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Heritage Abilities

Heritage abilities are special traits and talents passed down through your character's ancestry. They are powers and abilities which all members of that ancestry possess, but which require an individual to awaken their nascent strength in order to inherit. Some of these abilities are quite minor, while others are keystones towards becoming the strongest of your race. You are not required to roleplay these abilities, and you can possess as many or as few of them as you choose once you've reached RP Tier 2. Some of these abilities may have special notes or guidelines which will be explained in the tables below.   As a final note: The heritage abilities are not intended to be 'balanced' in comparison to one another. They are largely traits and abilities which were displayed by members of the same ancestry throughout Dragon Ball or which align with Infinity's in-game mechanics. You can always reach out to an admin and suggest additional abilities for a certain heritage, but there must be a basis for it either in-game or in the series.  

Androids

  Quick-Charge - Androids possess within them a Life-Spark which allows their energy threshholds to return back to maximum more quickly once depleted. Androids recover their RPEnergy faster than any other ancestry. Essentially, an android can recovery their RPEnergy without having to heal through traditional methods. A night's sleep on a cold floor, or the even being lost in the wilderness while they're exhausted and wounded won't prevent their energy from recovering at a rapid rate.   Harder, Better, Faster, Stronger - Androids possess highly tuned battle-computers in their fighting shells which let them analyze combat information at incredible speeds, allowing them to learn and adapt to techniques and fighting styles faster than any other ancestry. This may take the form of being able to immediately process the unique nature of an ability (such as recongizing the slicing power of the Destructo Disk).  

 

Bio-Androids

  By Our Powers Combined - Bio-Androids can choose three Heritage abilities from any of the ancestries listed in this article* in any combination that they choose. This choice does not need to be notated, but once selected they cannot be changed.   *SPECIAL NOTE: Some Heritage abilities such as the The Soul Weapon of the Konatsu, or the Oozaru transformation must be 'reskinned' in order to be selected for this ability and you must contact an Adminstrator and have it authorized. While the presentation of these abilities may differ, the function should remain otherwise unchanged.   Join Me And We Will Rule The Galaxy - At RP Tiers 4 and 6 Bio-Androids can choose one additional heritage ability as part of "By Our Powers Combined".  

 

Demons

  Demon Mark - Demons have the ability to 'mark' someone with their power, allowing them to command and influence their actions and emotions from afar. With a strong enough willpower, the marked can override these suggestions and commands, and the mark cannot be placed upon a subject without their consent. A Demon can 'remote view' any subject of their mark from a distance and communicate telepathically with them to provide orders and instructions. A demon can mark a number of subjects equal to their tier (T4 can mark 4 subjects, a T2 can mark 2). The mark must be visible upon the subject (such as a letter appearing on their forehead).   Demonweapon - Manifesting weapons from pure magical energy, a Demon can create fabricated blades, spears, knives, and virtually any other mundane weapon on command. These weapons are high quality, but have no other special properties but their creation is more or less 'effortless', costing the Demon nearly nothing to bring into being.   Hell Portals - Demon society has never had a need to develop space-faring technology because Demons have perfected the craft of creating "portals" from EON to the other planets of the 'verse. Unlike 'Instant Transmission' Hell portals are magical gateways that lead to and from EON and anyone may pass through them. Constructing them is a difficult, involved process, but destroying them is a relatively simple task. These portals are, however, not precise. They can take a Demon relatively close to a location they're familiar with (or to an individual they have marked with their power) but never appear directly at their intended target or location.  

 

Djinn

  Candy Blast - This horrific technique has the ability to turn a foe into a piece of candy, or something similar which the Djinn can then eat or consume. Player characters are, generally, immune to this ability without their consent or can only be transformed for short periods of time where they still retain their RP Tier and can prove to be humiliating foes to face as they fight back while transformed.   Regeneration (Major) - This ability allows a Djinn to regenerate from even serious, or lethal wounds. A Djinn can be blown into pieces and pull themselves back together as long as they have the energy to perform this technique, making them nearly unkillable until their energy pool has been exhausted.   I'm Rubber And You're Glue - Due to their magical composition it is possible for Djinn to literally "bounce back" a ki-technique towards its user. This may take the form of a Kamehameha being flung head-long towards the very hands that threw it or a barrage of scatter-shots flying off them and bombarding the nearby scenery leaving the Djinn relatively unharmed. In addition, Djinn take a special pleasure in taunting their foes by using their own techniques against them. A Djinn can use any technique it has recently seen or been struck by but does not retain the ability to perform the attack once a battle with the user has ended.  

 

Halfbreeds

  Oozaru Transformation - If a Halfbreed is exposed to what are known as 'Bluntz Waves' either from the light of a star refracting off a moon, a ki-technique, or even a technology source their body undergoes a rapid transformation into a towering ape-like creature known as the Oozaru*. In this state the Halfbreed loses all sense of themselves and cannot tell friend from foe. They gain incredible strength and the ability to fire powerful energy blasts from their mouths, at the cost of their reason. The transformation is tied to a Halfbreed's tail and if this tail is severed or if they expend all of their natural energy the Halfbreed will return to their previous state (usually unconscious). At RP Tier 4 a Halfbreed learns how to control their Oozaru form, and at RP Tier 6 when they undergo the Oozaru transformation they become the legendary Golden Oozaru.   *SPECIAL NOTE: Because the Oozaru Transformation is so destructive most homeworlds such as Earth, Ng Yelo, and Hydia have special technology within the atmosphere to dampen Bluntz Waves. This technology cannot fully remove the wave-energy type and it's still possible for Halfbreeds to transform but these transformations are rare.   Best of Both Worlds - Due to their unique heritage Halfbreeds have the ability to choose which of their ancestries they more strongly favor by gaining the heritage abilities of either Humans, or Saiyans but not both.  

 

Humans

  Tenacity - Humans have incredible endurance and can withstand physical punishment far beyond the breaking points of most other ancestries. Tenacity allows a human warrior to remain conscious and even continue fighting even when they've sustained critical injuries that would leave others incapacitated. This ability doesn't prevent them from being injured, or aid them in overcoming the penalties of those injuries, but it does allow them to literally fight until they drop dead.   Roar of the Spirit - Humans are the only ancestry which have learned to turn their vital essence into ki. This transference greatly harms them (and is said to even take years off their mortal lifespans each time it is performed) but allows a human warrior to empower their abilities by sacrificing their very life-force once their energy reserves have been exhausted. This is a incredibly desperate maneuver not to be employed unless the stakes are incredibly high.  

 

Hydians

  Lykanrot - This disease, or perhaps 'curse' of the Hydian people allows them to 'transform' themselves into hideous, brutal monsters. Unlike a traditional transformation which requires the character to be at least RP Tier 3 and to expend large sums of energy, a Lykanrot transformation can be performed without obtaining the Tier 3 threshhold and without spending RPEnergy, HOWEVER, this is not a true transformation (Similar to USSJ). It does not increase your Tier beyond the T2 boundary, but unlike the Oozaru transformation it can be activated willingly for a narrative increase* of strength and power and once the Hydian has achieved true transformations, this ability can further enhance them in the same way.   *SPECIAL NOTE - It is difficult for the ADMIN staff to articulate "half-steps" in terms of power in the Tier System. Narrative power as it is meant to be described here indicates that you are not stronger than someone of the same RP Tier, nor are you breaking the boundary of your Tier but that you are envoking a greater sense of threat and danger. There is no 'mechanical' benefit to this ability beyond narrative license to escalate the fight to a more dangerous level.   A Rose By Any Other Name - Hydians are beautiful, graceful beings who often catch other races of the 'verse off guard with their striking appearances and perfectly sculpted physiques. Their silver tongues and their general attitudes set others at ease almost without effort, letting them frollick past their normal reservations or defenses. They make for incredible spies and saboteurs for this reason and a Hydian has the unique ability to talk their way out of nearly any situation. Some speculate that powerful Hydians may even be able to generate special pheremones which cloud the senses of those around them, making them able to attract or simply persuade others with their nearly hypnotic presence.  

 

Icers

  Alien Physique - The Changelings of Ng Yelo have adapted to their harsh and unforgiving planet in a number of different ways but none more pronounced than their ability to survive in the vaccum of space, or the ability to forgo hunger or thirst for months (perhaps even years).   Until the Bitter End - A Changeling of Ng Yelo is almost unkillable by traditional means. The same ability that allows them to survive in space without air, food, or water also means that they can survive wounds that almost no other ancestry could hope to recover from. They can have their limbs cut off, and even be sliced in half without suffering a trip to King Yemma's gates. As long as their brain is intact, an Icer is not truly defeated and in such a futuristic age any vitals or limbs that they've lost can easily be replaced with advanced prosthetics.   Changelings - Icers possess four 'forms' which all represent a specific combat strategy. These are not transformations in the traditional sense, but rather, xenomorphic details of their bodies which they mold in order to grant themselves advantages when conquering worlds or simply fighting off the horrific beasts of the nuclear tundra of Ng Yelo. While only powerful Icers can move between these forms at will, they all retain the same relative RP Tier of power, they simply serve different functions in battle.
  • First Form - The smallest and most fragile of the changeling forms, the 'base' form of the Icer is in fact adopted to conserve energy use. Icers in this form find energy techniques less taxing to perform.
  • Second Form - This brutish form enhances an Icer's strength and physical prowess.
  • Third Form - The third xeno-type of the Changelings is a heavily armored (albeit grotesque) form used to protect themselves and endure both physical and ki-based attacks.
  • Fourth Form - Sometimes considered the 'true' form of the Icers, this sleek, almost glass-like xeno-type is used to enhance an Icer's speed and agility.
 

 

Kaios

  Otherworld Travel - Only the Kaios have the ability to travel back and forth between the Otherworld and the Mortal Realm. This power requires a state of deep concentration (usually taking the form of a meditative state which requires several hours to reach) and always transports them to the gates of Lord Yemma and back to the same position in the Mortal Realm they left from once they return. A Kaio can bring others with them when performing this ability.   Detect Evil and Good - The Kaio have the unique passive ability to be able to sense the intentions of others. While they cannot know the exact nature of another character's hidden thoughts or agenda, they can detect whether those around them have malicious or charitable spirits. In essence, they are able to sense whether evil or good lies within the hearts of those nearby.   Telepathy (Minor) - The ability to communicate with others mentally, even over great distances. The receiver of these messages may respond while the technique is being performed.  

 

Kanassians

  Precognition - Powerful Kanassians have innate psychic abilities that forewarn them against immediate threats. This 'precognition' most often manifests in life-or-death situations where it seems to outsiders that they're able to avoid or otherwise circumvent an attack they otherwise would not have been able to defend themselves against. Precongition is a type of a 'enhanced sense' which prevents a Kanassian from being taken off-guard, and allows them to respond to threats with a speed and clarity that other ancestries perceive as being able to see into the future. This ability confers no mechanical benefit of any kind but gives a Kanassian narrative license to more easily dodge or defend against an unexpected* tactic.   *SPECIAL NOTE: Unexpected in this description refers to genuinely unforeseeable events such as the floor suddenly falling out from under you without warning, it does not mean that you can more easily dodge an attack coming from a head-on, visible attacker or any other obvious threat.   Telepathy (Major) - The ability to communicate with others mentally, even over extreme distances (including planets). The receiver of these messages may respond while the technique is being performed.   Read Thoughts - Kanassians can 'read' the thoughts of others nearby. Literally. The minds of those around you are an open book and only those with powerful mental fortitudes can prevent you from seeing into the deepest, darkest corners of it. Gaining more than surface level information requires concentration and time, but otherwise there is nothing preventing you from learning every sordid secret, trauma, hurt or hope of those that surround you.  

 

Konatsu

  Soul Weapon - The keystone technique of the Konatsu bladesingers. Once a Konatsu has become strong enough in their battle arts they can forge their very soul into a weapon unmatched by any other. These weapons, if broken, can be regenerated or reforged using only the Konatsu's will. The weapon which their soul takes the form of is often a reflection of the Konatsu themself, and within the grasp of their wielder there are no other warriors in the entire 'verse who can match their skill in weapon-art fighting.   Song of Rest - The Konatsu bladesingers are not just swordsmen, but artists whose talents as bards and muscians are famed throughout the 'verse. By singing, playing an instrument or otherwise entertaining others they can bring joy and respite to those around them. In the presence of such an artist, characters heal and regenerate energy faster as long as the bladesinger can perform their art, although this ability confers no benefit to themselves.  

 

Makyians

  Boneswords - Makyian's have an ancestral talent for using their ki to cause explosive bone-tissue growth within their skeletons (typically from their forearms or shoulder-blades) which can be broken off and used as weapons. This ability does not injure a Makyian, and these 'boneswords' are incredibly sharp.   Deadzone - Makyians who rise in strength and power are innately bonded to the mysterious void of darkness and evil known only as the "Deadzone." Unlike other races, when a Makyian of substantial influence is slain they do not visit the Otherworld, but instead are sent to this cosmic meatgrinder. Here they suffer and languish but their essence is not destroyed. When the Makyo Star reaches the proper alignment in the universe, the Deadzone opens and Makyians trapped there may return to seek their revenge. Such conjunctions are rare, but do occur. This heritage ability allows a Makyian to use the "Back From the Dead" RP Reward for free with the approval of an Adminstrator.  

 

Namekians

  Armstretch - Namekians can stretch their limbs in order to grapple opponents from afar.   Telepathy (Minor) - The ability to communicate with others mentally, even over great distances. The receiver of these messages may respond while the technique is being performed.   Keen Hearing - Namekians have incredibly sensitive hearing and it is said that they can listen to conversations taking place half way across a planet. While most Namekians learn to drown out these sensations, if a Namek does learn to hone this power they can pin-point specific voices and individuals which they know and recognize.   Regeneration (Minor) - This ability allows the user to regenerate from wounds even during battle that would leave others handicapped otherwise (such as regrowing a limb). While this ability does tax the user's energy, it is nearly instantaneous.  

 

Saiyans

  Zenkai - Saiyans recover from their battle wounds at an accelerated rate compared to nearly every other race. Wounds that would leave others bed-ridden for weeks or even months, a Saiyan will shrug off in a matter of days.   Oozaru Transformation - If a Saiyan is exposed to what are known as 'Bluntz Waves' either from the light of a star refracting off a moon, a ki-technique, or even a technology source their body undergoes a rapid transformation into a towering ape-like creature known as the Oozaru*. In this state the Saiyan loses all sense of themselves and cannot tell friend from foe. They gain incredible strength and the ability to fire powerful energy blasts from their mouths at the cost of being unable to perform any other abilities they ordinarily would be capable of. The transformation is tied to a Saiyan's tail and if this tail is severed or if they expend all of their natural energy they return to their normal state (usually unconscious). At RP Tier 4 a Halfbreed learns how to control their Oozaru form, and at RP Tier 6 when they undergo the Oozaru transformation they become the legendary Golden Oozaru.   *SPECIAL NOTE: Because the Oozaru Transformation is so destructive most homeworlds such as Earth, Ng Yelo, and Hydia have special technology within the atmosphere to dampen Bluntz Waves. This technology cannot fully remove the wave-energy type and it's still possible for Saiyans to transform but these transformations are rare.  

 

Vinian

  Drunken Hoof - The Vinian race are masters of the Drunken Boxing style, a fighting form which is incredibly difficult for traditional martial artists to predict. There is an inherit deceit to this fighting form that defies convention and thus is impossible to anticipate or counter. Using this fighting form allows a Vinian to slip past ordinary defenses and often takes their opponent so off-guard that they can score hits or avoid attacks that may appear almost comical to others but which holds a deadly seriousness to those involved.   Barrel Aged - Vinians have a natural talent for 'charging' attacks in such a way as to not require direct concentration. They can appear to be fully focused on the present situation of the combat they're engaged in while simultaneously preparing to unleash a devastating display of their power.   Ambrosia - Vinians can create a magical tonic known as Ambrosia by expending 50 RPEnergy. Once created and properly set into a cask, this drink can restore their allies (but not themselves) even from the brink of death*.   *SPECIAL NOTE: Ambrosia is a free use of the RP Senzu Bean reward and requires the permission of an ADMIN in order to prepare. It should be used sparingly and only under dire circumstances.  


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