Please refer to the world anvil for the most up to date heritage
abilities.
https://www.worldanvil.com/w/dragonball3A-infinity-ikenbon/a/heritage-ab-
lities-article
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 evoking 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 frolic 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 pheromones 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.
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.
RPHERITAGE3
Staff edit onlyalso answers to HERITAGEHYDIANS, HERITAGEICERS, HERITAGEKAIOS, HERITAGEKANASSIANS, HERITAGEVINIANSImported from the game’s own help, and only staff can change it — a help file that quietly stops matching the game reads as authoritative and is wrong. If it has changed in game, send the new text through the contact form and somebody will paste it in.
History
- Imported from the game help.by Solao2026-08-28 17:42