
[Kota, don’t forget to insert a page blurb here later in the update.]
| Attribute Score Increase. Your Insight score and your Personality score are increased by +2 and your Agility score is increased by +1. Racial Life Modifier. +3 Saving Throw: Morale Skill Ranks: 3 |
Primary Racial Traits
Battle Tension (Body): Skilled and trained for battle, you’re ready for any obstacle your enemies might throw at you.
(1)-[Triggered/Threshold, Resource]: Gain a stack of Tension (max. 5).
(2)-[Triggered/Power, 1/Round, 2/Encounter]: If you are below the Injured Health Threshold and none of your Opponents are below the Injured Health Threshold, gain a stack of Tension.
(3)-[Triggered]: If an Ally (except Minions) is Defeated, gain a stack of Tension.
(4)-[Passive]: If you possess a stack of Tension, increase your Damage Reduction by 1(T).
(5)-[Triggered]: If you possess 2+ stacks of Tension, increase the Dice Score of your roll for any Clash initiated by your Opponent that uses your Might or a Saving Throw by 1(T).
(6)-[Triggered/Power, 1/Round]: If you possess 3+ stacks of Tension, you may stop suffering from a stack of a Combat Condition you are suffering from (except Suffocating, or Pinned).
(7)-[Triggered/Defeat]: If you possess 4+ stacks of Tension, regain Life Points equal to 1/4 of your Maximum Life Points and then lose 2 stacks of Tension.
(8)-[Triggered/Power, 1/Encounter]: If you are below the Injured Health Threshold and possess 3+ stacks of Tension, you may enter the Desperation Special State until the start of your next turn.
Desperation State
(1)-[Triggered/Desperation]: While you are in the Desperation State, increase your Combat Rolls by 1(T) for every stack of Tension you possess.
(2)-[Triggered, 1/Encounter]: If you use an Attacking Maneuver while you possess 5+ stacks of Tension, you may apply 3 Energy Charges to that Attacking Maneuver. After concluding this Attacking Maneuver, you immediately leave the Desperation State.
(3)-[Automatic]: Upon leaving the Desperation State, lose all stacks of Tension, set your Ki Points to 0, gain the Impediment Combat Condition, and gain 2 stacks of the Fatigued Combat Condition.
Class Training (Mind): Trained to work in teams to cover each others’ weaknesses, Konatsians take on specialized combat roles.
(1)-[Passive]: At Character Creation, gain access to a Talent from the Physical Attack, Energy Attack, Magic Attack, or Weapon Talent Category that you meet the Prerequisites for.
(2)-[Option]: At Character Creation, select and gain access to one of the following effects:
- Hero [Triggered/Injured]: Gain a stack of Tension and increase your maximum number of Tension stacks by 1.
- Warrior [Passive]: While you are wielding a Weapon, increase your Damage Reduction by 2(T).
- Mage [Passive]: Reduce the KP Cost of all Attacking Maneuvers of the Magic Foundation by 2(T), reduce the TP Cost of all Magical Unique Abilities by 2, and increase the Dice Score of your Use Magic Skill Checks by 2.
- Martial Artist [Passive]: While you are not wielding a Weapon, increase your Speed and Defense Value by 1(T).
- Priest [Passive]: Gain access to the Healing Hands Unique Ability and the Energy Zone Advancement.
- Thief [Passive]: Increase the Dice Score of your Skill Checks that use the Agility or Insight Modifiers by 2. Additionally, your Racial Saving Throw Bonus is applied to all Saving Throws, instead of just Morale.
(3)-[Choice]: Depending on your choice for the Option effect of this Trait, apply the following effects:
- Hero [Passive]: Choose Warrior, Mage, or Martial Artist. For all Choice effects except this one, you are treated as if you had chosen that effect in addition to Hero.
- Warrior [Passive]: Increase your Racial Life Modifier by 2 and increase the Natural Result of your Wound Rolls made with Armed Attacks by 1.
- Mage [Passive]: Halve the Ki Point Cost for the Energy Charge Maneuver and increase the Natural Result of your Magical Wound Rolls by 1.
- Martial Artist [Passive]: Increase the Natural Result of your Strike and Wound Rolls when making Unarmed Attacks by 1.
- Priest [Passive]: Increase the amount of Life Points regained from your use of Healing Hands by 2(bT) for every stack of Tension you possess.
- Thief [Passive]: Increase the Natural Result of your Dodge Rolls by 1 and ignore the Apparel Penalty for all pieces of Apparel except Weights.
Secondary Racial Traits
Questing Wisdom (Mind): Guided by truth and wisdom, you follow the surest path to your goals.
(1)-[Passive]: Increase the number of Technique Points you gain from Skill Improvements by 3.
(2)-[Triggered, 1/Round]: When you use the Signature Technique Maneuver, you may spend up to 2(T) Life Points for each stack of Tension you possess. Increase your Wound Roll for that Attacking Maneuver by the amount of Life Points spent through this effect.
(3)-[Choice]: Depending on your choice for the Option effect of Class Training, apply the following effects:
- Hero [Triggered, 1/Encounter]: If you trigger the second effect of Battle Tension while all of your Allies are Defeated or below the Injured Health Threshold, instead of gaining a stack of Tension, you may maximize your stacks of Tension and remove all Combat Conditions currently applied to you (except Suffocating).
- Warrior [Triggered/Defeat]: If you are wielding a Weapon, you may halve that Weapon’s Life Points to regain an equal amount of Life Points, then gain a stack of Tension.
- Mage [Passive]: Gain access to the Boom Profile (see Mage Profiles below).
- Martial Artist [Triggered/Desperation]: You may use the Power Up Maneuver, Transformation Maneuver, Aura Maneuver, or Basic Attack Maneuver as an Out-of-Sequence Maneuver.
- Priest [Triggered, 1/Round]: If you target an Ally with a Unique Ability, increase their Combat Rolls by 1(T) until the end of their next turn.
- Thief [Triggered, 1/Round]: If you win a Clash against an Opponent that used your Saving Throws or Skills, that Opponent gains a stack of the Impaired Combat Condition until the start of your next turn.
Heart of Courage (Body): With the fire of righteousness and courage burning inside you, you seek justice on your own terms.
(1)-[Passive]: While you possess 2+ stacks of Tension, increase the Dice Score of your Steadfast Checks by 2.
(2)-[Passive]: While you possess 3+ stacks of Tension, increase your Soak Value by 1/4 (rounded up) of your highest Attribute Modifier.
(3)-[Triggered, 1/Round]: If you remove a Combat Condition through one of your effects, regain Life or Ki Points (you decide) equal to your highest Attribute Modifier.
(4)-[Triggered/Start of Turn]: If you are suffering from a Combat Condition, you may spend 6(T) Life Points to select a Combat Condition you are suffering from (except Suffocating, Prone, or Pinned) and ignore its effects until the start of your next turn. While you are ignoring the effects of a Combat Condition, you are not considered to be suffering from its effects for the effects of your Opponent’s Traits.
(5)-[Triggered, 1/Encounter]: If you lose a Clash initiated by an Opponent that used your Saving Throws or Might, you may spend 1 Tension to instead automatically win that Clash.
Fight against Power (Mind): Tenacious and determined, you stand against your foes no matter how strong they might be.
(1)-[Passive]: While below the Injured Health Threshold, increase your highest Attribute Modifier by 1(T).
(2)-[Triggered, 1/Round]: If you hit an Opponent with an Attacking Maneuver that had a Ki Wager equal to or exceeding 1/4 (rounded up) of your Max Capacity and/or had 2+ Energy Charges and did not inflict any Damage, gain a stack of Tension. This effect does not trigger if this Attacking Maneuver’s Wound Roll was a Willing Failure (see — Core Rules).
(3)-[Triggered, 1/Round]: If you are hit by an Opponent’s Attacking Maneuver that inflicts Damage equal to or exceeding 1/4 (rounded up) of your Maximum Life Points, gain a stack of Tension.
(4)-[Choice]: Depending on your choice for the Option effect of Class Training, apply the following effects:
- Hero [Passive]: While you are below the Injured Health Threshold and possess 3+ stacks of Tension, increase the Combat Rolls of all Allies not at Long Range by 1(T).
- Warrior [Triggered, 1/Round]: When making an Armed Attack, if you possess 3+ stacks of Tension, increase the Damage Category of that Attacking Maneuver by 1 Category.
- Mage [Passive]: Gain access to the Whack Profile (see Mage Profiles below).
- Martial Artist [Triggered/Power, 1/Round]: The next Unarmed Attack you make during this Combat Round will automatically score a Natural Result of 10 on its Wound Roll. If this Attacking Maneuver defeats an Opponent, but the Opponent with the highest Power Level remains in the Combat Encounter, gain a stack of Tension.
- Priest [Triggered, 1/Round]: If an Ally regains Life Points from your use of the Healing Hands Unique Ability, you may spend 5(bT) Ki Points to remove a Combat Condition they are suffering from (except Suffocating, or Pinned). When applying this effect, you may spend 1 stack of Tension to instead remove all Combat Conditions they are suffering from (except Suffocating or Pinned).
- Thief [Triggered/Start of Turn]: If you received no Damage during your last turn, while at least half (min 1) of your Allies received Damage and are below the Injured Health Threshold, you may spend 1 Tension to use any Standard Action with an Action Cost of 1 as an Out-of-Sequence Maneuver.
Mage Profiles
All Mage Profiles belong to the Magic Foundation, but cannot be used to create Signature Techniques or be selected by any of your effects.
Boom: You fire a magical explosion that leaves your targets vulnerable to attack.
–KP Cost: 6(T)
–Effect: Target a Square that is not at Long Range. This Attacking Maneuver has a Minor Sphere AoE centered on your chosen Square. Any Character that is hit by this Attacking Maneuver gains a stack of the Broken Combat Condition until the start of your next turn.
When using an Attacking Maneuver of this Profile, you may spend any number of Tension. For each Tension spent, increase the Magnitude of this Attacking Maneuver by 1, increase the Wound Roll by 1/4 (rounded up) of your highest Attribute Modifier, and apply an additional stack of the Broken Combat Condition through the effects of the Boom Profile.
Whack: In a risky gambit of a move, you attempt to eliminate your opponent, leaving them downed in a single blow if successful.
–KP Cost: 12(T)
–Effect: If this Attacking Maneuver hits a Character, it does not deal Damage. If that Character is below the Injured Health Threshold and not in the Undying State, instead roll a 1d10. On a Natural Result of 10, that Character’s Life Points are instantly set to their lowest possible value.
When using an Attacking Maneuver of this Profile, you may spend up to 3 Tension. For each Tension spent, increase the Natural Result of your roll by 1.
You can only target each Opponent once with an Attacking Maneuver of this Profile during each Combat Encounter.