
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
Genetic Splicing has a unique element to it: each Factor Trait has a Saving Throw listed after its name. If you gain that Factor Trait, you apply your Racial Saving Throw Bonus to that Saving Throw.
Android Cybernetics [Cognitive] (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)-[Passive]: Increase your Maximum Ki Points by 2 for each Power Level reached.
(3)-[Triggered]: If you use a Ki Surge, you may spend up to 2 Adaptation Points. For every Adaptation Point spent, apply 1/2 of your Surgency to that Ki Surge.
(4)-[Triggered/Start of Combat Round]: Regain 2(bT) Ki Points and 1 Adaptation Point.
(5)-[Triggered, 1/Encounter]: If you spend 2+ Adaptation Points on the Wound Roll of a Signature Technique, apply an Energy Charge to that Attacking Maneuver.
Angel Genes [Impulsive] (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]: While you are above the Injured Health Threshold, increase your Combat Rolls by 1(T).
(3)-[Triggered/Power, 1/Round]: Spend an Adaptation Point to remove a stack of any Combat Condition you are suffering from (except Pinned, Suffocating, and Transfigured).
(4)-[Triggered/Start of Round]: If you are above the Injured Health Threshold, gain an Adaptation Point.
Arcosian Genes [Any – you decide] (Body): Your body is made tougher by the inclusion of the Arcosians’ extraordinary biology.
(1)-[Passive]: Gain access to the Tail Attack Special Maneuver.
(2)-[Passive]: You cannot gain the Suffocating Combat Condition.
(3)-[Passive, Ruling]: Upon gaining this Trait, gain a ‘Plating’ while you have this Trait. Your Plating is Natural Armor (see — Natural Armor).
(4)-[Choice]: Depending on your choice for the 4th effect of Artificial Warrior, gain one of the following effects:
- Genetic Survivor [Triggered]: If your Plating has its Break Value reduced, gain an Adaptation Point.
- Genetic Aggressor [Triggered]: If you spend 2+ Adaptation Points on the Strike or Wound Roll of an Attacking Maneuver, increase the Wound Roll by the Apparel Bonus of your Plating.
- Genetic Agility [Triggered]: If you spend 2+ Adaptation Points on a Dodge Roll, increase the Dice Score by 1/2 of your Plating’s Apparel Bonus.
- Pursuit of Perfection [Triggered/Start of Turn]: Gain 1 Adaptation Point.
(5)-[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).
Cerealian Genes [Impulsive] (Body): Possessing the evolved right eye of the Cerealians, your talents for perception and striking vital points are unparalleled.
(1)-[Passive]: Reduce the Critical Target of your Strike Rolls by 1.
(2)-[Passive]: You cannot suffer from the Long Range Penalty, but none of your Signature Techniques may possess the Short Range Disadvantage.
(3)-[Triggered]: If you score a Critical Result on the Strike Roll of an Attacking Maneuver, you may spend an Adaptation Point to increase the Wound Roll of that Attacking Maneuver by 3(T).
(4)-[Triggered]: If you score a Critical Result on the Strike Roll of an Attacking Maneuver, gain an Adaptation Point.
(5)-[Triggered, 1/Round]: When making an Attacking Maneuver, you may spend 2 Adaptation Points to turn that Attacking Maneuver into a Called Shot without paying the additional Action Cost.
Demon Genes [Cognitive] (Body): Filled with the overflowing power of the Demon race, you use your sly cunning and adaptability to overwhelm your enemies.
(1)-[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.
(2)-[Triggered/Start of Turn]: If you score a Natural Result of 8+ on the 1st effect of Demon Genes, gain an Adaptation Point. If the Natural Result is 10, gain 2 Adaptation Points instead.
(3)-[Automatic/Start of Turn]: If you score a Natural Result of 1 on the 1st effect of Demon Genes, lose all of your Adaptation Points. If you have no Adaptation Points, suffer from the Fatigued Combat Condition until the end of your turn.
(4)-[Triggered/Superior, 1/Round]: Spend an Adaptation Point to use the Power Up Maneuver as an Out-of-Sequence Maneuver.
(5)-[Option]: Upon gaining this Factor Trait, choose one of the following effects to have access to while you possess this Trait:
- Demon Person Genes [Passive]: Increase the Natural Result of the 1d10 rolled for the 1st effect of Demon Genes by 1 (after being rolled), unless the Natural Result is 1.
- Makyan Genes [Passive]: Reduce the Natural Result of the 1d10 rolled for the 1st effect of Demon Genes by 1. If you enter the Superior State through the 1st effect of Demon Genes, gain an Adaptation Point.
- Phantom Genes [Triggered, 1/Round]: If you enter the Superior State through the 1st effect of Demon Genes, you may remove a Combat Condition (Impaired, Broken, Impediment, or Guard Down) you are suffering from.
Earthling Genes [Morale] (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]: Increase the number of Technique Points you gain from Skill Improvements by 3.
(2)-[Passive]: While you are below the Injured Health Threshold, increase all of your Combat Rolls and Soak Value by 1(T).
(3)-[Passive]: Double the bonus to the Wound Rolls of your Signature Techniques from your Adaptation Points.
(4)-[Triggered, 1/Round]: If you deal Damage to an Opponent with a Signature Technique, gain an Adaptation Point.
Glass Genes [Any – you decide] (Body): The power to manipulate glass infuses your genetics, clearly marking your Glass Tribe inheritance.
(1)-[Passive]: You gain access to the Glassification Special Maneuver and the Glass Profile.
(2)-[Passive]: Increase your Damage Reduction by 1(T).
(3)-[Passive]: Increase your Combat Rolls by 1(T) and your Surgency by 2(T) while occupying a Square with the Glass Environmental Quality, or while adjacent to a Feature with the Glass Feature Quality.
(4)-[Triggered/Start of Turn]: If you are occupying a Square with the Glass Environmental Quality and all adjacent Squares possess the Glass Environmental Quality or are occupied by a Feature with the Glass Feature Quality, gain an Adaptation Point.
(5)-[Triggered, 1/Round]: If you use an Attacking Maneuver of the Glass Profile, you may spend 2 Adaptation Points to apply an Energy Charge to that Attacking Maneuver.
Heran Genes [Any – you decide] (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.
(5)-[Triggered/Start of Turn]: Lose up to 2 stacks of Power. For every stack of Power lost, gain an Adaptation Point.
Konatsian Genes [Morale] (Body): As the battle ebbs and flows, the tension inside you grows as your Konatsian blood rises to the occasion.
(1)-[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.
(2)-[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/Start of Turn]: If you are below the Injured Health 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 [Morale] (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]: If you take Collision Damage, you may spend an Adaptation Point to ignore that Collision Damage.
(4)-[Triggered, 1/Round]: If you are targeted by an Attacking Maneuver, gain an Adaptation Point.
Namekian Genes [Any – you choose] (Body): With the regenerative powers of the Namekians, you are able to recover from damage easily and effectively.
(1)-[Passive]: Increase your Surgency by 1(T).
(2)-[1/Round]: As a Standard Action with an Action Cost of 1 and a Ki Point Cost of 4(bT) Ki Points, use a Healing Surge.
(3)-[Triggered/Start of Combat Round]: Regain 3(bT) Life Points and 1 Adaptation Point.
(4)-[Option]: Upon gaining this Factor Trait, choose one of the following effects to have access to while you possess this Trait:
- Genes of a Warrior Clan [Triggered, 1/Round]: If you spend 2+ Adaptation Points on the Wound Roll of an Attacking Maneuver, increase the Wound Roll by 1/2 of your Surgency.
- Genes of a Dragon Clan [Passive]: Gain access to the Healing Hands Unique Ability while you have this effect. 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 [Cognitive or Morale] (Body): Whimisical and magical, the Neko Majin genetics within you allow you to confound and astound your enemies.
(1)-[Passive]: You gain access to the Illusion and Shapeshift Unique Abilities.
(2)-[Passive]: Reduce the Ki Point Cost of all Unique Abilities by 2(T).
(3)-[Triggered, 3/Round]: After seeing your result for a Combat Roll, you may spend 1 Adaptation Point to reroll. You must take the second result.
(4)-[Triggered/Start of Turn]: Regain 2(bT) Ki Points and 1 Adaptation Point.
Neo-Tuffle Genes [Cognitive] (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, you may spend 2 Adaptation Points to use the Basic Attack Maneuver as an Out-of-Sequence Maneuver. You must target that Opponent for this Attacking Maneuver.
(3)-[Option]: Upon gaining this Factor Trait, choose one of the following effects to have access to while you possess this Trait:
- 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 [Any – you decide] (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.
(2)-[Triggered/Power, 1/Round]: Gain 1 Adaptation Point.
Saiyan Genes [Any – you decide] (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) and 1 Adaptation Point.
(2)-[Passive]: For each stack of Battle Creation, increase your Combat Rolls and Surgency by 1(T).
(3)-[Passive]: For each stack of Battle Creation, increase the Dice Score of your Steadfast Checks by 1.
(4)-[Triggered/Defeated]: Spend 3 Adaptation Points to make a Steadfast Check, but reduce the Dice Score of this Steadfast Check by 2. If you succeed, set your Life Points to 1 below the Critical Health Threshold and maximize your Adaptation Points.
(5)-[Triggered, 1/Encounter]: If you succeed the Steadfast Check for the 4th effect of Saiyan Genes, set your stacks of Battle Creation to 3.
Shadow Dragon Genes [Morale] (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 2.
(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]: If you gain an Adaptation Point, regain 1(bT) Ki Points.
(4)-[Triggered]: If an Opponent who is not at Long Range scores a Botch Result, you may spend an Adaptation Point to inflict the Impaired Combat Condition on that Opponent until the start of their next turn.
(5)-[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.
(6)-[Triggered, 1/Encounter]: If you reduce your Life Points by 8(bT) or more through the second effects of Dragon Genes, gain 2 Adaptation Points.
Shinjin Genes [Cognitive] (Body): Harnessing the keen insight and ki efficiency of the Shinjin, you are capable of feats of near-godly power.
(1)-[Passive]: You can sense God Ki.
(2)-[Passive]: Reduce the TP Cost of all Unique Abilities by 2.
(3)-[Passive]: Reduce the Ki Point Cost of all Attacking Maneuvers by 1(T).
(4)-[Passive]: Increase your Combat Rolls and Soak Value by 1(T) for the duration of your Counter Maneuvers.
(5)-[Triggered]: At the end of a Combat Round, for every 2 Counter Actions you possess, gain an Adaptation Point.
(6)-[1/Round]: Spend 2 Adaptation Points to use a Counter Maneuver without spending the Action Cost.
Yardrat Genes [Cognitive or Impulsive] (Body): The energy efficiency and teamwork tendencies of the Yardrat peoples allow you to grant your unimaginable strength to your Allies.
(1)-[Passive]: Increase your Maximum Ki Points by 2 for every Power Level reached.
(2)-[Triggered]: If an Ally makes a Combat Roll, you can spend any number of Adaptation Points on that Combat Roll. For each Adaptation Point spent, increase that Combat Roll by 1(T).
(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 to have access to while you possess this Trait:
- 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.