
Namekians are natural healers and strong warriors, able to recover from physical damage quickly and even regrow lost limbs. With such powerful physical properties, it is no surprise to learn that Namekians can extend their limbs beyond their normal lengths and grow many times their normal size. Namekians also have amazing hearing and it is rumored that some can hear across the universe. In addition to the aforementioned abilities, Namekians have great resistance to colder climates, and they rarely eat, if at all, typically only drinking water.
| Attribute Score Increase. Both your Tenacity and Insight scores are increased by +2 and either your Force or Magic score is increased by +1. Racial Life Modifier. +5 Saving Throw: Corporeal Skill Ranks: 3 |
Namekian Lore
Personality
Namekians have varied personalities however various clans have tendencies towards more specific personality aspects:
Warrior Clansmen are usually analytical and stern.
Dragon Clansmen are often empathetic and understanding, usually peaceful by nature.
Demon Clansmen are typically very prideful, ruthless, and egotistical; often sadistic and power-hungry.
Most Namekians on Planet Namek adhere to a philosophy of preserving peace and preserving memories of the past without holding grudges; they simply take things as they come.
Physical Description
Most Namekians are green-skinned humanoids with vaguely slug-like characteristics. They have short antennae above their protruding, pronounced, and hairless brow. They also have long pointy ears, pronounced canine teeth, and talon-like nails on their fingers.
Namekians have patches with red outlines on their forearms, biceps, shoulders, abdomen, thighs, knees, and shins. They also have three red conjoined rings on their ankles and wrists, appearing as bands. In spite of the general known appearance of Namekians being “green men”, there have been Namekians born of different colors such as purple, pink, or even blue-skinned Namekians.
Society
Namekian society is largely communal, separated into a few smaller villages spread throughout the planet. Each holds one of the Namekian Dragon Balls. Dragon Clan Namekians can bestow one to a Namekian or other traveler who passes a trial or helps their community in some way, in accordance with their custom.
Namekians spend a lot of their time farming Ajisa and socializing; one might assume their farms are for the purpose of food production, but strangely Namekians do not require any food at all. Instead, they only need water. Namekians farm Ajisa mostly for aesthetics, in order to enhance the beauty of their planet.
Generally, Namekians are mostly separated into 3 clans:
Warrior Clan Namekians, intelligent warriors who analyze their opponents as they fight. Warrior Clan Namekians are the second rarest type of Namekian, and act as guards and protectors, working tirelessly to support and protect their communities from harm.
Dragon Clan Namekians, sages and healers who specialize in mystical abilities, such as creating magical artifacts known as the Dragon Balls, which can be used to summon a wish-granting dragon. They are very numerous on Planet Namek, and serve as leaders for their communities, which usually hold one of the Namekian Dragon Balls made long ago by Grand Elder Guru.
Demon Clan Namekians, corrupted by pure evil, the demon clan is an unnatural clan that does not usually exist in Namekian society. Demon Clansmen are mutant Namekians who can birth Dark Vassals, even more mutated and powerful minions, to do their bidding.
Their groups are usually patriarchal, and the vassals obey their father unquestioningly, even if they sometimes display a sarcastic attitude. Technically, Demon Clan Namekians are still members of the Warrior or Dragon Clans, but they choose to distinguish themselves from the other clans due to both pride and their often mutated appearance.
Planet Namek’s society is led by Grand Elder Guru, a Namekian who survived the cataclysm which eradicated most of the Namekian race.
Demon Clansmen are usually led by a Patriarch who births most of the Dark Vassals and sometimes also normal offspring.
Home World
Most Namekians come from Planet Namek; however, whether they actually come from here or not is unknown, as Namekians have been spotted on many distant planets, and even exist in other universes, leaving their true home world and origin shrouded in mystery- apparently coming from another realm altogether to the universes that are known.
Planet Namek is largely isolationist, and disconnected from any larger groups or civilizations in the known universe. Namekians living on Namek remain generally ignorant of the events going on in the wider universe.
Lore
The history of Namekians is long and largely unknown; what is known is written within the ancient record known as the Namekian Book of Legends. It is possible they came from a realm separate to the known universe at some point.
They have some kind of connection to a being known as the Dragon God Zalama, who created the Super Dragon Balls, the first known set of Dragon Balls to ever exist. The exact specifics of the relation between Zalama and the Namekians was lost to time, however.
At some point in history, Namekians were a very advanced space-faring race who spread throughout the stars; however, after a cataclysmic event, Namekian society regressed as a large number of Namekians perished and the race became scattered. The largest group of Namekians resides on Planet Namek as a communal society, the race having been mostly repopulated by the planet’s guardian, Grand Elder Guru.
In a time immemorial, Namekians of various clans who pushed their limits discovered the ability to transform into an “Ajisa Namekian”, a form marked by the symbol of an Ajisa Tree appearing on their back. Unfortunately, the knowledge of how to transform into this form was lost during the cataclysm, as Namekian society was forced to focus on re-population and reconstruction, rather than chasing legends.
Naming
Namekian names are usually similar to various terms for mollusks like slugs or snails, however, some have chosen to take on other naming schemes due disassociating from their origins or not being aware of them.
Example Names: Nail, Dende, Slug, Eemai, Tambourine, Piccolo, Kami
Primary Racial Traits
Namekian Biology (Body): Namekians possess the unique ability to rapidly expand and divide their cells at will, allowing them to regrow limbs, stretch or grow to gigantic proportions, or regenerate damage with a thought, so long as their heads are intact. They also possess exceptional hearing.
(1)-[Passive]: Reduce the Critical Target of your Clairvoyance and Perception Skill Checks by 1.
(2)-[Passive]: Increase the Dice Score of your Steadfast Checks by 1.
(3)-[1/Round]: As a Standard Action with an Action Cost of 1 Action and a Ki Point Cost of 4(bT) Ki Points, use a Healing Surge. Each time you use this effect after the first, increase the Ki Point Cost by 2(bT) for the remainder of the Combat Encounter.
(4)-[Triggered]: When making any type of Physical Attacking Maneuver or Grapple Maneuver, you may increase your Melee Range by 3 Squares for the duration of that Maneuver. Upon hitting an Opponent or initiating a Grapple after using this effect, you may move that Character any number of Squares up to your current Melee Range (including the bonus from this effect) in any direction. If you initiate a Grapple through this effect, you can choose not to move the Grappled to increase your Grapple Checks against the Grappled for the duration of that Grapple by 1(bT).
(5)-[Triggered/Start of Combat Round]: Regain 3(bT) Life Points.
Intelligent Fighter (Mind): Known as some of the most intelligent fighters in the universe, the Namekian people can quickly learn the fighting style of their opponent and use that knowledge to find openings others may miss.
(1)-[Passive]: At Character Creation, select a Skill that uses Insight as its Attribute. You gain a Skill Rank in the Skill selected for this effect.
(2)-[Triggered, Ruling]: At the end of each Combat Round, select a Character that has used at least 1 Attacking Maneuver during this Combat Round. That selected Character becomes ‘Studied’ until the end of the next Combat Round.
(3)-[Triggered, 1/Round]: If you Defeat a Studied Opponent with an Attacking Maneuver, regain Ki Points equal to your Surgency.
(4)-[Triggered, 1/Round]: If a Studied Ally would be Defeated by the Damage from an Opponent’s Attacking Maneuver, reduce the Damage by your Surgency.
(5)-[Passive]: Increase your Combat Rolls by 1(T) against Studied Opponents.
(6)-[Passive]: Increase the Combat Rolls of Studied Allies by 1(T).
Secondary Racial Traits
Namekian Techniques (Mind): Known for their magical prowess, even among their warriors, this peace-loving race has developed certain techniques over time for both times of peace and times of war.
(1)-[Passive]: You gain access to the Magical Materialization and Telekinesis Unique Abilities.
(2)-[Passive]: You gain access to the Unify Maneuver.
(3)-[Passive]: Increase the number of Technique Points you gain from Skill Improvements by 3.
(4)-[Triggered/Power, 1/Round]: Target an Opponent:
- If your targeted Opponent is Studied, you may use the Signature Technique Maneuver or Basic Attack Maneuver as an Out-of-Sequence Maneuver. If you do, the Opponent you targeted for this effect must be a target for this Attacking Maneuver.
- If your targeted Opponent is not Studied, they become Studied until the end of the Combat Round.
Telepathic Warning (Mind): With their inherent grasp of telepathy and their peaceful, social nature, Namekians are capable of great feats of teamwork, helping each other to avoid attacks.
(1)-[Passive]: You gain access to the Telepathy Unique Ability.
(2)-[Triggered, 2/Round]: If an Opponent targets you and/or an Ally with an Attacking Maneuver, you may immediately increase the Dodge Roll of yourself and any Allies targeted by that Attacking Maneuver by 1(T) for the duration of that Attacking Maneuver. If an Ally is Studied, double this increase to their Dodge Roll.
(3)-[Triggered, 1/Round]: When you trigger the second effect of Telepathic Warning, if the attacker is a Studied Opponent, you may spend a Counter Action to increase the bonus to Dodge Rolls from this effect by 2(T).
Warrior Clan Subrace
Refined Combat (Mind): Literally bred for battle, Warriors train from birth to protect their brethren from any threats to their people and their planet.
(1)-[Passive]: Increase your Soak Value and Wound Rolls against Studied Opponents by 1(T).
(2)-[Passive]: Increase your Surgency by 1/2 (rounded up) of your Insight Modifier.
(3)-[Multi-Option/2]: At Character Creation, choose two of the following effects:
- Hand to Hand [Triggered, 1/Round]: When you hit a Studied Opponent with a Physical Attack, you may increase the Wound Roll by 1/2 of your Surgency. If you do, that Opponent stops being Studied after you complete this Attacking Maneuver.
- Blaster [Triggered, 1/Round]: When you hit a Studied Opponent with an Energy Attack, you may increase the Wound Roll by 1/2 of your Surgency. If you do, that Opponent stops being Studied after you complete this Attacking Maneuver.
- Grappler [Triggered, 1/Round]: If you successfully initiate a Grapple with a Studied Opponent, you may use the Launch Maneuver or Pin Maneuver as an Out-of-Sequence Maneuver. If you do, that Opponent stops being Studied after you complete that Maneuver.
- Defender [Triggered, 1/Round]: When you are hit by an attack from a Studied Opponent, you may increase your Soak Value by 1/2 of your Surgency for the duration of that Attacking Maneuver and reduce the Damage Category of that Attacking Maneuver by 1. If you do, that Opponent stops being Studied after you complete that Maneuver.
- Fleet-Footed [Triggered, 1/Round]: When you are targeted by an Attacking Maneuver from a Studied Opponent, you may increase your Defense Value by 1/2 of your Surgency for the duration of that Attacking Maneuver. If you do, that Opponent stops being Studied after you complete that Maneuver.
- Protector [Triggered, 1/Round]: When a Studied Ally is hit by an Attacking Maneuver, you may use the Intervene Maneuver without spending a Counter Action.
- Trusted Ally [Triggered, 1/Round]: When you target an Ally with the Empower Maneuver, they become Studied until the end of their next turn. If they were already Studied, they may use the Power Up Maneuver or Transformation Maneuver as an Out-of-Sequence Maneuver instead.
- Power Channeler [Triggered, 1/Round]: If you target a Studied Opponent with the Signature Technique Maneuver, you may gain a free Energy Charge on that Attacking Maneuver that counts towards the required amount of Energy Charges necessary for the Mandatory Charge Disadvantage. If you do, that Opponent stops being Studied after you complete this Attacking Maneuver.
Dragon Clan Subrace
Spirit of Namek (Mind): Known for their greater magical prowess and their healing powers, Dragon Clan Namekians focus on supporting their Warrior brethren from the rear.
(1)-[Passive]: Gain the Healing Hands Unique Ability.
(2)-[Passive]: Increase the Soak Value and Wound Rolls of your Studied Allies by 1(T).
(3)-[Passive]: You may use your Magic Modifier instead of your Force Modifier when calculating Surgency (see — Surges).
(4)-[Multi-Option/2]: At Character Creation, choose two of the following effects:
- Caster [Triggered, 1/Round]: When you hit a Studied Opponent with a Magical Attack, you may increase the Wound Roll by 1/2 of your Surgency. If you do, that Opponent stops being Studied after you complete this Attacking Maneuver.
- Supporter [Triggered, 1/Round]: When a Studied Ally hits an Opponent with an Attacking Maneuver, you may increase the Wound Roll by 1/2 of your Surgency. If you do, that Ally stops being Studied after they complete this Attacking Maneuver.
- Debuffer [1/Round]: As an Instant Maneuver, you can target a Studied Opponent. Make a Clash (Cognitive) against them. If you win, they suffer from the Impediment Combat Condition until the end of this turn.
- Healer [Triggered]: Increase the amount of Life Points regained from your use of Healing Hands by your Surgency. Additionally, if you use Healing Hands on a Studied Ally, they may either: regain Ki Points equal to 1/2 of the Life Points they gained, OR stop suffering from a Combat Condition (except Suffocating).
- Life Burn [Triggered/Power, 1/Encounter]: You may reduce your Maximum Life Points and your Life Points by 1/4 of your Maximum Life Points. If you do, increase your Combat Rolls by 2(T) until you fail a Steadfast Check.
- Magician [Passive]: Reduce the Technique Point Cost of any Magical Unique Abilities by 3 and reduce their Ki Point Cost by 2(T).
- Bestower [Passive]: Gain access to the Magical Enhancement Unique Ability and the Unleash Dormant Power Advancement. Additionally, when selecting a character to become Studied through the second effect of Intelligent Fighter, you may select an additional character to be Studied, but they must be an Ally.
- Poko Priest [1/Round]: As a Standard Action with an Action Cost of 2 and a Ki Point Cost of 5(bT), create a Minion. This Minion is of the Namekian Race and must possess the Dark Vassal Factor. In addition, that Minion gains 2(bT) Attribute Points to spend at Character Creation.