Evil Aura

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.

  • Race. Any
  • Transformation. Enhancement Power
  • Stress Test. 13
  • Tier of Power Requirement. 1+
  • Aspects. Enhanced Save (Corporeal), Raging (Level 1), Durable Form (Level 2)
AGFOTESCINSPPE
+2(T)+1(T)+2(T)

Villainous Form. Once per Combat Round, if you possess a Good Z-Soul, when you declare an Attacking Maneuver against an opponent, you may gain a free Ki Wager equal to x(T), where x is your current number of Karma Points. You cannot Ki Wager on this Attacking Maneuver, except for the free Ki Wager gained through Villainous Form. If you do not successfully strike (hit) your opponent, reduce your Life Points by an amount equal to 1/2 the Ki Wager on that attack.

Once per Combat Round, if you possess a Neutral or Evil Z-Soul, when you are the target of an Attacking Maneuver, you may increase your Soak by x(T) for that attack, where x is equal to 1/2 your current number of Karma Points. If you would take no damage from that attack, you may make a Basic Attack against the attacker as an Out-of-Sequence Action. You cannot Ki Wager on this Attacking Maneuver.

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 can add any number of Evil Points to your Wound Rolls. 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.

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