Earthlings

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. Select two attribute scores and increase their scores by +3. Select one different attribute and increase its 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 Proficiencies
Saving Throw: Morale
Skills: Select any four skills to be proficient with.

Perseverance (Earthling Trait). 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. This means if you roll a 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.

Quick to Master (Earthling Trait).  Earthlings are known for their ability to learn fast and effectively. At character creation, you gain one additional Talent and 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 -2(T) or add one additional Advantage. If you already have an Advantage that can have multiple ranks, you can increase its rank by one instead.

Earthling Resolve (Earthling Trait). 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). 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 Attack, 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).  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 is the first time you’ve used this Signature Technique in this Combat Session, you gain Superiority on both the Strike and Wound rolls.

Experienced Fighter (Earthling Trait). 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) or you may trade any two Racial Traits to gain the Triclops Racial Traits.

If you choose to be a Beast-Man, you additionally gain access to the Enhanced Aptitudes Beast-Man Racial Trait without needing to trade an Earthling Racial Trait for it.

Beast-Man Traits

Claws (Beast-Man Trait). You have claws on both of your hands that are treated as two Slashing Melee Weapons that do not take up either of your hands. You do not suffer from the Wielding Penalty for using your claws and you can still be treated as if you are unarmed for the sake of any talents. If you successfully strike (hit) an opponent after having moved 2+ Squares this Combat Round, the target must make an Opposed Impulsive Save. If they pass, nothing happens. If they fail, the target is knocked prone.

Bite (Beast-Man Trait). 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 two 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.

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

Tail (Beast-Man Trait). 

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. A Tail Attack is an Instant Action and can be any type of Basic Physical Attack. 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.

Wings (Beast-Man Trait). You have some sort of wing-type appendage that allows you to move faster and fly. With wings, you increase your Flight Movement Speed by +3 and you no longer need to pay Ki Points for using your Flight Movement. Additionally, after using Flight Movement, increase your dodge rolls by +2(T) until the start of your next turn.

Thick Hide (Beast-Man Trait). 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.

Enhanced Aptitudes (Beast-Man Trait). You have a superior aptitude that allows you to perform better with said aptitude than others. Select one of the following aptitudes: 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 for those Skill Checks.

Additionally, you do not suffer penalties from Limited Sight or No Sight (see – Sight & Illumination in Battle Grounds).

Shapeshifter (Beast-Man Trait). You learned the ability to shapeshift with a big puff of smoke! You can spend One Action to transform yourself, and you can end your transformation at any point as an Instant Action. Your transformation will end in two Combat Rounds after transforming. Once a transformation ends, you cannot transform for one Combat Round.

Transforming does not alter your attributes, but you can change any number of other features about yourself, such as those listed below:

  • You can change your Size to any other Size Category you wish.
  • You can mimic people or animals, looking almost identical to them. Characters can attempt a Perception Skill Check, TN Hard to spot any imperfections.
  • You can mimic items, allowing you to be wielded by another character or to temporarily gain similar properties to that item. Complex machinery cannot be copied. If you turn into a melee weapon, you can select a number of qualities to apply to your weapon transformation, up to twice your Tier of Power, and you may add half your Force Modifier onto the Wound Rolls of attacks done with you wielded as a weapon.
  • You can temporarily gain the Claws, Bite, Tail or Wings Beast-Man Racial Trait(s). If you do, lose access to a number of Earthling Racial Traits equal to the number of Beast-Man Racial Traits you gained.

Dynamic Trait (Beast-Man Trait). 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 spikes or fire breath. Consult with your Architect.

Triclops Traits

Third Eye (Triclops Trait). 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). When using any Magical Ability, you may reduce its Ki Point cost by -2(T) or apply any applicable Magical Advantage (if the Magical Ability is from the Spellbook, this is only those that apply to any Foundation).

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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