
Created from an assortment of DNA from multiple races, you possess a unique combination of abilities.
- Racial Requirement: Bio-Android
- Maximum Factor: 3
- Prerequisite(s): N/A
Factor Trait
Android Cybernetics (Body): In addition to your genetics, you are enhanced with Android cybernetics, allowing you to outlast all but the most resilient opponents.
(1)-[Passive]: Increase your Damage Reduction by 1(bT).
(2)-[1/Round]: As a Standard Action with an Action Cost of 1 Action, you may use a Ki Surge.
(3)-[Triggered]: Each time you use a Ki Surge, gain 1 Adaptation Point.
(4)-[Triggered/Start of Combat Round]: Regain 3(bT) Ki Points.
Angel Genes (Body): A fraction of the divine power of the Angels flows through you, granting you powerful instincts.
(1)-[Passive]: You can sense God Ki.
(2)-[Passive]: Apply your Racial Saving Throw Bonus to the Impulsive Saving Throw in addition to the Corporeal Saving Throw.
(3)-[Passive]: While you are above the Bruised Health Threshold, you cannot gain Combat Conditions (except Pinned, Prone, Suffocating, Stress Exhaustion, and Poisoned).
(4)-[Passive]: While you are above the Injured Health Threshold, increase your Combat Rolls by 1(T).
(5)-[Triggered/Start of Round]: If you are above the Injured Health Threshold, gain an Adaptation Point.
Arcosian Genes (Body): Fueled by the intense aggression of the Arcosian race, your body is sturdier than most.
(1)-[Passive]: Gain access to the Tail Attack Special Maneuver.
(2)-[Passive]: You cannot gain the Suffocating Combat Condition.
(3)-[Passive]: You can only wear a single layer of Apparel.
(4)-[Passive, Ruling]: Upon gaining this Factor Trait, select a ‘Plating’ from the list below. Your Plating is an Integrated Armor of the Low Apparel Grade with no Qualities, but does not count as equipped Apparel for any of your effects. Depending on the Plating you chose, apply the following effects:
- Dense Plating [Passive]: Increase your Soak Value by 1/2 (rounded up) of your Plating’s Apparel Bonus.
- Sleek Plating [Passive]: Increase your Defense Value by 1/2 (rounded up) of your Plating’s Apparel Bonus.
- Power Plating [Passive]: Increase your Wound Rolls by your Plating’s Apparel Bonus.
(5)-[Passive]: Increase the Apparel Grade of your Plating by 1 for each base Tier of Power reached after the first.
(6)-[Passive]: For all effects related to Craftsmanship Grade, your Plating’s Craftsmanship Grade is equal to your base Tier of Power.
(7)-[Triggered]: At the end of each Combat Encounter, your Plating’s Break Points are completely recovered. If it was destroyed during the Combat Encounter, it is completely repaired.
(8)-[Triggered, 1/Round]: If you use a Healing Surge, your Plating regains 1 Break Value. If the piece of Apparel was broken, it stops being broken (Break Value goes from 0 to 1).
(9)-[Triggered, 1/Round]: If your Plating loses Break Value or is broken, gain an Adaptation Point.
Cerealian Genes (Body): Possessing the evolved right eye of the Cerealians, your talents for perception and striking vital points are unparalleled.
(1)-[Passive]: Apply your Racial Saving Throw Bonus to the Impulsive Saving Throw in addition to the Corporeal Saving Throw.
(2)-[Passive]: Reduce the Critical Target of your Strike Rolls by 1.
(3)-[Passive]: You cannot suffer from the Long Range Penalty, but none of your Signature Techniques may possess the Short Range Disadvantage.
(4)-[Triggered]: If you score a Critical Result on the Strike Roll of an Attacking Maneuver, increase the Wound Roll of that Attacking Maneuver by 2(T).
(5)-[Triggered, 1/Round]: If you spend 3+ Adaptation Points on the Strike Roll of an Attacking Maneuver, that Strike Roll scores a Critical Result regardless of the Natural Result. If your result would have been a Botch Result, it is also no longer a Botch Result.
Demon Genes (Body): Filled with the overflowing power of the Demon race, you use your sly cunning and adaptability to overwhelm your enemies.
(1)-[Passive]: Apply your Racial Saving Throw Bonus to the Cognitive Saving Throw in addition to the Corporeal Saving Throw.
(2)-[Triggered/Start of Turn]: Roll a 1d10. If you score a Natural Result of 6+ on this roll, enter the Superior State until the end of your turn. If you score a Dice Score of 5 or less, suffer from the Impediment Combat Condition until the end of your turn.
(3)-[Triggered/Superior, 1/Round]: Use the Power Up Maneuver as an Out-of-Sequence Maneuver.
-[Option]: Upon gaining this Factor Trait, choose one of the following effects:
- Demon Person Genes [Passive]: Increase the Natural Result of the 1d10 rolled for the second effect of Demon Genes by 1.
- Makyan Genes [Passive]: Reduce the Natural Result of the 1d10 rolled for the second effect of Demon Genes by 1. If you enter the Superior State through the second effect of Demon Genes, gain an Adaptation Point.
- Phantom Genes [Triggered, 1/Round]: If you enter the Superior State through the second effect of Demon Genes, you may remove a Combat Condition (Impaired, Broken, Impediment, or Guard Down) you are suffering from.
Dragon Genes (Body): Comprised of the negative energy of the Shadow Dragons, you share some of their ability to warp reality.
(1)-[Passive]: Increase your Racial Life Modifier by 3.
(2)-[Triggered/Start of Turn]: You may reduce your Life Points by up to 8(bT) to regain an equal amount of Ki Points.
(3)-[Triggered, 1/Round]: If you reduce your Life Points by 4(bT) or more through the second effects of Dragon Genes, gain an Adaptation Point.
(4)-[Triggered, 1/Round]: If you reduce your Life Points by 8(bT) or more through the second effect of Dragon Genes, you may use the Power Up Maneuver or Transformation Maneuver as an Out-of-Sequence Maneuver.
Earthling Genes (Body): In your heart beats the pure determination of the Earthlings, allowing you to persevere no matter how the odds are stacked against you.
(1)-[Passive]: Apply your Racial Saving Throw Bonus to the Morale Saving Throw in addition to the Corporeal Saving Throw.
(2)-[Passive]: Increase the number of Technique Points you gain from Skill Improvements by 3.
(3)-[Passive]: While you are below the Injured Health Threshold, increase all of your Combat Rolls and Soak Value by 1(T).
(4)-[Passive]: Double the bonus to the Wound Rolls of your Signature Techniques from your Adaptation Points.
Heran Genes (Body): The blood of conquerors flows through your veins, thanks to the Heran genes infused in your genetic structure.
(1)-[Passive]: Increase your Soak Value by 1(T) while you possess 2+ stacks of Power.
(2)-[1/Round]: While you are below the Injured Health Threshold, you may use the Power Up Maneuver as an Instant Maneuver.
(3)-[Triggered, 1/Round]: If you would use an Attacking Maneuver that possesses an AoE, you may spend up to 2 Adaptation Points to increase the Magnitude of that AoE by 1 Category for each Adaptation Point spent.
(4)-[Triggered, 1/Round]: If you would use an Attacking Maneuver that does not possess an AoE, you may spend 2 Adaptation Points to apply a Standard Cone or Line AoE to that Attacking Maneuver.
Konatsian Genes (Body): As the battle ebbs and flows, the tension inside you grows as your Konatsian blood rises to the occasion.
(1)-[Passive]: Apply your Racial Saving Throw Bonus to the Morale Saving Throw in addition to the Corporeal Saving Throw.
(2)-[Triggered]: If you spend 2+ Adaptation Points through the second effect of Artificial Warrior to increase the Wound Roll of an Attacking Maneuver, increase your Wound Roll for that Attacking Maneuver by 1(T) for each Health Threshold you are below.
(3)-[Triggered]: If you spend 2+ Adaptation Points through the third effect of Artificial Warrior, increase your Soak Value by 1(T) for each Health Threshold you are below for the duration of that Attacking Maneuver.
(4)-[Triggered]: If an Ally is Defeated, gain an Adaptation Point.
(5)-[Triggered/Threshold]: Gain an Adaptation Point.
(6)-[Triggered, 1/Encounter]: If you are below the Injured Health Threshold, you may spend 3 Adaptation Points to enter the Superior State until the end of your next turn. If you enter the Superior State through this effect, ignore the second effect of the Superior State.
Majin Genes (Body): Partially made of chewing gum-like goop, you embody the whimsical chaos of the Majin race.
(1)-[Passive]: You are Unnatural.
(2)-[Passive]: Gain access to a Majin Secondary Trait of your choice. That Trait cannot be traded out for Factor Traits.
(3)-[Triggered, 1/Encounter]: If you enter into a One-Sided Fusion as the Dominant Character, maximize your Adaptation Points.
Namekian Genes (Body): With the regenerative powers of the Namekians, you are able to recover from damage easily and effectively.
(1)-[1/Round]: As a Standard Action with an Action Cost of 1 and a Ki Point Cost of 4(bT) Ki Points, you may use a Healing Surge.
(2)-[Triggered/Start of Combat Round]: Regain 3(bT) Life Points.
(3)-[Option]: Upon gaining this Factor Trait, choose one of the following effects:
- Genes of a Warrior Clan [Triggered, 1/Round]: If you use a Healing Surge, gain 1 Adaptation Point.
- Genes of a Dragon Clan [Passive]: Gain access to the Healing Hands Unique Ability. You may spend Adaptation Points when using the Healing Hands Unique Ability to increase the amount of Life Points regained by your target(s) by 4(bT) for every Adaptation Point spent.
Neko Majin Genes (Body): Whimisical and magical, the Neko Majin genetics within you allow you to confound and astound your enemies.
(1)-[Passive]: Apply your Racial Saving Throw Bonus to the Cognitive Saving Throw in addition to the Corporeal Saving Throw.
(2)-[Passive]: You gain access to the Illusion and Shapeshift Unique Abilities.
(3)-[Passive]: Reduce the Ki Point Cost of all Unique Abilities by 2(T).
(4)-[Triggered, 1/Round]: After seeing your result for a Combat Roll or a roll for a Clash initiated by your Opponent, you may spend 1 Adaptation Point to reroll. You must take the second result.
(5)-[Triggered/Start of Turn]: Regain 5(bT) Ki Points, or 1 Adaptation Point.
Neo-Tuffle Genes (Body): Driven by the intense lust for revenge inherent in the Neo-Tuffles, you bear down single-mindedly on any opponent who dares stand in your way.
(1)-[Triggered]: If you receive Damage from an Opponent’s Attacking Maneuver, you gain an Adaptation Point.
(2)-[Triggered, 1/Round]: If you receive Damage from an Opponent’s Attacking Maneuver while you possess your maximum number of Adaptation Points, you may use the Basic Attack Maneuver as an Out-of-Sequence Maneuver. You must target that Opponent for this Attacking Maneuver and you must spend all of your Adaptation Points on the Strike Roll for this Attacking Maneuver.
(3)-[Option]: Upon gaining this Factor Trait, choose one of the following effects:
- Genes of Hatred [Triggered, 1/Round]: If you spend 3+ Adaptation Points on the Strike Roll of an Attacking Maneuver, increase the Wound Roll of that Attacking Maneuver by an equal amount.
- Genes of a Parasite [Triggered, 1/Round]: If you hit an Opponent with an Attacking Maneuver that you spent 3+ Adaptation Points on, reduce their Ki points by x(bT), where x is equal to three times the amount of Adaptation Points you spent.
Other Genes (Body): The blood of one of the many wild and wonderful alien races of the galaxy empowers you.
(1)-[Passive]: Select a Race created through Custom Species. Gain access to a Custom Species Racial Trait possessed by that Race (you do not gain any Twinned effects). You cannot trade this Racial Trait out for a Factor Trait.
Saiyan Genes (Body): With the warrior blood of the Saiyans coursing through your veins, your hunger for a fight lets you constantly adapt to the changing tides of battle.
(1)-[Triggered/Threshold, Resource]: Gain a stack of Battle Creation (max. 2).
(2)-[Passive]: For each stack of Battle Creation, increase your Combat Rolls and Surgency by 1(T) and 2(T) respectively.
(3)-[Passive]: For each stack of Battle Creation, increase the Dice Score of your Steadfast Checks by 1.
(4)-[Triggered/Critical]: Set your number of Battle Creation stacks to 3.
Shinjin Genes (Body): Harnessing the keen insight and ki efficiency of the Shinjin, you are capable of feats of near-godly power.
(1)-[Passive]: Apply your Racial Saving Throw Bonus to the Cognitive Saving Throw in addition to the Corporeal Saving Throw.
(2)-[Passive]: You can sense God Ki.
(3)-[Passive]: Reduce the TP Cost of all Unique Abilities by 2.
(4)-[Passive]: Reduce the Ki Point Cost of all Attacking Maneuvers by 2(T).
(5)-[1/Round]: By spending 3 Adaptation Points, you may use a Counter Maneuver without spending a Counter Action.
Yardrat Genes (Body): The energy efficiency and teamwork tendencies of the Yardrat peoples allow you to grant your unimaginable strength to your Allies.
(1)-[Passive]: Apply your Racial Saving Throw Bonus to the Impulsive Saving Throw in addition to the Corporeal Saving Throw.
(2)-[Passive]: Increase your Maximum Ki Points by 1/4.
(3)-[Triggered]: If you are targeted by an Attacking Maneuver, you may spend up to 4(bT) Ki Points. For every 2(bT) Ki Points spent, increase your Strike and Dodge Rolls by 1(T) for the duration of that Attacking Maneuver.
(4)-[Triggered, 1/Round]: If you use the Empower Maneuver, gain an Adaptation Point for every Action spent on the Empower Maneuver.
(5)-[Option]: Upon gaining this Factor Trait, choose one of the following effects:
- Tall Yardrat Genes [Triggered]: When you apply the 3rd effect of Yardrat Genes, increase your Soak Value by 1(T) for every 2(bT) Ki Points spent through that effect. This increase lasts for the duration of that Attacking Maneuver.
- Bulbous Yardrat Genes [Triggered, 1/Round]: If you target an Ally with the Empower Maneuver, you may transfer any stacks of Power you possess to that Ally. These Power stacks last until the end of their next turn.