The people of planet Earth in the dragon ball universe 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. Select two (2) attribute scores and increase their scores by three (+3). Select one (1) different attributes and increase their scores by two (+2). |
Age. Earthlings live roughly eighty to ninety years on average, although some Earthlings have been known to live well into their early one hundreds.
Health Modifier. Six (+6)
Size. Earthing have a height of 4’5” to 6’5” and weight anywhere from 120lbs to 300lb. With such a large varies of heights and weights your characters can be a large range of sizes.
Dexterity. Your base speed is two (2) squares or six (6) yards.
Z-Soul. Earthlings have a strong yearning for adventure, exploration and the protection of life. As an Earthling, you could have a z-soul related to discovery, adventure, travel, peace, or justice.
– Saving Throw: Morale
– Skills: Select any four skills to be proficient with.
Earthling Racial Traits. Earthling characters gain the following traits. You can select to be a human or a Beastmen. As a Beastmen you can choose to trade out any number of Earthling traits for Beastmen racial traits.
Perseverance (Earthling Trait). As an Earthling, you have a powerful will and drive to never give up. You will always fight furiously, and your loyalties can never be questioned. Your can re-roll any d10 natural result of two (2) or less – you must accept the second result. This means if you roll a one (1) you can re-roll the result in an attempt to score a different outcome. If you re-roll your first result do not apply any of its effects, only apply the effects of the second result. Perseverance ignores the solid dice rule for botch results.
Also, if you score a natural result of a one (1), for any reason, reduce the negative effects of botch by two (-2). This will make any botch’s effect only apply a negative three (-3) to your dice scores.
Quick to Master (Earthling Trait). Earthlings are known for their ability to learn fast and swiftly. They can learn much quicker than other races and have the flexibility to learn nearly any type of technique. At character creation, you gain one (1) additional character perk at character creation. Additionally, whenever you gain technique points from any source increase the amount you gain by three (+3T). Quick to Master effects all technique points you gain including those you gain at character creation.
Life of Adventure (Earthling Trait). You have led an interesting life that sets you apart from the regular population. In your quest to learn and venture, you have traveled far and wide. You have learned an ability or collected a special memento from your past journeys. You can select one special item from the Gears and Equipment page, or you can choose to gain the following talent. (Gears & Equipment)
Earthling Resolve (Earthling Trait). Earthlings have unmeasurable 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. When you reach any health threshold increase your strike and wound dice scores by one (+1T), this effect stacks for each threshold reached.
Eye of the Dragon (Earthling Trait). Earthling can overexert themselves to a small extent, you can override your body’s protective restraints that prevent self-harm. Allowing for more direct, pure control over your ki. This will give you to access your inner hidden strengths. Once per combat encounter, before you roll, you can use eye of the dragon to increase any dice roll by +1d10(T). This effect last only one turn and can only effect actions taking during your turn, not later in the round. After you use Eye of the Dragon your dodge and strike rolls are reduced by two (-2T) for one full round.
Earthling Subspecies Traits. You can play as either a true-blue human or as an anthropomorphic animal called a Beast-men. As Earthling character, you are automatically considered human and you gain the traits, perseverance, quick to master, life of adventure, earthling resolve, and eye of the dragon. You can choose to be a Beast-men instead if you do you can trade any one of your racial traits for anyone beast-men racial traits – you cannot take a beast-men trait more than once.
Claws (Beast-men 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. (Attacking & Conditions)
Bite (Beast-men 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).
Tail (Beast-men 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.
Wings (Beast-men 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).
Thick Hide (Beast-men Trait). You have strong and durable thick skin that allows you to withstand more damage. Increase your soak value by two (+2T). Moreover, increase your Corporeal Saving Throw by one (+1T).
Enhanced Aptitudes (Beast-men Trait). You have a superior aptitude that allows you to perform better with said aptitude than others. Select one of the follow aptitudes, perception skill, impulsive, corporeal, or cognitive. When making any type of attribute/skill check or save related to your chosen aptitude you score a critical on natural results of eight (8) or better.
Dynamic Trait (Beast-men Trait). This trait allows you to create a special Beastmen ability 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 animalistic related trait for your characters such as spikes or fire breath. Consult with your Architect.
Earthling Starting Equipment
When creating an Earthling character, you can choose from the following gear and equipment, in addition to any items you purchase or are granted. You will select either item ‘1’ or ‘2’ from the list below.
Dynamic Statistics. You can use the following table to randomly determine your Earthling’s character’s features.
|Puberty||Adulthood||Middle Age||Old Age|
|18 years||19-39 years||40-60 years||60+ years|
|Gender||Base Height||Height Modifier||Base Weight||Weight Modifier|
|Male||4’8”||+2d10 inches||130lb.||+5d10 lb.|
|Female||4’5”||+2d10 inches||120lb.||+4d10 lb.|
Random Attribute hierarchy. Using the same rules for primary, secondary, tertiary, you will roll a die and the natural result will correspond to an attribute from the chart below. Make three separate rolls, one for primary, secondary and tertiary – re-roll any doubles, discard results of nine through ten and roll again. The remaining attributes start at two (2) like normal.