
The scarlet flames that encompass your body burn hotter and brighter, eating up your vitality as your sacrifice for greater power. With the true power of the World King’s Fist now unlocked, you push your body to greater and greater extremes to achieve a power beyond compare.
- Racial Requirement: Any
- Transformation Type: Enhancement Power
- Prerequisite(s): N/A
- Stress Test Requirement: *
- Tier of Power Requirement. 3+
- Aspects: Transcendent, Enhanced Save (Impulsive), Graded, Heartbeat, High Speed (LV 3), Special (Kaioken), Glowing, Light Dependent
| AG | FO | TE | SC | IN | MA | PE |
|---|---|---|---|---|---|---|
| * | * | – | – | – | * | – |
Red Power Multiplier: The crimson blaze that surrounds your body amplifies your power multiplicatively.
-[Passive]: You cannot regain Life Points.
-[Graded]: All-Out Kaioken has 6 Grades. Each All-Out Kaioken Grade:
- Has its own Stress Test Requirement.
- May grant access to a Red Trait while in that Grade, listed on the table below. Higher Grades of All-Out Kaioken retain the Red Traits of lower Grades.
- Sets the AMB (Attribute Modifier Bonus) of All-Out Kaioken for the listed Attributes to the amount listed on the Grades table.
- Has a Life Point Cost you must pay to be able to use any Attacking Maneuver (even if it is an Instant or Out-of-Sequence Maneuver) OR any other form of Maneuver (which costs at least 1 Action).
| Grades | AMB (AG/FO/MA) | Stress Test Requirement | Life Point Cost | Red Traits |
|---|---|---|---|---|
| 1 (x2) | 1(T) | 4 | 2(bT) | – |
| 2 (x3) | 1(T)+1 | 8 | 3(bT) | Crimson Wager |
| 3 (x4) | 1(T)+2 | 10 | 4(bT) | – |
| 4 (x10) | 2(T) | 14 | 5(bT) | Cardinal Strike |
| 5 (x20) | 3(T) | 16 | 6(bT) | – |
| 6 (x50) | 4(T) | 20 | 7(bT) | Burning Carmine |
Don’t Fail Me Now!: You have reforged the inferno of power from this Transformation into a tool that you wield with deadly consistency and efficiency.
-[Permanent]: You cannot enter this Transformation or any of its Grades through the effects of the Surging Strength rule unless you are already in this Transformation.
-[Permanent]: This Transformation cannot lose the Transcendent Aspect.
-[Passive]: For each Health Threshold you are below, increase your Stress Bonus by 1.
-[Triggered/Threshold]: You may pay up to 6(bT) Life Points. For every 3(bT) Life Points paid, increase the Dice Score of your Steadfast Check for falling through the triggering Health Threshold by 1.
-[Triggered, 1/Encounter]: Upon being knocked through the Injured or Critical Health Threshold by the effects of All-Out Kaioken, you may trigger any effects that would normally be triggered as if it was the result of an Opponent’s Attacking Maneuver.
-[Triggered/Start of Turn, 1/Encounter]: You may use the Transformation Maneuver to enter a higher Grade of All-Out Kaioken as an Out-of-Sequence Maneuver. If you do, you do not pay the Life Point Cost for any Maneuvers until the end of your turn, but at the end of your turn your Life Points are reduced to 1 below the Injured Health Threshold. If you are in the Critical or Injured Health Threshold when you use this effect, you are instead Defeated.
Red Traits
Crimson Wager: The scarlet fury of your burning fists focuses your spent vitality into your continuous assault on the enemy.
-[Passive]: Increase your Tier of Power Extra Dice by 2 Dice Categories.
-[Triggered]: When you target an Opponent with an Attacking Maneuver, you may spend Life Points up to your Life Point Cost to increase the Wound Roll by an equal amount.
-[Triggered]: At the start of each Duel Clash, you may reduce your Life Points by your Life Point Cost to increase your Dice Score for that Duel Clash by 1/2 of the Life Points lost through this effect.
-[Triggered/Start of Combat Round]: Reduce your Life Points by your Life Point Cost to regain an equal amount of Ki Points.
Cardinal Strike: The glowing red maelstrom of energy that surrounds you grants you even greater speed and strength.
-[Passive]: Increase your Wound Rolls by 1/2 of G(T).
-[1/Round]: You may use the Movement Maneuver as an Instant Maneuver.
-[Triggered, 1/Round]: If you use the Movement Maneuver, you may spend 3(bT) Life Points to use the Basic Attack Maneuver as an Out-of-Sequence Maneuver immediately after using that Movement Maneuver.
Burning Carmine: Your incandescent ruby aura surges to ever greater heights, transforming your dwindling vitality into raw might focused on the destruction of all who oppose you.
-[Passive]: While you are below the Injured Health Threshold, apply your Tier of Power Extra Dice an additional time.
-[Triggered]: If you would lose Life Points through one of the effects of All-Out Kaioken, regain Ki Points equal to 1/2 of the Life Points lost.
-[Triggered/Power]: You may spend your Life Point Cost to gain an additional stack of Power through this usage of the Power Up Maneuver.
Burst Limit
Deep Ruby: The scorching vermilion pyre that bursts to life around you fills you with enormous, but fleeting, power.
-[Triggered/Transform]: Use the Transformation Maneuver as an Out-of-Sequence Maneuver to enter the 6th Grade of All-Out Kaioken. You automatically succeed at this Stress Test, but at the end of your turn you return to the Grade you were in upon triggering this Burst Limit. If you were already in the 6th Grade of All-Out Kaioken when you triggered this Burst Limit, instead trigger the Burst Limit for the Kaioken Enhancement Power as if you entered that Transformation.
Unlimited Trait
Bleeding Scarlet: As your power surges to its absolute peak, the sanguine storm that is your searing aura becomes all-consuming, a testament to the sacrifices you have made to achieve the immeasurable strength you now wield.
-[Permanent]: To enter the Unlimited State, you must be in the 6th Grade of All-Out Kaioken.
-[Permanent]: Increase All-Out Kaioken’s Attribute Modifier Bonus (IN) by 2(T).
-[Automatic]: If you use the Transformation Maneuver to enter a lower Grade of All-Out Kaioken, you immediately leave the Unlimited State.
-[Passive]: Increase your Life Point Cost by 1(bT).
-[Passive]: While you are below the Injured Health Threshold, increase your Combat Rolls by 2(T).
-[Triggered, 3/Round]: Upon being targeted by or using an Attacking Maneuver, Special Maneuver, or Unique Ability, if your Life Points are above the Injured Health Threshold, you may treat your Life Points as if they were below the Injured Health Threshold for the duration of that Maneuver.
-[Triggered/Defeated]: Regain Life Points equal to 1/4 of your Maximum Life Points, ignoring the first effect of Red Power Multiplier. You can trigger this effect even if you are Defeated by the effects of All-Out Kaioken.