Unofficial Tabletop Role-Playing Game
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 Aptitudes
Attribute Score Increase. Both your Tenacity and Insight scores are increased by +3 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 weight around 150 pounds. They can weight 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. You have superior hearing and can hear better than nearly any known living creature. When making any type of skill check or other check related to hearing you’ll score a Critical on natural result of eight (8) or better. High-pitched sounds will also disorient you when face with such sounds you will gain the combat condition impediment. Antennae. As a Namekian you have two antennae rooted on your forehead. When making any type of Clairvoyant or other related checks to sensing presences you’ll score a critical on natural result of eight (8) or better. Namekian Proficiencies – Saving Throw: Corporeal – Skills – Select two of the following: Craft, Clairvoyant, Knowledge, Medicine or Perception |
Techniques of Namek (Namekian Trait). 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.
Flexible Biology (Namekian Trait). The physiology of Namekians is fairly unique and allows you access to the following abilities:
Intelligent Fighter (Namekian Trait). One of the most intelligent fighters in the universe, Namekian warriors can devise clever and surprising attacks to use against enemies. They can learn their target’s tactics during combat and capitalize on their weaknesses. When you fail to successfully strike (miss) a target, increase your next Strike Roll against the same target by +2(T). This effect is cumulative and will stack for each failed Strike Roll taken against the same target. You can increase this Strike Roll bonus up a total of +6(T). Any amassed Strike Roll bonuses will carry from attack to attack and from round to round until you successfully strike the target. If you successfully strike (hit) the target or attempt a Strike Roll against a different target at any point you will lose all accumulated Strike Roll bonuses from the Intelligent Fighter Racial Trait and the effect will start over.
Telepathic Warning (Namekian Trait). When you or an ally are targeted for an attack by an enemy, you can spend a Counter Action to roll an Impulsive Saving Throw check, TN Medium. If you are using Telepathic Warning for an ally, the ally must also make a Cognitive Saving Throw check, TN Medium. If you or an ally you are targeting with the effect fail the Saving Throw, nothing happens. If you- or both of you if you targeted an ally- succeed, then your target of Telepathic Warning gains +3(T) to their Dodge Roll against the incoming attack.
Namekian Conviction (Namekian Trait). When you pass a Steadfast Saving Throw, gain Superiority for all of your Combat Rolls until the end of your next turn. When you have passed a Steadfast Saving Throw 3 times during this Combat Encounter, increase your Wound Rolls by +3(T) until the end of the Combat Encounter.
Increase your Steadfast Saving Throws by +2. Reduce this bonus by -1 for each time you’ve used Cellular Proliferation this Combat Encounter.
Warrior Clan Traits
Arm of Namek (Warrior Clan Trait). When you use the Flexible Biology trait’s Nobiru-Ude ability to perform the Grapple Maneuver, you gain an additional +1(T) to your Strike Roll. If you are successful and win the grapple, you can attempt to pin your target following the normal rules of Pinning. The bonus from Arm of the Namek also applies to your Pinning roll. If you successfully pin your target, you can use the following ability:
Namekian Protector (Warrior Clan Trait). When you perform the Intervene Maneuver, reduce the Difficulty Category for the Impulsive Saving Throw to Easy. Additionally, you gain a benefit depending on the type of Intervene Maneuver you’re using:
Dragon Clan Traits
Spirit of Namek (Dragon Clan Trait). During combat, at the start of each round (before any character takes a turn), you automatically restore +3(T) Life Points. This effect stacks with Cellular Proliferation. This effect does not activate if either your Life Points or Ki Points are reduced to zero.
Pacifist Magicks (Dragon Clan Trait). When you use a Magical Ability, you may reduce its cost by -3(T), to a minimum of 1(T). This reduction is applied after all other modifiers to the Ki Point cost. Additionally, you gain access to Cellular Mending:
Demon Clan Traits
Dark Vassals (Demon Clan Trait). 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, one Beast-Man Racial Trait and the Intelligent Fighter Racial Trait.
Soul Denier (Demon Clan Trait). 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. When you or one of your minions reduces a character’s Life Points down to 0, immediately activate a Power Surge, even if you have already activated your Surge Maneuver during this Combat Session.