
The Dragon World’s inhabitants come from all walks of life, each unique in their skills and fighting styles. To embark on the greatest of adventures, you’ve decided to specialize more and more, picking out your very own path to walk on your journey.
- Racial Requirement: Any
- Transformation Type: Awakening
- Awakening Type: Lesser
- Awakening Origin: Mind
- Prerequisite(s): N/A
- Maximum No of Stacks: 1
- Tier of Power Requirement. 1+
| AG | FO | TE | SC | IN | MA | PE |
|---|---|---|---|---|---|---|
| – | +1 | – | – | – | +1 | – |
Starting Class: The initial path you choose will shape the rest of your destiny.
(1)-[Passive]: Upon gaining this Awakening, select and gain access to a Class of your choice.
(2)-[Passive]: Increase your Maximum Life Points by 2 for each Power Level reached.
Classes
Martial Artist: You dedicate yourself to honing your body into a weapon.
(1)-[Passive]: Increase the Attribute Modifier Bonus (AG) of this Transformation by 1.
(2)-[Passive]: Increase your Combat Rolls by 1(T) against adjacent characters.
(3)-[Passive]: Gain access to the Roar Special Maneuver.
(4)-[Triggered, 1/Encounter]: If you use the Roar Special Maneuver, you may use the Basic Attack Maneuver as an Out-of-Sequence Maneuver. If you do, you must select the Blitz Profile for this Attacking Maneuver.
Roar Special Maneuver
Roar Maneuver [1/Round]: You unleash a mighty kiai to get pumped.
–Maneuver Type: Standard Maneuver
–Action Cost: 1 Action
–KP Cost: N/A
–Exploitable: N/A
–Effect: You become Pumped until the end of your next turn. While Pumped, increase your Combat Rolls and Speeds by 1(T) but reduce your Soak Value by 1(T).
Spiritualist: You set yourself down the path to enlightenment, honing your mind to a keen edge.
(1)-[Passive]: Increase the Attribute Modifier Bonus (IN) of this Transformation by 1.
(2)-[Passive]: Increase your Combat Rolls by 1(T) against characters outside of your Melee Range.
(3)-[Passive]: Gain access to the Curse Modifier Maneuver.
(4)-[Triggered, 1/Encounter]: If an Opponent becomes Cursed due to your use of the Cursed Modifier Maneuver, you may move that character a number of squares up to 1/2 of your Might in a straight line away from you.
Curse Modifier Maneuver
Curse Maneuver [1/Round]: Your attack is imbued with destructive power that leaves opponents weakened.
–Action Cost: 1 Action
–Base Maneuver: Any Attacking Maneuver.
–KP Cost: 2(T)
–Effect: If you deal Damage with the Base Maneuver, the target becomes Cursed until the start of your next turn. A Cursed Character reduces their Life Points by your Might at the start of each of their turns and has their Combat Rolls reduced by 1(T).
Warrior: You become a student of war, preparing yourself for the trials and tribulations of combat.
(1)-[Passive]: Increase the Attribute Modifier Bonus (FO/MA) of this Transformation by 1.
(2)-[Passive]: While an Opponent is in your Melee Range, increase your Wound Rolls and Soak Value by 1(T).
(3)-[Passive]: Gain access to the Draconic Infusion Special Maneuver.
(4)-[Triggered, 1/Encounter]: If you get hit by an Attacking Maneuver, while you are Infused, you may halve the Damage you receive from that Attacking Maneuver.
Draconic Infusion Special Maneuver
Draconic Infusion Maneuver [1/Round]: You fill yourself with so much power that your presence mimics a dragon’s.
–Maneuver Type: Standard Maneuver
–Action Cost: 1 Action
–KP Cost: N/A
–Exploitable: N/A
–Effect: You become Infused until the end of your next turn. While Infused, increase your Surgency, Wound Rolls, and Damage Reduction by 1(T), but reduce your Defense Value and Speeds by 1(T).
Priest: You vow to protect life, becoming a healer for the innocent.
(1)-[Passive]: Increase the Attribute Modifier Bonus (FO/MA) of this Transformation by 1.
(2)-[Passive]: While you have no Opponents in your Melee Range, increase your Saving Throws and Surgency by 1(T) and 2(T) respectively.
(3)-[Passive]: Gain access to the Divine Blessing Special Maneuver.
(4)-[Triggered, 1/Encounter]: If you use the Divine Blessing Special Maneuver, you may spend up to 6(bT) Ki Points to increase the Magnitude of the Sphere AoE for its effects by 1 Magnitude for every 2(bT) Ki Points spent.
Divine Blessing Special Maneuver
Divine Blessing Maneuver [1/Round]: You create a zone of energy that heals your friends and harms your enemies.
–Maneuver Type: Standard Maneuver
–Action Cost: 1 Action
–KP Cost: 2(T)
–Exploitable: N/A
–Effect: Target all Characters within a Sphere AoE (centered on you). Depending on if the Character is an Ally or an Opponent, apply the following effects:
- Ally. That Ally regains Life Points equal to your Surgency.
- Opponent. Make a Clash (Cognitive vs Impulsive/Corporeal) against those Opponent(s). If you win, reduce their Life Points by your Surgency.
Mighty: You seek to master the art of battlefield support, enhancing your Allies.
(1)-[Passive]: Increase the Attribute Modifier Bonus (TE) of this Transformation by 1.
(2)-[Passive]: While an Opponent is in your Melee Range, increase your Damage Reduction and Surgency by 1(T) and 2(T) respectively.
(3)-[Passive]: Gain access to the Mighty Breeze Special Maneuver.
(4)-[Triggered, 1/Encounter]: If you use the Mighty Breeze Special Maneuver while below the Injured Health Threshold, you may use a Healing Surge as an Out-of-Sequence Maneuver.
Mighty Breeze Special Maneuver
Mighty Breeze Maneuver [1/Round]: You create a powerful magical wind, protecting your comrades.
–Maneuver Type: Standard Maneuver
–Action Cost: 1 Action
–KP Cost: 2(T)
–Exploitable: N/A
–Effect: Target all Allies within a Large Sphere AoE (centered on you). Those Allies become Mighty until the start of your next turn. Mighty Allies have their Soak Value and Damage Reduction increased by 1(T).
Wonder: You burn with the desire to become the strongest offensive caster in the world.
(1)-[Passive]: Increase the Attribute Modifier Bonus (FO/MA) of this Transformation by 1.
(2)-[Passive]: While you have no Opponents in your Melee Range, increase your Saving Throws and Wound Rolls by 1(T).
(3)-[Passive]: Gain access to the Dark Beam Special Maneuver.
(4)-[Triggered, 1/Encounter]: If you win the Clash for the Dark Beam Maneuver against an Opponent, you may use the Basic Attack Maneuver or Signature Technique Maneuver as an Out-of-Sequence Maneuver. If you do, you must target a Doomed Opponent with that Attacking Maneuver.
Dark Beam Special Maneuver
Dark Beam Maneuver [1/Round]: You unleash a blast of magic that leaves your foes vulnerable.
–Maneuver Type: Standard Maneuver
–Action Cost: 1 Action
–KP Cost: 2(T)
–Exploitable: N/A
–Effect: Target an Opponent who is not in your Melee Range. Make a Clash (Cognitive vs Impulsive/Corporeal) against that Opponent. If you win, that Opponent becomes Doomed until the start of your next turn. Doomed Opponents increase the amount of Damage they receive from Attacking Maneuvers by 2(T).