive]: If your Capacity is 0 when you roll the Wound Roll for a Signature Technique, increase the Wound Roll by 2(T).
(2)-[Triggered, 1/Encounter]: When you use the Signature Technique Maneuver to use a Signature Technique while you are below the Injured Health Threshold, you do not have to pay the Ki Point Cost for that instance of the Signature Technique.
(3)-[Triggered/Power, 1/Encounter]: Double the bonus from the first effect of Earthling Resolve until the end of your next turn.
Experienced Fighter (Mind): Many Earthlings that train in combat spend years honing a particular skill, allowing them to keep up with other races despite their disadvantages.
(1)-[Triggered/Start of Combat Round]: If you had used 2+ Attacking Maneuvers but didn’t Ki Wager and none of your Attacking Maneuvers possessed more than 1 Energy Charge during the last Combat Round, you may use the Combat Recovery Maneuver as an Out-of-Sequence Maneuver as if you spent 2 Actions. If you do, you do not suffer from the penalty to your Defense Value through its effects.
(2)-[1/Round]: As an Instant Maneuver, you can spend 3(bT) Ki Points to target an Opponent and apply one of the following effects (these effects cannot stack):
- Exploitation Strike [Triggered]: Increase the Strike Roll of your next Attacking Maneuver against the targeted Opponent by 2(T). The penalty they are currently suffering from Diminishing Defense is doubled for this Attacking Maneuver.
- Instinct-Driven Dodge [Triggered]: Increase your Dodge Roll against the next Attacking Maneuver that targets you from the targeted Opponent by 2(T). You ignore any penalties due to the effects of Diminishing Defense for this Dodge Roll.
- Punishing Blow [Triggered]: The next Attacking Maneuver you make against the targeted Opponent has its Wound Roll increased by 3(T) and its Damage Category increased by 1.
Eye of the Dragon (Mind): Earthlings are as varied as the many cities and locales on their home planet, Earth, but one thing is always certain: what they lack in raw power, they make up for with hard work.
(1)-[Passive]: If you’ve already used the Energy Charge Maneuver once during this Combat Round, reduce the Ki Point Cost for the Energy Charge Maneuver by 1(T).
(2)-[Triggered, 1/Round]: When using the Signature Technique Maneuver, if this is the first time in the Combat Encounter you have used this Signature Technique, you may apply both effects from the second effect of Quick to Master instead of having to select one.
(3)-[Choice]: Depending on your choice for the Option effect of Quick to Master, gain the following effect:
- Way of the Warrior [Triggered]: When you reduce your Life Points by 10(bT) through the effect of Way of the Warrior, that Attacking Maneuver gains an Energy Charge (this Energy Charge does not count towards your maximum).
- Way of the Serene [Triggered/Power, 1/Round, 2/Encounter]: Enter the Mindful State until the end of your next turn.
- Way of the Fury [Triggered/Power, 1/Round, 2/Encounter]: Enter the Raging State until the end of your next turn.
- Way of the Elements [Passive]: Reduce the Ki Point Cost of any Signature Technique that uses your Favored Elements’ Profile by 2(T).
- Way of the Mystic [Passive]: Reduce the Ki Point Cost of all your Unique Abilities by 2(T).
- Way of the Weaponmaster [Triggered, 1/Round]: If you would target an Opponent with an Armed Attack, you may reduce your Defense Value by 1(T) until the start of your next turn to increase the Strike and Wound Rolls for that Attacking Maneuver by 1(T) and 2(T) respectively.
- Way of the Pilot [Triggered, 1/Round]: If you would target an Opponent with an Attacking Maneuver while piloting a Battle Jacket or Vehicle, you may spend up to 10(bT) of that Battle Jacket or Vehicle’s Life Points to increase the Wound Roll for that Attacking Maneuver by an equal amount.