Shadow Dragons

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 Spirit scores are increased by +4 and your Personality score is increased by +2.

Age. It is unknown how long a shadow dragon lives, or if they even age.

Health Modifier. +3

Size. Shadow Dragons can vary immensely in size, though usually due to their unique capabilities.

Z-Soul. Your Z-Soul is a reflection of the wish that created you. While Shadow Dragons are inherently a curse created from overuse of Dragon Balls, there’s nothing stopping your character from having a unique motivation due to the wish that formed them.

Shadow Dragon Proficiencies
Saving Throw: Morale
Skills – Select two of the following: Clairvoyance, Intimidation, Bluff, Perception, Use Magic, Stealth, or Survival

Negative Energy (Shadow Dragon Trait) (Body). At the start of each Combat Encounter, you possess 10 Negative Energy (you cannot possess more than 10 Negative Energy). When an Opponent makes an Attacking Maneuver, you can spend 1 Negative Energy to decrease the Strike Roll for that Attacking Maneuver by -1(T), before you know the result. You can use this effect up to twice per Strike Roll and only once per Combat Round.

Once per Combat Round, if you or an ally scores a Botch Result on a Strike Roll or a Dodge Roll, gain +1 Negative Energy.

Reflected Karma (Shadow Dragon Trait) (Mind). Shadow Dragons are creatures that are affected by the wishes that created them. The more well-meaning the wish, the more vile the Shadow Dragon and vice versa. At Character Creation, gain the benefits from one of the below options depending on the type of wish that created your character:

  • Selfless Wish. Increase your Wound Rolls by +2(T) and each time you successfully strike (hit) an opponent with an Attacking Maneuver, you can spend 1 Negative Energy to decrease your opponent’s Defense Value by -1(T) until the start of your next turn.
  • Selfish Wish. Increase your Soak Value by +2(T) and each time you are successfully struck (hit) by an opponent’s Attacking Maneuver, you can spend 1 Negative Energy to increase your Defense Value by +2(T) until the start of that opponent’s next turn.

You may use your base Force or Spirit Modifier instead of Personality when calculating the bonus to your Morale Save when making an Opposed Morale Save.

Revenge of the Dragon (Shadow Dragon Trait) (Mind). Once per Combat Round, if you successfully strike (hit) an opponent and deal Damage, you may make an Opposed Morale Save against that Opponent. If they win, nothing happens. If you win, they suffer from the Guard Down Combat Condition against your next Attacking Maneuver. You may spend up to 2 Negative Energy to increase your Dice score for this Opposed Morale Save by +1(T) for each Negative Energy spent.

Once per Combat Round, if you successfully knock an opponent through a Health Threshold, you may either:

  • Gain +2 Negative Energy.
  • Use the Power Up Maneuver as an Out-of-Sequence Action.
  • Reduce that opponent’s Defense Value and Soak Value by -1(T) until the end of your next turn.

Draconic Physique (Shadow Dragon Trait) (Body). You are a dragon, resilient and hard to put down. Gain +1 Beast-Man Trait and increase your Maximum Life Points by +1/5.

Personified Dragonball (Shadow Dragon Trait) (Body). At your core is a Dragon Ball, which is your whole being. At the start of your turn, regain Ki Points equal to x(T), where x is equal to 1/2 (rounded up) of your current Negative Energy. By spending 1 Negative Energy, you may instead regain 2d6(bT) Ki Points. You do not suffer penalties for being below the Bloodied Health Threshold.

If you possess a Dragon Ball(s) from the set of Dragon Balls you were created from, you may spend One Action to consume it/them. If you do, gain +1 stack of the Omega Manifested Power for each Dragon Ball that you have consumed.

You suffer from the Reclusive State Flaw (see – Custom Species), but your Reclusive State is a functioning Dragon Ball. If you are Defeated, you cannot be returned to the Combat Encounter through the effects of the Will to Survive rule (see – Core Rules). To return to your normal state, you require an influx of energy.

Optional (Your ARC decides if this is included): Once per Combat Encounter, while in a Reclusive State, an ally can spend One Action while carrying- or on an adjacent Square to- your Dragon Ball to swallow it. They must make a Corporeal Save, TN Very Hard. If they fail, they begin choking and suffer from the Poisoned Combat Condition – if this Combat Condition is removed through any effect other than through that of this Trait, they also spit out the Dragon Ball. By spending One Action, your ally can attempt to retake this Corporeal Save or spit out your Dragon Ball. If your ally needs to breathe and they have failed the Corporeal Save 4 times consecutively (without having spat out the Dragon Ball), they are Defeated. If they pass, they swallow the Dragon Ball and in 1d4 (rolled at the time of consumption) Combat Rounds, you are able to re-enter the Combat Encounter on a Square adjacent to the ally who swallowed you with 1/2 of your Maximum Life Points and Ki Points. Additionally, if your ally was suffering from the Poisoned Combat Condition due to this effect, remove that Combat Condition from them.

More sane individuals can allow you to rejoin the Combat Encounter through giving you enough energy directly. If you regain an amount of Ki Points equal to 1/2 of your Maximum Ki Point Pool by the Empower Maneuver while you are a Dragon Ball or if you regain enough Ki Points to be at your Maximum Ki Point Pool, you may regain 1/4 of your Maximum Life Points and rejoin the Combat Encounter through the Will to Survive rule.

Supernatural Powers (Shadow Dragon Trait) (Body). Shadow Dragons have unique and amazing abilities innate to their being. At Character Creation, you may select one of these benefits to gain:

  • Sinister Dragon. Once per Combat Round, when using an Ultimate Signature Technique, you may spend up to 4 Negative Energy. For every 2 Negative Energy spent, gain +1 free Energy Charge and gain +1 rank of Power Shot.
  • Hazy Dragon. When you gain this option, choose one Battle Environment – you do not suffer the negative effects of that Battle Environment. Once per Combat Encounter, you may spend 6(T) Ki Points to turn all Squares within 2 Squares of you into the Battle Environment you chose. If you move to another Square, the change to the Battle Environment moves with you so that you are always at the center of the created Battle Environment. The effects of Hazy Dragon last until the end of the Combat Encounter, when you are Defeated or until you spend One Action to end them.

    For creating a Poisonous Bog, follow the effects listed on the Battle Environment instead of those here.
  • Elemental Dragon. When you gain this option, choose one option of the Elemental Profile (Fire/Lightning/Ice/Wind) and one Profile (Strengthened/Burning/Sparking) of the Aura Foundation. When using your chosen option of the Elemental Profile, increase the Wound Roll of that Attacking Maneuver by +1d4(T) and while benefiting from your chosen Profile of the Aura Foundation, reduce the Damage you take from all Attacking Maneuvers by -2(T).

    If you are Tier of Power 3+, you take no damage from Attacking Maneuvers of your chosen option for the Elemental Profile.
  • Noble Dragon. If you gain an Action through the Bonus Momentum rule, you may forgo that Action to increase your Combat Rolls by +2(T) until the end of your next turn and gain an additional +2 Negative Energy.
  • Regenerative Dragon. You can spend One Action and 5(T) Ki Points to create a Dragon Slime on a Square adjacent to you. Twice per Combat Encounter, when you are knocked through a Health Threshold, you may activate this effect as an Out-of-Sequence Action. A Dragon Slime is a Minion that cannot use any Maneuvers except the Movement Maneuver and all of its Attribute Modifiers are +1, except for Agility which is +4(bT). Dragon Slimes cannot gain any Minion Traits nor be affected by the effects of Talents with ‘Minion’ in their name. Additionally, Dragon Slimes take no damage from Attacking Maneuvers but have their Life Points reduced by -1/2 of their Maximum Life Points at the start of each Combat Round in which they are in the Underwater Battle Environment or the Battle Map is suffering from the Rain Battle Weather.

    Once per Combat Round, you may spend Two Actions to reabsorb all of your Dragon Slimes and remove them from the Combat Encounter. If you do, you regain Life Points equal to 1/2 of their combined total Life Points and increase your Wound Rolls by +1(bT) for each one absorbed until the end of your next turn.

    Once per Combat Encounter, if your Life Points are reduced to 0 by an Attacking Maneuver, all of your Dragon Slimes may move to the Square you occupy while Defeated and fuse together to revive you (removing them from the Combat Encounter). Your Life Points become equal to 1/4 (rounded up) of the combined Life Points of the combined Dragon Slimes. This can allow you to apply the effects of the Will to Survive rule.
  • Ominous Dragon. Once per Combat Round, you can spend One Action to make an Opposed Morale Save against an Opponent within 4 Squares of you. If they win, nothing happens. If you win, they suffer from the Shaken Combat Condition until the end of your next turn.

    Treat your base Personality Modifier by +1(bT) higher for the effects of any Talents you possess and your Bluff and Intimidation Skill Checks are increased by +2.
  • Natural Dragon. Once per Combat Round, you can return to your state as a Dragon Ball without being Defeated. As a Dragon Ball, your Size Category is Tiny, you suffer from the Transfigured Combat Condition and you cannot make any kind of Attacking Maneuver. You can return to normal by spending One Action.

    If another character picks up the Dragon Ball or successfully strikes (hits) you with a Physical Attack, you may attempt to absorb them as an Out-of-Sequence Action. Make an Opposed Save against that character – your Morale against their Impulsive. If the target wins, they avoid being absorbed. If you win, make an Opposed Force or Spirit (whichever is higher) Ability Check against that same Opponent. If the target wins, they are moved backwards a number of Squares equal to 1/2 of their Force or Spirit (whichever is higher) and if they used an Attacking Maneuver, that Maneuver is canceled (they do not regain any lost Actions). If you win, you successfully absorb that character. That character becomes the Absorbed Character and gains the Absorbed Combat Condition with you as the Absorber. You gain +1 stack of the Absorption Manifested Power (ignoring Racial Requirements) with that character as the Absorbed Character. Additionally, if their Tier of Power was equal to or higher than your Tier of Power -1, you may gain access to the Giant Form Enhancement Power (if you did not already possess it) and, if you do, you may transform into the Giant Form Enhancement Power as an Out-of-Sequence Action upon successfully absorbing a character.

    Whenever you lose an Absorbed Character, reduce your Life Points by 2d10(T) and reduce your Ki Points by 1d10(T).

    At the end of the Combat Encounter or if you are defeated, your Absorbed Character is ejected.

    You cannot possess more than 1 stack of Absorption through this effect and this option cannot be gained through the Omega Manifested Power’s Power Absorption Trait.

    Optional (Your ARC decides if this is included): At the end of the Combat Encounter, instead of ejecting the Absorbed Character, you may make a final Opposed Cognitive Save against the Absorbed Character to escape being absorbed (as per the Absorbed Combat Condition). If you lose, they are ejected but their Life Points are reduced by 1/2. If you win, they are permanently assimilated and can only escape when you are defeated.
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