
Your emotions have reached their peak. No longer are your eyes the scarlet pupils born from welled up emotion; these are eyes born of loss, the loss of someone dear to you. Now, you have the power to push yourself even further, and this new power has granted you strange new abilities that none can truly fathom. However, this power comes with a price most dire, should you abuse this newfound power too often…
- Racial Requirement: Any Race
- Transformation Type: Enhancement Power
- Prerequisite(s): 3+ stacks of Depth of Emotion
- Stress Test Requirement: 18
- Tier of Power Requirement. 3+
- Aspects: Enhanced Save (Impulsive/Cognitive), Variant (Copy Eye), Transcendent, Dedicated, Draining (LV2), Exhausting
| AG | FO | TE | SC | IN | MA | PE |
|---|---|---|---|---|---|---|
| +2(T) | +2(T) | – | – | +2(T) | +2(T) | – |
Ascended Copy Eye (Revolving Gaze): The mystic wheel in your crimson irises has forever changed, granting you even greater power.
-[Automatic/Transform, Resource]: Gain a stack of Revolving Eye and Heavenly Eye for each stack of Depth of Emotion gained after the first.
-[Automatic]: If you have no stacks of Heavenly Eye remaining, you immediately leave this Transformation.
-[Passive]: You may use stacks of Heavenly Eye as if they were stacks of Revolving Eye.
-[Passive]: Apply your Tier of Power Extra Dice an additional time. This effect doesn’t stack if you are already applying your Tier of Power Extra Dice multiple times.
-[Choice]: Depending on the effect you chose for the Option effect of Power of Emotion, gain the following effects:
- Depth of Hatred [Passive]: While in the Surging State, ignore the effects of your Ocular Deterioration stacks and increase your Wound Rolls by 2(T).
- Depth of Fury [Passive]: While in the Raging State, ignore the effects of your Ocular Deterioration stacks and increase your Strike Rolls by 1(T).
- Depth of Determination [Passive]: While in the Undying State, ignore the effects of your Ocular Deterioration stacks and increase your Soak Value and Defense Value by 1(T).
Eyes that Reveal the Truth: Specializing and warping the power of your mystical eyes to suit your needs, you push your body to the limits in exchange for mystical abilities which defy reason itself.
-[Permanent, Ruling]: Upon gaining access to this Transformation, select 2 Gaze Traits to gain access to while in this Transformation. Each Gaze Trait can be selected twice for this effect, rather than selecting two different Gaze Traits. Each Gaze Trait has the keyword, ‘Twinned’. Effects with the Twinned Keyword are only accessible if you selected that Gaze Trait twice.
-[Permanent, Automatic, Resource]: Each time you spend a stack of Heavenly Eye, you gain a stack of Ocular Deterioration (this Resource is kept even if you leave this Transformation and is retained between Combat Encounters – max. 36). For every 6 stacks of Ocular Deterioration, reduce your Perception Skill Bonus, Awareness, and Defense Value by 1. If you possess 36 stacks of Ocular Deterioration, you permanently gain the Blinded Combat Condition. This Combat Condition cannot be removed by any means except the fourth effect of Eyes that Reveal the Truth.
-[Permanent]: You may apply Power Improvement: Surpass to this Transformation regardless of your base Tier of Power, but it cannot be gained through any means (such as Downtime) other than through your ARC.
-[Permanent]: If you apply Power Improvement: Surpass to this Transformation, apply Power Improvement: Control to it as well (even if this Transformation is still a Transcendent Enhancement). Additionally, upon applying Power Improvement to this Transformation, remove all stacks of Ocular Deterioration and ignore the second effect of Eyes that Reveal the Truth.
-[Permanent]: You gain access to the Warrior Projection Enhancement Power. If you have not applied Power Improvement to this Transformation, you only gain access to Warrior Projection while in this Transformation.
Gaze Traits
Black Flame Gaze: Through force of will and your mystical gaze, you possess the devilish ability to summon forth unquenchable sable flames reminiscent of despair itself.
-[Ruling]: The Character who Ignited a Square or inflicted Aflame is known as the Caster. If the Caster is Defeated, all of their Ignited Squares stop being Ignited and all of those who are Aflame due to their effects stop being Aflame.
-[Ruling]: Characters that are Aflame have their Life Points reduced by the Might of the Caster at the end of each of their turns. While the Caster is not Defeated, Characters can stop being Aflame by spending 2 Actions and either:
- 2 Karma Points,
- Destroying their Top Layer of Apparel (they do not gain a Doff Bonus from this effect),
- An amount of Life Points equal to 1/5 of their Maximum Life Points.
-[Ruling]: If a Character enters or moves through an Ignited Square, reduce their Life Points by the Might of the Caster and then that Character becomes Aflame.
-[1/Round]: Spend 1 Action, 6(bT) Ki Points, and a stack of Heavenly Eye to target a Square. For the remainder of the Combat Encounter, that Square becomes Ignited.
-[1/Round]: As an Instant Maneuver, if you are the Caster, you can stop any number of Characters from being Aflame and/or Squares from being Ignited.
-[Automatic]: If you Ignite a Square that is occupied by a Character, make a Clash (Impulsive) against that Character (if you Ignited multiple Squares simultaneously which are occupied by multiple Characters, make the Clash against all of those Characters simultaneously). If you win, that Character has their Life Points reduced by your Might and becomes Aflame.
-[Triggered, 1/Encounter]: Upon using the second effect of Black Flame Gaze, instead of selecting a single Square, you can spend an additional 5(T) Ki Points to select all Squares within a Standard AoE of your choice (you still choose which Square the AoE initiates from).
-[Twinned, Passive]: Increase your Might by 1(T).
-[Twinned, 1/Round]: As an Instant Maneuver, select a Square that you Ignited. It stops being Ignited, then you may Ignite an adjacent Square.
-[Twinned, Triggered, 1/Round]: If you are hit by an Attacking Maneuver from an Opponent within your Melee Range, you may spend a stack of Heavenly Eye to make a Clash (Impulsive) against that Opponent. If you win, that Opponent has their Life Points reduced by your Might and becomes Aflame.
-[Twinned, Triggered, 1/Round]: If you use the Signature Technique Maneuver or the United Attack Maneuver, you may spend a stack of Heavenly Eye. If you do, increase the Wound Roll for that Attacking Maneuver by your Might. Additionally, if that Attacking Maneuver knocks an Opponent(s) through a Health Threshold, they become Aflame.
Illusionary Gaze: With uncanny power over your enemy’s mind, you distort their senses and contort their thoughts until their defenses are gone and you are the only one left standing.
-[Passive]: If you make a Clash through the second effect of Eye of Hypnotism, your Critical Target is reduced by 2.
-[Triggered]: If you use the second effect of Eye of Hypnotism, you may spend 1 stack of Heavenly Eye. If you do, apply the following effects:
- Any Combat Condition inflicted through the second effect of Eye of Hypnotism lasts until the end of the Combat Encounter or until you are Defeated.
- You can apply the effect that Defeats an Opponent to Special Minions and any Character who has a lower Power Level than you. If you do, instead of being Defeated, they have their Life Points reduced by 1/5 (rounded up) of their Maximum Life Points and they are knocked Prone.
-[Twinned, Passive]: Increase your Cognitive Saves by 1(T).
-[Twinned, Triggered, 1/Encounter]: If you use the second effect of Eye of Hypnotism, you may spend 1 stack of Heavenly Eye and 8(T) Ki Points. If you do and you succeed at the Clash, you may select one of the following effects instead of those listed:
- If your targeted Opponent’s Power Level is lower than yours or if they’re a Minion (except a Special Minion), they become your Minion.
- Make a Clash (Cognitive vs Cognitive/Morale) against that Opponent. If you win, take control of that Opponent until the end of their next turn. If they are knocked through a Health Threshold or Defeated while you have control of them, you stop having control of them. Having control means that you control that Opponent as if they were your own character.
Spatial Gaze: The awakened power of your scarlet eyes has granted you the power to shunt anyone and anything you please outside of reality itself, into a world of your own creation.
-[Ruling]: You gain access to a Base known as your Eye Dimension. The Base is of the Massive Base Size and has a Hardness Value of 3. This Base cannot be destroyed by any means and cannot gain Base Qualities. Your Eye Dimension exists in another dimension, outside of the normal dimension. Any Character who is inside of the Eye Dimension and is not Defeated may leave the Eye Dimension if you are Defeated or the Combat Encounter would end, returning to the Battlefield on any Square of their choice (if that Opponent intends to continue the Combat Encounter, then the Combat Encounter continues from this point – do not start a new Combat Encounter).
-[1/Round]: Spend 1 Action, 5(bT) Ki Points and 1 stack of Heavenly Eye to target an Opponent. Make a Clash (Impulsive) against that Opponent. If you win, that Opponent’s Life Points are reduced by your Might and they suffer from the Impediment Combat Condition until the start of your next turn.
-[1/Round]: Spend 1 Action. You or any willing Character who is not at Long Range may enter your Eye Dimension until the end of the Combat Encounter.
-[1/Round]: Spend 1 Action. You or any willing Character in your Eye Dimension may leave your Eye Dimension and return to the Battlefield on any Square of your choice.
-[Triggered, 1/Encounter]: If you win the Clash for the second effect of Spatial Gaze, you may send that Opponent to your Eye Dimension.
-[Twinned, Passive]: Change the Keyword for the third and fourth effects of Spatial Gaze to 2/Round.
-[Twinned, Triggered]: If you are targeted by an Attacking Maneuver, you may spend 1 Counter Action and 1 stack of Heavenly Eye. If you do, that Attacking Maneuver automatically misses. If that Attacking Maneuver had any number of Energy Charges, reduce your Life Points by 3(bT) for each Energy Charge that Attacking Maneuver possessed.
-[Twinned, Triggered, 1/Round]: If you use the Movement Maneuver, you may move through Squares occupied by your Opponents or any Features. Additionally, you do not trigger any Exploit Maneuvers for this instance of the Movement Maneuver.
-[Twinned, Triggered, 1/Encounter]: If you use the Signature Technique Maneuver, you may spend 1 stack of Heavenly Eye. If you do, increase the Wound Roll of that Attacking Maneuver by your Might. If you deal Damage with that Attacking Maneuver, make a Clash (Impulsive) against that Opponent. If you win, they are sent to your Eye Dimension.
-[Twinned, Triggered, 1/Encounter]: If you trigger the 8th effect of Spatial Gaze and end your movement within the Melee Range of an Opponent, you may spend 1 stack of Heavenly Eye. If you do, that Opponent gains the Guard Down Combat Condition against your next Attacking Maneuver during this Combat Round.
Telekinetic Gaze: By placing your mystical seal upon an object, you are able to control it with your thoughts, even when it’s out of your reach.
-[Ruling]: Once a Weapon or Feature is Marked, it remains Marked until the user leaves the Kaleidoscope Eye Transformation, is Defeated, or the Combat Encounter ends.
-[Passive]: Marked Weapons and Features can be used for the Throw Maneuver even if you are not holding them.
-[1/Round]: By spending 1 Action and 1 Heavenly Eye, you can Mark a Weapon you are holding or a Feature on an adjacent Square.
-[1/Round]: As an Instant Maneuver, you may move a Marked Feature any number of Squares up to your Might. This movement cannot cause Collision.
-[1/Round]: As an Instant Maneuver, you may apply one of the following Qualities to a Marked Weapon (as long as they are applicable) while they are Marked: Boomerang, Telekinetic, and Throwing Weapon.
-[1/Round]: If your Opponent is wielding a Marked Weapon, you may spend 1 Action and make a Might Clash against that Opponent. If you win, they lose possession and you gain possession of that Weapon.
-[Triggered, 1/Round]: If you target a Weapon held by an Opponent with an Unarmed Physical Attack, you may spend 1 Heavenly Eye. If you hit that Weapon, it becomes Marked.
-[Twinned, Passive]: You may use the Throw Maneuver any number of times per Combat Round.
-[Twinned, Passive]: Increase your Wound Rolls for any Armed Attack or Throw Maneuver (through the Throwing Weapon Quality’s effects) made with a Marked Weapon by 2(T).
-[Twinned, Triggered]: If you would use the Signature Technique Maneuver while wielding a Marked Weapon, you may apply the Weapon Assisted Advantage to that Signature Technique.
-[Twinned, Triggered, 1/Round]: If you would use the Throw Maneuver to throw a Marked Weapon with the Throwing Weapon Quality, you may destroy up to 3 Marked Weapons or Features to increase the Wound Roll of that Marked Weapon by 2(T) for each Marked Weapon or Feature destroyed.
-[Twinned, Automatic/Transform]: All of the Weapons you are wielding become Marked.
Gravitational Gaze: Your mystical awakening has granted you power over gravitational forces, allowing you to selectively apply gravity to anyone you wish in any way you wish through the sable spheres you summon.
-[Ruling]: Black Suns are Features that do not cause Collision and cannot be interacted with through any Maneuver. Each Black Sun has a Large Sphere AoE centered on the Square they occupy, this is known as the Black Sun’s Area of Effect. All of your Black Suns are erased if you leave this Transformation.
-[3/Round]: You may spend 1 Action, 3(bT) Ki Points and a stack of Heavenly Eye to create a Black Sun on any Square within a Destructive Sphere AoE (centered on you).
-[1/Round]: As an Instant Maneuver you can move any number of Black Suns a total number of Squares up to 1/4 (rounded up) of your Might.
-[2/Round]: As an Instant Maneuver, you can target a Character or a Feature within a Black Sun’s Area of Effect. They move a number of Squares directly towards that Black Sun equal to 1/4 (rounded up) of your Might.
-[Triggered, 1/Round]: If an Opponent dodges an Ally’s Attacking Maneuver while that Opponent is within the Black Sun’s Area of Effect, that Ally may reroll the Strike Roll for that Attacking Maneuver against the Dice Score of the Opponent’s successful Dodge Roll. Increase the Dice Score of that Strike Roll by 1/4 (rounded up) of your Awareness.
-[Triggered, 1/Round]: If an Opponent hits you or an Ally within a Black Sun’s Area of Effect, with an Attacking Maneuver that did not possess an AoE and was not responded to with a Counter Maneuver, the target of that Attacking Maneuver may reroll their Dodge Roll for that Attacking Maneuver against the Dice Score of the Opponent’s successful Strike Roll. Increase the Dice Score of that Strike Roll by 1/4 (rounded up) of your Awareness.
-[Twinned, Passive]: Increase your Might by 1(T).
-[Twinned, Passive]: Increase the Defense Value of yourself and all Allies within the Area of Effect of a Black Sun by 1(T).
-[Twinned, Passive]: Reduce the Defense Value and Speed of all Opponents within the Area of Effect of a Black Sun by 1(T).
-[Twinned, Triggered, 1/Round]: If, through the 4th effect of Gravitational Gaze, an Opponent would move enough to enter the Square occupied by a Black Sun, you may allow them to enter that Square. Upon entering the Square, erase that Black Sun and then reduce that Opponent’s Life Points by twice your Might. If this effect would knock them through a Health Threshold, that Opponent becomes Prone.
-[Twinned, Triggered, 1/Encounter]: If you are hit by an Opponent’s Attacking Maneuver after triggering the 6th effect of Gravitational Gaze, you may choose to not get hit by that Attacking Maneuver. If you do, your closest Black Sun is erased. Reduce your Life Points by 3(bT) for every Energy Charge applied to that Attacking Maneuver.
Warrior’s Gaze: Unlike others who have achieved this auspicious power, you didn’t gain wondrous new abilities. Instead, your newly-evolved eyes enhance your combat might further, granting you even greater strength than before.
-[Passive]: Increase your Combat Rolls by 1(T) while in the Superior State.
-[Passive]: Increase the amount of SAP you gain through the first effect of Form of the Warrior by your Might.
-[Triggered, 1/Encounter]: If you use the Transformation Maneuver to enter the Warrior Projection Transformation, enter the Superior State until the end of your next turn.
-[Twinned, Passive]: Increase your Might by 1(T).
-[Twinned, Passive]: Increase your Greater Dice by X Dice Categories, where X is your number of Depth of Emotion stacks after the second.
-[Twinned, Passive]: While in the Superior State, increase your Perception Skill Bonus by 1 for every stack of Depth of Emotion you possess after the second.
-[Twinned, Triggered, 1/Encounter]: If you leave the Superior State, instead remain in the Superior State until the end of your next turn.
Burst Limit
Glowing Kaleidoscope: The spinning wheel in the sanguine hue of your eyes glows ominously, silently warning all who gaze upon you to beware the powers you now wield.
-[Triggered/Transform]: Gain 2 stacks of Heavenly Eye and enter the Superior State until the end of your next turn. Additionally, you cannot gain stacks of Ocular Deterioration until the end of your next turn.
Unlimited Trait
Eternal Kaleidoscope: You’ve surpassed the limitations of these mystic eyes, eschewing the growing blindness they bring and welcoming eternal light. You can now utilize the great powers they grant without paying the terrible price of your precious sight.
-[Passive]: Increase your Tier of Power Extra Dice by X Dice Categories, where X is your number of Depth of Emotion stacks after the second.
-[Passive]: During each Combat Round, ignore the first instance of Diminishing Defense that would be inflicted on you by each Opponent.
-[Triggered]: If you are targeted by an Opponent’s Attacking Maneuver who has used the Rapid Movement option of the Movement Maneuver this Combat Round, they lose any benefits they gain from having used Rapid Movement this turn for the duration of that Attacking Maneuver.
-[Triggered/Power, 1/Round]: Target an Opponent. Increase your Strike and Dodge Rolls against that Opponent by 1(T) until the start of your next turn.
-[Triggered/Unlimited, 1/Encounter]: Gain 2 stacks of Heavenly Eye.