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.

Earthling Lore

Earthling Aptitudes

Attribute Score Increase. Both your Insight and either your Agility or Tenacity scores are increased by +4. Increase your Scholarship Score by +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. +4

Size. Earthlings have a height of 4’5” to 6’5” and weigh anywhere from 120lbs to 300lb. With such a large varies of heights and weights your characters can be a large range of sizes. Earthling characters can choose to be Small, Medium, or Large.

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.

Earthling Skills & Proficiencies
Saving Throw: Morale
Skills: Select any four skills to gain +1 Skill Rank in.

Perseverance (Earthling Trait) (Mind). As an Earthling, you have a powerful will and drive to never give up. Up to twice per Combat Round, you can re-roll any d10 Natural Result of 2 or less – you must accept the second result.

Quick to Master (Earthling Trait) (Mind).  Earthlings are known for their ability to learn fast and effectively. Whenever you gain Technique Points from any source, increase the amount you gain by +3.

Additionally, when using any Signature Technique, you may choose to reduce its Ki Point Cost by -3(bT) or add +1 additional Advantage. If you already have an Advantage that can have multiple ranks, you can increase its rank by +1 instead. The TP cost of the additional Advantage (or rank of an Advantage) cannot exceed 10 TP.

Earthling Resolve (Earthling Trait) (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. For each Health Threshold you are below, increase your Strike and Wound Rolls by +1(T).

Eye of the Dragon (Earthling Trait) (Body). Earthlings 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. Once per Combat Round, when you use a Signature Technique, you can reduce your Life Points by up to 8(T) to add an equal amount to your Wound Roll as a Ki Wager.

Last Resort (Earthling Trait) (Body).  No matter the situation, no matter how grim it looks, you always have an ace up your sleeve. Once per Combat Encounter, if you are below the Injured Health Threshold, you can use a Signature Technique without paying its Ki Point Cost. If you do so, you must also use the maximum possible Ki Wager with the Eye of the Dragon Racial Trait – if this would reduce your Life Points to 0 or beyond, you are Defeated after using this Attacking Maneuver.

If this is the first time you’ve used this Signature Technique in this Combat Encounter, gain Superiority on your Strike and Wound Rolls for this Attacking Maneuver.

You cannot use this Racial Trait’s effects if you do not possess the Eye of the Dragon Racial Trait.

Experienced Fighter (Earthling Trait) (Mind). Earthling martial artists are warriors reliant on high levels of skill. Through prediction and exploitation of openings, even more powerful foes can be made to submit to an Earthling’s prowess! Once per Combat Round, as an Instant Action, you may make an Opposed Insight Ability Check against one opponent. If they win, nothing happens. If you win, you may activate one of these abilities:

  • Exploitation Strike: Increase your next Strike Roll against that target by +2(T). Treat their Diminishing Defense as doubled for this attack.
  • Instinct-Driven Dodge: Increase your Dodge Rolls against that target by +2(T) until the start of your next turn. You may use your opponent’s Tier of Power instead of your own for deciding this bonus.
  • Punishing Blow: The next attack you make against that opponent will have its damage type increased by one category (Standard becomes Direct, Direct becomes Lethal). Increase that Wound Roll by +2(T).

Earthling Subspecies Traits. You can play as a human, an anthropomorphic animal called a Beast-Man or a Triclops. As an Earthling character, you are automatically considered human and you gain the traits shown above. To choose to be a Beast-Man or a Triclops instead, you can trade any number of your Racial Traits for an equal number of Beast-Man Racial Traits (you cannot take a Beast-Man trait more than once and you must trade at least one) or you may trade any two Racial Traits to gain the Triclops Racial Traits.

If you choose to be a Beast-Man, you may additionally select one of the following senses: sight, smell or hearing. When making any type of Perception Skill Check, increase your roll by +1(T) and you score a Critical on natural results of 8 or higher when relying upon that sense.

Beast-Man Traits

Bite (Beast-Man Trait) (Body). Once per Combat Round, you can use One Action to bite your opponent. A bite attack is a Simple Physical attack that deals Direct Damage to the target. When you gain this Beast-Man Trait, you may select one of the following options to apply to your bite attack:

  • Savage. Increase your Wound Roll by +2(T). Additionally, this attack has 3 ranks of the Damage Over Time Advantage.
  • Feasting. Regain Life Points equal to 1/2 (rounded up) of the damage your target suffered after applying their Soak Value. Additionally, this attack has 1 rank of the Penetration Advantage.
  • Venomous. Once per Combat Round, when you successfully deal damage through your bite attack, make an Opposed Corporeal Save against the damaged opponent. If they win, nothing happens. If you win, they gain the Poisoned Combat Condition.

The Bite Beast-Man Trait can be taken twice. If taken for a second time, you may gain another option to apply to your bite attack and you may use your bite attack an additional time per Combat Round.

Claws (Beast-Man Trait) (Body). You have notable claws that can tear through your opponents. When making any Unarmed Physical Attack, you may apply the effects of the Slashing Melee Category (this is still an Unarmed attack for all other purposes). If you successfully strike (hit) an opponent with an Unarmed Physical Attack after having moved 2+ Squares this Combat Round, the target must make an Opposed Impulsive Save against you. If they win, nothing happens. If you win, the target is knocked Prone.

Increase the Wound Rolls of your Unarmed Physical Attacks by +1(T).

Impaling Horns (Beast-Man Trait) (Body). Once per Combat Round, when you successfully strike (hit) your opponent and deal damage with a Blitz Maneuver or a Physical Signature Technique with the Charging Assault Advantage, roll a 1d4. They suffer from 6(T) Damage Over Time for a number of Combat Rounds equal to your result. If you rolled a 4, deal an additional 6(T) Lethal Damage immediately.

Slender Build (Beast-Man Trait) (Body). You may treat your Size Category as if it was -1 Size Category lower for the sake of your Size Category’s Dodge Modifier and for the effects of Punching Up when you are the attack target. Additionally, you gain Proficiency in the Impulsive Saving Throw.

You cannot gain this Beast-Man Trait if you have the Thick Hide Beast-Man Trait.

Tail (Beast-Man Trait) (Body).  You have a tail that is longer than your other appendages. You can use the tail as if it was a third hand, however, more precise activities, such as untying knots, are impossible. You cannot carry or use any type of weapon with your tail.

Once per Combat Round, you can make a Tail Attack as an Instant Action. A Tail Attack can be a Physical Attack of any Foundation (pay the respective Ki Point Costs – see – Attack Types). Additionally, upon obtaining this Beast-Man Trait, you may choose one of the below options to apply to your tail attack:

  • Long. Your tail is exceedingly long, increase your Melee Range by +1 Square for your Tail Attack. If you successfully hit your target, you may force them to move into your Melee Range. This applies immediately as part of the attack before any other effects.
  • Heavy. Your tail benefits from the Bludgeoning Melee Weapon Quality as if it was a weapon. It is still treated as Unarmed for all other effects.

Thick Hide (Beast-Man Trait) (Body). You have strong and durable thick skin that allows you to withstand more damage. Increase your Soak Value by +2(T). Additionally, you gain Proficiency in the Corporeal Saving Throw.

You cannot gain this Beast-Man Trait if you have the Slender Build Beast-Man Trait.

Treacherous Quills (Beast-Man Trait) (Body). When you are struck by an unarmed Physical Attacking Maneuver, inflict Lethal Damage to the attacker equal to 1/4 of their Force Modifier (rounded up). If the Attacking Maneuver has the Ki Extension Advantage or is of the Soaring Profile, ignore this effect.

When you gain this Beast-Man Trait, you may select one of the two options below:

  • Weaponized. Once per Combat Round, you can use One Action to stab your opponent. A needle attack is a Simple Physical attack that deals Lethal Damage to your opponent but your Wound Roll’s Dice Score is reduced by 1/2.
  • Venomous. Once per Combat Round, when you deal Lethal Damage through the Treacherous Quills Beast-Man Trait, make an Opposed Corporeal Save against the damaged opponent. If they win, nothing happens. If you win, they gain the Poisoned Combat Condition.

Wings (Beast-Man Trait) (Body). You have some sort of wing-type appendage that allows you to keep moving with no effort. Once per Combat Round, you may move up to your Normal Movement Speed as an Instant Action.

Increase your Normal Movement Speed by +1(T). If you move a number of squares equal to your maximum Boosted Movement Speed in a single Movement Maneuver, you may gain Superiority on Dodge Rolls until the start of your next turn.

Dynamic Trait (Beast-Man Trait) (Body). This trait allows you to create a special ability that isn’t included in the ones above. A dynamic trait gives you and the ARC the ability to design, from the ground up, your own type of animalistic trait for your character such as gills or fire breath. Consult with your Architect.

Triclops Traits

Third Eye (Triclops Trait) (Body). Along with having an additional eye, you can move each eye independently without making your eyesight notably worse. Increase your Combat Rolls when using a Counter Action by +2(T). Once per Combat Round, as an Instant Action, you may pay 5(T) Ki Points to gain +1 Counter Action to be used by the end of this Combat Round.

Any penalties you suffer from Diminishing Defense only apply when attacked by the character who inflicted them. For example, if you are facing two opponents and one of them has attacked you three times to create a Diminishing Defense penalty of -3, if the other character attacked you then you would suffer no penalty to your Dodge Rolls.

When using a Signature Technique, if you would take Lethal Damage from the Backlash Disadvantage, you may increase your Wound Roll for that technique by an amount equal to 1/2 (rounded up) of the damage you would take.

Magical Techniques (Triclops Trait) (Mind). Once per Combat Round, when using any Magical Ability, you may reduce its Ki Point cost by -3(T) or spend an additional +3(T) Ki Points to reduce its Action Cost by -1 (if this would reduce its Action Cost to 0, it becomes an Instant Action – you cannot reduce the Action Cost of Magical Abilities the effects of which already activate as Instant Actions).

You can choose to ignore the Ability Score prerequisites of a Magical Ability in the Spellbook by increasing the Technique Point Cost of the Magical Ability by +3.

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