Mode Change

You’ve obtained a new form of power through a transformation device of some kind. Perhaps you found an ancient artifact that’s fused into your body, or maybe you’ve conjured it through magic and your very will! Maybe you even designed it yourself through nothing but cold hard science. No matter how you’ve done it, you now wield a weapon capable of accessing different Modes for different situations. No situation can stump you for long, you’ll always find a way to overcome it!

Mode Change

  • Race. Any
  • Transformation. Alternate Form
  • Stage. One
  • Stress Test. 12
  • Tier of Power Requirement. 2+
  • Aspects. Dedicated Transformation.
AGFOTESCINSPPE
+2+2+2+2

Form Change. Upon transforming into Mode Change, you may benefit from a Form of your choice (see below). You may change which Form you are currently benefiting from by spending One Action.

  • Speed Form. You gain +2(T) to Dodge Rolls and the High Speed Form (Level 2) and Enhanced Save (Impulsive) Aspects.
  • Battle Form. You gain +2(T) to Wound Rolls and the Durable Form (Level 2) and Enhanced Save (Corporeal) Aspects.
  • Focus Form. You gain +2(T) to Strike Rolls and +1(T) to all Skill Checks. Gain access to the Enhanced Save (Cognitive) Aspect.
  • Stylish Form. Once per Combat Round, you can use any non-attacking maneuver that costs One Action as an Instant Action. Gain access to the Enhanced Save (Morale) Aspect.

New Hero, New Legend. When you regain Life Points and/or Ki Points through any means, you gain Superiority on your next Combat Roll. If you gained this benefit due to the effects Legend Realized, you gain Superiority until the start of your next turn instead.

If a Combat Round ends in which you have not regained any Life Points or Ki Points, you may regain 2(T) Life Points or Ki Points at the start of your next turn.

Finishing Move. When using an Ultimate Signature Technique, you gain an additional Energy Charge Maneuver which does not count towards your limit.

Depending on your current Form when you use a Signature Technique, you may increase its Wound Roll by:

  • Speed Form. Your base Agility Modifier.
  • Battle Form. Your base Force Modifier.
  • Focus Form. Your base Insight Modifier.
  • Stylish Form. Your base Personality Modifier.

For each stage of Mode Change after the first, you can increase the bonus to your Wound Roll by +1(T).

Super Mode Change

  • Race. Any
  • Transformation. Alternate Form
  • Stage. Two
  • Stress Test. 17
  • Tier of Power Requirement. 3+
  • Aspects. Long Transformation (Level 1), Dedicated Transformation.
AGFOTESCINSPPE
+2+2+2+2

Level Up. You gain additional effects while you are benefiting from your forms. Additionally, you gain access to the Hazard Form. The Hazard Form can be selected in the same way as your other Forms, but you cannot change Forms while you benefit from Hazard Form.

  • Speed Form. Once per Combat Round, you may use the Movement Maneuver as an Instant Action. If you use this effect, you must use Rapid Movement.
  • Battle Form. Once per Combat Round, when you use a Counter Action, you may immediately afterwards make a basic attack maneuver against any opponents within your Melee Range. You cannot Ki Wager on this attack.
  • Focus Form. At the start of each Combat Round, you may spend 6(T) Ki Points to remove an additional action your opponent has gained by Initiative Advantage for this Combat Round. If no opponent has Initiative Advantage, you may gain Initiative Advantage for this Combat Round through this effect instead.
  • Stylish Form. At the start of each Combat Round, you may choose to regain Life Points or Ki Points equal to your Personality Modifier. All allies within 4 squares of you regain the same number of Life or Ki Points.
  • Hazard Form. Gain the effects of both the Battle and Speed Form, excluding the Enhanced Save Aspect(s). Gain the Rampaging (Level 2) Aspect. By spending One Action, you can choose to also benefit from the Focus Form, excluding the Enhanced Save Aspect. If you choose to use this effect of Hazard Form, increase the level of the Rampaging Aspect by +1 and increase the Stress Test Requirement of Super Mode Change by +3. You must make a Stress Test at the start of your next turn if you enter Hazard Form or if you fail the Cognitive Saving Throw for the Rampaging Aspect.

Extreme Dream. When you are below the Injured Health Threshold, reduce all penalties to your Combat Rolls to 1/2 (rounded up). This includes those gained from Combat Conditions and from being below Health Thresholds.

Once per Combat Encounter, when you fail a Saving Throw, you can instead automatically choose to pass it.

Ultimate Mode Change

  • Race. Any
  • Transformation. Alternate Form
  • Stage. Three
  • Stress Test. 22
  • Tier of Power Requirement. 4+
  • Aspects. Armored Form, Long Transformation (Level 2), Dedicated Transformation.
AGFOTESCINSPPE
+2+2+2+2

Ultimate Rising Power. You gain the effects of two Forms (except Hazard Form) instead of one through the Form Change trait. When you change your form, you may change one or both of your current Forms. You can still change to the Hazard Form through this effect but Hazard Form counts as two Forms for the effects of Ultimate Rising Power. You can attempt to change from Hazard Form to two other Forms by making a Morale Saving Throw, TN Medium when you use an action to change Form. If you fail, you remain in Hazard Form. If you succeed, you may change Forms as usual.

When you first gain access to Ultimate Mode Change, you may choose to replace Hazard Form with Ultimate Form (Ultimate Form counts as one Form):

  • Ultimate Form. If any of your Combat Rolls would gain a bonus, you may increase that bonus by +1d6. This effect does not stack if a Combat Roll gains multiple bonuses. Additionally, increase your Attribute Modifier Bonus from Ultimate Mode Change by +2.

It’s Never Over. Once per Combat Encounter, when you receive damage that would reduce your Life Points to 0, you can spend 2 Karma Points to reduce the damage by 1/2 after all other calculations.

If your Life Points are not reduced to 0 after applying the effect of It’s Never Over, you may immediately regain Ki Points equal to how much damage you received. If the amount of Ki Points gained would make your current Ki Point Pool exceed your Maximum Ki Point Pool, increase all of your Combat Rolls by +1d4(T) until the end of your next turn.

Mastery. When you gain Mastery for a stage of the Mode Change transformation, that stage gains the following benefits:

  • Wake Up. Increase the Attribute Modifier Bonus from AG/FO/SP/PE of this stage of the transformation by +2. If this transformation has the Long Transformation Aspect, reduce its level by -1. If this reduces the level to 0, remove the Aspect.
  • Mastered Control. The mastered stage of Mode Change gains an Attribute Modifier Bonus of +1 to Insight.
  • Climax Jump. While in this stage of Mode Change, you may change which Form you have access to using a Counter Action.
  • Cosmic Mind. When you master Super Mode Change, if you enter Hazard Form, you may choose one Enhanced Save Aspect to gain. Additionally, reduce the Rampaging Aspect by -1 level.
  • Break the Chain. When you master Ultimate Mode Change, if you enter Ultimate Form, you can increase your Attribute Modifier Bonus by +4 instead of +2.
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