
The ultimate force from the future has arrived, delivering justice! With your stylish battle armor and your heroic mask, you seek out injustice and right wrongs with a vengeance. Your unwavering dedication to fighting evil and protecting the innocent has become a source of hope and inspiration for the masses.
- Racial Requirement: Any
- Transformation Type: Enhancement Power
- Prerequisite(s): N/A
- Stress Test Requirement: 12
- Tier of Power Requirement. 3+
- Aspects: Special (Hero), Transcendent, Battle Uniform, Strainless
| AG | FO | TE | SC | IN | MA | PE |
|---|---|---|---|---|---|---|
| – | – | – | – | – | – | +2(T) |
Weapon of Justice: You wield a powerful weapon that appears in your hands when you transform into your heroic state.
-[Permanent, Ruling]: Upon gaining access to this Transformation, design a Weapon with 3 Weapon Qualities and the ‘Justice Edge’ Quality (seen below). This is known as your ‘Heroic Weapon’.
-[Triggered/Transform]: Create a copy of your Heroic Weapon. This copy is destroyed when you leave this Transformation.
-[Triggered, 1/Round]: If you make an Attacking Maneuver with your Heroic Weapon, you may use the Energy Charge Maneuver as an Out-of-Sequence Maneuver. The Energy Charge Maneuver must be for the triggering Attacking Maneuver.
-[Passive]: While you have your Heroic Weapon equipped, increase the Dice Score of any Combat Roll you make through the effects of the Defense, Deflect, or Reflect Maneuver by 1(T).
-[Passive]: Each Energy Charge applied to your Armed Attacks made with your Heroic Weapon increases their Wound Roll by 1/4 of your Personality Modifier. This bonus cannot exceed your Personality Modifier.
Fists of Justice: You can pummel evil into submission with just your fists, bringing justice to all.
-[Passive]: If you did not trigger the second effect of Weapon of Justice, increase your Strike and Dodge Rolls by 1(T) and your Wound Rolls by 2(T).
-[Triggered, 1/Round]: If you use a Signature Technique that is an Unarmed Attack, you may increase your Wound Roll for that Attacking Maneuver by 1/4 of your Personality Modifier for each Energy Charge applied to it. This bonus cannot exceed your Personality Modifier.
End Justifies the Means: You are willing to do almost anything to ensure that justice is served and the innocent are safe.
-[Triggered/Transform, Triggered/Start of Turn, Resource]: You may spend up to 12(bT) Ki Points to gain a stack of Justice Charge for every 4(bT) Ki points spent. You can only possess up to 3 stacks of Justice Charge, and any Ki Points spent through this effect do not reduce your Capacity.
-[Passive]: For each stack of Justice Charge you possess, increase the Stress Test Requirement of this Transformation by 2 and the Attribute Modifier Bonus (AG/FO/TE/MA) by 1(T).
-[Passive]: You cannot use the Hype Maneuver while you have stacks of Justice Charge.
-[Triggered, 1/Round]: If you are hit by an Attacking Maneuver, you may increase your Damage Reduction by x(bT), where x is equal to your number of Justice Charges for the duration of that Attacking Maneuver. After concluding that Attacking Maneuver, you lose 1 Justice Charge.
-[Triggered, 1/Round]: If you use the Signature Technique Maneuver, you can spend any number of Justice Charges to apply an equal number of Energy Charges to that Attacking Maneuver. If you do, you do not lose those Justice Stacks until you complete that Attacking Maneuver.
-[Triggered, 1/Round]: If you Defeat an Opponent or knock an Opponent through a Health Threshold, you may use the Hype Maneuver as an Out-of-Sequence Maneuver, ignoring the third effect of End Justifies the Means.
Weapon Qualities
Justice Edge: This Weapon was specially designed to cut down evil.
–Weapon Type: N/A
–Effects: If an Attacking Maneuver made with this Weapon has 2+ Energy Charges, increase the Damage Category of that Attacking Maneuver by 1 Category.
Battle Uniform
Category: Armor
Grade: Standard
Accessories: Flowing Fashion, Helmet
A Boundless Life: Your armor provides you with greater stamina reserves so that none may escape justice.
–Effects: At the start of each Combat Round, regain 2(bT) Ki Points for each Justice Charge you possess.
Alive a Life: This sleek armor gets tougher with each blow you take.
Effects: For each Health Threshold you’re below, increase your Apparel Bonus by 1(bT).
Combat Ready: This set of clothing gives you such wonderful freedom of movement, it’s like you’re wearing nothing at all.
–Effects: Increase all of your Combat Rolls by 1/2 (rounded up) of the Apparel Bonus.
Burst Limit
Hero with No Name: When you arrive on the scene to deliver justice, your superb willpower overwhelms evildoers, letting you strike them down with ease.
-[Triggered/Transform]: Gain 3 Justice Charges. All of your Attacking Maneuvers until the end of your next turn gain an Energy Charge.
Unlimited Trait
Dead or Alive: You’re nearly impossible to kill, thanks to your endless well of mental fortitude and your boundless drive to carry on in spite of the villains who seek to do you harm.
-[Passive]: Your maximum number of Justice Charges is increased to 5 and you may spend up to 20(bT) Ki Points through the first effect of End Justifies the Means.
-[Passive]: For each Health Threshold you are below, increase your Combat Rolls by 1(T) and the Dice Score of the Extra Dice gained through Energy Charges by 1 Dice Category.
-[Triggered]: If you use the Hype Maneuver, regain 10(bT) Ki Points.
-[Triggered/Defeat]: You are not Defeated, set your Life Points to 1, and then lose all of your Justice Charges and regain 5(bT) Life Points and Ki Points for every Justice Charge lost through this method.