
While it’s true that Earthlings aren’t quite as physically adapted to combat as most other races, they do possess one trait that allows them to even the playing field. Capable of pushing their body beyond the limits of what’s safe, unlocking hidden stores of strength or accomplishing unheard of feats thanks to the adrenaline coursing through their veins, in times of crisis, even the weakest fighter can become a force to be reckoned with.
- Racial Requirement: Earthling
- Transformation Type: Enhancement
- Enhancement Type: Standard
- Prerequisite(s): N/A
- Stress Test Requirement: 8
- Tier of Power Requirement. 1+
- Aspects: Enhanced Save (Impulsive/Cognitive), Transcendent, Straining
| AG | FO | TE | SC | IN | MA | PE |
|---|---|---|---|---|---|---|
| – | +1(T) | – | – | +1(T) | +1(T) | – |
Earthling Pride: Your pride as a warrior of Earth will never be deterred, allowing you to keep fighting no matter what comes your way.
(1)-[Passive]: Increase the Dice Score of your Steadfast Checks by 1.
(2)-[Passive]: While you are below the Injured Health Threshold, increase your Soak Value and Surgency by 2(T).
(3)-[Triggered/Threshold]: Gain a Counter Action.
(4)-[Triggered/Power, 1/Encounter]: Treat yourself as being below the Critical Health Threshold for all of your effects (instead of whatever Health Threshold you are currently in) until the end of your next turn.
Earthling Combat: Centering yourself, you create a rush of adrenaline that pushes you to greater and flashier feats of strength
(1)-[Passive]: You can use the Signature Technique Maneuver an additional time each Combat Round, but you cannot use the same Signature Technique more than once per Combat Round.
(2)-[Passive]: Reduce the Ki Point Cost of your Signature Techniques by 1(T).
(3)-[1/Round]: You may use the Basic Attack Maneuver or Signature Technique Maneuver as an Instant Maneuver during your turn.
(4)-[Triggered, 1/Round]: If you hit an Opponent with an Attacking Maneuver, you may choose to halve the Dice Score of your Wound Roll. If you do, you may use Combat Recovery as if you spent 1 Action on Combat Recovery as an Out-of-Sequence Maneuver. This use of Combat Recovery does not trigger your Opponents’ Exploit Maneuvers, and you do not suffer from the penalty to your Defense Value through its effects.
(5)-[Triggered, 1/Encounter]: If you use Combat Recovery while there is an Opponent in your Melee Range, you may choose to forgo regaining any Life or Ki Points from that Combat Recovery (you still roll as normal) to use the Basic Attack Maneuver or Signature Technique Maneuver as an Out-of-Sequence Maneuver. Increase the Wound Roll of that Attacking Maneuver by the Dice Score of your roll for Combat Recovery.
Burst Limit
Maximum Tension: The initial rush of adrenaline that kicks you into action is always the strongest.
(1)-[Triggered/Transform]: Use Combat Recovery as an Out-of-Sequence Maneuver as if you spent 2 Actions. This use of Combat Recovery does not trigger your Opponents’ Exploit Maneuvers, and you do not suffer from the penalty to your Defense Value through its effects. If you use this effect, you may trigger the 5th effect of Earthling Combat without using up its [1/Encounter] Keyword.
Mastery Trait
Full Tension: Your adrenaline courses through every inch of your body, filling you to the brim with power.
(1)-[Permanent]: Hi-Tension loses the Straining Aspect and gains the Perfect Ki Control Aspect.
(2)-[Passive]: Increase the amount of Life and Ki Points you regain from Combat Recovery by 1d4(T).
(3)-[Passive]: While you are below the Critical Health Threshold, increase your Combat Rolls by 1(T).
Transcendent Trait
Super Full Tension: The rush of pure adrenaline pushes you past your inherent limiters and awakens strength in your body that has always lain dormant.
(1)-[Permanent]: Increase the Stress Test Requirement of Hi-Tension by 4 and increase the Attribute Modifier Bonus (AG/TE) of Hi-Tension by 1(T).
(2)-[Passive]: Increase the Dice Category of the bonus for the 2nd effect of Full Tension by 1 Category.
(3)-[Passive]: While you are below the Critical Health Threshold, increase your Damage Reduction by 1(T).
(4)-[Triggered, 1/Round]: If you hit an Opponent with an Attacking Maneuver and deal no Damage to that Opponent, you may use the Basic Attack Maneuver as an Out-of-Sequence Maneuver.
(5)-[Triggered, 1/Encounter]: If you trigger the 4th effect of Earthling Combat, you do not have to halve the Dice Score of your Wound Roll to apply its effects.