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, and typically only drink water.
|Attribute Score Increase. Both your Insight and Tenacity scores increase by three (+3), your spirit score is increased by two (+2). |
Age. Namekians reach maturity around eight years old and from there age extremely slowly. Namekains only maintain physically fit for fighting until around age three hundred.
Health Modifier. Four (+4)
Size. The average height for a Namekain is around 6’0” and they weight around 150 pounds. They can weight anywhere from 150 pounds to 300 pounds.
Dexterity. Your base speed is two (2) squares or six (6) yards.
Z-Soul. Namekian character 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. If your antenna is pulled or twisted, you will be disoriented by the distress and gain the combat condition impediment.
– Saving Throw: Corporeal
– Skills – Select two of the following: Craft, Clairvoyant, Knowledge, Medicine or Perception
Namekian Racial Traits. There are two subspecies or types of Namekians you can select when creating a character. You can play as either a warrior type or a priest type Namekian. Both types have the following traits in addition to their own.
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 grant 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 the multitude of following abilities: Nobiru-Ude, Gigantification, and Cellular Proliferation.
Intelligent Fighter (Namekian Trait). One of the most intelligent fighters in the universe Namekian warriors can devise clever and accurate attacks to use against enemies. They can learn their target’s tactics during combat and capitalize on their weakness. When you fail to successfully strike (miss) a target, increase your next strike roll against the same target by two (+2T). This effect is cumulative and will stack for each fail strike roll taken against the same target. You can increase this strike roll bonus up a total of six (+6T). 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 the target or strike a different target at any point you will lose all accumulated strike roll bonuses and the effect will start over.
Telepathic Warning (Namekian Trait). When you or an ally are attacked by an enemy can spend one (1) Action to perform a Counter Maneuver called Telepathic Warning. 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, easy TN. If you both pass the checks your target of Telepathic Warning gains three (+3T) to their Dodge roll against the incoming attack that trigger Telepathic Warning.
Namekain Subspecies Traits. There are two Namekain subspecies (clans) you can choose from – Warrior Clan or Dragon Clan. As a Warrior Clan Namekain you have the trait Arm of Namek and Protector. Dragon Clan Namekain characters gain the trait Spirit of Namek.
Warrior Clan Traits
Arm of Namek (Warrior Clan Trait). When you use the trait Flexible Biology’s Nobiru-Ude ability to perform the Grapple Maneuver you gain an additional three (+3T) 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.
Namek Protector (Warrior Clan Trait). When you preform the Intervene Maneuver you can spend an additional three (3T) Ki Points to use the Parry Maneuver’s ability Guard at no Action cost or requirements, however, you must still pay its Ki Point cost.
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 three (+3T) Life and Ki Points – this effects stacks with Cellular Proliferation. If either your Life or Ki Points are reduced to zero (0) this effect will NOT occur/is disabled.
Pacifist Magicks (Dragon Clan Trait). Once per round, when you use a Defensive or Supportive Magic Ability reduce its cost by four (-4T), to a minimum of two (2) -this reduction is applied after all other modifiers.
Namekian Starting Equipment
When creating a Namekian character you can choose from the following gear and equipment, in addition to any items you purchase or are granted. You will select either item ‘1’ or ‘2’ from the list below.
Dynamic Statistics. You can use the following table to randomly determine your Namekian character’s features.
|50+ years||100-199 years||200-299 years||300+ years|
|Type||Base Height||Height Modifier||Base Weight||Weight Modifer|
|Namekian||6’0”||+2d10 inches||150lb.||+2d10 lb.|
Random Attribute hierarchy. Using the same rules for primary, secondary, tertiary, you will roll a die and the natural result will correspond to an attribute from the chart below. Make three separate rolls, one for primary, secondary and tertiary – reroll any doubles, discard results of eight through ten and roll again. The remaining attributes start at two (2) like normal.