Update Fixes 0.8.2 (03/28/2023)
Posted on March 28, 2023
by kota1908
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Changes are listed by category (New Addition, Balance Change, etc.) and website page. Keep in mind many minor wording changes aren’t included. All credit for this Changelog goes to Tomacat!
Superiority Rework
Attacking and Conditions
Superiority
- Bonus begins at 1d4 and scales with your Tier of Power instead of being a flat 1d10. Also cannot apply to Skill Checks or Stress Tests.
Impediment
- Penalty now reduces your rolls by 1d4 and scales with your base Tier of Power. Also cannot apply to Skill Checks or Stress Tests.
Arcosian
Cruel Intentions
- The secondary effect simplified to just give Superiority.
Earthling
Last Resort
- Effect related to using the Signature for the first time in an encounter simplified to just give Superiority.
Power Boost
Evolving Power
- Benefit when having Superiority changed from +1d6 (with the category increasing for each Stage after the first) changed to gaining Extra Dice equal to your ToP Extra Dice.
- Penalty received after losing Superiority granted by Evolving Power changed from Guard Down to Impediment on all Combat Rolls.
Zenkai
Saiyan Spirit
- Now directly increases the Dice Category of Superiority gained through Warrior’s Pride instead of adding an additional bonus.
Oozaru
Rampaging Assault – Boulder Toss
- Bonus to Athletics checks changed to +3 from Superiority.
General Balance Changes
Character Creation
Skill Improvement
- Gives 4 Skill Ranks instead of 2, but you can’t add more than 1 to any Skill.
- Increased the amount of TP given to 15 from 10.
Techniques
- New rule about Signature Techniques, including giving you a free Technique or Magical Ability at Character Creation.
Technique Progression
- A new rule limiting how much TP a technique can have spent on it depending on Tier of Power.
Actions and Combat
Initiative Advantage
- Now requires having 1+3(bT) higher Initiative than all Opponents instead of 10. The bonus Action dependent on base Tier of Power was moved to Power Advantage.
Power Advantage
- The original rule for gaining an Action when having a higher base Tier of Power than all Opponents.
Grapple Maneuver
- New option to Pull In grappled characters who are not adjacent to the Grappler.
- Fixed wording to apply to all forms of movement.
Sense Maneuver
- Added an effect that allows you to avoid the penalties of Limited Sight or No Sight.
- Can now only be used if you have at least 1 Rank in Clairvoyance.
No Effort Maneuver
- Added an example for closing your eyes to avoid the effects of Attractive, Amorous Glance or Charming Doff.
Holding Back Maneuver
- Now increases Concealment Skill Checks by +3 when you have maximum stacks.
Parry Maneuver – Deflect
- Clarified rules deflecting an Area of Effect attack and if multiple characters use Deflect.
Attacking and Conditions
All changes to Profiles have also affected their Signature equivalents unless noted otherwise.
Beam
- Ki Point Cost increased to 10(T) from 8(T). The Signature version did not increase.
Powered
- Gives a free Energy Charge.
Combination
- Ki Point Cost lowered to 4(T) from 6(T).
Sweeping
- Doesn’t hit Allies.
- Increases Melee Range by +1.
Soaring
- Melee Range bonus increased to +11 from +8.
- Increases Wound by +1(T) for every 4 squares away the Opponent is.
Long Range
Absorbed (Condition)
- Added the penalty to Cognitive for each Absorbed Character from Absorption.
Fury (Condition)
- Replacement to the original Rage. Has the same effects, but also puts in you Rage.
Rage
- Rage is now a general state with no inherent benefits, but triggers all effects that occur when you are in Rage. This change was made to better convey what a Trait means when it says it treats you as if you were in Rage, or only triggers if you were in Rage versus being in the Rage Combat Condition. This means that this change has a lot of wording changes on many Traits throughout the game, but for the sake of avoiding bloat this changelog won’t go over many examples. Just keep in mind any Traits based on Rage.
Attributes
Manipulation
- Gone. Dusted. Removed. Silenced. Didn’t Guard against a max Wager from a Super Saiyan.
Minions
Phalanx Fighter
- Clarifications added relating to Foundations and Profiles.
Gear and Equipment
Accessories
Jetpack
- Ki Pool increased to 60 from 40.
Transformation Watch
- Changes to work off of Equipment Points.
Quick Sheathe
- The old effect was removed. It now gives bonuses for unsheathing and sheathing the Weapon, as well as letting you unsheathe any number of times per Combat Round.
Armed
- Clarified the Weapon is made with a Medium TN.
Enchanted
- Soak Value bonus changed to X instead of +1(T).
Crafting
- Completely revamped. Changes include blueprints, no longer needing to spend Karma, requiring only one roll (unless it’s Tech), and having to use your Craft Skill instead of being able to only use Science.
Vehicles
Vehicles in Combat
- Moving a vehicle into another character now requires a Strike Roll to collide with them.
Battle Jackets
- You can fix broken Jackets.
Jacket Attributes
- Starting Attribute Modifiers lowered to +3 from +5.
Step One: Attribute Modifiers
- Chosen Attribute Modifier lowered to +6 from +7.
Step Two: Life Points + Ki Points
- Starting Jacket Life Points lowered to 2d10 from 3d10.
- Jacket Ki Points reduced to ¾ amount listed from the full amount listed on the Character Creation table.
Combination
- Maximum number of Jacket Traits gained through Combination lowered to 8 from 9 and clarified that the number of stacks of each Permanent Jacket Mode may not exceed their normal maximum stacks.
- Noted that when taking Attribute Modifiers the bonuses from Permanent Jacket Modes apply afterwards.
- Each Jacket combined only increases FO instead of FO/TE.
Reflective Coating
- Changed to work off of Attack Type.
Upgraded Specification – Enhance
- Attribute Modifier Bonus replaced by a bonus to your Tier of Power Extra Dice.
Signature Techniques
Foundations – Magic
- Elemental (Fire) now applies either the Damage Over Time or Piercing Advantage on a Critical.
- Elemental (Lightning) changed to have a lower Critical Target for Wound Rolls and if you score a Critical can either gain a rank of the Condition Advantage or increase the Wound Roll.
- Elemental (Ice) completely renders the Opponent unable to move and gives them Slowed on a Critical.
- Elemental (Wind) wording slightly changed, triggers on hit and knocks the Opponent Prone on a Crit.
- Karmic now deals Lethal Damage to those of the chosen alignment instead of Direct.
- Karmic (Draining) increased to reduce Capacity Rate by ½ instead of ¼.
Magical Infusion
- May now only apply the effect to Allies, and they may refuse the effect.
Condition
- Impediment applies to a single Combat Roll for a turn instead of on your next Attacking Maneuver.
- Added the Shaken and Blinded Combat Conditions as options.
- If you would attack someone with your chosen Combat Condition you gain a Wound Bonus.
Twin-Linked
- Reworked to reroll the entire roll and take the higher Dice Score, rather than only the base d10.
- TP cost increased to 10 from 4.
Homing
- May not be taken on any Signature that possesses an Area of Effect due to its Profile or Advantages.
Ki Extension
- Increases your Melee Range by +8 instead of only treating it as 8 Squares.
Shattering Blow
- Added a 2nd rank and adjusted costs.
- No longer increases the Dice Category or reduces enemy Soak. Instead, each Rank deals additional damage based on the Opponent’s Soak.
Widespread Magic
- TP cost lowered to 4 from 8.
Explosive Magic
- TP cost lowered to 6 from 10.
Precise Strike
- TP cost lowered to 2 from 8.
Intense Blast
- Added a 2nd rank.
- Each rank deals 1/5 of your Wound Roll when your target dodges.
Protective Aura
- TP costs lowered to 4, 5 and 6 from 6, 6 and 8 respectively.
Aura Gathering
- TP cost lowered to 8 from 10.
Ascended Signature
- Clarified using the Signature as an Ultimate doesn’t increase the Ki Cost and it cannot gain Advantages that require an Ultimate Signature.
Final Chance
- TP cost lowered to 4 from 10.
Genki
- TP cost lowered to 8 from 12.
Maximum Charge
- Increases the Dice Category of the Extra Dice from Energy Charge by +1. This results in the same effect most of the time.
- TP cost lowered to 5 from 6.
Transformation Boost
- Bonus Energy Charges changed to a flat +2 instead of being +1/2 the ToP Requirement of the Transformation.
Dead-Link
- Reworked to reroll the entire roll and take the lower Dice Score, rather than only the base d10.
- TP refund increased to 6 from 3.
Spellbook
Space-Time Connection
- Prerequisite now only requires access to the God Ki Aspect instead of both the Time Freeze Magical Ability and a Transformation with the God Ki Aspect.
Time Freeze
- Ki Point cost lowered to 18 from 24.
- None of your Maneuvers trigger Counter Actions while in stopped time unless your Opponent also has access to specific time abilities.
- No longer has a limit on uses per Combat Encounter.
- You can now use Telekinesis with your Time Freeze Actions.
Gravity Manipulation
- Added an effect requiring a forced check to stand up from Prone.
Magical Enhancement
- Technique Point cost lowered to 10 from 16.
- You may only target an Ally instead of any target. This means you cannot use it on yourself.
Magical Materialization
- Clarified you may now instantly equip created items.
Multi-Form Technique
- Clarified the Minions have the same Apparel as you.
- They share your base Tier of Power instead of current, but also have their Tier of Power lowered by -1.
- They are no longer classified as Allies, and instead are also considered to be the one who created them.
Spellbook Advancements
Divine Destruction & Improved Destruction
- Added Spirit as alternative prerequisites.
Redirection Portal
- Added option to add the Twin-linked Advantage instead of Knockback.
Dimensional Hole
- Now requires an Opposed Cognitive Save to trigger its effect.
Planetary Consumption
- Requires an Action to use the Out-of-Sequence Transformation Maneuver.
Fusion
- Temporary Fusion gives an additional +3 Power Levels (to a total of 5).
- Added Fused Transformation rules.
Saiyans
Blood of the Warrior
- No longer grants a Counter Action.
Earthling
Quick to Master
- Ki Point Cost reduction increased to -3(bT) from -2(T).
- When adding an Advantage, the TP cost cannot exceed 10.
Thick Hide
- Cannot be gained if you have the Slender Body Beast-Man Trait.
Slender Body
- Cannot be gained if you have the Thick Hide Beast-Man Trait.
Majin
Assimilation
- Removed the penalty to Cognitive when absorbing someone and moved it into the Absorbed Condition.
Spellbound – Burrowed Strike
- Changed to Once per Combat Round.
- Reduces the Target’s Defense Value by 2x the amount they’d normally receive from an Attacking Maneuver instead of -1(T).
Spellbound – Transfiguration Beam
Android
Lock On
- Perception bonus changed to +2 from +1(T).
Specialized Features – Pacifistic Intelligence
- An Ally only needs to be put below the Injured Health Threshold to declare an Opponent as Unforgivable.
- Added the ability to declare an Opponent as Unforgivable when you gain the Fury Combat condition or through roleplay means.
Namekian
Nobiru-ude
- Ki Cost removed.
- Only usable once per Combat Round.
- If successful, you can move the Opponent or gain a bonus to your Grapple Checks.
Namekian Unite
- Changed to fit the new Unification rules.
Shinjin
Inner Peace
- Opposed Cognitive Saving Throw changed to a personal Morale Save with a Hard TN.
Kiri Drain
- Multiple wording changes, notably Kiri Single is now a Magic Attack of the Spell Foundation. Kiri Orb is the same, but with the Explosive Magic Advantage, and had its cost increased to 8(T) from 6(T).
Bio Android
Genetic Splicing – Saiyan
- Clarified that you cannot decrease your number of Battle Born stacks on a Combat Roll through the Defeated effect.
Genetic Splicing – Earthling
- When adding an Advantage, the TP cost cannot exceed 8.
Genetic Modification
- You may now treat the name of any Alternate or Legendary Form you enter as if it were ‘Monster Form’ for the effects of your Monster Trait.
- Bonus to Intimidation changed to +2 from +1(T)
Shadow Dragon
Hazy Dragon
- Activation now requires an Action.
- Poisonous Bog squares move in accordance with you.
Natural Dragon
- Added an effect relating to the Omega Manifested Power.
Neo-Tuffles
Possession
- You cannot target the body you’re possessing with any effects unless you could target yourself with them.
Custom Species
Armed Affinity (formerly known as Weapon Master)
Environmental Adaptation
- Ki Point Cost for Flaw effect increased to 5(T) from 2(T).
Innate Weaponry
- Clarified that the Weapon is of Very Hard TN.
Beloved Beauty
- Opposed Ability Check changed to an Opposed Morale Save.
Solid Guard
Burdened with Power
- The Flaw effect also applies to FO/SP respectively if you chose the other for its benefit.
Light Consumption
- Aura Technique round reduction changed to -2 from -1(T). Ki Points regained through Aura Technique effect increased to +3(bT) per Combat Round from +1(T) per Combat Round.
- Bright Aura effect Stress increase uses base Tier of Power.
Reversed Gigantism
- Bonus changed from +1(T) to +1(T) for every instance of Giant’s Strength lost.
Reclusive State
- Introduced mechanics for being targeted and destroyed as an item.
Aspects
Armored Form
- Changed to just reduce Damage Category by -1 for Attacking Maneuvers against you.
Battle Uniform
- Given the Unbreakable Special Apparel Quality.
Raging
- Wound Bonus lowered to +1(T) from +2(T).
Power Boost
Power Strike
- You may now wager on the Out-of-Sequence Basic Attack.
Peak Condition
Peak Performance
- Instead of treating every 4 Ki Points wagered as 5, it simply increases your Wound Roll by +1.
Mutation
Born with Power
- Option when putting +4 Mod into either FO/SP to add a free +4 Mod to the other, however it then limits the maximum you can put in another Attribute to +2.
Evolutionary Peak
- Ki Points and Capacity gained increased to 12(bT) and 6(bT) from 6(bT) and 4(bT) respectively.
Captain
- The Modifier bonus to PE from Mutation now counts as a bonus to the Base Modifier for the effects of any Talents.
Psychic
- Free wager replaced by a free Energy Charge.
Speedster
- You may now wager on the Out-of-Sequence Basic Attack.
Mode Change
Form Change – Style Form
- Bonus to Skill Checks changed to +2 from +1(T).
Level Up – Battle Form
- You may now wager on the Out-of-Sequence Basic Attack.
Battle Uniform – Modular Apparel
- The effect for when you are knocked through Injured is now once per Combat Encounter and ends if you leave the transformation.
Magical Formation
Battle Uniform – Type of Love
- The effect that restores Ki Points if your Beloved is an ally gives +2(X) instead of X, and triggers on their turn as well.
Super Saiyan
Raging Power
- Added an effect that gives Ki when transforming into a Stage of Super Saiyan once per Combat Encounter.
Metamorphosis
Restrictive Transformation
- Penalties now function off base Tier of Power.
Pressure (Meta Trait)
- Changed to double the amount of Defense Value reduced by Diminishing Defense instead of reducing their Dodge by -1(T)
Unfettered Power
- Removed Once per Combat Encounter Power Up effect.
Long-Awaited 100%
- Buff to Combat Rolls only lasts until the end of your next turn now.
Unending Cruelty
- New trait that gives huge buffs for having stacks of Cruelty.
Hi-Tension
Warrior from Earth
- Free attack may now be any Basic Attacking Maneuver or Signature Attack Maneuver.
Giant Form
Accelerated Growth
- Stress Test is increased by +2 for every level of Size Increasing you are benefitting from, instead of every level the Transformation has after the firsts.
Battlefield Titan
- New effect that gives a bonus to Strike or Wound depending on how many Targets you have when making an Attacking Maneuver.
- Bonus Soak changed to Levels of Durable Form.
Enraged
- FO/SP Modifier bonuses increased to +2(T) from +1(T).
Blind Rage
- The effect that grants Superiority to Strike Rolls now grants Superiority on Wound Rolls as well.
- The effect that gives Signatures a free Energy Charge now grants an Energy Charge for every Action deducted by Blind Rage.
- The effect for removing Negative Combat Conditions also gives you a Healing Surge.
Overwhelming Rage
- Bonus to Wound Rolls for every Action deducted increased to +2(T) from +1(T).
- You may now enter this Transformation when you gain the Fury Combat Condition if you already have access to it.
Evil Aura
Villainous Form
- Karma based abilities removed and replaced with new effects.
- You can now spend Evil Points to add the Condition Advantage to Basic Attacks, and spending Evil Points on Attacking Maneuvers gives them Power Shot.
- Every Evil Point you spend regains a Ki Point.
Evil Saiyan
Dark Saiyan Power
- Now works with any Transformation that has gained Traits from a Transformation with the ‘Saiyan’ Racial Requirement.
- Stress increase for the base Tier of Power 4+ bonuses increased to +7 from +3.
Divine Halo
Circle of Light
- You may now, once per Combat Round, choose from three different effects to use.
- A modified version of the original effect. Instead of copying all the bonuses, you may just use the Signature or Magical Ability another time.
- You may pay some Ki to add an Advancement you do not have to a Magical Ability for a single use.
- You may pay some Ki to apply 2 Advantages (or convert one or both to Energy Charges) to a Signature Technique.
Spirit Absorption
- Stress lowered to 16 from 20.
Everyone’s Energy
- For every 1(T) Spirit Power you have, your Stress increases by +4 and you gain 1 level of Durable Form.
- No longer reduces Life Points if you don’t have the Exhausting Aspect.
Life Force Feasting
- Bonus dice for Wound are Solid.
Spirit Empowerment
Miraculous Finish
- You cannot gain any Spirit Power after entering this Transformation, and reduce your Spirit Power by -1(T) at the end of every round you’ve attacked in.
Monster Form
True Form Ascension
- Added an effect for using True Form with Full Power.
Petrification Plating
- The temporary increase to Damage Reduction now occurs before the plate is removed. I think this was just a clarification.
Adaptive Toughness
- Works on Attacking Maneuvers instead of only Physical Attacks.
- Gives +1(T) Soak for every Health Threshold you are below.
Release Inhibitors
Support Units
- Minions are now noted that they must be the Android Race, and no longer automatically gain the Damage Inhibitor, Lock On and Functional Purpose Racial Traits.
- Minions now possess a stack of Super Android if you possess at least 2.
Super Android
- Reduced Tier of Power Requirement to 2 from 3.
Genetic Max
Overwhelming Perfection
- The effect related to Punching Down was moved to Max Power.
- Attribute Modifiers gained for each traded option lowered to +1 from +2, but you now get to choose from 3 options to gain for each option traded.
- Max Power is the original Punching Down effect.
- Max Resilience increases your Soak when attacked.
- Max Efficiency lowers the cost of your Attacks.
Perfection
Atavism
- The Earthling effect now lowers the bonus to Wound Roll to +2(T) from +3(T) when used. Or, you can ignore it and choose an Advantage worth up to 10 TP.
- The Arcosian effect was changed from applying Brutal Assault into being able to spend some Ki to increase your Wound Rolls.
Cybernetic Enhancement
Scientific Upgrade
- Attribute Modifier Bonus for Traits increased to +2 from +1.
Life Support Systems
- Removed. (Don’t panic, go check New Additions).
Synthetic Muscle Replacement
- Now increases the category of Extra Dice gained from Super Stack by +1, but they become Solid Dice.
Rocket Sleeves
- The Blitz effect was changed to increase the Wound of Blitz and Attacking Maneuvers with Charging Assault.
Onboard Computer
- The effect is now able to stack with itself, up to a bonus of +2(T).
Emergency Energy Stores
- Bonus changed to +4(bT) from +3(T).
Nanomachine Repair
- All health regained now functions off of base Tier of Power.
- Increased the amount of Life Points regained for getting up from Defeated to +12(bT) from +6(T).
Integrated Weapon
- Gives a bonus to Wound Rolls using your Integrated Weapon.
Divinity Unleashed
Otherworldly Revelation
- Added option to spend your separate Ki Point Pool on the additional Ki Point Costs from the Circle of Light Trait’s effects (Divine Halo).
Mystic
Brough to the Limit
- Reworked. The main effect now lets you increase your Tier of Power when making an Attacking Maneuver while under the effects of Power Up. This synergizes better with the form itself.
Full Power Boost
All or Nothing
- The bonus to Tier of Power only applies during Attacking Maneuver made by you or with you as the target.
- When spending Power to use a Power Surge, you can choose between a free Power Up or Basic Attack Maneuver.
Super Full Power Boost
Surpass the Strongest
- The bonus to Tier of Power now only applies during Attacking Maneuver made by you or with you as the target.
Burn the Foolish
- Now works on anyone regardless of Tier of Power, and is considered an Attacking Maneuver for the effects of Surpass the Strongest.
Destroy the Rival
- Made easier to activate, but only slightly. Largely the same.
Legendary Super Saiyan
- Added High Speed Form (Level 3)
Unlimited Power
- Free Wound Battle Born is given every other round instead of every round.
Super Saiyan 4
Super Saiyan Divergence
- Added an effect to restore some Ki when using a Primal Surge once per Combat Encounter.
Super Saiyan Blue
Deific Super Saiyan
- Added an effect to restore some Ki when using the Power Up Maneuver once per Combat Encounter.
Seeking Further Strength
- Added Power Up as an option for your Instant Action.
True Super Saiyan God
Godly Bloodline
- Extra Dice changed to 3d6 from 4d4.
Ultra Ego
- Added Power High (Level 3).
Egotistical Combatant
- Forced Saving Throw changed to just work off of Power High.
Ultra Instinct
Instinctual Combat
- You can only get two stacks of Instinct every Combat Round.
Shatter Your Limits
Battle of Omega (Ascended Form)
- Free Instant Action Signature gets +2 free Energy Charges instead of an amount based on the ToP of your Enhancement.
Legendary Super Saiyan
- Extra Dice lowered to 1d4(bT) from 1d6(bT).
Super Saiyan Full Power
- Opponents are treated as if their Size Category were -2 lower for the sake of Punching Down rules.
Beat the Unbeatable (Super Full Power Boost)
- First effect is only active during Attacking Maneuvers you make or ones made with you as the target.
MAX Power Unleashed (Mystic)
- Formerly known as simply Power Unleashed, the Action Cost was removed from using Potential Reborn again in a Combat Encounter.
Talents
Balanced Defender
- Added a limit to the amount you can reduce your Soak or Defense Value by.
- Reducing one Aptitude increased the other by the full amount instead of only half.
Cunning Evasion
- Only the first two Attacking Maneuvers from your chosen Opponent do not inflict Diminishing Defense.
Refined Sensor
- Clarified that only the base d10 has its Natural Result raised, and the bonus now begins at +1 and increases to +2 at Tier of Power 3+.
- Clarified that you cannot target multiple characters with Refined Sensor and its effects do not stack.
Nefarious Plating
- Clarified the Weapon is made with a TN of Hard.
Double Pose
- Can now only be used Once per Combat Round, and it may no longer be used in response to an Out-of-Sequence Action given by the Double Pose Talent (no chaining double poses).
Alert
- Instead of your minimum Natural Result being 3, you now roll 2d10 and keep the highest result.
- While you have Initiative Advantage, you now increase a single Combat Roll by +1(T).
Burning Anger
- The Soak reduction now takes place before the Wound Roll.
Point Blank Shot
- Reduced Ki Point cost to increase Damage Category to 4(T) from 5(T).
Ballistic Specialist
- Clarified the Strike Bonus is to a single Attacking Maneuver.
Transforming Initiative
- You must now specifically use the Transformation Maneuver to get the bonus action
- The bonus to Initiative from the second effect was lowered to 1d6 from 1d6(T).
- You now gain +1(T) to all Combat Rolls while you have Initiative Advantage in either an Alternate or Legendary.
Ultimate Combination
- Added Multi-Type Gambit as an alternative prerequisite to Multi-Type Master.
Close Range Shot
- Now only affects Unarmed Energy and Magical Attacks.
Far Shot
- Now only affects Unarmed Energy and Magical Attacks.
High Speed Ace
- The bonus to Dodge Rolls now affects all Combat Rolls, but you must move 4(bT)+ squares instead of 5+ squares to benefit from it.
Lion’s Heart
- Increased the amount gained to +2(bT) for each threshold you are below from +1(T) for each threshold you are below.
Focused Strike
- Prerequisite changed from Powered Strike to Artful Strike (See – New Additions).
Combat Expertise
- No longer affects Strike directly, instead affecting Awareness Modifier. Uses base Tier of Power instead of current.
- Secondary effect now must be declared at the start of either your own Attack Maneuver or one you are targeted by, and lasts until the end of said Maneuver.
Overwhelming Transformation
- Main effect has gone from giving opponents with an equal or lower Tier of Power Shaken and Guard Down to forcing an Opposed Save against Opponents to give them Impediment.
Wild Counter
- You may now wager on the Out-of-Sequence Basic Attack.
- Added option to attack after succeeding a Deflect.
- Limited to once per Combat Round.
Weapon Master
- No longer applies the extra Quality to every Weapon. Instead, you may wager up to 5(T) Ki after making your Strike Roll with a Weapon. For the original effect, see: Variety Specialist.
Dual Wielding Specialist
- Added Deflect as a Parry option.
Tea Ceremony
- Instead of increasing all Combat Rolls by +1d4, you choose a single Combat Roll to give Superiority until the end of your next turn.
Analytic Fighter
- Buff is also granted to adjacent Allies.
- Buff only applies to one target.
- Prerequisite increased to 12 Scholarship from 10.
Strategic Attack
- You can now pay a small amount of Ki Points to add your Scholarship Modifier on Called Shot Wound Rolls.
- Prerequisite increased to 14 Scholarship from 12.
Battlefield Tactician
- Removed the second effect and replaced it with an Opposed Check against all Opponents. Winning this Check lowers their Strike and Dodge against you.
- Now increases the range of Analytic Fighter.
Flavored Technique
- Extra TP can bypass the normal cap for Techniques.
New Additions
Transformation Rules
Step-by-Step Evolution
- A Stress reduction rule for entering Full Power or Shatter Your Limits from your Legendary Form. The effects are permanent until you leave that Transformation.
Android
Zombie (Wonders of Technology)
- Brought to life through the brilliance of science and questionable morals, you possess features similar to that of a living creature you were created with, but fall apart rather easily!
Large Scale Structure
- You are massive in size, towering over most people with ease.
Android Fusion
- Changed to fit the new Unification rules.
Custom Species
Mystic Attack
- You possess stretchy limbs capable of pelting your enemies from afar!
Gear and Equipment
Trucker Hat
- The road is where you belong, and with this hat, none will stand in the way of your truck.
Chef’s Hat
- A true icon of those who cook masterpieces.
Flowing Fashion
- This accessory signifies how cool you are.
Battle Jacket Belt
- Ready for any time and looking good, your Battle Jacket is compacted within a sleek belt.
Enhancement
- Your Apparel is designed in a way to let you better channel your inner power to unleash your most powerful attacks.
Yardrat Material
- Clothing of this variety was made with special fabrics, making sensing others easier.
Legacy
- Your outfit represents a long history before you, and invigorates you to fight with as much heart as your predecessors have.
Resolute Belief (Combat Clothing)
- Signifying the things you trust in, your purpose is clear to you.
Assassin’s Craft (Combat Clothing/Standard Clothing)
- Tailored flawlessly to hide your movements when going for a fatal blow.
Master’s Garb (Combat Clothing)
- Worn only by those of martial perfection.
Combat Ready (Armor/Standard Clothing)
- Built for any scenario, you have an easier time moving in this outfit than you do than your own skin.
Vehicles
Favored Environment
- New quality that buffs the vehicle in the chosen environment.
Adjustable
- Quality that allows you to change your favored environment.
Energy Shield
- This quality adds an on demand shield to aid against attacks.
Countermeasure
- Your vehicle has advanced evasive maneuvers, letting you avoid threats with ease!
Blutz Wave Generator
- Not only are you capable of turning a Saiyan into the Oozaru with this wonderous technology, it’s portable!
Battle Jackets
Barrier System
- A trait that adds a powerful all-purpose shield to your jacket.
Jacket Purpose
- Trait that lets you choose a purpose for your Jacket, specializing towards that goal.
Mecha Finisher
- Your Jacket can learn Techniques and Magical Abilties!
Bases
Entrances
- You can now add entrances to your base! Wait, how did you all get inside?
Global Radar
- All-purpose radar for locating specific substances or energies.
Weather Control
- By golly you’ve done it, you can change the weather!
Deployable Robots
- Quality that lets you deploy an army of robots at your whim.
Protected Safe
- A snug place to put your most treasured items.
Structural Reinforcements
- Steel your walls for any threat.
Reinforced Entrance
- For when you really don’t want people coming inside uninvited.
Blutz Wave Generators
- Once again, you have mastered the technology required to unlock a Saiyan’s true potential!
Library
- A much needed room for when you need peace and quiet for studying.
Trap Door
- This classic trap is now at your disposal for getting rid of pesky do-gooders.
Battle Chamber
- A quite durable room that can be used for sparring, punishing invaders, or maybe hanging up decorations.
Variant Rules
Variable Duel
- Sometimes you want to fight off a massive beam with a simple ki sphere, this rule lets you do that.
High Tier Play
- A new form of character progression for gameplay past PL25.
Power Limit
- Rules limiting how high any Attribute Score can get to based on your Tier of Power.
Unification
- New type of Fusion made to better represent things like Namekian Unite.
Transformations
Martial Focus
- A new Enhancement Power for those who have attained a practice and discipline in the way of martial arts that surpasses those of others.
Variant Transformations
Dark Demon God
- A new Variant of True Demon God that specializes in using Dark Energy to empower itself and unleash ruthless attacks.
Ascended Form
Chouzetsu Dynamic
- A new trait that gives a bit more oomph and is particularly useful for single stage Transformations.
Cybernetic Enhancement
Life Support Systems
- Original trait was removed and an improved version was added as an inherent trait to the Transformation.
Cloaking System
- A new system that allows you to go invisible!
AI Control
- A new system that lets you control all of your robotics Minions at once and enhance their combat potential.
Robotic Limb
- A powerful replacement, or perhaps a willing addition, either way you possess a new limb.
Mutation
Golden Fruit
- Born of the highest pedigree, you are destined for godhood.
Signature Technique Advantages & Disadvantages
Last Legs
- An Ultimate Advantage where you push past any pain to give a mighty attack.
Super Advantage
- Unleash the true potential within one of the many Advantages you have using this Ultimate Advantage.
Power burst
- Bringing your body to its physical limits, you’re Super Stacked and ready to go!
Environmental Burst
- Restrict the battlefield and the movement of your enemies.
Weather Calling
- It’s exactly what it sounds like, you change the weather.
Express Ticket
- Grab your enemy and take them for a wild ride!
All or Nothing
- No holding back, this one is to end it all! With this Disadvantage, you can’t help but put your everything into your attack.
Spellbook
God Meteor
- You summon a literal meteor. This spell is a doozy, and you’ll need to meet some steep prerequisites to use it.
Cage of Light
- Surround the enemy with lasers on all sides, preventing escape and limiting their dodging abilities.
Spellbook Advancements
Gravity Cage (Gravity Manipulation)
- Trap your opponent in a cage of gravity, crushing them with deadly force.
Gravity Barrage (Gravity Manipulation)
- Unleash nonstop gravity on your enemies.
Gravity Fist (Gravity Manipulation)
- Don’t give them a single breath, crush them with the might of gravity and follow it up immediately with a decisive strike!
Gravity Burst (Gravity Manipulation)
- You have perfected gravity magic, increasing its intensity to newfound heights.
Masterful Combat Transmitter (Instant Transmission)
- You have perfectly woven Instant Transmission into your fighting style, flawlessly transitioning between it and attacking.
Spirit Transporter (Instant Transmission)
- Having garnered a better understanding of control, you can remotely target others and transport them alone.
Punisher Shield
- You’ve learned to turn enemy attacks back at them with incredible ease by using a fast acting guard.
Talents
Comfortable Transformation
- Slow Starter Talent centered around holding back in a transformation.
Jump Start
- Not everyone wants to start slow and warm up over time, and this is perfect for them.
Targeted Obsession
- For whatever reason, you have a bit of a fixation on a particular individual, and you will not allow any harm to come their way.
Lightning Surge
- Gain powerful benefits based on the type of surges you use.
Attractive
- For when you’re just a bit too distracting to look at. Master Roshi won’t stand a chance.
Flexible Technique
- You’ve figured out a method to make your Favored Technique far more applicable to a multitude of scenarios.
Herculean Power
- Simply having immense muscle mass wasn’t enough for you. No, you’ve taken it a step further and learned to make use of every bit of your power to give incredible weight to your attacks.
Artful Strike
- A new Strike based talent for landing those key hits.
Aggressive Style
- Push the offensive and break through any defense.
Defensive Style
- Stay on your toes. Never give the enemy an opening.
Reserved Combatant
- For just a moment, you can unleash your true power, surely throwing your enemies for a loop.
Dueling Specialist
- You prefer to use a single One-Handed weapon, and have learned how to more effectively defend while still dealing heavy damage.
Variety Specialist
- The same old just isn’t enough for you. Keep the enemy guessing, and switch up your choice of weapon constantly.
Tough Warrior
- Resilience has a Talent line! Reinforce yourself Ki in response to pain, and shake off the effects of terrain with ease.
Superior Durability
- Tank through the deadliest of blows, and power through any debilitations holding you back.
Synchronized Combatants
- It’s all about teamwork. You and one other person have tuned your fighting styles to work in tandem with one another.
Superior Synchronization
- The two of you have perfected the art of fighting alongside another, and are practically one and the same.
Naturist
- Clothing can’t hold you back! You just love to let it all free!
Rework
Dark Demon
- Given the High Speed Form Aspect.
Dark Energy
- You now gain 6(bT) Dark Energy when transforming into Dark Demon.
- Maximum Dark Energy wager lowered to 3(bT) from 5(bT).
- Cost to add an Advantage via Dark Energy lowered to 2(bT) from 5(bT).
Swelling Darkness
- Darkness Level affects High Speed Form as well as Durable Form.
- Increasing Darkness Level no longer costs Dark Energy. You only need to have the required amount in order to increase it.
Shadow Magic
- Energy Charge effect only works on Signature Techniques instead of all Attacking Maneuvers.
- You no longer gain Superiority when you have maximum Dark Energy. Instead, you gain +1(T) to all Combat Rolls each time you gain Dark Energy, until the start of your next turn.
Dark Factor Essence
- Removed in favor of the new Variant Form (See: Dark Demon God), but part of its functionality was moved to Ascending Darkness.
Ascending Darkness
- New trait! It reduces the stress increase of Swelling Darkness by half when in Ascended Form.
Mastery
- Quick Gathering now functions off base Tier of Power and reduces the Dark Energy Costs of any Dark Demon trait by ½.
Demon God
Demonic Presence
- All Transformations with the Shinjin Race Requirement are now considered ‘Dark Demon’ for the effects of Dark Energy.
Demonic Presence II
- When you spend Dark Energy for the Ki Cost of Maneuvers, each spent is counted as 2 Ki Points.
Explosive Power
- Stress Test lowered to 12 from 16.
- Added the Strainless Aspect.
- Attribute Modifiers moved to a Trait.
Zero Warning
- You may no longer use the free Out-of-Sequence while already using an Attacking Maneuver (such as if you entered the Transformation through Surging Strength mid-attack).
- Strike Bonus on Out-of-Sequence Actions lowered to +1(T) from +2(T).
- You gain the Attribute Modifier Bonuses the form previously had during Attacking Maneuvers.
- Using 3 Energy Charges automatically lets you use the Attack as an Out-of-Sequence Action.
Efficiency is Power
- No longer reduces Ki Costs.
- You may now ignore the Tier of Power Requirement for any Transformation used in conjunction.
Kaioken
Exponential Power
- The ‘stages’ of Kaioken now have Tenacity Score prerequisites to use them.
- The Life Point Costs of all stages have been altered, each having their own specific cost and using base Tier of Power.
- ToP Requirement removed for later stages.
- Life Point Cost only applies to Maneuvers that cost at least One Action or either is an Attacking Maneuver or Magical Ability (that includes an Opposed Check or Opposed Saving Throw).
Surge of Strength
- The ability to quickly enter a higher stage is now done through Surging Strength.
- Wound Roll bonus gives +1/4 of Life Points lost instead of none when used in conjunction with a Transformation that doesn’t possess the Perfect Ki Control Aspect.
- Now gives a bonus to Wound when using an Ultimate Signature.
Crimson Acclimation
- Changed to allow you to use a higher stage of Kaioken then you’d normally be able to use by taking a penalty.
- Now governs how many levels of High Speed Form each stage has.
Introducing the ARC Guide
General
Campaigns
Adventuring
Progression
Adversaries
Encounters
Optional Rules
- Downtime
- New and revised Downtime rules. The core is the same, but many minor adjustments have been made and completely new rules have been added, such as an entirely new gravity system!
- Injury
- Optional Rules for when you take a most gruesome attack and are left maimed, perhaps permanently without the right medical equipment.
- Fighting Styles
- For every martial art, there is a practitioner. Those who have molded their way of fighting in a unique way. These Optional Rules allow you to be one of those people.
- Generations System
- Optional Rules for representing upbringings and heritages.
- Roles
- Throughout all of the universes, there are those with unique and powerful positions. With these Optional Rules, you can attain these roles and wonderful powers they bestow.
- Horde
- You’ve been surrounded on all sides, your back to the corner as dozens of soldiers ready to attack. But you aren’t any ordinary fighter, and these soldiers are nothing to you individually. Through these Optional Rules, you’re ready to make a final stand no matter how many enemies there are.
- Dragon Balls
- Create your own set of Dragon Balls that grant powerful wishes!
- Minor Optional Rules
- The Goku Rule
- The Vegeta Rule
- Tension Rules
- Rust Rules
- Style Change Rules
- Restrained Transformation Rules
- Planet Destruction Rules
- Kaioken x100 Rules
- Off Guard Rules
- Ping Pong Rules
- Tooth and Nail Rule
- Stamina Rules
- Surge Mode
- United Transformation Rules
- Bald and Beautiful
- Power Level 0
- Technology Levels
- Dragon Rush Rules
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