
The space around you feels… wrong. Up is down, black is somehow white, and reality itself seems… distorted. Your ability to manipulate reality surges as you pull all who stand against you down the rabbit hole, until they cannot tell the difference between the truth and the version of reality you’ve crafted inside your Negative Aura.
- Racial Requirement: Shadow Dragon
- Transformation Type: Enhancement
- Enhancement Type: Standard
- Prerequisite(s): N/A
- Stress Test Requirement: 12
- Tier of Power Requirement. 2+
- Aspects: Enhanced Save (Morale), Dedicated
| AG | FO | TE | SC | IN | MA | PE |
|---|---|---|---|---|---|---|
| +1(T) | +1(T) | +1(T) | – | – | +1(T) | – |
Negative Influence: Those who stand opposed to you find that the laws of physics seem inverted somehow.
(1)-[Ruling]: All Squares within a Large Sphere AoE (centered on you) are known as your ‘Negativity Zone’.
(2)-[Passive]: All Opponents within your Negativity Zone have the Natural Result of their Combat Rolls reduced by 1.
(3)-[Passive]: All Opponents within your Negativity Zone have their Surgency increased by 2(T).
(4)-[Passive]: All Opponents within your Negativity Zone reduce the Dice Score of their Surges by their Surgency, instead of adding it on. This can cause a Surge to reach a negative value, in which case it would actually reduce that Character’s Life/Ki Points instead of increasing them.
(5)-[1/Round]: As an Instant Maneuver, target an Opponent. They may choose to use a Healing Surge as an Out-of-Sequence Maneuver. If they do, you may use the Basic Attack Maneuver as an Out-of-Sequence Maneuver.
(6)-[Triggered, 1/Round]: If you deal Damage to an Opponent with an Attacking Maneuver, that Opponent may choose to use a Healing Surge as an Out-of-Sequence Maneuver. If they do, you may immediately afterwards use the Power Up Maneuver.
(7)-[Triggered, 1/Encounter]: If you give an Opponent the chance to use a Healing Surge through your effects, they cannot decline.
Fear the Negative Energy: Your ability to warp reality to suit your whims is stronger in the area closest to you.
(1)-[Passive]: Opponents within your Negativity Zone cannot remove the Impaired Combat Condition through their effects (it can still be removed through Combat Recovery).
(2)-[Passive]: Increase the Wound Rolls of your Attacking Maneuvers by x(T), where x is equal to the highest number of Impaired stacks applied amongst the target(s) of that Attacking Maneuver.
(3)-[Triggered/Start of Turn]: Make a Clash (Morale vs Impulsive/Corporeal/Cognitive/Morale) against all Opponents within your Negativity Zone. If you win, they gain a stack of the Impaired Combat Condition until the start of your next turn.
(4)-[Triggered, 1/Encounter]: When you use a Signature Technique, you may remove up to 3 stacks of the Impaired Combat Condition from Opponents within your Negativity Zone. For each stack of the Impaired Combat Condition removed, apply an Energy Charge to that Attacking Maneuver.
Burst Limit
Plague of the Negative Energy: As reality shifts and bends to your whims, your foes slowly lose the will to fight.
(1)-[Triggered/Transform]: All Opponents within your Negativity Zone have their Life Points reduced by your Might and gain a stack of the Impaired Combat Condition until the start of your next turn.
Mastery Trait
Unavoidable Negative Energy: The zone of warped reality that surrounds you has grown even stronger, plunging all who dare to fight against you into the darkest depths of despair.
(1)-[Passive]: Increase the Magnitude of your Negativity Zone by 1.
(2)-[Passive]: Opponents within your Negativity Zone ignore all effects that would prevent them from gaining the Impaired Combat Condition.
(3)-[Passive]: The 4th effect of Fear the Negative Energy may remove stacks of the Impaired Combat Condition from all other Characters, not just Opponents.
(4)-[Passive]: All Opponents within your Negativity Zone that are suffering from the Impaired Combat Condition have their Combat Rolls reduced by 1(T).
(5)-[Passive]: Double the bonus to Surgency through the 3rd effect of Negative Influence.
(6)-[1/Round]: As an Instant Maneuver, target an Opponent. That Opponent may use a Healing Surge as an Out-of-Sequence Maneuver. If they do, they gain a stack of the Impaired Combat Condition until the start of your next turn.