Majin Mark

Your inner evil arises, drawing out your power with it. A mark is placed on your body, representing the figure that drew out this latent power. To those who may look upon you, they can see a sinister turn in your ki and your expressions. You may be drawn to more violent outbursts and an easier inclination towards your wants and desires with less care for the consequences. Who knew being evil felt so good?

You can gain the Majin Mark through the Manipulation Sorcery Magical Ability or through your ARC’s blessing. If you would lose the Majin Mark Manifested Power, you may spend 3 Karma Points to gain the Unlocked Potential Manifested Power.

  • Race. Any
  • Transformation. Manifested Power
  • Maximum No of Stacks: 1
  • Tier of Power Requirement. 1+
AGFOTESCINSPPE
+2 +2 +2 +2 +2

Inner Power. When you first gain this Manifested Power, you must select one Alternate Form you have access to. The first stage of that Alternate Form gains access to the Natural Form Aspect but you can only leave that transformation to transform into a higher stage of that transformation or a Legendary Form. If you leave any stage of an Alternate Form or a Legendary Form, you automatically return to the form selected by Inner Power. While in the transformation selected by Inner Power, apply the Permanent Improvement rules (see – Transformation Rules) to that transformation as if it was a Manifested Power.

If your selected Alternate Form already has the Natural Form Aspect, increase its Attribute Modifier Bonuses (AG/FO/SP) by +1 but act as if it was given Natural Form Aspect by Inner Power for the remainder of the effect. If your Alternate Form cannot benefit from the Natural Form Aspect, you cannot choose it for the effects of Inner Power.

If you do not have access to any valid Alternate Forms for the effects of Inner Power, increase the Attribute Modifier Bonus from Majin Mark by +1(T).

Dark Karma. Once per Combat Encounter, you may spend one Karma Point to use the Power Up Maneuver as an Instant Action.

If you possess a Good Z-Soul, you do not suffer the penalties from having low Karma Points. Once per Combat Encounter, if you have less than 5 Karma Points, you may use the effects of spending a Karma Point for free.

If you possess a Neutral or Evil Z-Soul, your maximum number of Karma Points is increased to 12. If you have 8 or more Karma Points, you may increase all Combat Rolls by +1(T).

Power Variance. Once per Combat Encounter, when a non-Minion character with this Manifested Power uses the Power Up Maneuver, they may increase their Tier of Power by +1 (see – Breakthrough) until the end of their next turn.

Minions with this Manifested Power increase their Maximum Life Points Pool by +10(T). Additionally, once per Combat Encounter, if their Life Points would be reduced to 0, they may avoid being Defeated and regain +5(T) Life Points. Their master decides if this effect activates.Their master may Defeat them at any time by spending One Action.

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