
Either through extensive use of it, a desperate need to use it better, or perhaps by freak chance, your left eye has obtained the same evolutionary advantages as your right eye. However, this is not permanent. Though evolving it doesn’t strain you much, it is something you must actively choose to do.
- Racial Requirement: Cerealian
- Transformation Type: Form
- Form Type: Legendary
- Prerequisite(s): N/A
- Stress Test Requirement: 25
- Tier of Power Requirement: 4+
- Aspects: Enhanced Save (Impulsive/Cognitive), Exhausting, Difficult (LV1), Draining (LV2)
| AG | FO | TE | SC | IN | MA | PE |
|---|---|---|---|---|---|---|
| +4(T) | +4(T) | +4(T) | – | +2(T) | +4(T) | – |
Ascended Eyesight: Your left eye is now just as powerful as the right, allowing you to benefit from its enhanced visual acuity and your prowess utilizing it. This makes you a far greater fighter- and a greater danger to those you’re fighting.
(1)-[Passive]: Increase your Perception Skill Checks by 1.
(2)-[Passive]: Increase the Natural Result of your Combat Rolls by 1.
(3)-[Passive]: Increase the Dice Category of your Critical Result Extra Dice by 1 Category.
(4)-[Passive]: Increase your Strike Rolls by 1(T).
(5)-[Passive]: Increase the Dice Score of any Combat Roll you score a Critical Result on by 1(T). Double this bonus if you scored a Super Critical.
(6)-[1/Round]: You can reroll any of your Combat Rolls after seeing the result.
(7)-[Triggered, 1/Encounter]: If you score a Super Critical on the Wound Roll of a Signature Technique, you may set the Damage Category of that Attacking Maneuver to Lethal. If you do, its Damage Category cannot be reduced by any means.
Double Critical Eye: Your incredible visual acuity has granted you a much more effective way of targeting vital points on your enemies, practically ensuring that not only do you win, but they’re not likely to be getting back up any time soon.
(1)-[Passive]: While you possess a stack of Power, reduce the Critical Target of all your Combat Rolls by 1.
(2)-[Passive]: While you possess 2+ stacks of Power, increase your Combat Rolls by 1(T).
(3)-[1/Round]: You may spend a stack of Critical Eye to use the Power Up Maneuver as an Instant Maneuver.
(4)-[1/Round]: You may spend a stack of Critical Eye to use the Energy Charge Maneuver as an Instant Maneuver.
(5)-[Triggered, 1/Round]: If you score a Super Critical, gain a stack of Critical Eye.
(6)-[Triggered, 1/Round]: If you spend 2+ stacks of Critical Eye on an Attacking Maneuver, apply an Energy Charge to that Attacking Maneuver.
(7)-[Triggered, 1/Encounter]: If you score a Super Critical on the Wound Roll of an Attacking Maneuver that you have triggered the 6th effect of Double Critical Eye on, apply an additional Energy Charge to that Attacking Maneuver.
Mastery Trait
Twin Eye Adjustment (1): As your vision evolves, so too does your ability to interact with it. Over time, you’ve become better able to exploit the tiniest openings in your opponent’s guard.
(1)-[Permanent]: Awoken Left Eye loses M levels of the Draining Aspect and gains M levels of the Scaling Aspect.
(2)-[Passive]: Increase the Dice Category of your Critical Result Extra Dice by M Categories.
(3)-[Passive]: While you possess 2+ stacks of Power, increase the Dice Category of your Energy Charges by 1 Category.
(4)-[Triggered/Start of Turn]: Gain a stack of Critical Eye.
Complete Ocular Evolution (2): You’ve become skilled enough to hit the exact nerve you aim for with no effort.
(1)-[Permanent]: Awoken Left Eye loses the Exhausting Aspect and gains the Perfect Ki Control Aspect.
(2)-[Passive]: Increase your Surgency by 2(T).
(3)-[Triggered, 1/Round]: If you score a Super Critical on the Wound Roll of an Attacking Maneuver, increase the Damage Category of that Attacking Maneuver by 1 Category.
(4)-[Triggered, 1/Encounter]: If you deal Damage to an Opponent with an Attacking Maneuver that scored a Super Critical on the Strike or Wound Roll, use a Ki Surge as an Out-of-Sequence Maneuver.
Legendary Trait
Enhanced Critical Eye: The greater vision from having both eyes be equally powerful allows you to exploit any openings in an enemy’s guard much more deftly- and with much more power as well.
(1)-[Ruling]: If your Natural Result on a Combat Roll is 10, you score a ‘Super Critical’.
(2)-[Triggered]: If you score a Super Critical, you may apply your Critical Result Extra Dice an additional time to that Combat Roll.
(3)-[Triggered, 1/Round]: If you score a Super Critical on the Wound Roll of a Signature Technique, you may apply an Energy Charge to that Attacking Maneuver.
(4)-[Triggered, 1/Encounter]: If you score a Critical Result on a Wound Roll, score a Super Critical on that Combat Roll too (this does not change the Natural Result).