Mutation

Amongst some species, there exist some individuals with rare and unusual abilities, warping their bodies and sometimes even their minds. Sometimes the changes are obvious, but sometimes they are subtle, making them all the more deadly.

  • Race. Arcosian, Android, Earthling, Namekian, Saiyan, or Custom Species
  • Transformation. Manifested Power
  • Maximum No of Stacks: One
  • Tier of Power Requirement. 1+
AGFOTESCINSPPE
*******

Born with Power. When you gain access to this Manifested Power, you decide what Attribute Modifier Bonuses you gain. You have an Attribute Modifier Bonus of +8 to split between the Attributes, with no Attribute gaining an Attribute Modifier Bonus higher than +4.

Evolutionary Peak. Your mutation makes you stand out amongst your peers, granting you immense power by comparison. Increase your Maximum Ki Point Pool and Capacity Rate by +6(T) and +4(T) respectively, using your base Tier of Power.

You may gain the following benefits depending on your race:

  • Emperor (Arcosian). Gain +1 Meta Trait for the True Form stage of Metamorphosis and you start each Combat Round with +1 stack of Cruelty. Your choice for the Divergent Evolution Racial Trait becomes ‘Mutant’, regardless of what choice was made at Character Creation.
  • OG Soldier (Android). If you successfully manage to Grapple an opponent, you may spend an Instant Action to grasp their neck. Make another Grapple Check against them. If you fail, they are freed from your initial Grapple. If you succeed, you grasp their neck and gain +1 Copy. Each Copy refers to a Copied Character (the character you grappled) and can be used to change your moveset. You can spend One Action during your turn to use a Copy, which will replace your Signature Techniques, Magical Abilities, Transformations (ignoring Racial Requirements), current Tier of Power and up to 3 Body-Category Racial Traits of your choice with those of the Copied Character at the time you gained the Copy while using that Copy (they all return to normal once you stop using the Copy). You maintain access to the Mutation Manifested Power when using any Copy. You may stop using a Copy as an Instant Action. You can only use one Copy at a time.

    You can only have 3 Copies at a time and if you spend 9 Actions while using a Copy, you instantly lose access to that Copy and stop benefiting from it. The number of Actions spent for each Copy are maintained between different Combat Encounters. If while using a Copy, you spent 3 Actions in one Combat Encounter and then 6 in another, you would instantly lose access to that Copy.
  • Werecreature (Earthling). When you first gain access to this Manifested Power, select 1 Beast-Man Trait and 1 Attribute. You may spend One Action during your turn to trade out any of your Earthling Racial Traits for that Beast-Man Trait and increase your chosen Attribute’s Attribute Modifier Bonus for Mutation by +2. This also changes your Subrace to Beast-Man. You may end this effect as an Instant Action.

    Optional (Your ARC decides if this is included): Instead of selecting 1 Beast-Man Trait, you may select 2 Beast-Man Traits which you will gain when you trade out any one Earthling Racial Trait. If you do so, you cannot use the effects of Werecreature freely. You require an external stimulus, which will be decided by you and your ARC. It may be the light of the full moon, some kind of drug or perhaps even a response to an emotional state.
  • Dark Vassal (Namekian). Gain +1 Beast-Man Trait and +1 Monster Trait (see – Monster Form).

    You can only gain this effect if your Subrace is Demon Clan.
  • Legendary Saiyan (Saiyan). Increase the maximum number of Battle Born stacks for your Wound Rolls by +2. You gain access to the Legendary Super Saiyan transformation. You cannot transform into the Legendary Super Saiyan transformation until you have access to the Super Saiyan Alternate Form, even if you meet the Tier of Power Requirements.

If your race was created through the Custom Species rule, choose one of the following benefits to gain:

  • Captain. Once per Combat Round, if you would spend One Action to use a Maneuver that is not an Attacking Maneuver, the Movement Maneuver, the Energy Charge Maneuver or the Power Up Maneuver, you may increase either your Combat Rolls or a Saving Throw of your choice by +1(T) until the end of your next turn. This effect cannot stack with itself (see – Double Dip).

    You must increase your Attribute Modifier Bonus (PE) for this Transformation by +4 through the effects of Born with Power. 
  • Technician. Once per Combat Round, if you would use a Signature Technique, you may gain +1 free Energy Charge.

    You must increase your Attribute Modifier Bonus (FO) for this Transformation by +4 through the effects of Born with Power. 
  • Speedster. Once per Combat Round, if you would use the Rapid Movement option of the Movement Maneuver, you may make a Basic Attack Maneuver as an Out-of-Sequence Action immediately afterwards. You cannot Ki Wager on this attack.

    You must increase your Attribute Modifier Bonus (AG) for this Transformation by +4 through the effects of Born with Power. 
  • Brute. Once per Combat Round, if you would use the Direct Hit or Guard options of the Parry Maneuver, you may increase your Soak Value by +2(T) before any calculations.

    You must increase your Attribute Modifier Bonus (TE) for this Transformation by +4 through the effects of Born with Power. 
  • Psychic. Once per Combat Round, if you would use a Magical Ability, you may gain a free Ki Wager on your next Attacking Maneuver equal to 1/2 the Ki Point cost of that Magical Ability.

    You must increase your Attribute Modifier Bonus (SP) for this Transformation by +4 through the effects of Born with Power.
%d bloggers like this: