Core Rules
- Moved the definition of several crucial values (Life Points, Ki Points, Capacity and Technique Points) from Character Creation to Core Rules.
- Transformation Traits from a Core Transformation now have a lower Priority than other Transformation Traits.
Size
- Gigantic Grip: Grapple no longer gives Guard Down if you are 3+ Size Categories bigger than the grappled Opponent.
Attributes
- Determination now adds +1 to your Stress Bonus for every 4 PE Score, up to 8+ Personality.
- Gifted Student now gives +3 TP on every Skill Improvement for every 4 SC Score, up to 8+ Scholarship.
- Super Stacks now give +1 Dice Category for each after the first, rather than multiply the amount of dice.
Skills
- Performance skill changed to a single skill, rather than an Encompassing one. Anything that would require a certain Specialty now only requires the skill itself.
Actions & Combat
- Separated Healing and Power Surges from the Surge Action.
- Defined what happens when a character’s turn is skipped.
- Defined Target Square for AoEs.
- Clarified interactions between Instant Maneuvers and Out-of-Sequence Maneuvers.
- Reworked the Miracle Empowerment option of the Empower Maneuver.
- Changed the Revert Maneuver to not give Stress Exhaustion when you revert from a single Strainless or Natural transformation.
- Reworked the Duel Maneuver in its entirety, decoupling it from most Wound bonuses.
- Added the Spectate option to the Combat Recovery Maneuver.
- Removed the effect from the Parry option of the Defend Maneuver that allowed multiple allies to assist each other against an AoE attack. Additionally, removed the effect where a successful Parry would also make the attack miss other targets.
- Removed the Ki Cost from the Deflect and Distant Deflect options of the Intervene Maneuver. Additionally, the Defense Wall option now increases your Soak Value by ½ when using it. Failing the Might Clash upon using the Deflect option of the Intervene Maneuver makes you take the Attack at increased Damage Category.
Special Maneuvers
- New Tail Attack option, Multiple, lets you use the Combination profile as a Tail attack.
- Terrify Maneuver is now less effective against opponents with a higher Tier of Power than you.
- Absorbing Attack Maneuver added: an universal mechanic for various traits that take energy from attacking Opponents like Feast and Organic Consumption.
- Limited of the “It’s Such a Tragedy!” option of the Dirty Trick Maneuver to once per Combat Encounter.
Attacking
- Defined what it means to “Miss” an attack.
- Added the Launching Physical Profile.
- Soaring Profile now gains the Ki Extension Advantage for free rather than increased Melee Range.
Damage & Conditions
- Rather than a fixed penalty per Threshold, each Threshold applies -1(bT) to Combat Rolls and -1 to Stress Bonus individually.
- Triggered/Threshold effects now only apply when you are knocked down a Threshold by an Opponent’s Attacking Maneuver.
- Clarified the effect of the Slowed Combat Condition.
- Characters you are Oblivious to can now be targeted with Area Attacks that don’t target another Opponent. Oblivious now applies a Strike penalty towards the Character you are oblivious to.
- Pinned now lists its methods of removing the Condition under the Condition itself.
- Stress Exhaustion now reduces your Ki Points by ½ only if you are in a Core Transformation. That reduction is halved if Stress Exhaustion was gained through the Revert Maneuver.
Battlefields
- Added rules for Breaking through Features with your own Movement.
- Added Weapon Collision rules under Collision rules. Clarified that going through a Feature that occupies multiple Squares does not reduce your Life Points for each Square.
Character Creation
- Cleaned up unnecessary text under Important Calculations.
Talents
- Added Talents:
- Agile Warrior
- Aikido Apprentice
- All-Out Start
- Au Naturel
- Aura Master
- Bag of Tricks
- Balanced in Body and Spirit
- Combat Wisdom
- Conserving Strength
- Desperate Support
- Experienced Drunk
- Exploit Expert
- Feint Master
- Ferocious Fighter
- Flexible Planning
- Magic Champion
- Master of Openings
- Master Strategist
- Minion Army
- Minion Supporter
- Technique Armory
- Multi-Aura Specialist
- Power Gifter
- Practiced Charger
- Responsive Warrior
- Risky Bet
- Solo-Aura Specialist
- Spotlight Specialist
- Superhuman Physique
- Superior Agility
- Survivalist
- Team Survivalist
- Throwing Specialist
- Transformation Stressor
- Twin Weapon Specialist
Existing Talents
- Adept Warrior
- Prerequisites reworded.
- Alert
- Adds its bonus to Patient Fighter users when they are last in Initiative.
- Analytic Fighter
- Full rework to make it equivalent to Show Stopping Performance.
- Application of Skill
- Completely reworked.
- Blaster Master
- Added new effect to knock an Opponent Prone on a successful Might Clash.
- Close Range Shot
- Rather than knocking an Opponent Prone, a successful Might Clash makes the target unable to use the Movement Maneuver.
- Drunken Fist
- Drank too much, removed.
- Diehard
- Instead of rolling your Base Die for Steadfast Checks twice, now increases your Steadfast Checks by 1.
- Dynamic Hype and Team Performance
- Replace Posing Master and Team Pose respectively. Otherwise, their mechanics remain the same.
- Footwork
- Now gives the Dragon Dash Unique Ability for free, and a small movement effect as an Instant Maneuver.
- Fortitude
- First effect rolls your Base Die for Steadfast Checks twice, instead of increasing your Steadfast Checks by 2.
- Hefty Muscle
- Second effect applies ½ of your Wound Roll to an Opponent rather than 1/4th.
- Herculean Power
- Gained a second effect to increase Soak while Energy Charging, once a Round.
- Iron Fist
- Rather than knocking an Opponent back, winning the Might Clash now lowers their Soak Value.
- Lightning Initiative
- First effect also improves Speed. Additionally, the second effect now can apply its extra Action to any Turn, not just the first (the effect still only applies once an Encounter).
- Magic Blaster
- Swapped the first effect (lowering the Ki Cost of Magic Attacks) with Magic Master.
- Added a new effect to reduce the Opponent’s Soak value on hit.
- Magic Master
- Swapped the first effect (increasing the Wound Rolls of Magic Attacks) with Magic Blaster.
- Magic Warrior:
- First effect now has you select one Foundation to apply its effects (with Magic Champion serving as its complement). Second effect has been reworked to incentivize use of Magic attacks alongside your Mystical Foundation.
- Minion Talents
- All Talents in the Minion Category (except Sacrificial Minion) now increase your maximum number of Minions by 2.
- Removed Ascended Minion
- Sacrificial Minion gets a new effect to improve an attacking maneuver that targets one of your Minions.
- Nefarious Plating
- Allows you to choose whether your Integrated Weapon is Small or Standard Sized.
- Power of the Z-Warrior
- Among the other Attributes, the Prerequisite for this Talent is now Force or Magic instead of Force and Magic at 4+.
- Rapid Fist
- Rather than rendering a target immobile, now the Might Clash decreases their Awareness and Defense Value on a success.
- Reserved Combatant
- For ease of reading, the first effect of the Talent is split into two. Made the second effect 1/Encounter.
- Show Stopping Performance (formerly Dynamic Pose)
- All effects renamed from Pose to Performance, in accordance with the Performance Skill change.
- Invigorating Performance regains 5(bT) Life and Ki points rather than 4(bT).
- Distracting Performance applies to all Opponents within a Large Sphere AoE. Duration changed to last until the end of your next turn.
- Explosive Performance reduces your opponent’s Life Points by ½ your Might in addition to its previous effect.
- All effects renamed from Pose to Performance, in accordance with the Performance Skill change.
- Supreme Fist
- Added new effect to knock an Opponent Prone on a successful Might Clash.
- Technical Prowess
- First option of the first effect now halves the initial Ki Cost of an Aura, rather than lowering the total Ki Point Cost by less.
- Transforming Initiative
- First effect now increases Wound rolls instead of all Combat Rolls.
- Tuffle Parasite
- Now counts as a Minion Talent for effects.
Gear and Crafting
- Longevity Supplement: Now has a 1/Encounter limit.
- Added Torch Basic Item.
Apparel
- Added the Segmented Weights Quality.
- Rather than protecting against a specific Battle Environment, Environmental Protection prevents loss of Oxygen and the Suffocating Combat Condition to be gained from any Battle Environment.
Weapons
- Integrated Weapons now have the option to count as either Armed or Unarmed
- Fixed Weapon Sizes to also apply to Unarmed attacks through the effects of Integrated Weapons and Energy Focus.
- Bludgeoning now only ignores some sources of Damage Reduction. Second effect changed to knock an Opponent Prone upon Thresholding them.
- The second effect of Slashing Weapons now decreases a Thresholded Opponent’s Steadfast Check by 2.
- Added the Shishkebab Weapon Quality.
Vehicles
- Characters in an Open Vehicle can now be targeted by Attacking Maneuvers without the use of a Called Shot.
Battle Jackets
- The Battle Jacket system has been entirely reworked. Have fun.
Minions
- By default, you may only possess 1 Minion at a time.
- Added rules to gaining Minions outside of combat.
- Minions now get access to Transformations when they are created, depending on the Master’s base Tier of Power.
- Duplicates now gain your Manifested Powers.
- Added Minion Traits: No-Good Minion, Summonable Minion, Trained Minion.
- Added Oni Minion Race.
- The Savage option of the Animal Racial Trait Beast of a Kind now increases the damage of Basic Attacking Maneuvers by 2(T) rather than 1d4(T). Additionally, you are always in the Feral State.
Races
- Bestial Traits
- A character can now only benefit from 4 Bestial Traits at once.
- Extra Limbs is now a Bestial Trait, replacing the Arm Duplication Monster Trait.
- Added Return to Heritage Trait.
- Separated Feast from the Fangs Bestial Trait.
- Androids:
- Removed redundant wording on Energy Core, where it was stated twice that your Ki Points could not be reduced by an opponent.
- Extension Feature option added to Specialized Features.
- While Construct Androids still ignore the penalties of the Bruised and Injured Thresholds, the penalties for the Critical Threshold are now doubled, and they have a harder time passing the Steadfast Check for it.
- Arcosians
- Keratinous Plating now increases your Soak by 1(bT).
- Dense Plating now increases your Damage Reduction and counts your size 1 higher for being a target of Punching Down.
- Royal Plating’s bonus is doubled when your Base Tier of Power is 5+.
- Keratinous Plating now increases your Soak by 1(bT).
- Bio Android
- Organic Consumption has been reworked to use the Absorbing Attack Special Maneuver.
- Genetic Focus includes the options for the Bio Android 1/2/3 Splicings.
- Earthlings:
- Eye of the Dragon now gains an extra effect based on your choice. The bonus to Signature Techniques’ Wound Rolls has been moved to Last Resort instead.
- Majin:
- Bouncy Physique now allows a Majin to bounce right after they suffer Collision Damage by using a Movement Maneuver.
- Majins with Goop Throw can now create a Goop on a square within a Destructive AoE around them. The Grapple Maneuver the Goops can make has been limited
- to 3 uses per Encounter, and only by a Goop placed adjacent to an Opponent.
- A character who tries to possess a Majin with Roomy Biology and wins both clashes will instead enter the Majin’s Internal Living Base.
- Disarming Demeanor reworked to use Skill Clashes in its effects.
- Majin See Majin Do now ignores any Disadvantage named “Restricted”
- Majin Mass-Shift and Majin Malice Secondary Traits added.
- Namekians
- The effect that increases TP from Skill Improvements has been moved from Intelligent Fighter to Namekian Techniques.
- Intelligent Fighter now increases your Skill Checks for all skills that use Insight or Scholarship.
- Telepathic Warning gives access to the Telepathy Unique Ability and no longer relies on Studied Stacks.
- High-Speed Combatant option added to Refined Combat.
- Soul Denier now counts the effect you gain from its second effect as if you had the traits they were originally from.
- Neo-Tuffle:
- Legacy of the Scholars gained a new second effect.
- Violent Rebuke’s first effect now adds the highest of your Scholarship or Personality Score, rather than Scholarship or Insight.
- Added Manufactured Physique Secondary Trait
- Saiyans:
- Powerful Physique reworded to fit with the new Health Threshold rules.
- Half-Saiyan subrace reworked to allow for greater customization and representation of the source material.
- Shadow Dragons:
- Regenerative Dragon’s Slimes can no longer trigger any effects from their racial traits.
- Shinjin:
- Cosmic Efficiency’s now increases your Defense Value by 1/4th of your Insight Modifier, rather than ½ the Insight Score
- Kiri Drain’s effect was clarified.
- Custom Species:
- Abnormal Anatomy now reduces all Damage Categories from Attacking Maneuvers by 1, however the effect does not apply if the Maneuver had 3+ Energy Charges on it.
- Technique Crafter’s second effect can no longer apply the Ascended Signature Advantage.
- The Flawed effect of Elemental Assault now costs ½ the added Profile’s Ki Cost, rather than a fixed value.
- The Wound bonus of the Flawed effect now only applies to Physical attacks. Additionally, it’s 1(T) lower.
- The Bio Android option of Racial Copy has been removed.
- Light Consumption’s first Effect was slightly reworded with the Light Dependent Aspect in mind.
- Portal Creation destroyed as a Racial Trait and turned into an Unique Ability.
Racial Rules
- Clarified rules for what happens when you lose Racial Traits.
Special States
- Added the Spectator and Feral Special States.
- The Damage Reduction from the God Ki Special State can no longer be ignored or reduced through any means.
Fusion
- Fusions now respect the PL30 limit.
- Added rules for the interactions between a Fusion and an One-Sided Fusion.
- When entering a Host character’s Transformation, a possessing character can now ignore the Rampaging aspect.
Transformations
- Transformation Rules
- Clarified the rules on Stress Tests. Stress Tests are rolled at d10+1+Bonuses, rather than d10+Bonuses. Stress Tests now suffer a Penalty of 1 for every Threshold you are below, unless you passed its Steadfast Check.
- The Transformation Maneuver ignores the Health Threshold Penalty to Stress Tests.
- Clarified the rules on Failing a Stress Test.
- Entering a form that would benefit from Ki Multiplier through Surging Strength does not apply that rule.
- Variants of Variants added.
- Greater Enhancement removed as a Transformation, instead implemented as a reworked mechanic.
- Power Improvement: Control reworked. Now, all at once, it removes a select few Negative Aspects and lowers Stress Test Requirements.
- Power Improvement: Surpass reworked. Instead of the same Exceed mechanics as Legendary Forms, Enhancement Powers instead make use of the Unlimited State.
- The Temporary Aspect now no longer causes Stress Exhaustion when you leave a form because of it, unless that form has the Exhausting Aspect.
- Aspects
- Aura Dependent Aspect has been split into Glowing (Positive) and Light Dependent (Negative). Forms that had Aura Dependent now have Light Dependent, while a good portion of them have Glowing as well.
- The Natural Aspect now returns the Strainless Aspect when it is removed, unless it is through a rule that also removes Strainless.
- The Scaling Aspect now alters the Tier of Power requirement of a Transformation it applies to.
- Benefitting from the Prelude Aspect now doesn’t prevent Permanent effects from being active.
- Peaked now can also be applied to Enhancement Powers, meaning it can’t have Power Improvement applied to it. The Enhancement Powers to gain the Peaked aspect are:
- Agile Style, Overdrive, Weapon of Hope, Kaioken, Doping
- Transformation Catalog
- Super Saiyan Heritage and any other effects that place a Transformation in a Transformation Line are made Permanent.
- Cybernetic Enhancement
- Synthetic Muscle Cybernetic Trait now provides 1d4(T) Extra Dice, rather than 1d6(T) and forbids you from having Super Stacks at all.
- Genetic Max
- Almost fully reworked.
- God Class Up
- Now gains a God Maneuver with its second stack, and a method of recovering some Divine Ki Points.
- Master Class:
- Clarified the Dark Warrior option to need at least 1 Ally targeted by your Attacking Maneuver to apply its bonus.
- Summoning Priest can now summon minions on its own
- Ocular Awakening:
- Prerequisite for no Alternate or Legendary forms removed.
- AMBs lowered to 2(T) across the board, unless outside of a Core Transformation.
- Critical Results now add your Tier of Power Extra Dice to them.
- The Transformation, Power Up and Energy Charge Maneuvers now trigger your Exploit Maneuver.
- Effect that increases Damage Category on an Exploit Maneuver now costs a Stack of Observation.
- Added effect that allows you to spend a Stack of Observation to use the Exploit Maneuver without spending a Counter Action.
- The Bullseye Resource and most of its uses are now part of the base transformation rather than its Exceed.
- The Burst Limit lets you use the Exploit Maneuver without spending Counter Actions.
- Perfection
- Added optional effect upon gaining a second stack of Perfection to remove one of your Subrace traits in order to gain the Absolute Perfection Trait.
- Added Bio Android 1/2/3 Atavism Options.
- Added Genetic Ability Genepool Trait.
- Pure Progress
- Removed the effect that allowed you to steal Advantages from an Opponent’s Signature Techniques; replaced with a conditional CT reduction to Strike and Wound Rolls.
- The conditional bonus to Saving Throws now applies to all Might and Saving Throw Clashes initiated by an Opponent.
- Added an effect that reduces certain Ki Costs every 3 Progress Stacks.
- Added an effect that adds Energy Charges to a Signature Technique at the cost of Progress Stacks.
- Reincarnated Power
- Now has an option between gaining a Secondary Racial Trait, 2 Talents or adding an additional Option choice to your Racial Traits, rather than adding 2 Talents only if you cannot gain Secondary Racial Traits.
- Seeking Strength
- Now has a 1/Encounter way to recover Strength Points. Strength Points can be spent to use the Power Up Maneuver without its usual Action cost.
- Strongest Form
- Apex Adornment gained a new Effect based on Subrace.
- Warlock
- Marvelous Magic now reduces the Technique Point Cost of Advancements for Magical Unique Abilities by Z-1.
- Marvelous Minion has been unbound.
- Warrior of Earth, once per encounter, now adds Energy Charges to an Ultimate under certain conditions.
- Awoken
- The effect that increased your Dice Score in Clashes against your Challenger now goes for any Might or Saving Throw Clash.
- Skill Clashes against your Challenger have their Natural Results increased by 1.
- Applying Power Improvement: Surpass to Awoken also applies Power Improvement: Control
- Breaking Point
- Gained a new Effect that allows you to trigger your own Health Threshold effects when knocked down to Injured or Critical by the effects of this transformation.
- Crusher Form
- Added effects for every new Bestial Trait (Extra Limbs, Feast, Return to Heritage).
- Compressed Power
- The FO/MA increasing effect of Withdrawn Aura is activated by both the Glowing or Light Dependent Aspects.
- Rather than fully ignoring botches, on a Botch you may instead pay 1(bT) ki to increase the Natural Result and ignore the Botch.
- Divine Halo
- Clarified that the first effect of Circle of Light ignores the 1/Round limit of the Signature Technique Maneuver.
- Enhanced Aura
- Removed the restriction towards the Time Limit Disadvantage on your Ascended Aura.
- Clarified that leaving your Ascended Aura incurs Stress Exhaustion.
- Evil Saiyan
- If you already had access to the Tail Attack Maneuver prior to using the first effect of Aura Expansion, now it gets a bonus to Wound Rolls.
- Additionally, the 2nd Grade’s Tier of Power Requirement also changes the Transformation’s Tier of Power Requirement.
- Explosive Power
- Now allows you to use your base Tier of Power while targeted by Special Maneuvers, Unique Abilities or the Grapple Maneuver.
- Hi-Tension
- Earthling Pride second effect removed, replaced by a Choice effect based on your Eye of the Dragon choice.
- Lightspeed Mode
- Made Transcendent, new Unlimited Trait given accordingly.
- Kaioken
- Gained a new Effect that allows you to trigger your own Health Threshold effects when knocked down to Injured or Critical by the effects of this transformation.
- Each Grade’s Tier of Power Requirement also changes the Transformation’s Tier of Power Requirement.
- Nimbus Pro
- Weapon Pro trait reworked to give you access to Signature Advantages exclusive to this Transformation.
- Automatically leaving the Transformation due to Failing a Steadfast Check no longer causes Stress Exhaustion.
- No Ego Zone:
- With the old second effect of Eye of the Dragon moved, the third effect of Supreme Mortal Ki now doubles the bonus to Combat Rolls from Earthling Resolve.
- The Unlimited Trait now increases your maximum Power Stacks and recovers Ki upon using the Power Up Maneuver.
- Performer
- Performing the Hype Maneuver as an Instant Action now costs 1 Rhythm, rather than requiring you to have 2+ stacks.
- Added an effect to increase your Defense Value if you spent 2+ Rhythm stacks since the end of your last Turn.
- Ignores Diminishing Defense based on the amount of Rhythm stacks you have.
- Reworked the last effect of Moves Like Ginyu to scale off of your Personality Modifier.
- Powerhouse
- The first effect of Uninhibited Strength no longer increases your Strike rolls.
- A third effect was added to the Trait to let you enter the third Grade of Powerhouse once an Encounter through the Surging Strength rules, regardless of your Stress Bonus.
- Son of Namek
- Promoted from Official Homebrew.
- Spirit Consumption
- Prerequisite is now having 4+ Stacks of the new Energy Consumption Manifested Power.
- Spirit Empowerment
- The Energy Charges granted by the Miraculous Finish trait of the Spirit Empowerment Transformation do not count towards your Maximum amount.
- Tuffleization
- Can now be entered as an Out-of-Sequence Transformation Maneuver upon entering a Host. It also gains the Natural Aspect by itself. Leaving a Host character forces you to leave this transformation.
- Weapon of Hope
- Rather than already having the Lifeforce Resource to enter the Spirit Empowerment Transformation, Weapon of Hope allows you to pay Ki to gain it. It also reduces its Stress Test Requirement by 2.
- Wrathful
- Now has you permanently in the Feral State. The third effect of Bestial Berserker now has you limited to 3 Signature Techniques.
- Ascended Super Saiyan
- Like most of the Super Saiyan Line, this transformation’s Mastery Trait now lets you choose between the Superior or Raging States upon entering the form.
- Descended Super Saiyan
- The first Effect of Dormant Saiya Power no longer costs Ki Points.
- Formation:
- Lowered the impact of your Beloved’s forced Empower Maneuver on Capacity.
- Changed the bonus from having your Beloved in your Melee Range from 1/4th PE Modifier to 1(T)
- The Choice effects of Forms of Love have been reworked. Each now has an unique effect upon using the Hype Maneuver, besides those from targeting/being targeted by your beloved.
- Accordingly, the Choice effects from Powerful Love have been reworked, and All-Consuming Love gained a new Choice effect.
- Increased Life Points regained from gaining ki through the Empower Maneuver (1/4th instead of 1/5th (rounded up)).
- Golden Oozaru
- When Mastered, gains the Scaling Aspect while in the Full Power State.
- Power Boost
- The Custom Species option of Natural Power now provides 2 Dice Categories to your Tier of Power Dice, rather than 1.
- Pseudo Super Saiyan
- Is no longer regained upon gaining Mastery of Super Saiyan 1.
- Mode Change
- Speed Form now increases Speed directly, rather than giving more levels of the High Speed Aspect.
- Metamorphosis
- Each stage of this transformation can now select its own option for the effects of the Tail Attack Maneuver.
- Monster Form
- Gained 2 new Monster Traits: Shedding Transformation and Evolving Beast.
- Oozaru
- Before Mastery, now has you permanently in the Feral State. The Ki Point Cost reduction to the Beam Profile was adjusted accordingly.
- Divinity Unleashed
- Now has the Difficult (LV2) Aspect. The Mastery Trait has been adjusted accordingly.
- Empowered Form
- Graded Alternate Forms can now be selected for the effects of this transformation. When selected with the effects of Empowered, Graded and Scaling Transformations have their own methods to increase S.
- Potential Unleashed
- The Bio Android option of Power Awakening now treats Perfection Stacks as Unlocked Potential Stacks for the effects of the transformation.
- Ultra Ego
- Added more options to fulfill the Prerequisites of this transformation.
- Added an “Any Race” Option to Beyond the Self, reworked the Shinjin option.
- Ultra Instinct “Sign”
- Added more options to fulfill the Prerequisites of this transformation.
- Added an “Any Race” Option to Beyond the Shell, reworked the Shinjin option.
- Super Evolution
- Exceed can now gain the Armored Aspect while you have 1+ Power Stacks.
- Super Perfect Form
- Now halves the amount of Divine Ki Points you’d lose through the Draining Aspect.
- Super Saiyan 4
- Primal Power no longer applies modifications such as Weights to the Doff Bonus of its 4th trait.
- Super Saiyan Blue
- The third effect of Flame of Power trait now costs 1(bT) Divine Ki Points instead of 3(bT).
- Super Saiyan Rosé
- Mastery Trait now gives its Stress Bonus increase when using an Aura, rather than an Enhancement Power. The previous Exceed was decoupled into the Xeno Rosé Variant, and a new one took its place.
- New Manifested Powers:
- Artificial Genes
- Android Conversion
- Built Different has been split from Mutation to become its own Manifested Power.
- Commander
- Dedicated Warrior
- Drunken Fist
- Earthling Spirit
- Energy Consumption
- Improved Schematics
- Jacket Specialist
- Limitless Super Saiyan
- Lone Warrior
- Marvelous Master
- Mass Consumption
- Solitary Dragon
- Seeking Skill
- Steel Frame
- Supporter
- Time-Skipper
- Ultimate Class Up
- Warrior of Namek
- Warrior of Sadala
- New Enhancement Powers:
- Absorbed Power
- All-Range Combat
- Drunken Fist
- Feral Fist
- Super Saiyan Power
- Tactician
- Ultra Supervillain
- Special Enhancement Powers added
- Controlled Wrathful
- Future Hero
- Martial Mastery
- Mighty Namekian
- Relaxed Warrior
- Super Kaioken
- Super Powerhouse
- Unburdened
- New Alternate Forms:
- All-Out Form
- Super Form (fully reworked from its old Legendary version)
- New Legendary Forms:
- Condensed Super Saiyan
- God of Martial Arts
- Xeno Super Saiyan Rosé
- Supreme Form
Unique Paths
- Most traits that make you pay a Resource to give a certain bonus to an Attacking Maneuver now spend the appropriate Stack after the Maneuver is complete.
- Path of Speed
- Paying a stack of Blitz to increase the Wound roll of a Signature Maneuver now increases your Wound roll by ½ your Boosted Speed, compared to full.
- Paying a stack of Blitz to Dodge an Attacking Maneuver increases that roll by 2(T) rather than 1(T) per Stack.
- Path of Might
- Now gains +1(T) Might for each Stack of Super Strength.
- Path of the Wall
- Gains a Stack of Steel upon being hit by an Attacking Maneuver, rather than being hit by a Signature Maneuver or knocked through a Threshold.
- Path of Control
- Bonus to Stress Bonus when entering or already in an EP lowered to 1.
- Ki gain from the Movement or Power Up Maneuver halved to 3(bT)
- Unnecessary Evolution
- The extra Tier of Power Dice to Wound now applies on an attack that applies the first effect of Brutal Assault, rather than when you have 2+ Stacks of Cruelty.
- The effect that gives an Out-of-Sequence Maneuver now also applies at the Start of Turn.
- Fully Controlled Power Boost
- New effects that allow you to spend your Stacks of Power, and also gain them temporarily.
- Ultimate
- Replaced the 1/Encounter effect to gain Stacks of Peak with a 1/round effect to spend ki to regain them.
- Entering the Full Power State can now give you the Superior State until you leave the State or the Transformation.
- Condensed Legend
- Replaced with the Variant Transformation.
- Super Saiyan Full Power
- Now has +3(T) Damage Reduction.
- Earned Evolution
- Now increases your Wound rolls by 1/4th of your Defense Value.
- Once per round, trigger an effect as if you spent 2 Cruelty Stacks without spending them.
- True Super Saiyan
- Now increases your Steadfast Checks. Additionally, each Power stack increases your Damage Reduction.
- True Ultra Instinct
- The trait replacement now only happens while in the Full Power or Exceed State.
- Transforming now gives a stack of Instinct. Entering the Exceed State gives you a Power Stack for each stack of Instinct you have.
Exceed
- Enhancement Powers no longer can be Exceeded, and the rules for those have been moved to Unlimited.
- Promised Power
- Gained a new effect to apply your Super Stack twice on a Signature Technique
- Powered By Fury
- Lowers the Stress Test of the Enraged Enhancement Power by 2.
- Calm Heart
- Lowers the Stress Test of the Mushin Enhancement Power by 2.
- Rather than the Power Up Trigger, the Instinctual State can now be entered at the cost of a Counter Action.
- Awoken Divinity
- Can now convert 10(bT) Ki Points into Divine Ki Points, rather than 8(bT). Added new effect that increases the Damage Category of an Attacking Maneuver paid for with Divine Ki Points by 1.
- Break The Limiter
- Rather than being triggered with a Threshold, the Breakthrough effect can now be used 1/Round when you have 2+ Power Stacks. Additionally, added an effect to set your Power Stacks to 3 once per Threshold.
- Irreparable Beatdown
- Now lowers an Opponent’s Soak even more upon hitting them with a Signature Technique.
- Once per Encounter, defeating an Opponent disables their Triggered/Defeated effects.
- Time Power Unleashed
- Now increases your Initiative Value.
- A new effect allows you to change your Initiative at the start of a round.
- Life-Risking Transformation
- Also increases your Might per Threshold you are under. The second effect allows you to spend any amount of Life Points up to your Might, rather than your full Might, to increase a Wound roll.
- Power of a Demon God
- Gained a new effect to apply the Impediment Combat Condition upon entering the Exceed State or using the Power Up Maneuver.
- Enhanced Style
- Also increases your Greater Dice by 1 dice category while in your Preferred Style.
Signatures
- Knockback Advantage’s Effects now only apply upon dealing Damage to an Opponent. Additionally, the Opponent can be moved in any direction.
- Clarified that All-Consuming Advantage targets all other characters in the battlefield.
- Increased Ki Extension’s range from 8 to 12.
- Weapon Assisted’s effect now makes an attack Armed, even if using an Integrated Weapon.
- Drain Life reworded to work with the Absorbing Attack special Maneuver.
- Restricted – Transformation’s second rank can now select a full Transformation Line.
- New Advantages:
- Aura Surge
- Controlled Blast
- Deadly Drop
- Forceful Launch
- Heavy Launch
- High-Speed Dash
- Perfect Strike
- Rebound
- Smash Attack
- Sudden Blast
- Transformation Flare
- New Disadvantages:
- Restricted – Untransformed
- Shoot and Pray
Limit Break
- Genki’s Cost reduced to 4(T) from 6(T).
- Super Combination’s Cost reduced to 5(T) from 6(T), ignores the frequency of the Signature Technique Maneuver, and reduces the Ki Cost of the Signature Technique Maneuver accordingly.
- Pain to Power now increases the Dice Score of your Maneuver Clashes by 1/5th of the Life Points spent. Additionally, if you’re below the Injured Health Threshold, you can spend all but 1 for extra effect and consequence.
Auras
- Aura Tax mechanic added: Now being in an Aura cuts any ki you regain by half.
- Avatar Aura no longer breaks your non-Stretching Apparel from the size category change.
- Hazardous’ Ki Point Cost lowered from 8(T) to 6(T).
- Shield Auras now add 6(T) to the shield Durability.
- Scaling Aura demoted to an Advantage.
- Restricted Aura can now select Enhancement Powers.
- Stressful Aura is exclusive with Strainless Aura.
- New Advantages:
- Dynamic Shield
- Element Bound
- Reactive Shield
- Skill Shield
- Strainless Aura
- Tax Exempt
- Technical Aura
- New Disadvantages:
- Base Aura
- Tax Evasion
Unique Abilities
- Binding
- Effects simplified through the new Pinned Condition rules.
- Energy Drain
- The Energy Absorption Advancement now has its Natural Result decreased for each Energy Charge on the target’s Attacking Maneuver.
- Stress Eater’s Requirement increased from 8+ Personality to 10+ Personality.
- Energy Consumption, Planet Consumption and Fire and the Flames went down the drain.
- Fake Moon
- Lasting Moon Advancement added.
- Forced Spirit Fission
- Reduced the Ki Point Cost from 10(T) to 6(T).
- Gravity Manipulation
- Changed the recording of the Might Clash to a simple Might Clash.
- Gravity Burst Advancement was also changed accordingly.
- Illusion Smash
- Requirement is now the Portal Creation Unique Ability.
- Magic Materialization
- New Advancement added, Magic Crafter.
- Mafuba
- Prerequisites changed from 6+ Force or Magic to 3+ Force or Magic and 6+ Insight.
- Metamoran Fusion Dance
- Now only characters within the same Power Level, not Tier of Power, count defining what characters can fuse.
- Characters Holding Back are considered at a lower Power Level for the sake of the comparison.
- Ultra Fusion Advancement added.
- Minion Summoning
- Banished from the system.
- Para Para Dance
- Ki Point Cost increased from 5(T) to 12(T).
- Shapeshift
- Effect to turn into another Character is now Passive.
- When shapeshifted into a Weapon, a Character can wager up to 1/5th of their Capacity onto an Attack made with them.
- Super Ghost Kamikaze Attack
- Decoupled from Minion Summoning into its own mechanic with a new Advancement.
- Time-Skip
- Unique Ability and Advancements moved to the Time-Skipper Manifested Power’s page.
- New Unique Abilities
- Downburst
- Dragon Dash
- Physical Retreat.
- Portal Creation (moved from Custom Species).
ARC Guide
- Optional Rules:
- Fixed old terminology in Goku Rule. The rule now keeps Talents gained from your swapped racial trait as well.
- Horde Minions are treated as Special Minions at or above the Trimmed Horde Threshold.
- While using Verticality rules, Large and bigger Characters now occupy extra Verticality. They can use the Crouch Maneuver to lower their Verticality. When using these rules, a Jetpack grants access to the Flight Unique Ability.
- Under the Fighting Styles optional rule, Grandmaster gains a new Trait.
- Injury Rules: The Resting Downtime Activity now only recovers Minor Injuries rather than Minor or Major. A character with certain Racial or Transformation Traits is now called a Regenerator, and gains various benefits regarding Injuries.
- Added Age Rules.
- Added Gag Rules.
- Variant Rules: Determination is now 1(bT) instead of 1(T).
- Added the Enhancement Stacking rule, allowing you to stack 2 Enhancement Powers even if one lacks the Transcendent Aspect.
- Several ARC Guide pages reviewed.
- Quick Start Guide added.
Homebrew
- Added Water Vegeta
- Super Saiyan 5
- Fixed a typo in the Mastery Trait. It now increases your Greater Dice’s Dice Category by 1, rather than Dice Score.
- Perfected Super Saiyan
- Exceed Trait now recovers extra Ki rather than Life Points. Added a limit of 3 times to the third effect’s Tier of Power Dice Category Increase.
- Savior From Heaven
- Now always makes use of the Feral State, and its traits have been adjusted accordingly.
- Added forms:
- Shining Sword
- Living Vessel
- Inner Phantom
- Genius
- Miniature Might
- Legendary Monster
- Superior Super Saiyan
- Ancestral Super Saiyan 3
- Ultimate Super Saiyan
- All-Out Kaioken
- Great Wrathful
- Environmental Style
- Embers of Ultra Instinct
- Removed Water Vegeta