Namekians

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.

Namekian Lore

Namekian Aptitudes

Attribute Score Increase. Both your Tenacity and Insight scores are increased by +4 and either your Force or Spirit score is increased by +2.

Age. Namekians reach maturity around eight years old and from there, age extremely slowly. Namekians only maintain physically fit for fighting until around age three hundred.

Health Modifier. +5

Size. The average height for a Namekian is around 6’0”, and they weigh around 150 pounds. They can weigh anywhere from 150 pounds to 300 pounds. Namekian characters can choose to be Small, Medium, or Large.

Z-Soul. Namekian characters will typically have a Z-soul related to peace, guardianship, wisdom, enlightenment or the practice of arts.

Exceptional Hearing (Body). You have superior hearing and can hear better than nearly any known living creature. When making any Perception Skill Check that uses your hearing, reduce your Critical Target by -2. High-pitched sounds will also disorientate you. Any attempt to create a high-pitched sound capable of bothering you requires One Action from an opponent during their turn. When they do so, they must make a Performance (Music) Skill Check, TN Hard. If they fail, nothing happens. If they succeed, you must pass a TN Hard Corporeal Save or suffer from Impediment until the end of your next turn.

Antennae (Body). As a Namekian you have two antennae rooted on your forehead. When making any type of Clairvoyance Skill Check, reduce your Critical Target by -2.

Namekian Proficiencies
Saving Throw: Corporeal
– Skills – Select two of the following: Craft, Clairvoyance, Knowledge, Medicine, or Perception

Techniques of Namek (Namekian Trait) (Body). Namekians have a host of unique traits that grant more than one benefit or ability. The trait Techniques of Namek grants your character the following: Namekian Clairvoyance, Namekian Unite, and Magical Materialization. 

  • Namekian Clairvoyance. You have access to the Telepathy Magical Ability without paying its Technique Points cost. Other Namekian characters do not count towards your maximum number of people you may speak to through Telepathy.
  • Namekian Unite. This type of fusion ability allows a Namekian to absorb another Namekian permanently. The strength of the absorbed Namekian fuels a huge increase in the host Namekian’s power. You may attempt to fuse with a Namekian within your Melee Range at the cost of 3 Actions if they consent to the fusion. When you fuse with another Namekian, you gain an instance of the Super Namekian Manifested Power and you gain a number of Attribute Points to spend immediately equal to 4x the base Tier of Power of the absorbed Namekian. You can gain a stack of the Super Namekian Manifested Power even if you’re at the maximum number of stacks for your Tier of Power and if you don’t meet the Tier of Power requirements.

    If the absorbed Namekian and you were originally one being, you also gain access to their Talents, Signature Techniques and Magical Abilities. Additionally, the Super Namekian Manifested Power increases your SCH/IN/PE Modifiers by +2 as well for this stack.

    If an absorbed Namekian is 5+ Power Levels lower than you, you do not gain a stack of the Super Namekian Manifested Power.
  • Magic Creation. Namekians have a natural inclination towards the arcane arts and can use this power to create physical matter and control it. While any race could learn this ability, it is child’s play for Namekians. You have access to the Magical Materialization and Telekinesis Magical Abilities without paying their Technique Points costs.

Flexible Biology (Namekian Trait) (Body). The physiology of Namekians is fairly unique and allows you access to the following abilities: 

  • Nobiru-Ude. You can elongate your arms and legs at will, increasing your Melee Range by up to +3 Squares. When using Nobiru-Ude to perform a Maneuver, increase the Ki Point Cost of the Maneuver by an additional +1(T) Ki Points for each additional Square. The target must be within a clear line of sight. The attack cannot cross the path of another combatant or any type of terrain or other obstacles. When using Nobiru-Ude, you provoke Counter Actions for your opponents that were in your Melee Range before you activated the effects of Nobiru-Ude.
  • Gigantification. A Namekian Transformation that allows you to grow to gigantic sizes. If you would gain access to the Giant Form Transformation, you instead gain access to the Great Namekian Variant Form.
  • Cellular Proliferation. You can recover from extremely grievous wounds, even amputated limbs – this ability is also known as Sai Sei. Once per Combat Round, you can spend One Action and 4(T) Ki Points to use a Healing Surge Maneuver. If you use this effect, you suffer from the Impediment Combat Condition on your next Combat Roll.

    Additionally, at the start of each Combat Round, before any character takes a turn, you automatically restore +3(T) Life Points. This effect does not activate if you are Defeated or if you have 0 Ki Points.

Intelligent Fighter (Namekian Trait) (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. When you are a target of an opponent’s Attacking Maneuver, or you target an opponent with an Attacking Maneuver, you gain +1 stack of Intelligent Fighter against that opponent (this stack is gained before any rolls are made and before you decide if you’ll spend any stacks). You can have up to 4 stacks of Intelligent Fighter on each individual opponent.

When making a Strike Roll as part of an Attacking Maneuver against an opponent or when making a Dodge Roll against an opponent’s Attacking Maneuver, you can remove any number of Intelligent Fighter stacks from that opponent to increase that roll by +1(T) for each stack removed.

Additionally, starting from Tier of Power 2, each time you gain a Tier of Power, gain +5 additional Technique Points.

Telepathic Warning (Namekian Trait) (Mind). Once per Combat Round, when you or an ally are the target for an Attacking Maneuver used by an opponent, you may spend a Counter Action to gain +1 stack of Intelligent Fighter against that opponent and then apply the following effect depending on who was targeted:

  • If you were targeted and successfully avoided the attack, you may make a Basic Attack against that opponent as an Out-of-Sequence Maneuver.
  • If an ally was targeted, increase their Dodge Roll by +1(T) for every stack of Intelligent Fighter you currently possess on that opponent.

Namekian Conviction (Namekian Trait) (Mind). When you pass a Steadfast Saving Throw, gain +2 stacks of Intelligent Fighter against all opponents in the Combat Encounter. If this would cause the number of stacks of Intelligent Fighter on that opponent to exceed the maximum, you gain Superiority to all Combat Rolls against that opponent until the end of your next turn instead.

Increase the Natural Result of your Steadfast Saving Throws by +1.

Warrior Clan Traits

Refined Combat (Warrior Clan Trait) (Mind). The wisdom of the Namekian people extends to their warriors and how they fight. While Holding Back, you may gain +1 stack of Intelligent Fighter on all opponents at the end of your turn. If you do so, you cannot stop Holding Back until the start of your next turn.

Additionally, at Character Creation, choose one of the below benefits:

  • Hand to Hand. Increase your Strike Roll for all Physical Attacks by +1(T). When you successfully strike (hit) an opponent with a Physical Attack, increase the Wound Roll of that attack by +1(T) for each stack of Intelligent Fighter spent on that Attacking Maneuver.
  • Blaster. Increase your Strike Roll for all Energy Attacks by +1(T). When you successfully strike (hit) an opponent with an Energy Attack, increase the Wound Roll of that attack by +1(T) for each stack of Intelligent Fighter spent on that Attacking Maneuver.
  • Grappler. Increase your Grapple Checks by +1(T). If you successfully initiate a Grapple with an opponent outside of your base Melee Range, you may remove 4 stacks of Intelligent Fighter against the Grappled Opponent to gain +1 action.
  • Defender. Increase your Soak Value by +1(T). When you are successfully struck (hit) by an attack, you can remove any number of stacks from Intelligent Fighter on the attacker to reduce the damage you took by -1(T) for each stack.
  • Power Channeler. Increase your Wound Rolls when using Signature Techniques by +2(T). When using a Signature Technique against an opponent, you may remove any number of stacks of Intelligent Fighter from that opponent to gain +1 Energy Charge on that attack for every two stacks removed. This counts towards the required amount of Energy Charges necessary for the Mandatory Charge Disadvantage.

Namekian Protector (Warrior Clan Trait) (Mind). When an ally is knocked through a Health Threshold by an opponent’s Attacking Maneuver, you gain +2 stacks of Intelligent Fighter on that opponent. Additionally, while you are below the Injured Health Threshold, increase the amount of Life Points you regain from Healing Surges by your Force or Spirit Modifier (whichever is higher) – this is applied in addition to the effects of Surgency.

When you perform the Intervene Maneuver, reduce the Difficulty Category for the Impulsive Saving Throw to Easy.

Dragon Clan Traits

Spirit of Namek (Dragon Clan Trait) (Mind). You gain access to the Healing Hands Magical Ability from the Spellbook. Additionally, at Character Creation, choose one of the following benefits:

  • Caster. Increase your Strike Roll for all Magical Attacks by +1(T). When you successfully strike (hit) an opponent with a Magical Attack, increase the Wound Roll of that attack by +1(T) for each stack of Intelligent Fighter spent on that Attacking Maneuver.
  • Supporter. Once per Combat Round, you may spend 4(T) Ki Points and One Action to remove a Negative Combat Condition from yourself or an ally within your Melee Range.
  • Healer. Increase the amount of Life Points regained through the Healing Hands Magical Ability by +1d6(T). Additionally, if you use the Healing Hands Magical Ability on an ally, they gain Ki Points equal to 1/2 of the Life Points they gained.

Pacifistic Teachings (Dragon Clan Trait) (Mind). While targeting an ally with a Magical Ability who is at the Bloodied Health Threshold or below, reduce the Ki Point Cost for that Magical Ability by -2(T) to a minimum of 1(T).

Reduce the Technique Point Cost for all Magical Abilities within the Spellbook by -3.

Demon Clan Traits

Dark Vassals (Demon Clan Trait) (Body). Being able to asexually reproduce through eggs is a common Namekian ability, but given your twisted nature, you are able to produce offspring mutated by your dark energies. During your turn, you can spend One Action to spit out an egg. This egg will hatch into a Dark Vassal immediately and you will suffer from Impediment until the start of your next turn. Additionally, you receive non-reducible Lethal Damage equal to half the Life Points of the created Minion.

Create a Minion using the Minion Creation rules. These Minions have an additional +2(T) Attribute Points to spend, are treated as your Race, gain +1 Beast-Man Trait and possess the Intelligent Fighter Racial Trait. If you have 2+ Manifested Powers (counting each stack individually), the Minion gains the Mutation Manifested Power instead of a Beast-Man Trait. When gaining the Mutation Manifested Power, Dark Vassals must select the Dark Vassal option for Evolutionary Peak, can reduce their Maximum Life Points by -1(bT) to gain Beast-Man Traits through the Dark Vassal option of Evolutionary Peak and gain the Killer Instinct Racial Trait without requiring Flexible Biology.

Soul Denier (Demon Clan Trait) (Mind). Your truly evil nature means that you feel revitalized and empowered by the destruction you bring, and your position as a Demon Clan member means that those you or your minions kill cannot ascend to the afterlife and are left trapped in limbo. Up to 3 times per Combat Encounter, if you or your Minion knocks a character through a Health Threshold, you may immediately activate a Power Surge.

Additionally, although twisted by your evil nature, you once belonged to another clan and their teachings remain with you. At Character Creation, choose one of the following benefits:

  • Former Warrior. Gain either the Hand to Hand, Blaster, Grappler, Defender, or Power Channeler benefit from Refined Combat.
  • Former Dragon. Gain either the Caster, Supporter, or Healer benefit from Spirit of Namek.
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