Whether through freak accident or by design,̷ ̷y̷o̶u̶ ̸h̵a̶v̸e̶ ̷b̴e̶e̶n̴ ̴t̷h̷r̴u̶s̷t̷ ̸i̵n̵t̴o̸ ̶t̸h̵e̶ ̷i̷n̴k̷y̴ ̶b̷l̴a̶c̶k̶n̸e̸s̶s̸ ̴o̷f̵ ̸p̶u̴r̶e̷,̴ ̵u̸n̴f̶i̸l̷t̷e̵r̵e̶d̸ ̷e̴v̵i̸l̴,̸ ̸a̴n̴d̷ ̴y̶o̷u̴ ̴h̵a̶v̵e̴ ̸b̵e̸e̴n̷ ̶c̷h̵a̴n̵g̵e̸d̸ ̸b̵y̷ ̶i̷t̷.̷ ̶͆ͅÁ̸̖b̸̜́s̶̹̔o̵̹͑r̴͇̔b̴̬́î̸͓n̵̖̚g̶̖̊ ̷̲͝t̴͔͆ḩ̷̒e̸̪̅ ̶͈̂c̸̓ͅo̷̼̒n̵̝͌ć̷̨ḙ̷͐n̵͓̊t̸̩̚r̷̮͠à̸͔t̷̡̚ē̷̥d̶͔̀ ̶͇̀ĕ̷̙v̴̩͠ḭ̵̈́l̴͖͘ ̴̥̽h̴͎̅ã̸͙s̸̠̀ ̴͚̄ṱ̷̊u̸͈̕r̶͍̊n̸̲͝e̵̥͒d̷͚͑ ̸͎͆ȳ̷̺ó̸̺ư̴̲ ̵̥̽ì̸̝n̶̨̂t̸̮̂o̵̱͌ ̶̙̎ą̵́ ̷͇͐b̴͓̓e̷̟̓ḭ̷̑n̸̰̅ĝ̶ͅ ̴̩̉b̶̘̃ĕ̷̪y̵͉̚o̵̯͛n̷̪͝d̵̡̑ ̶̀͜ṙ̸̹ḧ̸͈́ȳ̸̜m̷̺̔e̸͈͝ ̸̒ͅó̷̙r̷̲̕ ̴̱̃r̵̻͝ȅ̷̫a̵̛̺s̷̫̄ö̷͜n̶̬͒;̴̜̈ ̸̢͊ỷ̶̢̺̓o̶̥̬̎́u̷̘͑ ̶̖͙̓ẹ̴̩͑͒x̵͍̺̃̿i̶̯͉͐̕s̸͐͑ͅt̷̠̎͋ ̴̯͙̑t̶͈̍͠o̶̟̽̍ͅ ̷̫̈́d̸̯̽͝è̶͈s̴̥̠̈͠ṭ̶̨̕r̸͕̲̉o̴̧̦͑͐ỹ̶̫̥,̵͕̭̆͑ ̸̖̽ţ̴̛̬͆ỏ̷̼̖ ̷͍͚̈́c̵̫͗o̴͓̥͋m̵̯̐ṃ̷̅͌i̵͎̋t̵̰̫̿ ̶̰̎̚ā̶̩̘̍c̵̗̠̓̈́ť̴͍̲̽s̸͊̉͜ ̶̨͍̍o̵͎͑f̷͎̘̅̓ ̸̮̂͝ư̸̛͈n̷̝̰͐f̴̼̗͘ǎ̸̧̩̎t̷̡̬͆h̸̠͈̆o̷̪̫̕͠m̸̫̪̈̾á̷̖͘b̴͍̈͐l̶͎̹͌ê̶̛͖̮ ̴̨̦̃̑b̴͚͋̾͜r̴͉̾̕ṷ̸̕ţ̴̱͘̕á̵͔̝͒l̴̯̃i̴̻̎̏t̴͍̻͗̎y̴͚̔̚.̵͉̆ ̶̟̖̀N̶̢̥̈́o̶̙̔ ̵̣͌l̴̹̼̽͒ȍ̶̟̜n̸͓̍́́g̸̖̊̌̕ĕ̴̬̭̅r̵̨̭͠ ̸̲̖͝i̵̲̯͈̐̔n̶̞͈̊̓ ̷͚͠c̶̺̰̯̾͐́o̸̞̯̊̈̀ͅņ̴̻̘̐ţ̵̞̲̔͐ŗ̷̀̽͠o̶̢̒͛l̴͚̃̀,̷̹̳̓͗͜ ̴̞̭͂ý̵̺̒o̴͔̪͖̐̑ȗ̴̜͇̳̒̚ ̸̱̘̤͌͆h̸̟̗̋̓̑ä̴̢͖͖́̏̀ṿ̴̳̕̕e̶͎͚͊ͅ ̴̝̤͖̑̇͝b̶̨̳̉̅̌e̷͕̬͒͜c̸̯̀͒o̷͓̒͘m̵̨̻̩̐́͊e̴͍͂̈́-̴̤̏ͅ ̸̢̫̇͗͜ 𝕁𝕒ℕ𝕖ϻβค? 𝐣คŇE𝕄β𝔞αⓐa!!!!
Janemba Manifest
- Racial Requirement: Any
- Transformation Type: Form
- Form Type: Legendary
- Prerequisite(s): N/A
- Transformation Line: Janemba
- Transformation Stage: 0 (Null Stage)
- Stress Test Requirement: 10
- Tier of Power Requirement. 2+
- Aspects: Scaling (LV2), Growth (LV3), Natural (LV2), Rampaging (LV2), Peaked
| AG | FO | TE | SC | IN | MA | PE |
|---|---|---|---|---|---|---|
| +1(T) | +1(T) | +1(T) | – | +1(T) | +1(T) | +1(T) |
Janemba! Janemba!: J̷̡͋a̴̛͓n̶̝̄e̸̜̒m̶̰̈b̴̦̒ā̵̡ ̶̗̀ỉ̸͖s̶͚̓ ̷̯͝n̴̨̉ǒ̴͙t̴͈͐ ̶͚͊r̵̮̃ę̴̉s̸̪̃ṭ̴̕r̷̼̅ǐ̸̺c̵̞͆t̴̹̉e̷̠͘d̸͔̎ ̷̟̄b̶͔͌y̴̮̕ ̶̝̆y̷͎͑o̴̱̿u̶̩̓r̶̲͝ ̵̰̀p̸͓̈́ù̵̜n̸͈̄y̷̪͋ ̶͓́T̶̥͒į̷̾e̶̮̚r̵̺͆ ̷͚̃o̴̢͊f̸͈͒ ̶͚͂P̸̩͐o̵͎͠w̶̢̑e̶̯̿r̵̩̈́ ̶͎̏R̴̗͌e̸̩̅q̵͎͗ù̸̻i̴̫͗r̷͜͝ȇ̴̺m̷̹̌e̴̠̎n̶̬̕t̷̪̾.̶̭̐
(1)-[Permanent]: For the sake of entering and remaining in this Transformation, ignore its Tier of Power Requirement.
(2)-[Permanent]: You cannot leave this Transformation except to enter a different Stage of this Transformation Line.
(3)-[Passive]: Your Race becomes ‘Janemba’. Your Race’s Racial Life Modifier (before any modifications) becomes 10 and your Racial Saving Throw Bonus applies to the Corporeal, Cognitive, and Impulsive Saves. If this Character is a Fusion, this only applies to the Race of the Fused Character that possessed the Janemba Manifest Transformation.
(4)-[Passive]: If you are not a Fusion, lose access to your Racial Traits. You maintain any Technique Points, Signature Techniques, or Unique Abilities gained from those lost Racial Traits.
(5)-[Passive]: Gain access to the Reality Warping Traits.
(6)-[Passive]: The Alignment of your Z-Soul is Pure Evil, and your Z-Soul becomes ‘Janemba!’.
(7)-[Passive]: You cannot be targeted by or use the Body Change Unique Ability.
(8)-[Passive]: Reduce your Morale Saving Throw by 2(bT).
(9)-[Automatic]: If you are targeted by the Insult Special Maneuver and lose the Clash, gain 2 stacks of the Broken Combat Condition for 1 Combat Round.
Reality Warping Traits
Evil Incarnate: J̸͙͆å̸̲n̸̬̄e̴̺͋m̴͓̔ḅ̶̆a̶͕͐ ̷̨̈į̷̈́s̵͎͛ ̷̤̇b̴̙́ė̷̘y̵̜̋o̶̩̅n̷̳͛d̵̪̀ ̷̼͂y̷͓̒ọ̶̑u̷̟̿r̶̢͆ ̷̡̍p̶̳̈â̵͔t̸͕̀h̷͈͗e̵̗͝t̵͕͆i̸̫̿c̷͔͑ ̵̻̃m̵͕͠ŏ̸̱r̴̨͋a̵̮̎ļ̵͘i̴͚̚t̴̨̍ỵ̵̅,̷̳͠ ̴̛͍m̵̭͝õ̸̰r̸͇̓ţ̶̃ä̶̺́l̵͓̅.̵̘͐
(1)-[Passive]: Use your highest Attribute Modifier to calculate your Surgency.
(2)-[Passive]: While you are not wearing any Apparel, increase your Damage Reduction by 2(bT), your Combat Rolls by 1(bT), and your Stress Bonus by 1.
(3)-[Passive]: Your Life Points and Ki Points can exceed their Maximums.
(4)-[Passive]: On a Combat Roll, if you score a Natural Result of 6, you score a Critical Result regardless of your Critical Target.
(5)-[Triggered, 1/Round]: If you fail a Steadfast Check for a Health Threshold, roll a 1d10. On a result of 6, you instead succeed at that Steadfast Check and then target the nearest character. They gain the Impediment Combat Condition until the end of their next turn.
(6)-[Triggered, 1/Round]: If you score a Botch Result on a Combat Roll, roll a 1d10. On a result of 6, you score a Critical Result on that Combat Roll instead. If you score a Critical Result through this effect, all other Characters suffer from the Impaired Combat Condition until the start of your next turn.
Evil Magic: J̵͎̑a̶̯͘n̴̖̑e̸̡̾m̶̱̉b̴̻͂a̷̦̽’̸̛͍s̵̰̽ ̶̬͘p̶̹͒o̴̟͑w̶̜̓é̵ͅr̴͇̉ ̴͉̊i̵͚̕s̴̨̈ ̵͎̋ḅ̵̓e̴͖͘y̷͔̋ỏ̵̟n̶͙̈d̶͓͐ ̶̧̃m̸͖̌e̶̦͂a̷̫͝s̶̹̒u̴͈̅r̸̢͊ḛ̷̉.̶͔̂ ̵̙͝Ḅ̴̐õ̴͖w̷̹͠ ̷͈̉d̷̡̈o̸̡̔w̵̦̋n̸͖͛ ̷͇͂b̵̛̩e̵̼͗f̷̒ͅȯ̶͓r̸̝̈́ě̸̯ ̵͙́J̶̕͜ȃ̷͚n̷̥̚e̸͍͗m̷̙̈b̵̙́a̸̖͘.̴̗́
(1)-[Passive]: You cannot create Signature Techniques or obtain Unique Abilities through the normal means. You can only gain access to them through the effects of Traits.
(2)-[Passive]: Set your number of Use Magic Skill Ranks to the maximum for your base Tier of Power.
(3)-[Passive]: When making an Attacking Maneuver, you can select any Attribute Modifier as the Damage Attribute for that Attacking Maneuver.
(4)-[1/Round]: You may use a Unique Ability you do not have access to, as long as you meet the Prerequisites.
(5)-[Triggered/Start of Turn]: Create a Super Signature Technique with a TP Cost up to the maximum Technique Point Cost for your base Tier of Power. You have access to that Signature Technique until the start of your next turn. That Signature Technique cannot possess the Ascended Signature Advantage.
(6)-[Triggered, 1/Encounter]: When you create a Signature Technique through the 5th effect of Evil Magic, you may create an Ultimate Signature Technique instead of a Super Signature Technique.
Jellybean Junction: J̴̧̈́a̶̪͝n̶̬̓e̷̥̅ṃ̷͠b̵͖̊a̷͕̽ ̴̘̃c̴̻̆r̷̥̔e̶̙͐a̵̜̎t̶̫̄ë̴̬́s̸̟͝ ̶̲̋e̷͙̐n̷̼͋t̶̻̿ì̷̲r̷̫̀e̸̩͝ ̴̺̅u̵̼͂n̴̬̈́i̸̧̕v̶̗̈́e̷͙͘r̷̻̾s̷̗̐ê̴̠s̶̜̋.̵̺̈́ ̵̗͘Ÿ̵̟ô̵̮u̴̩͠r̶̭͘ ̴̞̿p̴͓̍ú̸̦n̶̳̎ŷ̴̝ ̸̨̈́e̷͍͒x̶̦͆i̴̟̓s̴͈͊t̴̺͐ȩ̸̈́n̸̛͍c̵̗̀ḙ̷͂ ̵̲̏ȉ̸̤s̴̩͘ ̸̜̄m̷̦͘ė̸͚a̷̮̚n̸̝̽i̸̮͘ṉ̸̽g̶͠ͅl̸͋͜ḛ̴͗s̷̡̿s̵̬̍ ̸̻̈́ḭ̶̕ǹ̸̞ ̵̗̒t̵̘̕h̵̡͆ë̷̯́ ̸̽͜f̶͓͝ä̸̫c̵͉͋e̷̠͝ ̵̳̋o̷̰͑f̴̲̔ ̶͈̚J̸̱̒ȧ̸̫n̴̠͐e̶͔͆m̴̞͗b̵͎͝ạ̴̍’̵̘͑s̷̥̔ ̵̡̊m̸͕̀i̶̫̒g̸͕̏h̵͕̔t̴̮̆.̶͈͐
(1)-[1/Round, Ruling]: As a Standard Maneuver with an Action Cost of 1 Action, you can create up to 1(bT) ‘Jellybean Features’ within a Destructive Sphere AoE (centered on you). Jellybean Features are Features with a Hardness Rank of 3 and the Floating and Resilient Feature Qualities.
(2)-[1/Round]: As a Standard Maneuver with an Action Cost of 1 Action, you may move any number of Jellybean Features either a number of Squares equal to 1/2 of your Might, or into a High Environment 1 rank higher or lower than the one they are currently in. This movement can cause Collision, but you cannot cause Collision in this manner to a single Character more than once per Combat Round.
(3)-[Passive]: Increase your Wound Rolls by 2(T) while you have at least 1 Jellybean Feature within a Sphere AoE (centered on you).
(4)-[Triggered/Start of Combat Encounter]: You can create up to 1(bT) Jellybean Features within a Destructive Sphere AoE (centered on you).
Paranormal Perception: J̴͎͘a̸͇̍ǹ̵̨ě̷̘m̶̠̌b̷̢͝a̶̭̓ ̸̺̈́ș̸̿è̵ͅe̶̦͒s̶̭͛ ̶̹̔ạ̷̾l̸̺̀l̸̻̍,̴͖͋ ̷̺̾e̴͉͋ṽ̷͜ȩ̸̓n̸̳͌ ̶͉̽t̸̩͛h̶͇̑ŕ̷̲ọ̸̄ǔ̴͇g̴̡͋ḣ̴͕ ̸͓̍d̵͓͂i̷̬̔m̷̲̾ḙ̷̚n̶̿͜s̴̟͒ì̶̢o̶̩̓ṇ̷̿s̷̞͊ ̴͔͝a̸͙̾n̵͔̍d̸̡͝ ̸̛̰r̵̭͋e̷̡͋ä̶́ͅl̷̙͑į̴͠t̷͉̉i̸͎͋e̸̜͝s̷̟͝.̵̖̚ ̵̥̿J̴͓͗ą̴͝n̷͠ͅḙ̸͋m̷̨̋b̴̋ͅą̵̀ ̷̫̽s̴͓̿ȩ̸̈́ḛ̶̚s̷̘̒ ̵̪̆y̵̩̍ò̶̟u̵̞̕,̸͖̋ ̵̺̿ṉ̶̈o̷̱̾w̷͙̚,̷̡̀ ̵̹̌i̴̥̊ń̴̨ ̷͎̃f̵͍́ṟ̴͠o̸͖̒ņ̶̊t̶̟̽ ̶̞̾o̴̥̎f̸̪̏ ̸͍̓t̸̙͊h̵̖̾ḛ̷̀ ̷͇̂c̴̞̕o̶͈͋m̷̻̿p̸͕̓u̵͔̕t̶͇͘e̴͙͐r̴̛͎.̴̻̑ ̵̮̅F̵̮̎e̸̳͝ā̵͔r̸̡̓ ̸̼͛J̴͓̐a̴̛ͅn̴̥͒e̴͉͝m̸͈̅b̴̙̊å̶̢.̶͈́
(1)-[Passive]: Set your number of Perception and Clairvoyance Skill Ranks to the maximum for your base Tier of Power.
(2)-[Triggered/Start of Combat Round, Ruling]: Select an Opponent. They become your ‘Victim’ until the end of the Combat Round. Increase your Strike Rolls and Dodge Rolls against your Victim by 1(T).
(3)-[Triggered, 1/Round]: If you are targeted by an Attacking Maneuver of your Victim, you may use the Defend Maneuver without spending a Counter Action.
(4)-[Triggered, 1/Round]: If you target your Victim with an Attacking Maneuver that does not possess an AoE, make a Clash (Perception/Clairvoyance vs Stealth/Concealment) against that Victim. If you win, apply an Energy Charge to that Attacking Maneuver.
Paranormal Assault: Y̸͕͋o̸͛ͅu̸̲͑ṟ̶̆ ̸̡̌p̶̼͐a̷̖͌l̸̪͒t̷̜̎r̷̙̒y̷̭̿ ̷͍̑á̶̼t̶̥̄t̷̪̏e̷̳͛m̶͎͂p̵̧̏t̸͐͜s̸̞͂ ̸͕͠ť̸̟ǒ̸͖ ̵̧͘d̷̲̆ẻ̴̪f̶̗̆e̷̩̓n̵͗ͅd̸̫̽ ̷̻̚a̸̻̾g̶͓̑ȁ̷̧i̴̮̓n̸͔͋s̶̼̀t̷̨̚ ̵̱̕J̸̜̏a̸̝̓n̶̝̄é̷̞m̶̡͒b̴̯̆a̶̒ͅ ̵͕̚á̵̜r̴͚͗e̵̙͋ ̷̈́ͅl̶͎̎ȃ̶͉ù̷̢g̴̯̈h̶͙̽a̶̪̐b̶̳͂ḷ̴͝é̵̹,̷̣͊ ̶͎̀m̵̥̌o̶̘͝r̶̟̈́t̶̬̀a̶̙̒ĺ̵̰.̴͕̕ ̷̯́J̴̝̚a̸̙̚n̶̩͒ë̶̖́m̷͚̅ḃ̵̖a̴͚͊ ̵̖̄ẘ̸͕i̸̺̚l̸̡̿l̶̙͝ ̴͇̚ḓ̸͝e̶̹̒a̸̮͌l̸̠̉ ̵͕̄ẅ̶̱ì̷͇t̸̢͘h̴̫̚ ̴̩̀y̵̠͌o̷͍͛ủ̴͉ ̸͉̀l̶̳͑ä̶̼́t̶̤́ę̴̏r̸͇̾.̶̎͜
(1)-[Passive]: Gain access to the Portal Creation, Illusion Smash, Copy Being, and Copy Clone Unique Abilities, as well as all of their Advancements.
(2)-[Passive]: Gain access to the World Transfiguration Special Maneuver.
(3)-[Triggered]: When making any type of Physical Attacking Maneuver or Grapple Maneuver, you may increase your Melee Range by 3 Squares for the duration of that Maneuver. Upon hitting an Opponent or initiating a Grapple after using this effect, you may move that Character any number of Squares up to your current Melee Range (including the bonus from this effect) in any direction. If you initiate a Grapple through this effect, you can choose not to move the Grappled to increase your Grapple Checks against the Grappled for the duration of that Grapple by 1(bT).
(4)-[Triggered, 1/Round]: When you target an Opponent with an Attacking Maneuver that was used as an Out-of-Sequence Maneuver, make a Clash (Perception vs Perception/Stealth) against that Opponent. If you win, they gain the Guard Down Combat Condition for the duration of that Attacking Maneuver.
World Transfiguration Special Maneuver
World Transfiguration [1/Round]: Y̷̛̜o̶̬͂ủ̴̮r̸͐͜ ̸̪̅ȓ̷̠e̵̢͝à̶͈l̸̗̂m̷̪̂,̴̇ͅ ̶̡̕y̴̘̾o̸͍͝u̷̖͝r̶̼̆ ̶̗̇r̴̖̎e̷̩͗ą̴̔l̶͈̏į̶̊t̸̗͋y̶͈̓.̴̩̐.̴͚̏.̴̯̒ ̸̜͗à̸̮l̸̬͘l̸̢͘ ̷̤̋b̴̦̾ê̷̠n̶̮͝d̵͉͠ ̵̙͋b̸̲̽e̵͚͌f̸̛͍o̴̼͂r̷̒͜e̷̫̓ ̸̳͐J̶̡̾à̶̭n̷̥̏ê̵̹m̵̞̂b̵̹͝ȃ̷̢’̴̬́s̵̞̋ ̶̲̀ẉ̴̋i̵̫͊ḻ̸̔l̵̬̈.̴͈͋
–Maneuver Type: Standard Maneuver
–Action Cost: Variable (1~3 Actions)
–KP Cost: Depends on chosen effect.
–Exploitable: All adjacent Opponents.
–Effect: Target a number of Features up to one higher than the amount of Actions you spent. You may change those Features into one of the below options (chosen independently) – each Option has their Ki Point Cost in brackets after their name:
- Janembalings (4(T)). Your chosen Feature is erased and replaced with a Duplicate Minion that occupies the same Square. When you apply this effect, you can increase the Ki Point Cost by any amount. For every additional 2(T) spent, create an additional Duplicate Minion on an adjacent Square. These Duplicate Minions do not count towards your Minion Limit and their Size Category is Large, but their Life Points and Maximum Life Points are set to 1. They are always considered to be below the Injured Health Threshold for effects, but do not suffer from any Health Threshold Penalties.
- Warped Features (2(T)). You may apply any Feature Quality of your choice to your chosen Feature.
- Melted Feature (2(T)). Your chosen Feature is erased, but all Squares within a Destructive Sphere AoE (centered on that Feature) gain an Environmental Quality of your choice.
- Evil Weapon (4(T)). Your chosen Feature is erased and you create and equip a Weapon with a Craftsmanship Grade equal to your base Tier of Power. That Weapon gains the Karmic Edge Special Quality without taking up any Quality Slots.

Super Janemba
- Racial Requirement: Janemba
- Transformation Type: Form
- Form Type: Legendary
- Prerequisite(s): N/A
- Transformation Line: Janemba
- Transformation Stage: 1
- Stress Test Requirement: 25
- Tier of Power Requirement. 4+
- Aspects: Enhanced Save (Cognitive/Impulsive/Corporeal), High Speed (LV3), Scaling (LV2), Growth (LV1), Natural (LV1), Raging, Rampaging (LV2), Peaked
| AG | FO | TE | SC | IN | MA | PE |
|---|---|---|---|---|---|---|
| +4(T) | +4(T) | +4(T) | – | +2(T) | +4(T) | +4(T) |
Evil Concentrate: Ḳ̶͛e̷͚̓k̶̪̎ḛ̶̐k̶̗͘e̵̗͂k̷̺͝e̸̪͆k̵͓͠e̶̲̿k̸̭̃e̵̡͝.̸͛ͅ.̸̬̓.̴͈̔ ̷͍̒Ĵ̴̩ä̵̼n̶̺̂ė̴̳m̶̱̔b̵̩̓a̶͍̽ ̶̓͜w̵̦͊ĭ̵̢l̴̥͘l̴̹͒ ̴̤̇r̶̬̽ư̵̗l̷͍͂e̸͇̎ ̸̞̅o̵͔͊v̵̰͝ě̶̦r̶͉̀ ̸͓̔ȃ̸̼l̷̜̃l̶͙̀!̶̤̓!̷̡̀!̴̻͛
(1)-[Passive]: Halve your Health Thresholds (Bruised/Injured/Critical).
(2)-[Passive]: Ignore the effects of the Fatigued Combat Condition.
(3)-[Passive]: You cannot lose Life Points through the effects of the Compelled Combat Condition.
(4)-[Passive]: You do not have to Ki Wager through the effects of the Compelled Combat Condition.
(5)-[Passive]: While you are above the Bruised Health Threshold, this Transformation has the Armored Aspect.
(6)-[Passive]: While you are above the Injured Health Threshold, treat your Size Category as Colossal for the effects of Punching Down.
(7)-[Passive]: While you are above the Critical Health Threshold, you automatically win any Clashes initiated by your Opponent if that Clash uses your Cognitive Save.
(8)-[Triggered/Transform, Triggered/Start of Turn]: If you are in the Healthy Health Threshold, enter either the Superior State or the Surging State until the start of your turn.
(9)-[Triggered/Transform, 1/Encounter]: Use a Healing Surge as an Out-of-Sequence Maneuver.
Unholy Magic: J̶̧͊ȃ̸̘ñ̷͙e̴͔̊m̵̺͝b̵̘͆ȧ̸̖ ̵̜̽ḯ̴̞s̵̨̿ ̸̲́t̵̠͗h̷͑͜e̸̞͒ ̷͓͝ç̷͂l̶͉̿o̵̟̒s̵̪̔ḙ̷͘s̶̤̿t̶̝̔ ̸̟̀t̵̻͆h̷͇̓i̸̘̽n̵̝̂g̵̣͂ ̶̢̽t̶͇̑o̵̞̓ ̶̞̾a̴̦̓ ̶̣͂g̵̦̀o̷̻͒d̴̝̕ ̵̫̀y̴̗͂o̸͎̍ụ̷͗ ̶͚͑p̸͔̀û̵̥ṉ̷̆y̷̖̎ ̴͕͐m̶̛̗ô̴̞r̵̙͘t̴̪͌a̶͕͆l̸͍͝s̸͚̀ ̶̖͊w̷̠͊i̸̛͇l̵̲͋l̷͖͗ ̶͉̾e̷͚̓v̶̤͌e̸͍̋r̸̹͒ ̸͖͌m̶̛͙ē̵̳e̸͍̐t̷̲͝.̸̢̕
(1)-[Passive]: Increase your Wound Rolls by 1(T) for each Health Threshold you are above.
(2)-[Passive]: You gain access to the Bunkai Teleport Special Maneuver.
(3)-[1/Round]: As an Instant Maneuver, target an unoccupied Square on the Battlefield. Leave your current Square and place yourself on that Square. If another Character is adjacent to that Square, you may use the Basic Attack Maneuver as an Out-of-Sequence Maneuver. If you do, you must target an adjacent Character with that Attacking Maneuver.
(4)-[Triggered]: If you use the Rapid Movement option of the Movement Maneuver, ignore your Speed. Move to any Square on the Battlefield. This movement does not trigger the Exploit Maneuver.
(5)-[Triggered, 1/Round]: If you create a Physical Weapon through the effects of World Transfiguration, that Weapon gains the Dimension Blade Weapon Quality.
(6)-[Triggered/Power, 1/Encounter]: Make a Clash (Cognitive) against all Opponents within a Destructive Sphere AoE (centered on you). If you win, those Opponents lose all stacks of Power.
Bunkai Teleport Special Maneuver
Bunkai Teleport: J̵̗̍a̷̠͗ṉ̷͋e̴̡̓m̶̛̻b̶̠͊a̶̹̕ ̷̳̋c̷̮͒â̶̘ṉ̷͝ ̸̡́b̵̯̔ẻ̸̩ ̸̝̑a̷̮͠n̸̳͆y̵̢͝w̸͇̉h̵̬̍e̷̡̍r̴̦̚e̵̙̔ ̷̟̋ḩ̶͛e̸̋͜ ̶͙̎w̵̖͗i̵̱̅ś̴͓h̷̐͜ę̷̒s̴͙̄,̸̳͋ ̶̩͌ā̷͓n̷͓͒ẙ̸͉t̸͔̒i̸͖̓m̷̠͘ë̵̯́ ̶̫̕ȟ̴̤ẹ̴̆ ̴̰́w̴̧̿i̸̧̿s̶̟͛ḩ̸̕e̵̻͆s̶͖͌.̶̗͒.̶̟̅.̴͇̕ ̴̝͠k̷̛̙ẹ̷̋k̸͕̀ë̶̤k̷̤͑e̸̜͂k̶̻͠e̴͑͜ḵ̸̆ẻ̸̹k̶̺͑e̸̯͋.̸̼̅
–Maneuver Type: Counter Maneuver
–Action Cost: 1 Counter Action
–KP Cost: N/A
–Effect: If you are targeted by an Attacking Maneuver, you may use this Maneuver. If you do, increase your Defense Value for that Attacking Maneuver by 3(T).
Then, if you successfully dodge an Attacking Maneuver through this Special Maneuver you may apply these effects in order:
- Place yourself on any unoccupied Square in the Battlefield.
- Either use the Basic Attack Maneuver as an Out-of-Sequence Maneuver or apply the third effect of Endless Wickedness.
Legendary Trait
Endless Wickedness: J̴͍͠á̵̡n̸̗͋ẹ̷͐m̸͙̉b̴̪͝ȧ̸̩ ̷̼͗i̷̼͒s̶̗͐ ̶̱́f̶̦͘ǫ̵̾r̵̬̅e̴͑͜v̶̬͛ĕ̴̗r̵͓̈.̵̼̈́ ̴͎̅J̸̨͑å̶̳n̴̤̆e̷̳̎m̶̤̓ḇ̴̔ã̴̤ ̷̾ͅi̷̗͌s̷͚͝ ̶̜̈́ȅ̴̠ṫ̸̬è̴̱r̴̲͆ṉ̴̎a̷̯͠l̵̜̈́.̷̰͛ ̴̳̒J̶̨̈a̸͔͝ǹ̵̨ḛ̴̂m̴̞͊b̸̤͘a̷͙͝ ̶̛̥ì̵̜s̷͉̍ ̷̨̅ý̷ͅo̸͔̾ǘ̵͙r̶̫̈ ̴̛͉f̴̰̚ų̵͐ṫ̷̬u̷̙͐r̴̳̅ě̸̪.̸̰͛
(1)-[Passive]: For each Health Threshold you are above, increase your Soak Value by 1(T).
(2)-[Passive]: For each Health Threshold you are below, increase your Surgency by 2(T).
(3)-[Triggered/Start of Turn]: Regain Life and Ki Points equal to 1/2 of your Surgency.