In this universe, good and evil are tangible forces of nature with measurable effects on the world around you. In no case is this more apparent than in the aura of someone corrupted by true evil. Be it by force, a power thrust upon you by an insidious malevolent being, or by the pure evil in your own heart seeping out and engulfing you, the corruption you bear is made plain for all to see in your Evil Aura.
Villainous Form. Once per Combat Round, when using the Basic Attack Maneuver, you may spend 2(T) Evil Points to add the Condition Advantage to that Attacking Maneuver. Additionally, if you spend 2(T) or more Evil Points on a single Attacking Maneuver either due to this effect or through the effects of the Power of Evil Trait, you may apply a rank of the Power Shot Advantage to that Attacking Maneuver.
Each time you spend any amount of Evil Points, regain an equal number of Ki Points.
Supervillain. When you enter this Transformation, or by spending One Action during your turn, you can choose to enter a Supervillain State until you leave this Transformation. While in a Supervillain State, increase your Attribute Modifier Bonuses (FO/SP) by +1(T) and increase the Dice Category of your Tier of Power Extra Dice by +2 for all Combat Rolls. Additionally, this Transformation gains +2 levels of the Rampaging Aspect.
If you fail the Morale Saving Throw for Rampaging, any Ki Wagers made while suffering those effects are deducted from your Life Points instead of your Ki Points (regardless of how many Ki Points you currently possess).
Power of Evil. You gain 5(T) Evil Points at the start of each Combat Round. You can only possess a maximum of 10(T) Evil Points at any one time. When you successfully strike (hit) an opponent, you spend any number of Evil Points to increase your Wound Roll for that Attacking Maneuver by an equal amount. When you are successfully struck (hit) by an opponent, you can spend any number of Evil Points to reduce the damage you would take by an equal amount.