| Character Races |
The following are the races that player characters can
choose when making a character for Dragon Ball Legacy.
Most races also have transformations which allow them advance
in power at a much higher
rate than normally attainable.
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| Human |
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Usually underestimated, humans have proven themselves to not only be incredibly adaptive, but also capable of attaining power levels previously thought impossible for such a normally weak race.
Hailing from Planet Earth, humans have yet to venture into space whatsoever.
However, Capsule Corp, or the beginnings of it, have recently begun to expand their space division, branching out and developing revolutionary technologies at an alarming rate.
Humans begin play in the Northern Galaxy, on the Planet
Earth.
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Adaptive: At first level, Humans receive
a bonus feat and 4 bonus skill points. An additional
bonus skill point is gained every level, and an additional
feat every four levels. Humans also receive full
proficiency with hand guns and rifles at first level,
denoting their need for survival by any means necessary.
Humans receive a +5 racial
bonus to Hide Ki and any Profession or
Craft skill of their choice.
Stat Modifiers: Humans
receive a +2 racial modifier to the stat of their choice at
first level.
The entire bonus must be applied to one stat, meaning you
cannot add +1 to two different stats.
Favored
Class: Any
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| Saiya-jin |
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Known across the universe for their fierce combat abilities, Saiya-jins are martial by nature, considering violence the one true method to solving a problem or argument.
For the most part, this primal race sports black or brown hair of a
spiky nature, and a fully prehensile tail most are overly fond of.
Recently, the planet Vegeta, home world of the
Saiya-jins was destroyed. Only those Saiya-jins
who were off world at the time are left, pushing the
race to the brink of extinction.
Saiya-jins can begin play anywhere, as the only
survivors of the destruction of Vegeta were off
planet. Additionally all players wishing to
create a Saiya-jin PC must receive permission from the
GM.
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Metabolic Synthesis: Known as the supreme warrior race, Saiya-jins may have
earned their title completely from this unnatural racial
ability, however, this is highly unlikely. When
knocked to within 10% of his/her total hit points, or
brought back from the dead, a Saiya-jin's overall combat
efficiency takes a sharp turn down upgrade lane. This
combat bonus takes the form of a slight experience point
boost. The principle is much akin to that of muscle
growth. Basically, the very particles of the Saiya-jin's
body are broken down and in the process of re-growth, a very
slow process, reform in an improved fashion, just like a
muscle torn apart by a workout will reform larger and
stronger, so too does a Saiya-jin.
Oozaru: A form of
lycanthropy, Saiya-jins are affected very drastically by the
moon. Once the transformation begins, there is nothing
short of blowing up the moon or cutting off the Saiya-jin's
tail that will stop it. Once completed, the gigantic
ape stands at an impressive 50 feet tall and will rampage,
attacking everything it can with super strength and
endurance. Thankfully, knowledge of the actual
condition has increased greatly over the years and it is now
known that the moon gives off rays of a sort, lunar energy classified
as "Brute Rays". The intensity of the
barrage of highly unstable particles varies with the phase
of the moon, reaching astounding levels with a full
moon. Raw primal emotions are loosed during this
period, and for the most part, instinct rules. Thus it
is that Saiya-jin's in the same tribe do not attack each
other. In fact, the chieftain of these closely knit
communal groupings, being a symbol of authority and power,
usually retains control over the group. However, there
have been incidents in which the strongest Saiya-jin has
actually thrown off the overwhelming urge of instinct, and
with ambitious reasoning fought the chief for his position
as leader. Saiya-jins receive the first level of the
Oozaru transformation for free.
Stat Modifiers: Saiya-jins
receive a +2 racial modifier to Strength and Constitution,
and a -2 racial penalty to Charisma.
Favored
Class: Martial Artist
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| Half-Saiyan |
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To be a half-saiyan is to be partly cursed. Most saiya-jins, seeing humans as a weaker race, look upon the half-breed as inferor and tainted form of their strong race. While the humans see saiya-jins as war mongering and mentaly stunted, not to mention the problem with the full moons. A half-saiyan's view on the world might vary on how they were raised. While most of both races send the half-breed off to fend for themselves, a few raise them. A half-saiyan raised with his saiya-jin parent will probley have been bullied by the stronger of there kin, while a half-saiyan with its human parent will more then likly become the bully, not to mention most human parents find it important for a snip of the tail.
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Inherit: Half-breeds receive an extra feat at first level and a bonus feat every eight levels. Half-breeds have full usage of Super Saiya-jin and Oozaru transformations as well.
Half-breeds receive a +5 racial
bonus to Hide Ki.
Metabolic Synthesis: Taking many traits and skills from their differed raced parents, Half-Saiyans also have taken this very unnatural ability from their Saiya-jin parents. When knocked to within 10% of his/her total hit points, or brought back from the dead, like their Saiya-jin parent, overall combat efficiency takes a sharp turn down upgrade lane. This combat bonus takes the form of a slight experience point boost. The principle is much akin to that of muscle growth. Just as with Saiya-jins, the very particles of the Half-Saiyan body are broken down and in the process of re-growth, a very slow process, reform in an improved fashion, just like a muscle torn apart by a workout will reform larger and stronger.
Stat Modifiers: Half-breeds
receive a +2 racial modifier to Con at
first level.
Favored
Class: Martial Arts
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| Namek |
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These green skinned humanoids are somewhat akin to plants in their natural abilities.
Of course, these plants happen to have short antenna, a keen understanding of the manipulation of
Ki, and the ability to regenerate. Normally a very peaceful race focused around meditation and self
enlightenment, Nameks may only be pushed so far before defending themselves.
However, this has never really been tested, as the Nameks have nothing of value, they themselves preferring a
spartan life style. The few Nameks not on their home planet of Namek, reside on Earth as a direct result of Kami, having created a few of his kin to keep him company.
Nameks begin play in the
Northern Galaxy, on the Planet Earth.
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Accelerated Healing:
Nameks
heal lost hit points at double the normal rate. This
means they heal twice their level in hit points per
day. Accelerated healing does not allow a Namek to regrow or
reattach lost body parts.
Antennae: Used for
telepathy between other Nameks, this mind communication can
stretch across the galaxy. In fact, besides it's
highly useful communicative properties, the antennae also
provide Namek fighters engaged in combat a circumstance
bonus when working together against a non Namek
opponent. This is due to the instantaneous relay of
information between allies. Due to this, Nameks gain
the Telepathy technique for free at first level as well as the benefits
of the Dual Strike feat (Only usable with other Nameks).
Claws: Nameks have
claws, this grants a +1 bonus to melee damage rolls while
making unarmed attacks.
Fusion: A unique
trait of Nameks is the ability for two individuals to
become one. First, one Namek
places his hand on the other, then Ki is concentrated and
the fusion begins to take place. The Namek's have the
ability to choose which of the two bodies they want to
use. The resulting warrior is very powerful, depending
on the strength of the two warriors. Namekian fusion
is permanent, and thus should be used very cautiously.
Immunities
and Resistances:
Nameks are immune to poison and sleep
effects, and get a +4 racial saving throw bonus to
enchantment effects. Nameks also have cold resistance
5.
Sound Sensitive: Nameks
possess an uncanny sense of hearing and can pick up on
things said a far distance away, however high pitched sounds such as
a whistle or other such noises bother and annoy them. This
also provides a +5 racial bonus to Listen checks.
Nameks receive a +2 racial on
all Ki Craft and Channel Ki checks.
Stat Modifiers: Nameks
receive a +2 racial modifier to Constitution and Ki, and a
-2 racial penalty to Intelligence.
Favored
Class: Mystic
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| Changeling |
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These Pheromone
gifted race of courtiers, refined warriors, and sorcerers
embody what some consider the ideal noble. Changelings are
very charismatic, enjoying a unique hold over the opposite
sex acting much like the hypnotism and charm person spells
available to sorcerers.
Changelings
begin play in the Western Galaxy, on the Planet Coola
#89. |
Defensive Musk: When
a Changeling is angered or frightened, it secretes an oily, musk-like
chemical that nearly ever form of life finds
offensive. All creatures (except Changelings) within
30 feet of the Changeling must make a Fortitude save (DC 10
+ Changelings level + Charisma modifier) or be overcome with
nausea. This lasts for 10 rounds, and deals 1d6 points
of temporary Strength damage. Aliens with an Advanced Respiratory
system are receive a +2 bonus to save against this effect.
Infravision:
Changelings also have the
unique ability of Infravision, letting them switch between
normal and heat sensitive sight, thus giving them a
significant advantage during the night or in tactical
situations.
Pheromones: Changelings can emit pheromones that allow them to influence
the actions of the opposite sex. This ability is
useable at will, and acts exactly like the spells Charm
Person or Hypnotism (depending on the
application). Effective caster level is equal to the
Changelings character level. Aliens with an Advanced Respiratory
system are receive a +2 bonus to save against this effect.
Skin Adaptation: More over,
Changelings possess Skin Adaptation, a
chameleon like camouflage ability that lets them blend in
with the surrounding area and translates into a +10 Hide
bonus. Changelings receive
a +5 racial bonus to Bluff and Diplomacy.
Stat Modifiers: Changelings
receive a +2 racial modifier Charisma and Ki, and a
-2 racial penalty to Constitution.
Favored
Class: Sorcerer
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| Icer |
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Normal Icers stand 4 to 5 feet tall. However,
this is merely the first stage of their being, and with
experience, members of this highly evolved race may attempt
to manipulate their dna structure and grown in size, stature
and overall power. Interestingly enough, during the
later stages of this transformation, Icers regain many of their
original characteristics, decreasing in size and becoming
more stream lined yet again. Modern scientists have yet to
unravel this enigma, and will most likely never do so.
Changelings
begin play in the Western Galaxy, on the Planet Coola
#89. |
Advanced Digestive System:
Early attempts to understand the Icer's anatomy resulted
in them being classifying as silicon based life form that consumed certain types of minerals for
fundamental elements. This of course has been since been proven incorrect.
Icers are in fact flesh and blood, and do need sustenance in
the form of food and water to survive. However, due to their
highly evolved status, Icers require only 1/2 as much as
would a human.
Advanced Respiratory System:
The Icers as a race
have spent a significant amount of time in space, and have
thus evolved to accommodate it's harsh environments. As
such they can survive in space, utilizing the tiny pockets
of oxygen that actually exist in the dark void to sustain
themselves indefinitely.
Cold Subtype: Icers take
only half damage from Cold based attacks but take double
damage from fire based attacks.
Indiscernible Anatomy:
Due to their bizarre anatomy, Icers are immune to sneak
attacks and take normal damage from critical hits.
Prehensile Tail: All
Icers have prehensile tails. This allows them to attack
with their tail as though it were any normal limb.
Additionally, Icers receive a +2 bonus to all trip attempts
made with their tail. Icers with the Mutidexterity
feat may also gain an additional attack with their tail.
Stat Modifiers: Changelings
receive a +2 racial modifier Dexterity and Constitution, and a
-2 racial penalty to Ki.
Favored
Class: Martial Artist
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| Fie'nnar |
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The Fie'nnar are a race of short four-armed albino humanoids, from the planet Rastur. The planet itself is a mountainous thing, covered with under-ground tunnels and rich mineral and energy reserves. Just over 5 feet tall, a typical Fie'nnar is somewhere around 300 lbs... despite the fact that they are whip-thin, Rastur is a high-gravity planet, and their muscle and bone density is around at least twice that of a Earth natives, making them quite physically powerful. Rastur is also orbiting in an almost constant shadow of another planet, giving them enough residual heat to live, but plunging their lives in perpetual darkness. They are unused to light-filled environments, and are quite sensitive to them.
The Fie'nnar society revolves around clans, each of which has particular markings, which take the form of black body-enveloping tattoos, over their pale white skin. The tattoos also mark the heritage and status of the Fie'nnar, and are of particular importance to them.
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Fast Healing: As long as they're not in bright light, a Fie'nnar heals 1 hit point a round.
Regeneration: A Fie'nnar is capable of regenerating limbs and flesh, but it involves a great amount of nutritional expenditure, particularly of calcium. After regenerating, most Fie'nnar have displayed great hunger, and need to restock on nutrients.
Extra Limbs: A Fie'nnar has four arms. Instead of using Ambidexterity, they use Multidexterity, which serves the same use, only allowing them to attack with each arm.
Infravision: Fie'nnar have 120 ft of infravision, enabling them to see in the dark very easily.
Light Sensitivity: The Fie'nnar are sensitive to bright lights which makes them mostly nocturnal on atmospheres like Earth's.
Stat Modifiers: The Fie'nnar recieve +2 Strength and a +2 Intelligence racial modifier.
Favored
Class: Rogue
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| Sai-Eil |
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The Sai-eil hail from the desert planet of Shaln. They are a strong and noble race, although quite short. Due to the extra gavity on their world they only grow to be about 5'1" to 5'6". Their bodies are covered in scattered scales that provide them a protection from the harshness of the desert; the scales may be harder than steel, but it has never been tested. Their skin ranges in color from a light blue to a dark purple, other colors are seen but it is extremely rare. The Scales range in colors from gray to blue, and some greens. The rarest of all colors for the Sai-eil are siliver sacles, only the royalty has been known to have them, and there has never been more than one born with them in a generation.
Honor and family are considered to be the most important thing to the Sai-eil. Whenever introducing themselves they always give their name folowed by their father's name, then they will add their socail rank. If off world that they also state that they hail from the world of Shaln.
The Monarchy is considered to be the most important thing to the Sai-eil, and almost all will die to protect it; however in recent years, many rebels have risen. With the manipulation of the tyrant Ghaleon, Shaln has been plunged into a terrible civil war and it is all Queen Koruya can do to hold power.
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Fast Healing: Sai-Eil can heal faster than most beings.
Regeneration: If a Sai-Eil loses a limb or part of it, they may regenerate it with time.
Natural Armor: Their bodies are tough and present a +2 natural armor.
Infravision: 60 foot view that helps to see body heat and in dark and tight places.
Sound Sensitivity: Their rather large and pointy ears are a blessing as well as a curse. They are able to pick up sounds but too much sound will damage their hearing and cause them pain.
Stat Modifiers: The Sai-Eil recieve +2 Strength and a +2 Ki racial modifier.
Favored Class: Kensei
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| Verlarian |
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Evolving from a form of Crustacean this spined race was in the service of Coola for many years till the power of Ghaleon crushed his forces allowing the Verlarians to be set free, but with so few of them left and no one to rule they were sent into chaos. One of the most powerful of the race was Dudoria.
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Fast Healing: Verlarian's bodies are able to create self-healing hormones that regenerate 1 HP per a minute.
Natural Armor: Due to their hard, shell-like outer bodies, the Verlarians receive a natural armor bonus of +2 AC.
Body Spines: The Verlarian's bodies are covered in little spikey spines that enable them to have a +2 Damage bonus.
Sound Sensitivity: They are more sensitive to sounds and are presented with a +5 Listen bonus thanks to this.
Stat Modifiers: Verlarians recieve +2 Strength and a +2 Ki, +4 Movement (20ft) racial modifier.
Favored Class: Martial Arts
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| Alien |
Alien
is a generic race that can be customized to suit the
players preference. Alien races are constructed using 20 character points.
Aliens can begin play anywhere.
Favored Class: Any of one Chosen Class
Beneficial Alien Traits
The following Alien traits are beneficial and cost character
points.
Advanced Respiratory System: Just like the
Icer ability, this is a highly advanced and expensive Alien
trait. This grants the Alien the ability to survive in
space, utilizing the tiny pockets of oxygen that actually do
exist in the dark void to sustain themselves indefinitely.
[6 character points]
Bonus Feats: 1st Level, 4th Level, 8th Level, 12th Level, 16th Level, 20th Level.
[14 character points]
Bonus Feats, Lesser: 1st Level, 8th Level, 16th Level.
[7 character points]
Claws: Aliens can have clawed hands and feat.
These claws add +1 to damage in hand to hand melee for each
step purchased.
[3 character points per step]
Enhanced Healing: For every 4
character points Aliens spend in enhanced healing, a 1hp/minute bonus
is attained. Therefore, someone spending 20 points in fast
healing would heal at a rate of 5hp/minute.
[4 character points per step]
Extra Limbs: Extra limbs include either arms, and come in sets of two. You may purchase as many limbs as you desire, given you have enough character points with which to buy them, giving you an extra attack at -2. If you take Multi-two weapon fighting you may make an extra attack with the secondary extra arm along with your own second arm receaving peniltys as normal, for a total of -4 to all attacks if you attack with 4 arms. (-2 for extra arm and -2 for multi weapon).
[4 character points]
Fangs: These can
vary from small incisors to monstrous deadly weapons. Starting at a base of
1d4 with the initial two points, each
additional step purchased grants a +2 damage bonus with a successful
bite attack.
[2 character points per step +2 per additional step]
Faster Land Movement: Aliens
start with a base land movement rate of 6 (30ft). This
movement rate can be increased by 2 (10ft) for every 2
character points spent in the faster land movement trait.
[2 character points per step]
Horns: Purchasing this trait gives the Alien
horns. The number of horns is irrelevant, however they
must be within the same vicinity on the body. To put
horns in multiple body locations, this trait may be
purchased separately multiple times. The number of
character points spent on the horns determines the damage
they inflict as follows; [1 point] 1d2 damage, [2 points]
1d4 damage, [3 points] 1d6 damage, [4 points] 1d8 damage, [5
points] 1d10 damage, [6 points] 1d12 damage, [10 points]
1d20 damage.
[1-10 character points]
Indiscernible Anatomy: Due to their bizarre anatomy, you are immune to sneak attacks and take normal damage from critical hits.
[15 character points]
Infravision:
At the expenditure of character points, the Alien may
purchase the Infravision trait. The first step grants
the Alien an Infravision range of 12 (60ft). This
range can be increased by 12 for every 2 characters points
spent on Infravision.
[2 character points +2 character points per additional step]
Metabolic Synthesis:
[8 character point]
Natural Armor: For each character
point spent, the Alien receives a +1 natural armor bonus to their
Defense.
[1 character point per step, max of 5]
Regeneration: This form of limited
regeneration allow Aliens to regenerate lost limbs.
[4 character points, requires the Enhanced Healing trait]
Skill Bonus:
[2 character points per every +1 Skill Point]
Skin Adaptation: This trait grants the Alien a
chameleon like camouflage ability that lets them blend in
with the surrounding area and translates into a +10 hide
bonus. This ability works just like the Changeling
ability, and is a highly advanced and expensive
trait.
[4 character points]
Sound Sensitive: This unique ability does not
require the expenditure of character points as it balances
itself out. While you possess an uncanny sense of hearing
and can pick up on things said a far distance away, high
pitched noises such as a whistle or other such noises affect
you adversely, and a fortitude check at a variable dc must
be made. This trait provides a +5 racial bonus to Listen checks.
Stat Modifier: For every three character points
spend in this way, a chosen stat of the players choice is
increased by two. No stat maybe increased more then
one using this method.
[3 character points]
Tail: An Alien's tail can look however they want, and may be prehensile like an Icers if so chosen. Gaining a +2 to all trip attempts and opposed Strength checks made with the tail, the tail acts as another limb for damage. If you take multi-two weapon fighting you may make another attack with the tail but all attacks are at a -2.
[3 character points]
Wings: Aliens can
posses wings, but this form of flight is a bit slower than the normal
Ki powered mode of transportation. Every step of the wing
trait translates into +2 (+10ft) racial bonus to aerial
movement rate. If the Bukujutsu
technique is learned later, it simply enhances the speed of
this flight mode further.
[3 character points +3 for each additional step]
Harmful Alien Traits
The
following are optional negatives that a player can
choose to gain back character points.
Light Sensitive: This trait grants a +4 character
point bonus at the cost of an abnormal sensitivity to light.
In bright sunlight the character would suffer a -4 to all
attack rolls, armor class, and saves. On an overcast day,
this would be reduced to -2, and at twilight or dusk this
would be a -1.
[+4 character points]
Slow Healing: Normally players regain lost hp
at the rate of their level per day. By taking this negative,
it basically takes you twice as long to heal back lost hp,
in effect halving your hp regained per day. If this
trait is chosen, then Enhanced Healing trait may not be chosen or vise
versa.
[+4 character points]
Slower Movement: For every 2 movement
rate (10ft) sacrificed in this way, a character gain 2
character points to use purchase other traits with. Keep in mind the base speed is 12 (30ft) unless other
enhancements are taken.
[+2 character points per step]
Stat Penalty: For every
2 stat points sacrificed in
this way, the character gains an additional 2 character points to
spend in other areas.
[+2 character points]
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The races
represented on this page are considered Open Gaming Content under the
OGL License which can be found here.
Any product identity including all names, images, and likenesses
associated with Dragonball, Dragonball Z, and Dragonball GT are
copyrights of Bird Studios and TOEI Animation. In the U.S., Dragonball,
Dragonball Z, and Dragonball GT are licensed to FUNimation. All rights
reserved. Such product identity is not considered Open Gaming Content.
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