
Despite your relatively frail body, you’ve trained relentlessly at harnessing your inner power and honing it to the finest degree. With a variety of abilities that the rest of the Universes aren’t even aware of, you can control the battlefield and your energy in a plethora of unorthodox ways and level the playing field against your foes.
| Attribute Score Increase. Your Insight score and your Agility score are increased by +2 and either your Scholarship or Personality score is increased by +1. Racial Life Modifier. +1 Saving Throw: Cognitive and Impulsive Skill Ranks: 3 |
Primary Racial Traits
People of the Spirit (Mind): A spiritually focused culture, Yardrat society promotes inner peace and enlightenment.
(1)-[Passive]: At Character Creation, gain a stack of Spirit Control. This stack of Spirit Control does not count towards your Awakening Limit, and you do not gain the Attribute Modifier Bonus from this stack of Spirit Control.
(2)-[Passive]: At Character Creation, gain 2 Skill Ranks in the Clairvoyance Skill.
(3)-[Passive]: You are always treated as being within the Melee Range of your Allies for the effects of the Empower Maneuver.
(4)-[Passive]: Increase Z for all the effects of the Spirit Control Awakening by 1 if you have your maximum number of stacks for the Spirit Control Awakening.
(5)-[Passive]: Reduce the TP Cost of all Unique Abilities by 3.
(6)-[1/Encounter]: As an Instant Maneuver, you may use the Empower Maneuver as if you spent 3 Actions. Your target for this usage of the Empower Maneuver may immediately use a Surge of their choice as an Out-of-Sequence Maneuver.
Power of the Weak (Body): Though physically unimpressive, Yardrats more than make up for their shortcomings by sharing their spiritual power with others.
(1)-[Passive]: When using the Empower Maneuver to give Ki Points to an Ally, you must always give the maximum amount of Ki Points possible to that Ally.
(2)-[Passive]: Increase the Ki Point Cost of all your Attacking Maneuvers by 2(T), but reduce the Ki Point Cost of all your Unique Abilities by 2(T).
(3)-[Triggered]: If you are targeted by an Attacking Maneuver, you may spend up to 4(bT) Ki Points. For every 2(bT) Ki Points spent, increase your Strike and Dodge Rolls by 1(T) for the duration of that Attacking Maneuver.
(4)-[Triggered, 1/Round, Ruling]: If you give Ki Points to an Ally (except a Minion) through the Empower Maneuver, you become ‘Bonded’ until you become Bonded to another Ally. You cannot be Bonded with a Character that another Yardrat is already Bonded to.
(5)-[Triggered, 2/Round]: If a Bonded Ally hits an Opponent with an Attacking Maneuver, you may spend up to 3(bT) Ki Points. Increase the Wound Roll of that Attacking Maneuver by an equal amount.
(6)-[Triggered, 2/Round]: If a Bonded Ally is hit by an Opponent’s Attacking Maneuver, you may spend up to 3(bT) Ki Points. Increase your Bonded Ally’s Soak Value by an equal amount for the duration of that Attacking Maneuver.
Secondary Racial Traits
Masters of Movement (Mind): While Yardrats may not hit particularly hard, they’re notoriously difficult to hurt due to their unique ability to dart around the battlefield.
(1)-[Passive]: You gain access to the Instant Transmission Unique Ability.
(2)-[Passive]: At Character Creation, you may apply the Yardrat Material Special Apparel Quality as if it was a normal Apparel Quality through creating a Gear Kit.
(3)-[Triggered/Threshold]: If you succeed at the Steadfast Check for this Threshold, select a Square within the Battlefield. You are removed from your current place on the Battlefield and placed on that Square. If you were in a Grapple before applying this effect, you must make a Clash (Cognitive) against the Grappler. If you win, that Grapple ends and you may apply this effect as usual. If you lose, this effect fails and is not applied.
(4)-[Triggered/Start of Turn]: Select a Square within the Battlefield. Either you or a willing Ally are removed from your current place on the Battlefield and placed on that Square. If you or your chosen Ally were in a Grapple before applying this effect, you must make a Clash (Cognitive) against the Grappler. If you win, that Grapple ends and you may apply this effect as usual. If you lose, this effect fails and is not applied.
(5)-[Triggered, 1/Round]: If you are placed on a Square adjacent to an Opponent, you may use the Basic Attack Maneuver against them as an Out-of-Sequence Maneuver.
(6)-[Triggered, 1/Round]: If you are placed on a Square adjacent to an Ally, you may use the Power Up Maneuver as an Out-of-Sequence Maneuver.
Conduit of Spirit (Body): The spiritual energy that ripples and flows through the Yardrat people allows them to perform unique feats of teamwork.
(1)-[Passive]: Increase your Cognitive Saving Throw and Might by 1(T) while you have at least 1 Ally and none of your Allies are Defeated.
(2)-[Triggered, 1/Round]: If a Bonded Ally is targeted by an Opponent’s effect that requires them to use the Cognitive Saving Throw for a Clash, you may choose to shift the target of that effect to you (regardless of distance or AoE that was used to target that Ally). Apply the effect as usual, but with you as the target instead of the targeted Ally, including what occurs if you lose this Clash.
(3)-[Triggered/Power, 1/Round]: You may choose not to gain a stack of Power and instead gain a stack of the Impaired Combat Condition until the start of your next turn. If you do, you may target a willing Ally within a Large Sphere AoE (centered on you). That Ally enters the Superior State until the end of their next turn.
(4)-[Triggered, 1/Encounter]: If you and at least 1 of your Allies are targeted by an Opponent’s Attacking Maneuver with an AoE, you may make a Might Clash against that Opponent. If you do, increase your Might by 1/2 of the total Might of all other Allies targeted by that Attacking Maneuver. If you win this Might Clash, that Attacking Maneuver fails to hit you or any of your Allies. You suffer a stack of the Fatigue Combat Condition after using this effect.
Tall Yardrat Subrace
Spiritual Warrior (Body): More prepared for battle than their brethren, these Yardrats stand at the forefront of the battlefield, supported by those lesser suited to combat.
(1)-[Passive]: Increase your Racial Life Modifier by 3.
(2)-[Triggered]: When you apply the 3rd effect of Power of the Weak, increase your Soak Value by 1(T) for every 2(bT) Ki Points spent through that effect. This increase lasts for the duration of that Attacking Maneuver.
(3)-[Triggered]: If your Bonded Ally targets an Opponent with an Attacking Maneuver, you may spend a Counter Action to use the Basic Attack Maneuver as an Out-of-Sequence Maneuver. If you do, you must target the same Opponent with this Attacking Maneuver.
(4)-[Triggered, 1/Round]: If you use the Empower Maneuver to give Ki Points to an Ally, gain 1 Counter Action.
(5)-[Triggered, 1/Round]: If you use the Basic Attack Maneuver, you do not have to pay the Ki Point Cost for this Attacking Maneuver. You still have to pay any Ki Points spent through a Ki Wager or other effects.
(6)-[Triggered/Defeated]: If you have a Bonded Ally, they may use the Empower Maneuver as an Out-of-Sequence Maneuver as if they spent 2 Actions. Instead of regaining Ki Points through this use of the Empower Maneuver, you regain Life Points equal to the amount of Ki Points spent.
Bulbous Yardrat Subrace
Spiritual Pacifist (Body): The true masters of combat support, these Yardrats prefer to avoid combat, only offering support to those who fight on their behalf.
(1)-[Passive]: Your base Size Category is Small.
(2)-[Passive]: Your Bonded Ally has their Combat Rolls increased by 1(T).
(3)-[Triggered, 1/Round]: If you are hit by an Attacking Maneuver, your Bonded Ally may use the Intervene Maneuver without spending a Counter Action.
(4)-[Triggered, 1/Round]: If you target an Ally with the Empower Maneuver, you may transfer a number of Power Stacks you possess up to the amount of Actions spent on the Empower Maneuver to that Ally. These Power stacks last until the end of their next turn.
(5)-[Triggered, 1/Round]: If you give Ki Points to an Ally through the Empower Maneuver, they may regain Life Points equal to 1/4 (rounded up) of the amount of Ki Points they gained.
(6)-[Triggered/Defeated]: You may use the Empower Maneuver as an Out-of-Sequence Maneuver as if you spent 9,001 Actions.