
Dragon Balls, the mythical set of spheres which have been integral to assisting Earth and its people time and time again. With their wondrous power, any wish you desire can be fulfilled! But, nothing is without cost, and the Dragon Balls hold a particularly malicious one. For each usage of them, negative energy is accrued. As time goes by, this negative energy is slowly filtered out of the balls, but overuse can result in too much building up before it can be properly removed!
When this occurs, a set of Shadow Dragons are born! Dangerous creatures, each with a different ball as their core, constructed from negative energy and driven to exact vengeance on those foolish enough to abuse the power of wishes.
| Attribute Score Increase. Both your Tenacity and either your Force or Magic scores are increased by +2 and your Personality score is increased by +1. Racial Life Modifier. +7 Saving Throw: Morale Skill Ranks: 2 |
Shadow Dragon Lore
Personality
Each Shadow Dragon’s personality is different, usually connected in some way to a wish made on the Dragon Balls and then twisted somehow. However, notably, most Shadow Dragons display malicious traits such as a hunger for power. Some shadow dragons, however, have displayed capacity for good despite of being composed of negative energy.
Physical Description
Shadow Dragons all have various appearances which are somehow related to the wish that gave birth to them. They all share lizard or dragon-like aspects in their form, but no one dragon is the same as another.
Society
Shadow Dragons exist naturally as a counterbalance to the overuse of the Dragon Balls. Every time someone uses the Dragon Balls, negative energy is accumulated. As time goes by, this negative energy is slowly filtered out of the balls, but overuse can result in too much building up before it can be properly removed, resulting in the creation and birth of Shadow Dragons.
As the Shadow Dragons are a direct consequence of the numerous uses of the Dragon Balls, they rarely surface in the mortal realm. When they do appear, they do so by splitting the Eternal Dragon of the Dragon Balls into numerous aspects.
Shadow Dragons consider each other family, but can often undermine one another in the interest of securing each other’s Dragon Ball, thereby gaining more power through absorbing it.
Home World
Though their home could be considered the Dragon Realm, a separate world that is possibly the home of Dragon God Zalama and the original home of the Namekians. Theory states this is where the dragons return to after the dragon refuses to grant any more wishes. Shadow Dragons technically don’t exist until the moment of their conception from the overuse of Dragon Balls.
Lore
The Shadow Dragons are a mystical race with unique abilities that have technically existed ever since the very first Dragon Balls were created by the Dragon God Zalama, meant to ensure that nobody ever abused the power of the wish orbs.
The first true appearance of the Shadow Dragons was on the Planet Eros where an evil dragon surfaced shortly before destroying the entire galaxy Eros was situated in. It is unknown what happened to the Dragon Balls that triggered the event, and they are presumed to have been destroyed in the conflict or returned to the Dragon Realm.
Naming
The name of a Shadow Dragon usually starts with the letter of one of the letters from the Wish Dragon they came from, however some dragons don’t follow the same name scheme.
Example Names: Syn Shenron, Haze Shenron, Eis Shenron, Nuova Shenron, Rage Shenron, Oceanus Shenron, Naturon Shenron
Primary Racial Traits
Negative Energy (Body): Produced by the overwhelming negative energy stored in the Dragon Balls over time when they are overused, Shadow Dragons can tap into the force that created them to manipulate reality.
(1)-[Triggered/Start of Combat Round, Resource]: Reduce your Life Points by up to 8(bT). For every 2(bT) Life Points lost, gain 1 Negative Energy.
(2)-[Triggered/Start of Turn]: As an Instant Maneuver, spend any amount of Negative Energy to make a Morale Clash against an equal number of Opponents that are not at Long Range. If you win, that Opponent(s) gains a stack of the Impaired Combat Condition until the start of your next turn.
(3)-[Triggered]: When an Opponent suffering from the Impaired Combat Condition would make a Combat Roll within your Melee Range, before the roll is made, you may spend up to 2 Negative Energy to reduce the Natural Result of their roll by an equal amount.
(4)-[Triggered]: Each time you gain Negative Energy, regain 1(T) Ki Points for every Negative Energy gained.
(5)-[Automatic]: At the end of the Combat Round, lose all Negative Energy you possess and regain 1(T) Ki Points for every Negative Energy lost.
Personified Dragon Ball (Body): Tied to one of the Dragon Balls, your true form is actually one of the magical wish-granting orbs and, as its representative, you have unique abilities.
(1)-[Addendum]: Please see the ‘Dragon Ball’ text box below.
(2)-[Passive]: Gain 1 Bestial Trait.
(3)-[Passive]: You gain access to the Unify Maneuver, but you can only use it on a Shadow Dragon that is from the same set of Dragon Balls as you and is currently in their Ball Form.
(4)-[1/Round]: As a Standard Action with an Action Cost of 1, you can transform into your Ball Form.
(5)-[Triggered/Start of Turn]: If you are in your Ball Form and are not currently the Dominant Character in a Possession-Type One-Sided Fusion, you may exit your Ball Form and return to normal.
(6)-[Option]: At Character Creation, choose one of the following effects:
- Sinister Dragon [Triggered, 1/Round]: If an Opponent scores a Botch Result on their Combat Roll, or if an Opponent who is suffering from the Impaired Combat Condition failed to inflict any Damage to you with an Attacking Maneuver that targeted you, you may use the Exploit Maneuver as if they triggered its effects. Furthermore, you may spend 2 Negative Energy instead of a Counter Action to use the Exploit Maneuver through this effect.
- Hazy Dragon [Passive]: Upon gaining this effect, create and gain access to an Aura with a TP Cost of up to 20. Additionally, halve the Ki Point Cost of the Aura Maneuver when entering this Aura (this effect only applies to the initial KP Cost of the Aura Maneuver, not for any subsequent spending of Ki Points through its effects).
- Elemental Dragon [Passive]: Upon gaining this effect, select a Profile with ‘Elemental’ in the name – it becomes a Favored Element (see — Favored Element).
- Noble Dragon [1/Round]: Spend 1 Action to target an Opponent. Make a Morale Clash against them. If you win, you both gain the Compelled Combat Condition against one another until the start of your next turn. While you possess the Compelled Combat Condition inflicted by this effect, increase your Soak Value and Wound Rolls by 1(T).
- Regenerative Dragon [Triggered, Resource]: When you gain 4+ Negative Energy at once, gain a stack of Dragon Slime (max. 3). Whenever you are knocked through a Health Threshold, you may spend a stack of Dragon Slime to use a Healing Surge.
- Ominous Dragon [Passive]: Increase the Dice Score of your Intimidation Skill Checks by 2 and, while Personality has the highest Attribute Score amongst your Attributes, increase your Combat Rolls and Initiative by 1(bT).
- Natural Dragon [Passive]: While you are in your Ball Form, you also have access to the Absorption Maneuver. Additionally, increase your Combat Rolls by 1(T) while you are the Dominant Character in a One-Sided Fusion. Upon entering an Absorption-Type One-Sided Fusion as the Dominant Character, immediately leave your Ball Form and return to normal.
Dragon Ball
At Character Creation, select a set of Dragon Balls (including a Size Category from Nano to Small) and a number of stars from among them. While you are Defeated, you are in your ‘Ball Form’, meaning that you have returned to the form of the Dragon Ball you selected at Character Creation.
While you are in your Ball Form:
- You have access to the Possession Maneuver (see — One-Sided Fusions).
- Your Size Category is decided by the size of the Dragon Balls from your set (decided at Character Creation above).
- You cannot use any Attacking Maneuvers or Unique Abilities while you are not the Dominant Character in a One-Sided Fusion.
- You cannot use the Power Up, Energy Charge, or Transformation Maneuver while you are not the Dominant Character in a One-Sided Fusion.
Secondary Racial Traits
Draconic Physique (Body): Though Shadow Dragons are far removed in appearance from the Eternal Dragon with which they share a name, they possess the supernatural abilities of a draconic form.
(1)-[Passive]: Increase your Damage Reduction and Defense Value by 1(T) against Attacking Maneuvers made by Opponents with the Impaired Combat Condition.
(2)-[Choice]: Depending on your choice for the Option effect of Personified Dragon Ball, apply the following effect:
- Sinister Dragon [Passive]: Increase the Wound Rolls of your Attacking Maneuvers made through the Exploit Maneuver by 2(T).
- Hazy Dragon [Passive]: While in your Aura created by the effect of Hazy Dragon, increase your Morale Saves and Wound Rolls by 1(T).
- Elemental Dragon [Triggered, 1/Round]: If you knock an Opponent through a Health Threshold with an Attacking Maneuver of your Favored Element’s Profile, they gain a stack of Impaired until the start of your next turn.
- Noble Dragon [Triggered]: If you inflict the Compelled Combat Condition upon an Opponent through the effects of Noble Dragon, they gain a stack of Impaired until the start of your next turn.
- Regenerative Dragon [Triggered/Defeat]: You are not Defeated and lose all of your Dragon Slimes. For every Dragon Slime lost, regain Life Points equal to 1/10th of your Maximum Life Points.
- Ominous Dragon [Passive]: Gain access to the Terrify Maneuver. Additionally, if you inflict a Combat Condition to an Opponent through the Terrify Maneuver’s effects, that Opponent also suffers from the Impaired Combat Condition until the start of your turn.
- Natural Dragon [Triggered]: Upon entering an Absorption-Type One-Sided Fusion, you may increase your Size Category to Gigantic while you remain in that One-Sided Fusion. Additionally, increase your Soak Value and Wound Rolls by 2(T) – calculated using the Tier of Power of the Suppressed Character for this One-Sided Fusion.
Karmic Reflection (Mind): Your personality is an inverse reflection of the wish that made you; in the same way that your morality is inverted, so too may you invert reality.
(1)-[Triggered]: If you or an Opponent (who is not at Long Range) scores a Botch Result on a Combat Roll, gain 1 Negative Energy.
(2)-[Triggered/Power]: Spend 2(bT) Life Points to gain 1 Negative Energy.
(3)-[Triggered/Threshold]: Spend up to 2 Negative Energy to increase the Dice Score of your Steadfast Check for this Health Threshold by an equal amount. If you succeed at the Steadfast Check, regain 2(T) Ki Points for every Negative Energy spent on this effect.
(4)-[Triggered, 1/Encounter]: If your Opponent scores a Critical Result on their Combat Roll, they score a Botch Result instead (regardless of their Natural Result).
Wrath of the Dragon (Mind): Imbued with the righteous fury of the Eternal Dragon that spawned you, you bring punishment upon those who would misuse the Dragon Balls.
(1)-[Passive]: Increase the Dice Score of your Wound Roll by 2(T) if you scored a Critical Result on that Wound Roll.
(2)-[Triggered]: If you hit an Opponent suffering from the Impaired Combat Condition with an Attacking Maneuver that is not an AoE, increase the Natural Result of that Wound Roll by 1 for each stack of the Impaired Combat Condition that Opponent is suffering from.
(3)-[Triggered]: If you use an Attacking Maneuver that possesses an AoE, for each Opponent targeted by that Attacking Maneuver that is suffering from the Impaired Combat Condition, increase the Natural Result of that Wound Roll by 1.
(4)-[Triggered, 1/Round]: If you or an Ally knock an Opponent (who is not at Long Range) through a Health Threshold with an Attacking Maneuver, you may spend 1 Negative Energy to reduce the Dice Score of their Steadfast Check by 2.
(5)-[Triggered, 1/Round]: If an Opponent who is not at Long Range fails their Steadfast Check, you may spend 1 Negative Energy to inflict a stack of the Impaired Combat Condition on that Opponent until the start of your next turn.