Class Up

  • Transformation. Manifested Power
  • Race: Any
  • Stage: One (1)
AGSTTESCINSPPOPE
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  • Energizing. While having this Manifested Power, if you use any combination of Transformations increase the total Stress Test requirement by one (+1T).
  • Superior Saving. Select any one (1) Saving Throw and increase its modifier by two (+2T). Additionally, when rolling the select Saving Throw decrease your critical rate by one (-1), to a minimum of seven.
  • Class Section: When you gain the Class Up transformation select one of the following Class Up Archetypes; Weapons Master, Martial Artist, Spiritualist, Ballistic Ace , Illusionist. You can only select one (1) Archetype and you only gain its trait – you can only have one (1) Class Up Archetype.
    • Weapons Master. When wielding any type of melee weapon gain a plus one (+1T) to your Strike and Wound rolls. All melee weapons you wield count as having two (2) ranks of the Artisan Weapon Quality. If a weapon already has the Artisan Weapon Quality increase its ranks by two (2) regardless of your current Tier of Power. Moreover, you gain the trait Flurry of Strikes and your Strength, Insight and Personality are all increased by two (+2)
      • Flurry of Strikes. If you successfully strike a target with two (2) or more attack maneuvers increase the damage of all additional attack maneuver against the same target by +1d4(T).
    • Martial Artist. When making any type of physical attack, without a weapon, increase both your Strike and Dodge rolls by one (+1T). Increase your Soak Value by two (+2T) and increase your Agility, Strength, and Insight by two (+2). Moreover, you gain the Martial Artist trait Blow for Blow.
      • Blow for Blow. When you are successfully struck by single Attacker and you suffer any type of damage, you can reduce the total damage you suffer – after Soak and all other reductions – by 1d4(T) plus one-half (1/2) your Tenacity modifier, minimum two (2). During your next turn, the first attack you make against the same Attacker, increase your attack’s Wound roll by the amount of damage you reduced from all the Attacker’s successfully attacks during their last turn.
    • Spiritualist. When you using any type of Ki Manipulation Signature Attack increase your Strike and Wound rolls by one (+1T). When you using any type of Aura Signature increase your Soak Value by one (+1T). Additionally, increase your Insight, Potency and Personality by two (+2) and gain the the follow trait Overload.
      • Overload. Once per round, after making a successful attack with a Ki Manipulation Signature you can elect to double your Wound roll. If you elect to combine Overload with your attack you will suffer an amount of damage equal to the attack’s Wound roll. Any damage you suffer from using Overload counts as Standard damage.
    • Ballistic Ace. When wielding any type of range weapon gain a plus one (+1T) to your Strike and Wound rolls. Increase your Insight, Scholarship and Personality by two (+2) and gain the the following two (2) traits.
      • Keen Sight. All range weapons you wield count as having one (1T) rank of the Range Increase Weapon Quality. If a weapon already has the Range Increase Weapon Quality increase its ranks by one (1) regardless of your current Tier of Power.
      • Focus Fire. At the start of your turn, you can elect to use Focus Fire with a single range weapon until the end of your turn. If you use Focus Fire you can only use the Attack Maneuver and you can only strike a single target. For the remainder of the round you do NOT need to reload your weapon for any reason. At the start of your next turn you must spend one (1) Action to reload your weapon before you can use it to attack again. While using Focus Fire for each successful Strike roll against your target increase your weapon’s Wound Rolls by two (+2T).
    • Illusionist. When using any type of Magical Ability you gain an effect depending on the type of ability you are utilizing. If you are using an Offensive ability increase your Strike and Wound roll by one (+1T). While using a Defensive or Supportive ability you can elect to amplify the Ability’s effects by spending an additional amount of Ki Points equal to one-fourth (1/4) the Ability’s normal cost. When you amplify an Ability increase all effects is has by one (+1). As an example, if your Ability has the effect Assault (1) while amplified if will count as having Assault (2). This will amplify all effects attached to your Magical Ability – consult your ARC where issues might arise. Additionally, increase your Insight, Spirit and Personality by two (+2) and gain the the following trait Duel Casting.
      • Dual Casting. Once per round, when you use any type of Magical Ability you can elect to “cast” the ability a second time. This second Ability does NOT cost an additional Maneuver or Action, but rather is “used” at the same time as your original Ability. The second Ability is identical to your original; Ki Point cost, any Ki wagers, and any modifiers. If you use Dual Casting to “cast” a Defensive or Supportive ability that has been amplified you do NOT have to pay the Ki Point cost to amplify the second ability.

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