The Dragon World’s inhabitants come from all walks of life, each unique in their skills and fighting styles. To embark on the greatest of adventures, you’ve decided to specialize more and more, picking out your very own path to walk on your journey.
Race. Earthling (Human), Namekian or Majin
Transformation. Manifested Power
Maximum No of Stacks. 2
Tier of Power Requirement. 1+ (3+ for second Stack)
AG
FO
TE
SC
IN
SP
PE
–
+2
–
–
–
+2
–
Initial Class. The first time you gain a stack of Master Class, you may select your Initial Class from the list below. Each Initial Class grants certain bonuses. You can only choose an Initial Class if your character’s Race is in brackets after the name of the Initial Class.
Martial Artist (Earthling). Increase the Attribute Modifier Bonus (AG) of this Transformation by +2. While within an Opponent’s Melee Range, increase your Combat Rolls by +1(T).
Spiritualist (Earthling). Increase the Attribute Modifier Bonus (IN) of this Transformation by +2. If you use an Attacking Maneuver to target an Opponent while you are outside of their Melee Range or if you are targeted by an Attacking Maneuver from an Opponent while you are outside of their Melee Range, increase your Combat Rolls by +1(T) for the duration of that Attacking Maneuver.
Warrior Clan (Namekian). Increase the Attribute Modifier Bonus (TE) of this Transformation by +2. Each time an Opponent deals Damage to you through an Attacking Maneuver, gain +1 Intelligent Fighter stack against that Opponent. You must select this option if your Subrace is Warrior Clan.
Dragon Clan (Namekian). Increase the Attribute Modifier Bonus (PE) of this Transformation by +2. Each time you target an Ally with a Magical Ability, gain +1 Intelligent Fighter stack against the nearest Opponent (if it’s a tie, you choose). You must select this option if your Subrace is Dragon Clan.
Mighty (Majin). Increase the Attribute Modifier Bonus (TE) of this Transformation by +2. Each time you would use a Healing Surge Maneuver, reduce the next instance of Damage you would take from an Attacking Maneuver by -3(T).
Wonder (Majin). Increase the Attribute Modifier Bonus (IN) of this Transformation by +2. Each time you would use a Healing Surge Maneuver, increase your next Wound Roll by +2(T). This effect does not stack.
When you gain your second Stack of Master Class, you may choose a Master Class and gain the Weapon Specialist Talent (if you already possess the Weapon Specialist Talent then you may gain another Talent that requires ‘Weapon Specialist’ as a prerequisite). Each Master Class grants a Special Item that is typically also a Weapon (as a Special Item, any Weapons gained below have no Break Value). You can only choose a Master Class if it has your Initial Class listed in brackets after the name of the Master Class.
Fighter (Martial Artist). You gain a powerful bo-staff. Gain a Two-Handed Melee Weapon of the Bludgeoning Category. It has the Artisan (2), Extending and Breaker Qualities. Additionally, while you are wielding this Weapon and an Opponent is within your Melee Range, reduce their Dodge Rolls by -1(T).
Swordsman (Martial Artist). You gain a fearsome blade. Gain a One-Handed Melee Weapon of the Slashing Category. It has the Artisan (2), Variable and Serrated Edge Qualities. Additionally, while you are wielding this Weapon and an Opponent is within your Melee Range, increase the Natural Result for the base d10s of any Strike Rolls made against them by +1.
Turtle Hermit (Spiritualist). You gain a magical wand. Gain a One-Handed Ranged Weapon of the Pinpoint Category. It has the Artisan (2), Rapid Reloader and Large Clip Qualities. Additionally, any Attacking Maneuvers made with this Weapon will also target any Opponents within 2 Squares of the original targeted Opponent.
Crane Hermit (Spiritualist). You gain a wondrous fan. Gain a One-Handed Ranged Weapon of the Pinpoint Category. It has the Artisan (2), Rapid Reloader and Lasting Wounds Qualities. Additionally, any Attacking Maneuvers made with this Weapon will deal doubled Diminishing Defense.
Dark Warrior (Warrior Clan). You gain deadly claws. Gain two One-Handed Melee Weapons of the Slashing Category. Each one has the Artisan (2), Serrated Edge and Grappling Qualities. Additionally, if you would use an Attacking Maneuver of the Simple or Sweeping Profile with either of these Weapons, increase your Wound Rolls by +1/2 of your Force or Spirit Modifier (whichever is higher).
Shadow Knight (Warrior Clan). You gain a crushing axe. Gain a Two-Handed Melee Weapon of the Slashing Category. It has the Artisan (2), Lasting Wounds and Breaker Qualities. Additionally, if you would use an Attacking Maneuver of the Powered Profile with this Weapon, increase your Soak Value by +1/2 of your Force or Spirit Modifier (whichever is higher) until the end of your next turn. This effect does not stack.
Dende Priest (Dragon Clan). Instead of the Weapon Specialist Talent, you may gain the Archwizard Talent (even if you do not meet the prerequisites for it). Additionally, you gain access to the Dragon Scroll Special Item. While you possess the Dragon Scroll and use the Healing Hands Magical Ability, you regain 1/2 (rounded up) of the Life Points gained by one Target of your choice through this Magical Ability.
Poko Priest (Dragon Clan). Instead of the Weapon Specialist Talent, you may gain the Archwizard Talent (even if you do not meet the prerequisites for it). Additionally, you gain access to the Demon Stone Special Item. While you possess the Demon Stone Special Item, you have access to the Dark Vassals Racial Trait. If you already had access to the Dark Vassals Racial Trait, you do not suffer from Impediment when you create a Dark Vassal while you possess this Special Item.
Grand Chef (Mighty). You gain a weapon pierced by delicious food. Gain a Two-Handed Melee Weapon of the Piercing Category. It has the Artisan (2), Extending and Shish-Kebab Qualities. Additionally, if you would eat a Dish or a Special/Legendary Ingredient during a Combat Encounter, both you and all Allies within 3 Squares of you increase their Defense Value and Soak Value by +1(T) until the end of your next turn.
Ultimate (Mighty). You gain a hefty horn. Gain a Two-Handed Ranged Weapon of the High Power Category. It has the Artisan (2), Large Clip and Burst Shot Qualities. Additionally, by spending One Action, you may choose to play your horn by spending all of your remaining Ammo. If you do, you and all Allies within 3 Squares of you increase their Wound Roll by +1(T) for each Ammo spent until the end of your next turn. This effect can stack up to +4(T).
Plasma (Wonder). You gain a floating drum. Gain a Two-Handed Ranged Weapon of the High Power Category. It has the Artisan (2), Telekinetic and Support Battery Qualities. Additionally, by spending One Action, you may choose to play your drum. If you do, you and all Allies within 3 Squares of you increase their Soak Value by +2(T). This effect cannot stack.
Karma (Wonder). Instead of the Weapon Specialist Talent, you may gain the Frenzy Talent (if you already possess the Frenzy Talent then you may gain the Berserk Resolve, Burning Anger or Swift Wrath Talent, even if you do not meet the prerequisites). Additionally, you gain access to the Majin Mask Special Item. The Majin Mask Special Item is an Accessory, but it can only be worn during Combat Encounters through the effects below. At the start of each Combat Encounter, the Majin Mask has a Wonder Meter of 6. Each time you make an Attacking Maneuver while wearing the Majin Mask, reduce the Wonder Meter by -1. If the Wonder Meter is 0, you cannot don the Majin Mask and if you were wearing the Majin Mask when the Wonder Meter reaches 0, it is forcefully doffed and you suffer from the Impediment Combat Condition on all Combat Rolls until the start of your next turn. You can don or doff the Majin Mask by spending One Action during your Turn. While you are wearing the Majin Mask, you are in Rage and all of your Combat Rolls are increased by +2(T).
Power of the Class. The first time in each Combat Encounter, when you enter a Transformation that has a Race Requirement which lists only your Race, increase your Combat Rolls by +1(T) for each stack of this Manifested Power until the end of your next turn.
If you are a Majin, this effect also applies the first time you would gain a stack of Absorption during each Combat Encounter.