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. Any Race
  • Transformation. Manifested Power
  • Maximum No of Stacks: 1
  • Tier of Power Requirement. 1+
AGFOTESCINSPPE
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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.

If you would increase the Attribute Modifier Bonus for Force or Spirit to +4 through this effect, you may choose to increase the other Attribute (Force or Spirit) to +4 as well. If you do, you have a remaining +4 Attribute Modifier Bonus to allocate among the other Attributes, but none of them can have an Attribute Modifier Bonus higher than +2 through the effects of Born with Power.

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 +12(bT) and +6(bT) respectively, using your base Tier of Power.

You may gain one of the following options, as long as your race matches the race listed in brackets after the option:

  • Emperor (Arcosian). Gain +1 Meta Trait for the True Form stage of Metamorphosis and you start each Combat Round with +2 stacks 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 (including Manifested Powers, and 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). If any Traits (including from Transformations) from that Copied Character would give you any options, you must select the same options as the Copied Character. 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.
  • Biodiversity (Bio Android). You may gain +1 additional option from the Genetic Splicing Racial Trait.
  • Werecreature (Earthling). When you first gain access to this Manifested Power, select 2 Beast-Man Traits and 1 Attribute (one of AG/FO/TE/SP). You may spend One Action during your turn to trade out any of your Earthling Racial Traits for those Beast-Man Traits and increase your chosen Attribute’s Attribute Modifier Bonus for Mutation by +1(T). 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): You may choose to instead increase your selected Attribute’s Attribute Modifier by +3(T). 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.
  • DNA Absorption (Majin). When an Absorbed Character manages to escape and you lose that stack of Absorption, you may choose to gain a DNA Stack as if that escaping character was still the Absorbed Character. DNA Stacks are stacks of Absorption, using an escaped character as if they were the Absorbed Character, at the point in time they escaped. A DNA Stack treats the Power Level of the Absorbed Character as if it was -1/4 (rounded up). You do not benefit from DNA Stacks all the time, you must spend One Action and 10(T) Ki Points during your turn to benefit from a DNA Stack for the remainder of the Combat Encounter and you can only benefit from 1 DNA Stack at a time.

    You can only keep up to 3 DNA Stacks at any one time, if you would gain another, you must replace one of the DNA Stacks you currently possess.
  • Dark Vassal (Namekian). When you first gain access to this Manifested Power, you may select up to 2 Beast-Man Traits and immediately gain access to them. For each Beast-Man Trait you gained, reduce your Health Modifier by -1 (this penalty applies retroactively, decreasing your Maximum Life Points by your current Power Level).

    You may also trade out the Flexible Biology Racial Trait to gain the Killer Instinct Racial Trait.

    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.
  • Golden Fruit (Shinjin). Gain access to the Celestial Perfection Trait from Ascension. If you would gain the Ascension Manifested Power, increase the free Ki Wager given by Celestial Perfection by +1/2.

Instead of the above options, you may select one of the options below – regardless of your race:

  • Dark Evolution. Gain access to the Monster Form Alternate Form if you don’t already possess it. You enter the Monster Form Alternate Form and cannot exit the Transformation through any means unless you would transform into a Legendary Form. You cannot gain this option if you are currently in an Alternate Form beside Monster Form.

    If you would leave any Transformation except through transforming into a different Transformation, you revert to the Monster Form Alternate Form. You still suffer from Stress Exhaustion if you would have otherwise.
  • 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. This bonus may count as a bonus to your Base Personality Modifier for the effects of any Talents.
  • 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 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 add +1 Energy Charge to your next Attacking Maneuver.

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