
You’ve put in the hours- nay, months– to master your combat role. You’ve learned, beyond a shadow of a doubt, that specialization beats generalization, relying on your teammates to cover for your weak points. To that end, you’ve taken your specialization to the next stage, further narrowing the definition of your role in the team dynamic. This isn’t some arbitrary decision to stifle your abilities; this is your Advanced Vocation.
- Racial Requirement: Any
- Transformation Type: Awakening
- Awakening Type: Greater
- Awakening Origin: Mind
- Prerequisite(s): Konatsian Race or Konatsian-Raised Factor Trait
- Maximum No of Stacks: 1
- Tier of Power Requirement. 2+
| AG | FO | TE | SC | IN | MA | PE |
|---|---|---|---|---|---|---|
| – | – | – | – | – | – | – |
Vocation Training II: You’ve specialized further into your combat role, becoming one of the elite.
(1)-[Passive, Ruling]: Upon gaining this Awakening, gain a ‘High Vocation’. High Vocations are considered Vocations for your effects.
(2)-[Passive]: Upon gaining this Awakening, gain a Talent of your choice.
(3)-[Passive]: Gain an additional stack of Tension through the 2nd effect of Battle Tension if you are below the Critical Health Threshold.
(4)-[1/Encounter]: As an Instant Maneuver, spend 1 Tension to use the Surge Maneuver. This use of the Surge Maneuver does not count towards its [1/Encounter] Keyword.
High Vocations
Magic Knight: Infusing magical might into your physical strikes, you favor close combat with a secondary emphasis on battlefield manipulation.
(1)-[Prerequisite]: To gain this High Vocation, you must have access to either the Warrior or Mage Vocation.
(2)-[Passive]: Increase the Attribute Modifier Bonus (FO/TE/MA) of Advanced Vocation by 2.
(3)-[Passive]: Increase your Might and Damage Reduction by 1(T).
(4)-[Passive]: Gain access to the Magical Reflect Special Maneuver.
(5)-[Triggered, 1/Round]: If you use a Physical Attack or an Energy Attack, you may apply the first effect of a Profile with ‘Elemental’ in the name to that Attacking Maneuver.
(6)-[Triggered, 1/Round]: If you use a Magic Attack, you may spend any number of Tension stacks. For each stack of Tension spent, apply an Energy Charge to that Attacking Maneuver. You do not lose these stacks of Tension until after you complete that Attacking Maneuver.
Magical Reflect Special Maneuver
Magical Reflect: You place a protective shield around your comrade, defending them from harm.
–Maneuver Type: Standard Maneuver
–Action Cost: 1 Action
–KP Cost: 4(T)
–Exploitable: All adjacent Opponents.
–Effect: Target yourself or an Ally. They become Enshielded. An Enshielded Character can use the Parry option of the Defend Maneuver without spending a Counter Action, and the Dice Score of their Strike Roll is increased by 1/4 (rounded up) of your Might.
After an Enshielded Character uses the Parry option of the Defend Maneuver, they stop being Enshielded.
Gladiator: You’ve fought countless enemies, and have learned to exploit the weaknesses of a creature’s biology.
(1)-[Prerequisite]: To gain this High Vocation, you must have access to either the Warrior, Martial Artist, or Ranger Vocation.
(2)-[Passive]: Increase the Attribute Modifier Bonus (AG/FO/MA) of Advanced Vocation by 2.
(3)-[Passive]: Increase your Strike and Dodge Rolls by 1(T).
(4)-[Triggered/Power, Ruling, 1/Round]: Select a Race. That Race becomes your ‘Undone’ until the start of your next turn.
(5)-[Passive]: Increase your Wound Rolls by 1(T) for each stack of Tension you possess against Characters of your Undone Race.
(6)-[Triggered, 1/Round]: If you use a Physical or Energy Attack that only targets Character(s) of the Undone Race, increase the Damage Category of that Attacking Maneuver by 1 Category.
Paladin: As a holy warrior dedicated to banishing evil wherever it may roam, you focus on keeping your friends alive… and your enemies disposed-of.
(1)-[Prerequisite]: To gain this High Vocation, you must have access to either the Warrior, Martial Artist, or Priest Vocation.
(2)-[Passive]: Increase the Attribute Modifier Bonus (FO/TE/MA) of Advanced Vocation by 2.
(3)-[Passive]: Increase your Damage Reduction and Wound Rolls by 1(T) and 2(T) respectively.
(4)-[Passive]: Increase the Surgency of yourself and all Allies by 2(T).
(5)-[Passive]: Gain access to the Grand Cross Special Maneuver.
(6)-[Triggered, 1/Encounter]: If you knock an Opponent through the Injured or Critical Health Threshold with an Attacking Maneuver, you may roll a 1d10. On a result of 10, that Opponent’s Life Points are reduced to their lowest possible value and they are Defeated. An Opponent cannot activate any effects with the [Triggered/Defeated] Keyword in response to being Defeated through this effect.
Grand Cross Special Maneuver
Grand Cross [1/Encounter]: Creating a powerful surge of energy, you restore the strength of your allies while weakening your foes.
–Maneuver Type: Standard Maneuver
–Action Cost: 1 Action
–KP Cost: 7(T)
–Exploitable: All adjacent Opponents.
–Effect: Spend 1 Tension to target all other Characters within a Destructive Sphere AoE (centered on a Square of your choice that is not at Long Range). All Opponents within that AoE have their Life Points reduced by your Surgency, while all Allies regain Life Points equal to your Surgency.
Sage: A true scholar of magic, you have achieved the pinnacle of mystical prowess, allowing you to command the battlefield as if it were your very own.
(1)-[Prerequisite]: To gain this High Vocation, you must have access to either the Mage, Priest, or Gadabout Vocation.
(2)-[Passive]: Increase the Attribute Modifier Bonus (IN/MA) of Advanced Vocation by 2.
(3)-[Passive]: Increase your Wound Rolls and Surgency by 2(T).
(4)-[Passive]: Increase your Maximum Ki Points by 2 for each Power Level reached.
(5)-[Passive]: You may use the Profiles of the Energy Profile, even if you do not meet the Force Score requirement. Additionally, you may use your Magic Modifier as the Damage Attribute.
(6)-[Passive]: Gain access to the Boom, Zoom, Whack, and Hocus Pocus Special Maneuvers (see — Konatsians).
(7)-[Triggered, 1/Encounter]: If you use an Energy Attack or Magic Attack, you may spend 1 Tension to spend Life Points up to 1/4 (rounded up) of your Maximum Life Points. Increase the Wound Roll of that Attacking Maneuver by an equal amount. Additionally, ignore Reduced Momentum if your Life Points go below a Health Threshold through this effect.
Pirate: Swashbuckling and suave, you are skilled at locking down your opponents and escaping their wrath before they can strike back.
(1)-[Prerequisite]: To gain this High Vocation, you must have access to either the Thief or Ranger Vocation.
(2)-[Passive]: Increase the Attribute Modifier Bonus (AG/SC/IN/PE) of Advanced Vocation by 2.
(3)-[Passive]: Increase your Speeds and Dodge Rolls by 1(T) and the Skill Bonus of your Skills by 1.
(4)-[Passive]: Gain access to the Coral Rain Special Maneuver.
(5)-[Triggered, 1/Round]: If you succeed at a Clash against an Opponent for the effects of a Thief Skill or if you deal Damage through an Attacking Maneuver made through the 3rd effect of the Ranger Vocation, you may reduce that Character’s Ki Points by an amount equal to your highest Attribute Modifier.
(6)-[Triggered, 1/Round]: If you inflict a Combat Condition on an Opponent, you may spend 1 Tension to use a Standard Maneuver with an Action Cost of 1 Action as an Out-of-Sequence Maneuver.
Coral Rain Special Maneuver
Coral Rain [1/Encounter]: A torrent of projectiles rains down on your enemies, restricting their movements.
–Maneuver Type: Standard Maneuver
–Action Cost: 1 Action
–KP Cost: 5(T)
–Exploitable: All adjacent Opponents.
–Effect: Spend 1 Tension to target all Opponents within a Destructive Sphere AoE (centered on a Square of your choice that is not at Long Range). Make a Clash (Skill of your Choice) against those Opponents. If you win, that Opponent loses Life Points equal to your Skill Bonus in that Skill and then gains the Impediment Combat Condition until the start of your next turn.
Monster Master: Specializing in controlling bestial companions, you bring a wide variety of unique options for problem-solving to the team.
(1)-[Prerequisite]: To gain this High Vocation, you must have access to either the Thief or Dancer Vocation.
(2)-[Passive]: Increase the Attribute Modifier Bonus (FO/IN/MA) of Advanced Vocation by 2.
(3)-[Passive]: Increase your Soak Value by 2(T) and and the Skill Bonus of your Skills by 1.
(4)-[Passive]: Increase the Wound Rolls of your Allies by 1(T).
(5)-[Passive]: Increase the Combat Rolls and Soak Value of your Minions of the Animal or Creature Minion Race by 1(T).
(6)-[Passive]: Gain access to the War Cry Special Maneuver.
(7)-[Passive]: Gain access to the Elemental Breath Signature Technique. You cannot use the Elemental Breath Signature Technique unless you apply the 8th effect of Monster Master to that Signature Technique, and you may use either your Force Modifier or Magic Modifier for the Damage Attribute of this Attacking Maneuver.
(8)-[Triggered, 1/Round]: Apply a Profile with ‘Elemental’ in the name to the Elemental Breath Signature Technique. You may also apply the Compressed Element Disadvantage to that Attacking Maneuver to apply a rank of the Power Shot Advantage to that Attacking Maneuver.
(9)-[Triggered, 1/Round]: If you inflict the Shaken Combat Condition on an Opponent, you may spend up to 2 Tension to inflict an equal number of stacks of the Broken Combat Condition.
War Cry Special Maneuver
War Cry [1/Round]: With a thunderous roar, you rattle the opposition, leaving them shaking in their boots.
–Maneuver Type: Standard Maneuver
–Action Cost: 1 Action
–KP Cost: 4(T)
–Exploitable: Any Opponent that wins the Clash for this effect and is on an adjacent Square to the user.
–Effect: Target all Opponents within a Destructive Sphere AoE (centered on you). Make a Clash (Intimidation vs Intuition/Intimidation) against those Opponents. If you win, they gain the Shaken Combat Condition. If you win against all Opponents using this effect, enter the Superior State until the end of your turn.
Elemental Breath Signature Technique
Elemental Breath – Super Signature
- Foundation: Energy (Blast)
- Advantages: Power Shot (1), Concentrated Strike
- Disadvantages: –
- Ki Point Cost: 9(T)
- Technique Point Cost: 20
Luminary: A performer in the truest sense, you direct the battlefield like a conductor over an orchestra, ensuring that your comrades never fall, and your enemies never rise.
(1)-[Prerequisite]: To gain this High Vocation, you must have access to either the Dancer or Gadabout Vocation.
(2)-[Passive]: Increase the Attribute Modifier Bonus (PE) of Advanced Vocation by 4.
(3)-[Passive]: Increase your Maximum Life Points by 2 for each Power Level reached.
(4)-[Passive]: Increase your Morale Save by 1(T).
(5)-[Passive]: Gain access to the Song of Salvation Special Maneuver.
(6)-[Passive]: Gain access to the Dance and Goof Special Maneuvers (see — Konatsians).
(7)-[Triggered, 1/Round]: If an Ally who is not at Long Range takes Damage from an Attacking Maneuver, you may reduce that Damage by your Personality Modifier.
(8)-[Triggered, 1/Round]: If an Ally who is not at Long Range hits an Opponent with an Attacking Maneuver, you may increase their Wound Roll by your Personality Modifier.
Song of Salvation Special Maneuver
Song of Salvation [1/Encounter]: A soothing song of healing washes over the battlefield as you restore your friends’ stamina, even bringing your fallen allies back into the fight.
–Maneuver Type: Standard Maneuver
–Action Cost: 2 Actions
–KP Cost: 10(T)
–Exploitable: All adjacent Opponents.
–Effect: Target all Allies within a Destructive Sphere AoE (centered on you). They regain Life Points equal to 2x your Personality Modifier. If this would cause them to no longer be Defeated, it does not count towards the limit for the effects of Will to Survive.