Monster Form

A monstrous transformation that shifts your body into a violent, terrifying beast. This may be the true form of your alien race or born from some kind of mutation or curse. Whatever the cause, this is a power that grows with you as it harnesses the depths of your primal abilities. While the power is immense, unfortunately this horrific transformation will not let you win any beauty pageants.

  • Race. Any
  • Transformation. Alternate Form
  • Stress Test. 5(T), using your base Tier of Power
  • Tier of Power Requirement. 1+
  • Aspects. Enhanced Save (Corporeal), Dedicated Transformation

Abomination. When you first gain this Alternate Form, select 2 Monster Traits to gain. Additionally, you may choose 2 Aspects for this transformation to gain from this list: Durable Form (Level 1), High Speed Form (Level 1), Size Increasing (Level 1), Raging, Controlled Fury, Bulky Form.

Size Increasing, Durable Form and High Speed Form can be taken twice, increasing the level by +1.

Vile Technique. When you first gain this Alternate Form, you may create one Signature Technique with a Technique Point cost of 20 or lower. This technique has the Restriction Disadvantage with the set restriction being that you can only use this Signature Technique while in this Alternate Form. This disadvantage still applies its reduction to your Technique Point cost.

True Form Ascension. This transformation is another aspect of yourself. As you become stronger, so does this state. Each time your Tier of Power increases, you may choose two attributes to gain an Attribute Modifier Bonus of +2. This effect can stack with existing Attribute Modifier Bonuses and when you first gain access to this form, apply this effect for each Tier of Power you have reached after the first. Additionally, depending on your base Tier of Power, you gain these bonuses:

  • 1+: You gain one Beast-Man Racial Trait.
  • 2+: Regain an additional 1d6(T) Life Points or Ki Points (your choice) when you use the effects of Legend Realized.
  • 3+: Gain Superiority on all Combat Rolls against characters inflicted with a Negative Combat Condition or who have gained a penalty to their Dodge Rolls of -5 or higher from Diminishing Defense. Once per Combat Encounter, you may spend One Action to gain the effects of Legend Realized a second time.
  • 4+: Gain +1 additional Monster Trait and any/all Aspects provided by Abomination (you may choose which Aspects you want to gain). You may spend One Action to gain the effects of Legend Realized a third time during each Combat Encounter.

Beast of Wrath. You may choose to add Rampaging (Level 2) Aspect to Monster Form. If you do so, gain an additional two Aspects from Abomination.

Monster Form Mastery. You can master the Monster Form starting from Tier of Power 3. When you gain Mastery for the Monster Form transformation, you gain the following benefits:

  • Self-Acceptance. You gain the Enhanced Save (Morale) Aspect and remove the Rampaging Aspect.
  • Monstrous Power. Increase two of your Attribute Modifier Bonuses by +2.
  • Perfected Technique. The Signature Technique you created through Vile Technique can gain up to +2 additional Advantages that have a Technique Point cost total of 10 or lower without spending any Technique Points.
  • Natural Form. You gain the Natural Form Aspect.

Monster Traits

  • Bestial. Gain a Beast-Man Trait. This may be taken multiple times. 
  • Adaptive Toughness. While below a Health Threshold, increase your Soak Value by +1(T). Once per Combat Round, when you are successfully struck (hit) by a Physical Attack, you may deal Lethal Damage equal to 1/2 your Soak Value to the attacking character.
  • Limber. Once per round, after you make a Physical attack, you may move up to half your Ground Speed as an Instant Action. Additionally, increase your Melee Range by +2 squares.
  • Extra Arms. You have two additional arms. Gain an additional Counter Action per Combat Round. After using a Parry Maneuver against an attacker within your Melee Range, you may make a basic attack against them as an Instant Action.
  • Goring. For One Action, while in a grapple, regardless of who started it, or during a Blitz maneuver, you can force your target to make an Opposed Impulsive Saving Throw. If they win, nothing happens. If they lose, they suffer 8(T) Lethal Damage. Then, roll 1d8(T). The target suffers that much Lethal damage at the start of their turn for the next 3 Combat Rounds. Use the higher of yours or the target Tier of Power for scaling when calculating Damage for Goring.
  • Terrifying Visage. Once per Combat Round, as an Instant Action, you may select one opponent within 6 Squares of you. They must make a Morale Saving Throw, TN Medium. If they succeed, nothing happens. If they fail, they suffer from the Shaken Combat Condition until the start of your next turn.
  • Magical Monstrosity. Gain one Magical Ability from the Spellbook with a Technique Point Cost of 20 or less. You can only use this Magical Ability while in the Monster Form Alternate Form.
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