
Some creatures in the Dragon Universe are not mere animals or beasts, but actual monsters. Monstrous Traits represent their various, unique abilities.
Monstrous Traits
Adaptive Toughness: Your defenses grow as your body sustains damage.
(1)-[Passive]: Increase your Damage Reduction by 1(T) for every Health Threshold you are below.
(2)-[Triggered, 1/Round]: When you are targeted by an Attacking Maneuver, double the bonus to your Damage Reduction from the first effect of Adaptive Toughness for the duration of that Attacking Maneuver.
Bloodlust: Your monstrous nature is predatory, driving you to rend flesh and sate an unending hunger.
(1)-[Triggered, Resource]: When you knock an Opponent through a Health Threshold or Defeat a Minion, gain a stack of Bloodlust (max. 3). When you Defeat an Opponent (except a Minion), gain 3 stacks of Bloodlust.
(2)-[Passive]: Each stack of Bloodlust increases your Strike and Wound Rolls by 1(T).
(3)-[Automatic]: You lose a stack of Bloodlust at the end of any Combat Round you did not successfully trigger the first effect of Bloodlust.
Brood Parent: You are able to split yourself or otherwise reproduce alone, allowing you to swarm the battlefield with your clones or offspring.
(1)-[1/Round]: As a Standard Maneuver with an Action Cost of 1 Action and a Ki Point Cost of 5(T), create a Duplicate Minion. Your Duplicate Minion’s base Size Category is 1 Size Category smaller than yours.
(2)-[Multi-Option/2]: Upon gaining this Monstrous Trait, select two of the following effects:
- Draining Minions [Passive]: Your Minions created through the first effect of Brood Parent gain access to the Power Drain Maneuver.
- Exploiting Minions [Triggered, 1/Round]: When one of your Minions created through the first effect of Brood Parent are Defeated, you may target a Square they occupied with an Attacking Maneuver of the Explosion Profile as an Out-of-Sequence Maneuver.
- Mini Minions [Passive]: When creating a Minion through the first effect of Brood Parent, you may choose to reduce their Size Category by up to 2 more Categories. If you do, for each reduction, reduce their Soak Value by an additional 1(T) and increase their Defense Value by 1(T).
- Many Minions [Passive]: The first effect of Brood Parent’s Keyword changes from 1/Round to 3/Round.
- Consumable Minions [1/Round]: As an Instant Maneuver, you may target any number of your Minions created through the first effect of Brood Parent and Defeat them. You regain Ki Points equal to 1/4 (rounded up) of their collected Ki Points. You cannot target a Minion with this effect if it was created during this Combat Round.
Dissipating Dodge: You have the uncanny ability to move around the battlefield as if you were teleporting.
(1)-[1/Round]: As an Instant Maneuver, you may spend 2(bT) Ki Points to select an unoccupied Square within 6 Squares of you and place yourself on that Square. If that Square is within the Melee Range of an Opponent, make an Impulsive Clash against them. If you win, they suffer from the Guard Down Combat Condition against your next Attacking Maneuver until the end of your turn.
(2)-[Triggered]: If you are targeted by an Attacking Maneuver, you may spend 4(bT) Ki Points to reduce your Size Category to Nano for the sake of calculating the bonus/penalty to Defense Value from your Size Category for the duration of that Attacking Maneuver. You cannot use this effect if you are suffering from the Guard Down or Impediment Combat Condition(s).
Elemental Assault: Your species is intrinsically tied to an element of the natural world, and as such, can produce that element at will. (Partially inspired by the homebrew of Dunkaccino in the DBU Discord).
(1)-[Passive]: Upon gaining this Trait, select a Profile with ‘Elemental’ in the name to become your Favored Element.
(2)-[Option]: Upon gaining this Trait, select one of the following effects:
- Counter Elemental [Passive, Ruling]: Increase the Wound Rolls of your Favored Element by 3(T), but select an additional Profile with ‘Elemental’ in the name, except the one chosen for the first effect of Elemental Assault. This Profile becomes your ‘Vulnerability’. If you are hit by an Attacking Maneuver of your Vulnerability, increase the Damage Category of that Attacking Maneuver by 1 Category for the sake of your Damage Calculation.
- Elemental Infusion [Triggered]: When you use a Physical Attack or Energy Attack, you may apply the Multi-Profile Super Profile to that Attacking Maneuver. If you do, you must select your Favored Element for the effects of Multi-Profile.
Extension Attack: Whether by means of extended hair, limbs, bandages or even a prehensile tongue, you possess a means of attacking and binding up an opponent from a distance. (Partially inspired by the Homebrew of Comeau in the DBU Discord)
(1)-[Passive]: When making the Grapple Maneuver against an Opponent or maintaining it against an Opponent, you may increase your Melee Range by 3 Squares for the duration of that Maneuver.
(2)-[Passive]: While you are Grappling an Opponent who is 3 or more Squares away from you, you do not suffer the Guard Down Condition.
(3)-[Option]: Upon gaining this Trait, select and apply one of the following effects:
- Extending Weapon [Passive, Ruling]: Upon gaining this Monstrous Trait, create and Integrate a Physical Weapon with the Extending and Hidden Qualities. This becomes known as your ‘Prehensile Weapon’.
- Mystic Attack [Triggered]: When making any type of Physical Attacking Maneuver, you may increase your Melee Range by +3 Squares for the duration of that Maneuver. Upon hitting a Character, you may move that Character any number of Squares up to your current Melee Range (including the bonus from this effect) in any direction.
(4)-[Choice]: Depending on your choice for the Option effect of this Trait, apply the following effects:
- Extending Weapon [1/Round]: As an Instant Maneuver, you may apply the Telekinetic and Extending Qualities to a Weapon you are wielding that does not currently possess them (this does not count towards the maximum number of Qualities that Weapon can possess). While benefitting from those Qualities, ignore all other effects from this Trait. You may remove the Telekinetic and Extending Qualities given to a Weapon through this effect as an Instant Maneuver.
- Mystic Attack [Passive]: Ignore Cover for Opponents who are not Hidden from you and increase the Wound Rolls of your Physical Attacking Maneuvers against Opponents not on an adjacent Square to you by 2(T).
Feast: Absorbing the life essence of your enemies, you revitalize yourself.
(1)-[Triggered]: If you deal Damage to an Opponent with an Attacking Maneuver made through the effects of the Bite Maneuver, regain Life Points equal to 1/2 of the Damage dealt.
(2)-[Passive]: You gain access to the Absorbing Attack Maneuver and the Drain Life Advantage (seen below).
(3)-[Triggered]: When you use the Bite Maneuver or apply the effects of the Absorbing Attack Maneuver to an Attacking Maneuver, you may reduce your Life Points by up to 3(bT) to increase the Wound Roll by twice the amount of Life Points lost.
Drain Life Advantage
Drain Life: You possess the uncanny ability to steal the life energy of others to fuel your own.
–TP Cost: 8
–Requirement: Physical Attack, access to the Absorbing Attack Maneuver
–Effect: You may use the Absorbing Attack Maneuver in response to the Signature Technique Maneuver for this Signature Technique.
Innate Weaponry: Able to produce a weapon from your very flesh, you are never left without a weapon at hand, making you always deadly.
(1)-[2/Round]: As a Standard Maneuver with an Action Cost of 1 Action, create a Weapon with a Craftsmanship Grade of 4.
(2)-[Passive]: Increase the Strike and Wound Rolls of your Armed Attacks by 1(T).
Light Consumption: From a planet consumed by darkness, you have the unnatural ability to absorb light and gain nutrition from it.
(1)-[1/Round, Resource]: As a Standard Action with an Action Cost of 2 Actions, target an Opponent who meets any conditions from the list below. Make a Clash (Corporeal) against that Opponent. If you win, apply the effects listed below:
- An active Aura: The targeted Opponent exits the Aura. Gain a number of Light Stacks equal to that Opponent’s Tier of Power.
- In a Transformation with the Light Dependent Aspect: The targeted Opponent exits the Transformation with the Light Dependent Aspect (unless that Transformation has the Dedicated Aspect), but they do not gain Stress Exhaustion. Gain a number of Light Stacks equal to that Transformation’s Tier of Power Requirement plus 1/2 (rounded up) of that Opponent’s Tier of Power.
- Has any stacks of Power: The targeted Opponent loses their stacks of Power. Gain a number of Light Stacks equal to 1/2 (rounded up) of that Opponents Tier of Power for each stack of Power they had possessed.
(2)-[Triggered, 1/Round]: As a Counter Action with an Action Cost of 1 Counter Action, when you are targeted by an Attacking Maneuver that is of the Energy Type or the Light Profile, you can make a Might Clash against that attacking Character. If you win, you take no Damage from that Attacking Maneuver, but instead the attacking Character makes an Urgent Wound Roll for their Attacking Maneuver as if you were hit, and you regain Ki Points equal to 1/2 of the Dice Score. For every 1/5 of your Maximum Ki Point Pool regained as Ki Points, gain 1(bT) Light Stack(s).
(3)-[Automatic/Start of Combat Round]: Regain Ki Points equal to your amount of Light Stacks, then halve your number of Light Stacks.
(4)-[Automatic]: At the end of the Combat Round, reduce your Life Points by your number of Light Stacks. If your number of Light Stacks exceeds 2(bT), then reduce your Life Points by 1/5 of your Maximum Life Points.
Petrification Plating: Your body is weighed down by some form of natural armor that you are able to shed to protect yourself.
(1)-[Triggered/Start of Combat Encounter, Triggered/Power]: Gain a Plate (max. 3).
(2)-[Passive]: For each Plate you possess: gain 1(bT) Damage Reduction, reduce the amount of Squares you move through by any means by 1(bT), and reduce the Combat Rolls of any Opponent you are grappling as the Grappler by 1(bT).
(3)-[Triggered, 1/Round]: If you are hit by an Attacking Maneuver, you can spend 1 Plate to increase your Damage Reduction by 5(bT) for the duration of that Attacking Maneuver.
(4)-[1/Encounter]: As a Standard Action with an Action Cost of 1 Action, you can remove all of your Plates. Increase your Combat Rolls by 1(T) for every Plate removed until the start of your next turn.
Ravaging Charger: Your monstrous body is built to charge opponents, slamming into them with your weight and momentum.
(1)-[Passive]: Increase your Speed by 1(T).
(2)-[Triggered, 1/Round]: If you hit an Opponent with an Attacking Maneuver that possesses the Charging Assault Advantage, make a Clash (Morale) against them. If you win, apply 1/2 of your maximum Boosted Speed to the Wound Roll of that Attacking Maneuver.
Shedding Transformation: Your monstrous power emerges when you would otherwise be defeated.
(1)-[Passive]: Double the amount of Life Points you gain from Legend Realized.
(2)-[Triggered/Defeated]: Set your Life Points to 1 and then, you may either: use the Transformation Maneuver as an Out-of-Sequence Maneuver, or trigger Legend Realized.
Slimy Consistency: Your body’s unusual physiology makes you unnaturally slimy, allowing you to protect yourself in unusual ways.
(1)-[Passive, Ruling]: As a Standard Action with an Action Cost of 1 Action, you may ‘Store’ any Basic Items, Accessories, pieces of Apparel, or Weapons. While they are stored, they cannot be targeted by the Snatch Maneuver.
(2)-[Passive]: As a Standard Action with an Action Cost of 1 Action, you may use any stored Items/equip any stored Weapons/Apparel/Accessories.
(3)-[Triggered, 1/Round]: If you are hit by a Physical Attack that does not deal Damage, you may either:
- Use the Grapple Maneuver as an Out-of-Sequence Maneuver against the Opponent who used the Attacking Maneuver.
- Use the Basic Attack Maneuver as an Out-of-Sequence Maneuver against the Opponent who used the Attacking Maneuver.
- If the Physical Attack was an Armed Attack, make a Might Clash against the Opponent who used the Attacking Maneuver. If you win, you may store their Weapon inside of your body, un-equipping it from them.
Spectral Monster: You have the ability to shift your body to an incorporeal state, allowing you to pass through objects and avoid attacks. (Inspired by the Homebrew from Idios in the DBU Discord)
(1)-[1/Round]: As a Standard Action with an Action Cost of 1 Action and a Ki Point Cost of 6(bT), enter the Incorporeal Special State.
(2)-[1/Round]: As an Instant Maneuver during your turn, you can exit the Incorporeal Special State.
(3)-[Triggered, 1/Round]: If you are not in the Incorporeal State and are targeted by an Attacking Maneuver, you can spend a Counter Action and 10(bT) Ki Points to enter the Incorporeal State.
(4)-[Automatic/Start of Turn]: If you are in the Incorporeal State due to the first effect of Spectral Monster, reduce your Ki Points by 6(bT).
Incorporeal State
Incorporeal State
(1)-[Triggered]: If any Attacking Maneuver you are targeted by possesses a Wound Roll whose Dice Score is less than 1/4 of your Maximum Life Points, you receive no Damage from that Attacking Maneuver.
(2)-[Automatic]: If you suffer Damage from an Attacking Maneuver, leave the Incorporeal State. If you exit the Incorporeal state through this effect, you may not enter it again until the end of your next turn.
(3)-[Passive]: Increase your Grapple Checks as the Grappled by 2(T).
(4)-[Passive]: You may not use any Attacking Maneuvers.
(5)-[Passive]: For the sake of Collision, the Square you occupy is always considered to be empty. Additionally, you may pass through Characters and Features during any movement without colliding with them.
(6)-[Passive]: You cannot suffer from Collision Damage.
Super Elastic Body: Your flesh is stretchy, squishy, and otherwise impermeable to conventional forms of attack – allowing you to easily reflect and repel kinetic assaults. (by Comeau in the DBU Discord)
(1)-[Passive]: Increase your Damage Reduction against Physical and Energy Attacks by 2(T).
(2)-[Triggered]: If you would use the Reflect Maneuver, increase your Strike Rolls by 1(T) for the duration of that Maneuver.
(3)-[Triggered, 1/Round]: If you avoid an Attacking Maneuver through the effects of the Parry option of the Defend Maneuver, you may use the Launch Maneuver as an Out-of-Sequence Maneuver against the attacking Character as if they were in a Grapple with you as the Grappler.
(4)-[Triggered, 1/Round]: If you would use the Direct Hit option of the Defend Maneuver against an Opponent’s Physical or Energy Attack and receive no Damage while not using a Shield Aura or the second effect of the Shield Weapon Category, you may treat it as though you avoided that Attacking Maneuver through the effect of the Parry option of the Defend Maneuver instead.
(5)-[Passive]: While you possess any stacks of the Slowed Combat Condition or you are currently suffering the effects of the Freezing Climate Battle Weather, ignore all other effects of this Trait.
Terrifying Visage: Your appearance is grotesque or otherworldly, horrifying all who lay eyes upon you.
(1)-[Passive]: Increase the Natural Result of your Intimidation Skill Checks by 1.
(2)-[Passive]: Gain access to the Terrify Maneuver if you do not possess it.
(3)-[Triggered, 1/Round]: If you win a Clash using the Terrify Maneuver, you may use the Power Up Maneuver or Transformation Maneuver as an Out-of-Sequence Maneuver.
Unique Monstrosity: Your mutated physique is so unique that you are able to perform techniques that few others can.
(1)-[Passive]: Upon gaining this Trait, select any Unique Ability with a TP Cost of 20 or less. You must still meet any Prerequisites, except those of a listed Attribute Score and if the listed Skill Ranks required are 2 or less. You gain access to that Unique Ability while you possess this Trait.
(2)-[Passive]: Reduce the Ki Point Cost of the Unique Ability you chose for the first effect of Unique Monstrosity by 2(T).
Unrelenting: Thanks to your monstrous power, you continue to get back up no matter how many times you’ve been knocked down.
(1)-[Passive]: Increase the Dice Score of your Steadfast Checks by 1.
(2)-[Passive]: For each Health Threshold you are below, increase your Soak Value and Surgency by 1(T).
(3)-[Triggered/Defeated]: Use a Healing Surge as an Out-of-Sequence Maneuver.
Weather Environment: Your monstrous body is adapted to be particularly effective in a specific environmental condition.
(1)-[Option]: Upon gaining access to this Monster Trait, select one of the following:
- Battle Weather [Passive]: Choose a Battle Weather upon gaining this effect. You do not suffer the effects of your chosen Battle Weather.
- Light [Passive]: Ignore the penalties from Light Levels.
(2)-[Choice]: Depending on your choice for the Option effect of Weather Environment, gain the following effects:
- Battle Weather [Passive]: While in your chosen Battle Weather, increase your Combat Rolls by 1(T).
- Light [Passive]: While the Light Level is not Normal, increase your Wound Rolls by 3(T).