
Toughened by the harsh gravity and conditions of their home planet, Zooners have developed incredible abilities to combat these planetary struggles. Beyond their iconic spiked plating for defense, they’re also well known for being famous crack-shots, able to go toe to toe with Cerealians in terms of marksmanship, and more than capable of dishing out just as much pain.
| Attribute Score Increase. Increase your Agility, Force, and Insight Scores by +1. Racial Life Modifier. 0 Saving Throw: Impulsive Skill Ranks: 2 Minion Size: At Character Creation, Zooners can be any Size Category between Small and Large. |
Primary Racial Traits
Reinforced Suit (Body): A sturdy exoskeletal armor encompasses your body, protecting you from damage.
(1)-[Passive, Ruling]: At Character Creation, create a ‘Suit’. Your Suit is an Integrated Armor of the Low Apparel Grade with the Joint Protection and Spiked Qualities, but does not count as equipped Apparel for any of your effects.
(2)-[Passive]: You can only wear a single layer of Apparel.
(3)-[Passive]: Increase the Apparel Grade of your Suit by 1 for each base Tier of Power reached after the first.
(4)-[Passive]: For all effects related to Craftsmanship Grade, your Suit’s Craftsmanship Grade is equal to your base Tier of Power.
(5)-[Triggered]: At the end of each Combat Encounter, your Suit’s Break Points are completely recovered. If it was destroyed during the Combat Encounter, it is completely repaired.
(6)-[Triggered, 1/Round]: If you use a Healing Surge, your Suit regains 1 Break Value. If your Suit was broken, it stops being broken (Break Value goes from 0 to 1).
(7)-[Triggered, 1/Round]: If you use an Attacking Maneuver, you may reduce your Suit’s Break Value by 1 to apply an Energy Charge to that Attacking Maneuver.
Nice Shooting (Mind): With single-minded dedication, you unleash powerful blow after powerful blow, relying on speed and power to finish off opponents before they finish you.
(1)-[Triggered, Resource]: When you use a Signature Technique, you may gain a stack of Focus Fatigue after you conclude that Attacking Maneuver to apply an Energy Charge to that Attacking Maneuver.
(2)-[Triggered, 1/Round]: If you Defeat an Opponent, remove all of your Focus Fatigue stacks.
(3)-[Passive]: Reduce your Awareness, Defense Value, and Soak Value by 1(bT) for every stack of Focus Fatigue you possess.
(4)-[Passive]: You may use the Signature Technique Maneuver any number of times per Combat Round.
Secondary Racial Traits
Raised Gravity (Body): The Zooner’s home planet has a gravity ten times that of Earth! That grants them incredible speed and power compared to a lowly Earthling.
(1)-[Passive]: While in the Healthy Health Threshold, increase your Speed, Defense Value, and Awareness by 1(T).
(2)-[Triggered, 1/Round]: If you receive no Damage (either by dodging or reducing the Damage to 0) from an Opponent’s Attacking Maneuver that targeted you, you may use the Signature Technique Maneuver as an Out-of-Sequence Maneuver.
(3)-[Triggered/Power, 1/Round]: Use the Movement Maneuver as an Out-of-Sequence Maneuver. If you end your movement on a Square adjacent to an Opponent, increase the Strike Roll of your next Attacking Maneuver this Combat Round by 1(T).
Shooting Mindset (Mind): Pinpoint precision for maximum damage is all that matters now, as you eschew all forms of defense in order to dismantle your enemies piece by piece.
(1)-[Passive]: Increase the Dice Category of your Extra Dice gained from Energy Charges by 1 Dice Category if you are in the Healthy Health Threshold.
(2)-[Passive]: Increase the Wound Rolls of your Signature Techniques by 2(T) while you are in the Healthy Health Threshold.
(3)-[Triggered, 1/Round]: If your Signature Technique becomes a Called Shot, you may gain a stack of Focus Fatigue after completing that Attacking Maneuver to ignore the Strike Roll penalty from that Attacking Maneuver being a Called Shot.
(4)-[Triggered/Injured]: You may spend any number of Ki Points (up to your Capacity, as usual). For every 4(bT) Ki Points spent, remove a stack of Focus Fatigue.