
Throughout your training, you’ve found a further specialization beyond what you started with. Branching out and using a style that’s completely comfortable to you; anyone who sees you fight knows that, should you perfect it, you’d be in a class above the average fighter.
- Racial Requirement: Any
- Transformation Type: Awakening
- Awakening Type: Greater
- Awakening Origin: Mind
- Prerequisite(s): Initial Class Awakening
- Maximum No of Stacks: 1
- Tier of Power Requirement. 2+
| AG | FO | TE | SC | IN | MA | PE |
|---|---|---|---|---|---|---|
| – | +1 | – | – | – | +1 | – |
Advanced Class: Your chosen path branches out, and your path becomes more specialized and unique to you.
(1)-[Passive]: Upon gaining this Awakening, select and gain access to a Greater Class of your choice. You can only select a Greater Class that has the Class you selected through Initial Class in brackets after its name.
(2)-[Passive]: Increase your Maximum Ki Points by 2 for each Power Level reached.
(3)-[Passive]: Gain a Talent from the Physical Attack, Energy Attack, Magic Attack, Durability, Skill, or Weapon Talent Categories.
(4)-[Passive]: Gain access to the Hyper Tension Blow!! Special Maneuver.
Hyper Tension Blow!! Special Maneuver
Hyper Tension Blow!! [1/Encounter]: Your thorough training allows you to pepper your enemies with ferocious attacks, ending the barrage with a final powerful blow.
–Maneuver Type: Standard Maneuver
–Action Cost: 3 Actions
–KP Cost: N/A
–Exploitable: N/A
–Effect: As a sequence of Out-of-Sequence Maneuvers, use the Basic Attack Maneuver twice in a row, followed by the Signature Technique Maneuver. If you fail to deal Damage (due to any means) with any of these Attacking Maneuvers, do not continue the sequence (for example, if you miss the first Basic Attack Maneuver, do not continue to use the second Basic Attack Maneuver or the Signature Technique Maneuver).
For each Attacking Maneuver made through the effects of this Maneuver that successfully deals Damage to an Opponent, apply the following effects until you have finished the sequence:
- Increase your Strike and Wound Rolls by 1(T).
- Apply an Energy Charge to each of your Attacking Maneuvers.
Greater Classes
Fighter (Martial Artist): You’ve focused your training on speed, attacking your enemies with powerful blows while slipping away from theirs.
(1)-[Passive]: Increase the Attribute Modifier Bonus (AG/IN) of this Transformation by 2.
(2)-[Passive]: Increase your Wound Rolls by 1(T) against adjacent Characters.
(3)-[Passive]: Increase your Dodge Rolls by 1(T) while you are Pumped.
(4)-[Passive]: While you are Pumped, you gain access to the Thunder Roaring Modifier Maneuver and ignore the effects of the Shaken and Impaired Combat Conditions.
(5)-[1/Round]: You may use the Movement Maneuver as an Instant Maneuver.
(6)-[Triggered/Start of Turn, 1/Encounter]: You may use the Roar Special Maneuver as an Out-of-Sequence Maneuver.
Thundering Roar Special Maneuver
Thunder Roaring [1/Round]: You’re able to draw from even greater depths with a powerful kiai– a powerful roar from so deep within it booms like thunder.
–Action Cost: N/A
–Base Maneuver: Any Attacking Maneuver that does not possess an AoE.
–KP Cost: 1(T)
–Effect: Double the bonuses from the Roar Special Maneuver for the duration of this Attacking Maneuver. If this Attacking Maneuver deals Damage to an Opponent, all Opponents within a Huge Sphere AoE (centered on the target of this Attacking Maneuver) have their Life Points reduced by 1/4 (rounded up) of the Dice Score for that Attacking Maneuver’s Wound Roll.
Slayer (Martial Artist): Your training has focused on circling around your enemies and striking, flanking them to try and catch them off guard.
(1)-[Passive]: Increase the Attribute Modifier Bonus (AG/FO/MA) of this Transformation by 2.
(2)-[Passive]: Increase your Strike Rolls by 1(T) against adjacent Characters.
(3)-[Passive]: Increase your Wound Rolls by 2(T) while you are Pumped.
(4)-[Passive]: While you are Pumped, you gain access to the Sonic Flash Special Maneuver.
(5)-[1/Round]: If you and an Ally are both on adjacent Squares to an Opponent, you may use the Basic Attack Maneuver as an Instant Maneuver. If you do, you must target that Opponent with the Attacking Maneuver.
(6)-[Triggered/Start of Turn, 1/Encounter]: You may use the Roar Special Maneuver as an Out-of-Sequence Maneuver.
Sonic Flash Special Maneuver
Sonic Flash [1/Round]: You’re able to move and attack so swiftly, that some enemies may not even realize they’ve been hit until you’ve finished moving.
–Maneuver Type: Standard Maneuver
–Action Cost: 2 Actions
–KP Cost: 2(T)
–Exploitable: N/A
–Effect: Select a Square on a Line AoE (centred on you). Move to that square. Use the Basic Attack Maneuver as an Out-of-Sequence Maneuver with every Character that is occupying a Square on that Line AoE between the Square you occupied and the Square you currently occupy as the targets. You are treated as if you are adjacent to that Opponent for the sake of all effects and all Opponents are treated as if they are in your Melee Range for the sake of your Physical Attacks.
Your Attacking Maneuver through this effect cannot possess an AoE, but increase the Damage Category of that Attacking Maneuver by 1 Category.
Turtle Hermit (Spiritualist): You’ve focused your training more on attacking from afar– though you’re not without your tricks.
(1)-[Passive]: Increase the Attribute Modifier Bonus (IN/FO/MA) of this Transformation by 2.
(2)-[Passive]: Increase your Strike Rolls by 1(T) against characters outside of your Melee Range.
(3)-[Passive]: Increase your Wound Rolls against Cursed Characters by 2(T).
(4)-[Passive]: While there is a Cursed Opponent, you gain access to the Sudden Stun Modifier Maneuver.
(5)-[1/Round]: If there is a Cursed Opponent, you may use the Energy Charge Maneuver as an Instant Maneuver.
(6)-[Triggered, 1/Encounter]: If you use the Curse Modifier Maneuver, ignore its Action Cost.
Sudden Stun Modifier Maneuver
Sudden Stun [1/Round]: You’ve learned to focus your power in such a way that you can stun certain enemies momentarily, allowing yourself and allies to capitalize on the opening.
–Action Cost: 1 Action
–Base Maneuver: A Signature Technique.
–KP Cost: 5(T)
–Effect: This Attacking Maneuver must be made against a Cursed Opponent. If you deal Damage to that Cursed Opponent, make a Might Clash against them. If you win, that Opponent skips their next turn. You can only skip each Opponent’s turn once with this effect.
Crane Hermit (Spiritualist): Your training has diverged from others, focusing more on causing lasting pain in your enemies.
(1)-[Passive]: Increase the Attribute Modifier Bonus (AG/IN) of this Transformation by 2.
(2)-[Passive]: Increase your Wound Rolls by 1(T) against characters outside of your Melee Range.
(3)-[Passive]: While there is a Cursed Opponent, increase your Might by 1(T).
(4)-[Passive]: While there is a Cursed Opponent, you gain access to the Searing Crane Special Maneuver.
(5)-[1/Round]: If there is a Cursed Opponent, as an Instant Maneuver, you may reduce their Life Points by your Might.
(6)-[Triggered, 1/Encounter]: If you use the Curse Modifier Maneuver, ignore its Action Cost.
Searing Crane Special Maneuver
Searing Crane [1/Round]: Utilizing your training you harm your afflicted enemies and worsen their injuries.
–Maneuver Type: Standard Maneuver
–Action Cost: 1 Action
–KP Cost: 2(T)
–Exploitable: N/A
–Effect: Move to a Square within a Destructive Sphere AoE (centered on you). Then, target all Cursed Characters within a Large Sphere AoE (centered on you). Make a Might Clash against them. If you win, reduce their Life Points by your Might and they gain a stack of the Broken Combat Condition until the end of your next turn.
Dark Warrior (Warrior): You’ve become a paragon of power, able to withstand powerful blows and dish out some of your own.
(1)-[Passive]: Increase the Attribute Modifier Bonus (TE/IN) of this Transformation by 2.
(2)-[Passive]: While an Opponent is in your Melee Range, increase your Soak Value by 1(T).
(3)-[Passive]: While you are Infused, increase your Wound Rolls by 2(T).
(4)-[Passive]: While you are Infused, you gain access to the Dragon’s Law Modifier Maneuver.
(5)-[1/Round]: If you are Infused, you may use the Defend Maneuver without spending a Counter Action.
(6)-[Triggered/Start of Turn, 1/Encounter]: You may use the Draconic Infusion Special Maneuver as an Out-of-Sequence Maneuver.
Dragon’s Law Modifier Maneuver
Dragon’s Law [1/Round]: Channeling your pure might into your attacks, you incite the attention of your foes.
–Action Cost: 1 Action
–Base Maneuver: An Attacking Maneuver that possesses an AoE of Standard Magnitude or higher.
–KP Cost: 2(T)
–Effect: Increase the Wound Roll of this Attacking Maneuver by 1/2 (rounded up) of your Soak Value. If you deal Damage to an Opponent(s) with this Attacking Maneuver, those Opponent(s) gain the Compelled Combat Condition with you as their target until the start of your next turn.
Shadow Knight (Warrior): You’ve learned to channel your power to last longer in fights, increasing your natural recovery and stealing some of the lifeforce of those you attack.
(1)-[Passive]: Increase the Attribute Modifier Bonus (TE/FO/MA) of this Transformation by 2.
(2)-[Passive]: While an Opponent is in your Melee Range, increase your Wound Rolls by 1(T).
(3)-[Passive]: While you are Infused, increase your Surgency by 2(T).
(4)-[Passive]: While you are Infused, you gain access to the Dragon’s Will Special Maneuver.
(5)-[Triggered, 1/Round]: If you are Infused and deal Damage to an Opponent with an Attacking Maneuver, regain Life Points equal to your Surgency.
(6)-[Triggered/Start of Turn, 1/Encounter]: You may use the Draconic Infusion Special Maneuver as an Out-of-Sequence Maneuver.
Dragon’s Will Special Maneuver
Dragon’s Will [1/Round]: Harnessing your power and ferocity, you attack more aggressively the more damaged your enemies are; stealing just a bit of their lifeforce for yourself in the process.
–Action Cost: N/A
–Base Maneuver: An Attacking Maneuver that possesses an AoE of Standard Magnitude or higher.
–KP Cost: 2(T)
–Effect: Increase the Wound Roll of this Attacking Maneuver by 1(T) for each Health Threshold you are below. Regain Life Points equal to 1/4 (rounded up) of the total Damage dealt to all characters by this Attacking Maneuver.
Healing Bishop (Cleric): You’ve narrowed your training in the mystical arts more toward supporting those around you; either via empowering their capabilities or by healing them so that they can keep going.
(1)-[Passive]: Increase the Attribute Modifier Bonus (IN/FO/MA) of this Transformation by 2.
(2)-[Passive]: While you have no Opponents in your Melee Range, increase your Damage Reduction by 1(T) and your Surgency by 2(T).
(3)-[Passive]: You gain access to the Divine Sanctuary Special Maneuver.
(4)-[1/Round]: You may use a Unique Ability with an Action Cost of 1 Action as an Instant Maneuver.
(5)-[Triggered/Start of Turn, 1/Encounter]: You may use the Divine Blessing Special Maneuver as an Out-of-Sequence Maneuver.
Divine Sanctuary Special Maneuver
Divine Sanctuary [1/Round]: Using your mystical training you create hallowed ground surrounding you in which your allies find themselves empowered further and you find it easier to heal them from afar.
–Maneuver Type: Standard Maneuver
–Action Cost: 3 Actions
–KP Cost: 10(T)
–Exploitable: All Opponents within a Sphere AoE (centered on you).
–Effect: Within a Huge Sphere AoE (centered on you), create a Sanctuary. While you have a Sanctuary, you cannot move through any means. All Allies within a Sanctuary have their Soak Values increased by 1/2 of your Surgency and, at the end of each of their turns, they regain Life Points equal to your Surgency.
All Allies within the Sanctuary are considered to be within your Melee Range.
If you fail a Steadfast Check or are Defeated, the Sanctuary is destroyed.
As an Instant Maneuver, you may destroy the Sanctuary and regain Ki Points equal to your Surgency.
Summoning Bishop (Cleric): Your studies in the arcane arts diverges and you learn to utilize the strength of powerful monsters to help you fight; though you’re not defenseless either.
(1)-[Passive]: Increase the Attribute Modifier Bonus (FO/MA/PE/SC) of this Transformation by 2.
(2)-[Passive]: While you have no Opponents in your Melee Range, increase your Personality and Scholarship Modifiers by 1(T) and your Surgency by 2(T).
(3)-[Passive]: Increase your Surgency by 1/4 (rounded up) of the higher between your Scholarship and Personality Modifiers (if tied, just pick one).
(4)-[Passive]: You gain access to the Divine Awakening Special Maneuver.
(5)-[Triggered, 1/Round]: If you use the Command Maneuver, the Minion(s) targeted by that Maneuver regain Life and Ki Points equal to your Surgency.
(6)-[Triggered/Start of Turn, 1/Encounter]: You may use the Divine Blessing Special Maneuver as an Out-of-Sequence Maneuver.
Divine Awakening Special Maneuver
Divine Awakening [1/Round]: Using the arcane arts you’ve studied, you draw out the inner strength of those under your command or summon magical beasts to assist you in combat.
–Maneuver Type: Standard Maneuver
–Action Cost: 3 Action
–KP Cost: 10(T)
–Exploitable: All Opponents within a Sphere AoE (centered on you).
–Effect: Either:
- Create a Minion that remains until the end of the Combat Encounter. This Minion is a Special Minion known as an ‘Awoken Minion’.
- Select one of your Minions. That Minion becomes an ‘Awoken Minion’ until the end of the Combat Encounter.
Increase the Combat Rolls and Soak Value of your Awoken Minions by 1/2 of your Surgency. You cannot possess more than 2 Awoken Minions at a time.
When you use the Hyper Tension Blow!! Special Maneuver, one of your Awoken Minion may use the Attacking Maneuvers through its effects instead (they gain the bonuses instead of you for each time they deal Damage through its effects).
Ultimate (Mighty): You’ve focused further on supporting your allies and dishing out mighty blows, able to do both to great effectiveness; you’ve even grown powerful enough to alleviate an ally’s suffering and recover from doing so.
(1)-[Passive]: Increase the Attribute Modifier Bonus (TE/IN) of this Transformation by 2.
(2)-[Passive]: While an Opponent is in your Melee Range, increase your Damage Reduction by 1(T).
(3)-[Passive]: Increase the Surgency of your Mighty Allies by 2(T).
(4)-[Passive]: While you have Mighty Allies, you gain access to the Miraculous Spirit Special Maneuver.
(5)-[Triggered/Start of Turn, 1/Round]: Target a Mighty Ally (before they stop being Mighty). If they are suffering from a Combat Condition (except Pinned or Suffocating), you may select a Combat Condition they are suffering from and remove it. If you do, regain Life Points equal to that Ally’s Surgency.
(6)-[Triggered/Start of Turn, 1/Encounter]: You may use the Mighty Breeze Special Maneuver as an Out-of-Sequence Maneuver.
Miraculous Spirit Special Maneuver
Miraculous Spirit [1/Round]: You dig deep and connect your spirit with those of your allies’, bolstering their morale and empowering them further.
–Maneuver Type: Standard Maneuver
–Action Cost: 1 Action
–KP Cost: 2(T)
–Exploitable: N/A
–Effect: All of your Mighty Allies become Spirited until the start of your next turn. Spirited Allies have their Soak Value increased by 2(T) and regain Life and Ki Points equal to their Surgency at the start of each of their turns.
Grand Chef (Mighty): Your skill in cooking is more than just useful to fill stomachs; it can be used to bolster the strength of you and your Allies to great effectiveness in battle.
(1)-[Passive]: Increase the Attribute Modifier Bonus (TE/PE/SC) of this Transformation by 2.
(2)-[Prerequisite]: To select this Greater Class, you require 2+ Skill Ranks in Cooking.
(3)-[Passive]: While an Opponent is in your Melee Range, increase your Damage Reduction by 1(T).
(4)-[Passive]: Increase your Surgency by 1/4 (rounded up) of the higher between your Scholarship and Personality Modifiers (if tied, just pick one).
(5)-[Passive]: Increase the Wound Rolls of your Mighty Allies by 2(T).
(6)-[Passive]: While you have Mighty Allies, you gain access to the Cooking Delight Special Maneuver.
(7)-[Triggered/Start of Turn, 1/Round]: Target a Mighty Ally. They regain Life and Ki Points equal to 1/2 of your Surgency. For this effect, increase your Surgency by 1(bT) for each Skill Rank you have in the Cooking Skill.
(8)-[Triggered/Start of Turn, 1/Encounter]: You may use the Mighty Breeze Special Maneuver as an Out-of-Sequence Maneuver.
Cooking Delight Special Maneuver
Cooking Delight [1/Round]: With a flourish of your utensils, the sizzle of the pan, and the crackle of the fire, you whip up a delicious snack whose very aroma embolden your Allies.
–Maneuver Type: Standard Maneuver
–Action Cost: Variable (1~3 Actions)
–KP Cost: 2(T) for each Action Spent
–Exploitable: N/A
–Effect: For each Action spent on this Maneuver, target an Ally. That Ally’s Combat Rolls and Soak Value are increased by 1(T) for every 2 Skill Ranks you have in the Cooking Skill until the start of your next turn. If you possess 5 Skill Ranks in the Cooking Skill, halve the KP Cost of this Special Maneuver.
Also, each targeted Ally gains a Snack Basic Item.
Plasma (Wonder): You’ve trained to utilize large sweeping attacks to great effectiveness, able to attack a large amount of enemies at once.
(1)-[Passive]: Increase the Attribute Modifier Bonus (IN/FO/MA) of this Transformation by 2.
(2)-[Passive]: While you have no Opponents in your Melee Range, increase your Strike Rolls by 1(T).
(3)-[Passive]: Increase your Wound Rolls against Doomed Opponents by 2(T).
(4)-[Passive]: While there is a Doomed Opponent, you gain access to the Black Hole Beat Special Maneuver.
(5)-[1/Round]: Use the Basic Attack Maneuver as an Instant Maneuver. If you do, you must target a Doomed Opponent with this Attacking Maneuver.
(6)-[Triggered/Start of Turn, 1/Encounter]: You may use the Dark Beam Special Maneuver as an Out-of-Sequence Maneuver.
Black Hole Beat Special Maneuver
Black Hole Beat [1/Round]: Utilizing your skill in attacks that encompass large swathes of the battlefield, the sheer might of which forcefully moving your enemies.
–Action Cost: 1 Action
–Base Maneuver: An Attacking Maneuver of the Clearing Profile made through the Basic Attack Maneuver with the Target Square being a Square you occupy.
–KP Cost: 2(T)
–Effect: Increase the Magnitude of this Attacking Maneuver to Destructive, but you cannot target Allies with this Attacking Maneuver. Move all Opponents that received Damage from this Attacking Maneuver to an unoccupied square within a Destructive Cone AoE.
If only one Opponent was hit by this Attacking Maneuver and they are Doomed, apply an Energy Charge to that Attacking Maneuver.
Karma (Wonder): Your skill as a performer is useful in more than just putting on a show; it bolsters your power and enables you to last longer in combat than other performers might be able to.
(1)-[Passive]: Increase the Attribute Modifier Bonus (FO/MA/PE) of this Transformation by 2.
(2)-[Prerequisite]: To select this Greater Class, you require 2+ Skill Ranks in Performance.
(3)-[Passive]: While you have no Opponents in your Melee Range, increase your Wound Rolls by 1(T).
(4)-[Passive]: Increase your Strike and Dodge Rolls by 1(T) against Doomed Opponents.
(5)-[Passive]: While there is a Doomed Opponent, you gain access to the Carnival Mask Modifier Maneuver.
(6)-[1/Round]: If there is a Doomed Opponent, you may use the Hype Maneuver as an Instant Maneuver.
(7)-[Triggered/Start of Turn, 1/Encounter]: You may use the Dark Beam Special Maneuver as an Out-of-Sequence Maneuver.
Carnival Mask Modifier Maneuver
Carnival Mask [1/Round]: Donning your brilliantly decorated mask you bolster your power via a performance, empowering yourself to greater heights.
–Action Cost: 1 Action
–Base Maneuver: Hype Maneuver
–KP Cost: N/A
–Effect: You become Masked while you are Hyped. While Masked, apply your Personality Modifier to your Soak Value when targeted by an Attacking Maneuver from a Doomed Opponent and any Wound Rolls of your Attacking Maneuvers that include a Doomed Opponent as a target.