Living Bases are a unique kind of base. They are, as the name implies, alive in some way or another. The base could be the malleable innards of a powerful Majin, an overtaken landmass turned to metal, or a landmass merged with by a sorcerer’s magic.
Avatar. The Owner of a Living Base is known as an Avatar. A Living Base can only possess a single Avatar. The Avatar is a player-shaped creation of the Living Base and is how the Living Base affects the world beyond being a structure.
Development Points (Dev Points). Living Bases can gain Dev Points through normal means, but upon gaining access to a Living Base you also possess 3 Dev Points to use as you wish. The Base Size of a Living Base is decided by the effect that created the Living Base.
Life Points. The Living Base shares Life Points with its Avatar and has a Soak Value equal to their Soak Value. If the Life Points of a Base is reduced to 0, so are the Avatar’s, and vice versa.
Types of Living Bases. There are two types of Living Bases; Internal and External. An Internal Living Base, or an Internal Base, is a Living Base that is inside your body. An External Living Base, or an External Base, is a Living Base that has a physical location in the world.
Living Base Maneuvers
Living Bases grant their Avatar some unique Special Maneuvers that only they can use. Below are a list of Special Maneuvers available to all Avatars.
Avatar Maneuver [1/Round]: You are able to manifest physically inside the area you control.
–Action Cost: 1 Action
–KP Cost: N/A
–Effect: Create a Duplicate Minion inside of your Living Base. You can only possess a single Duplicate Minion created from this Maneuver at any time.
Mass Shift Maneuver [1/Round]: You can grow to massive size thanks to the power you draw from your newfound body.
–Action Cost: 1 Action
–KP Cost: N/A
–Effect: Increase your Size Category to Gigantic. If you use this Maneuver while already benefiting from its effects, stop benefiting from its effects.
Reposition Maneuver [3/Round]: You are able to move people that are inside the area you control around.
–Action Cost: 1 Action
–KP Cost: N/A
–Effect: Target a Character within your Living Base. Make a Clash (Cognitive vs Impulsive) against them. If you win, you may move that Character to any Square within your Living Base.
Reshape Maneuver [1/Round]: You can rearrange your structure at will.
–Action Cost: Instant
–KP Cost: 5(bT)
–Effect: You may swap the places of any/all Rooms and Base Qualities within your Living Base. All Characters within a moved Room are also moved so that they maintain the same position in that Room they were in before this effect.
Internal Base
As unique as it is to have a Base within you, there are some unique rules applied to it compared to External Bases.
Self within the Self. You cannot enter your Living Base, as it is within your body. However, when you use the Avatar Maneuver to create a Duplicate Minion, you may choose to gain the Sleeping Combat Condition. While you are suffering from the Sleeping Combat Condition, you take direct control of that Duplicate Minion, allowing you to experience everything it does, and you do not need to use the Command Maneuver to control it. While controlling that Duplicate Minion through this effect, it possesses the normal amount of Actions and Counter Actions a non-Minion would, and is not limited in how many Attacking Maneuvers it can use each Combat Round.
Those Within. You may allow anyone to enter or leave your Living Base at any time outside of Combat Encounters, but within a Combat Encounter you must use the Safe Haven and Rally Maneuvers to allow Characters to enter or exit your Living Base.
If you are the Dominant Character in an Absorption-Type One-Sided Fusion, any Absorbed Characters you possess are stored within your Living Base within sacks. These sacks take up a number of Squares equal to the amount the Absorbed Character does, and any Character can remove a sack by spending 1 Action while on an adjacent Square to the sack. If a sack is removed, the Absorbed Character is freed from the One-Sided Fusion, but remains in your Living Base on the Square(s) the sack previously occupied. The previously Absorbed Character suffers from the Sleeping Combat Condition if they were Deeply Suppressed.
If you use the Absorption Maneuver on an Opponent, but they Willingly Fail the first Clash but win the second Clash, instead of suffering from the Shaken Combat Condition, they may choose to enter your Living Base. If they do, make a Clash (Perception vs Stealth) against them. If they win, you suffer from the Oblivious Combat Condition against them, and become unaware of their presence in your Living Base until they destroy a part of your Living Base, remove a sack of an Absorbed Character, or engage in an Attacking Maneuver with one of your Duplicate Minions.
Internal Base Maneuvers
Safe Haven Maneuver [2/Round]: You may use your body to shield others from damage by allowing them to hide inside you.
–Action Cost: 1 Action
–KP Cost: N/A
–Effect: Target a willing or Defeated Character within your Melee Range. They are removed from the Battlefield and brought into your Living Base on a Square of your choosing.
Rally Maneuver [2/Round]: You can bring your hidden allies into the battle, allowing them to fight alongside you.
–Action Cost: 1 Action
–KP Cost: N/A
–Effect: Target a willing Character within your Living Base. They are removed from your Living Base and brought onto the Battlefield on a Square adjacent to you of your choosing.