Shatter Your Limits

Shatter Your Limits. You overcome your ceiling, breaking through your shell and reaching levels beyond what your Transformation typically allows. All Legendary Forms may gain an additional stage known as ‘Shattered Limits’ once your base Tier of Power reaches 6+. You gain this additional stage like any other Transformation, through ARC discretion. It is used to represent pushing a Transformation to and beyond its limits – such as the Super Saiyan Blue Evolved and Super Saiyan 4 Limits Broken Transformations.
Shattered Limits is added onto your existing Legendary Form the highest stage of which has already benefited from the 100% Power rule. Shattered Limits is a stage beyond the Full Power stage of that Transformation.

To gain Shattered Limits, the Maximized Transformation for that Legendary Form must be Mastered.

  • Race. Any
  • Transformation. Legendary Form
  • Stage. +1
  • Stress Test. +4
  • Tier of Power Requirement. 6+
AGFOTESCINSPPE
+2(T)+2(T)+1(T)+2(T)

Broken Shell (At the Limit). Once per Combat Encounter, as an Instant Action, you may remove one Negative Combat Condition currently affecting you and if you do, you may use the Power Up Maneuver as an Out-of-Sequence Action. 

When you enter Shattered Limits, if the previous stage of this Transformation has a Tier of Power Requirement of 4+, you may increase the Stress Test of this Transformation by +4 to increase the Attribute Modifier Bonus (AG/FO/IN/SP) by +1(T).

Ascending Aspects (Full Powered State). Shattered Limits gains all Aspects from the Maximized Transformation, with the exception of the ‘Strainless’ and ‘Natural Form’ Aspects. Additionally, gain the Dedicated Transformation Aspect if this Transformation does not already possess it.

Gain +2 levels of the Durable Form and Draining Aspects.

Any Resources possessed by the previous stage of this Transformation are immediately gained by this Transformation. Additionally, this Transformation is also treated as the ‘Full Power State’ of Full Power for any Traits or effects.

Power beyond the Limit. Depending on the Maximized Transformation, Shattered Limits gains a different bonus. When you first enter Shattered Limits, see the list of Legendary Forms below and gain access to one of the listed Traits for the Maximized Transformation. You retain this Trait each time you would enter Shattered Limits.

Shattered Limits Mastery. Like most other Transformations, Shattered Limits can be Mastered and when it is Mastered, you gain the following benefits:

  • Sustained Form. Reduce the level of the Draining Aspect by -2. This Transformation no longer gains the Dedicated Form Aspect if the Maximized Transformation did not possess it.
  • Power Perfected. Increase the Attribute Modifier Bonuses (FO/SP) for this Transformation by +1(T).

You must Master Shattered Limits independently for each instance of this Transformation you gain through the Shatter Your Limits rule.

Saiyan Pride

You may choose the option below as if it was for the Maximized Transformation.

Saiyan Soul. When you Transform into Shattered Limits, gain +1 stack of Battle Born in all Combat Rolls. While you have 6+ stacks of Battle Born, all of your Attacking Maneuvers benefit from the effects of Punching Down as if you were 3 Size Categories larger than your target, regardless of their current Size Category.

Once per Combat Encounter, while benefiting from the Power Up Maneuver, you may use the Energy Charge Maneuver as an Instant Action. If you do, the declared Attacking Maneuver has its Damage Category increased by +1.

Super Saiyan Blue

Royal Blue. Increase all of your Combat Rolls by +1d4(bT) against Opponents whose Tier of Power is equal to or higher than your own.

Once per Combat Round, when you target an Opponent with an Attacking Maneuver, you can make an Opposed Impulsive Save against them. If they win, nothing happens. If you win, your Opponent has Guard Down against this Attacking Maneuver.

Promised Power. Gain the Bulky Form Aspect and treat your Tier of Power as if it was +2 higher when calculating the bonuses gained from Super Stack. Turn the penalties from the stack of Super Stack gained through the Bulky Form Aspect into bonuses while you are currently benefiting from the Power Up Maneuver.

Once per Combat Round, you may use the Power Flare option of the Parry Maneuver without spending a Counter Action.

Irreparable Beatdown. Each time you successfully strike (hit) an Opponent during your turn, reduce their Soak Value by -3(T) until the end of your turn. If their Soak Value is 0, any reductions to their Soak Value are instead dealt as non-reducible Lethal Damage of an equal amount. If you knock an Opponent through a Health Threshold during your turn, reduce any Life Points or Ki Points they regain by -1/2 until the start of your next turn.

Once per Combat Round, after you have made your Ki Wager when using an Attacking Maneuver, you may reduce the Damage Category of that Attacking Maneuver to Standard. If you do, no Counter Actions can be used against this Attacking Maneuver, and if it successfully strikes (hits) an Opponent, reduce their Soak Value by an additional -3(T). You cannot use this effect on an Attacking Maneuver in which you have wagered more than 10(T) Ki Points.

Super Saiyan 4

Super Saiyan Limits Broken. Instead of the effects of Legend Realized, you may use a Primal Surge Maneuver when entering this Transformation. Increase the bonus to your Maximum Ki Point Pool and Capacity Rate through Super Saiyan Divergence to +1/2 before any other effects.

Once per Combat Round, you may use an Energy Charge Maneuver as an Instant Action. If you do, you must declare your chosen Multiplicative Technique for that Energy Charge Maneuver and you gain +2 Energy Charges instead of +1 Energy Charge from that Maneuver.

Oozaru Limits Broken. Treat your Size Category as if it was Gigantic for the Punching Down rules and for the bonus to your Soak Value from Size Category.

Once per Combat Round, when making any type of Attacking Maneuver, you may treat your Size Category as if it was Tiny for the sake of the Punching Up rules.

Additionally, gain +1 level of the Raging Aspect.

Super Saiyan Rosé

Beautiful Pink. Increase all of your Combat Rolls by +1d4(bT) against an Opponent whose Tier of Power is equal to or higher than your own.

Once per Combat Round, while benefiting from a Signature Technique of the Aura Foundation, you may increase the Damage Category by +1. This Attacking Maneuver cannot have its Damage Category reduced below Direct Damage.

Super Saiyan Rosé Ascension. When you enter Shattered Limits, or by spending One Action during your turn, you may change your Rosé Level (depicted on the table below). The various effects of the Rosé Levels are shown on the Rosé Table below. By default, your starting Rosé Level is Super Saiyan Rosé 1.

There are 4 Rosé Levels: Super Saiyan Rosé 1, 2, 3 and Full Power – in that order.

When you first enter Shattered Limits, you only have access to Super Saiyan Rosé 1. Your ARC may grant you access to the higher Rosé Levels as if they were Transformations. They must be gained in order, from Super Saiyan Rosé 1 to Rosé 2, to Rosé 3, to Rosé Full Power.

Rosé TableSuper Saiyan Rosé 1Super Saiyan Rosé 2Super Saiyan Rosé 3Super Saiyan Rosé Full Power
Attribute Modifier Bonus (AG/FO/SP)+4+8+12
Additional Bonuses (Stack with Previous Bonuses)Gain the Lightning Reflexes Trait.Gain the Sparking Ascension Trait.Gain the Limitless Trait, but you are still able to gain Power Surges through the Blood of the Warrior Racial Trait.Regain 6(bT) Life Points and 3(bT) Ki Points at the start of each Combat Round. 
Stress Test Requirement+3+6+9

Optional (Your ARC decides if this is included): Each time you successfully use the effect of the Powerful Physique Racial Trait to stop yourself from being Defeated, you may gain access to the next Rosé Level. You must still gain them in order.

Legendary Super Saiyan

While in this Transformation, you do not possess the True Super Saiyan Trait (you count as having selected the third stage of the Super Saiyan Alternate Form through True Super Saiyan for the effects of the Unstoppable Power Trait). Additionally, depending on which Legendary Trait you chose through the True Super Saiyan Trait you gain one of the following benefits:

  • Legend of Z. For the effects of the Legend of Z Legendary Trait, this Transformation is treated as if its name included ‘Super Saiyan’ and as if it was an Alternate Form with a ‘Saiyan’ Racial Requirement.
  • Legend of Super. This Transformation is treated as if it was Legendary Super Saiyan and as if you have selected the first stage of the Super Saiyan Alternate Form for the effects of the Legend of Super Legendary Trait.

Furthermore, increase all of your Combat Rolls by +1d4(bT) while in this Transformation.

Super Saiyan Full Power. While you are using the Wrathful Enhancement Power in conjunction with this Transformation, increase your Stress Test Requirement for this Transformation by +4, your Attribute Modifier Bonuses (AG/FO/IN/SP) for this Transformation by +1(T) and treat your opponent’s Size Category as if it was -2 lower for the sake of the Punching Down rules when you make any Attacking Maneuvers or are the target of any of their Attacking Maneuvers. Additionally, when using the Basic Attack Maneuver, you may add one of these Advantages to your Attacking Maneuver (if they can be used by that Profile) in addition to the Power Shot given by the Bestial Berserker Trait: Accurate, Big Bang, Charging Assault, Knockback, Condition (Guard Down), Penetration, Potent Beam, or another level of Power Shot.

Gain all the Traits from all stages of the Super Saiyan Alternate Form you have access to.

Legendary Super Saiyan 4. When you enter Shattered Limits or by spending One Action during your turn, you may change your Primal Level (depicted on the table below). The various effects of the Primal Levels are shown on the Primal Level Table below. By default, your starting Primal Level is Super Saiyan 4.

There are 3 Primal Levels: Super Saiyan 4, Super Full Power Saiyan 4 and Super Full Power Saiyan 4 Limits Broken.

When you first enter Shattered Limits, you only have access to Super Saiyan 4. Your ARC may grant you access to the higher Primal Levels as if they were Transformations. They must be gained in order, from Super Saiyan 4 to Super Full Power Saiyan 4 to Super Full Power Saiyan 4 Limits Broken.

Primal Level TableSuper Saiyan 4Super Full Power Saiyan 4Super Full Power Saiyan 4 Limits Broken
Attribute Modifier Bonus (AG/FO/SP)+4+8+12
Attribute Modifier Bonus (IN)+2+4+6
Additional Bonuses (Stack with Previous Bonuses)Gain the Super Saiyan Divergence, Perfected Oozaru and Multiplicative Technique Traits.Increase each of your Combat Rolls by +1d8 for each stack of Battle Born applied to them.Treat your Size Category as if it was Gigantic for the Punching Down rules and for the bonus to your Soak Value from Size Category.
Stress Test Requirement+4+8+12

Optional (Your ARC decides if this is included): Each time you successfully use the effect of the Powerful Physique Racial Trait to stop yourself from being Defeated, you may gain access to the next Primal Level. You must still gain them in order.

Legendary God. Increase the Stress Test Requirement by +8 and all of your Attribute Modifier Bonuses (AG/FO/IN/SP) by +1(T). Additionally, this Transformation gains the God Ki Aspect, the Perfect Ki Control Aspect, the New Dimension Trait and all the Traits from all stages of the Super Saiyan Alternate Form you have access to.

All of your Signature Techniques gain +1 Energy Charge.

True Super Saiyan God

Furious Savior. While in Rage, increase the Dice Category of any Extra Dice gained through Godly Bloodline by +3 (d6s become d10+d4s). When you enter the Fury Combat Condition, you may gain the effects of Legend Realized. 

Once per Combat Round, you may use the Intervene Maneuver without spending a Counter Action. If you do, you do not need to make an Impulsive Saving Throw.

Flame of the Undefeated. When you enter this Transformation, gain stacks of Battle Born until you have 6 stacks of Battle Born. Each time you are knocked through a Health Threshold, you may activate the effects of Blood of the Warrior, even if you have done so previously for that Health Threshold during this Combat Encounter.

Once per Combat Encounter, when making any type of Attacking Maneuver, you may remove any number of Battle Born stacks to gain an equal number of Energy Charges for that Attacking Maneuver.

Ascended Form

Super Survivor. When you gain this Trait, select an Alternate Form you possess. While that Alternate Form is selected through the Limit Break x Survivor Trait, you may increase all of your Combat Rolls by +X(T), where X is equal to the stage number selected for that Transformation through Limit Break x Survivor.

Once per Combat Encounter, when you change your selected stage of an Alternate Form through Limit Break x Survivor into a higher stage of that same Alternate Form, you may gain the effects of Legend Realized.

Battle of Omega. When you gain this Trait, select one Enhancement Power you have access to. When you use a Transformation Maneuver to enter Shattered Limits, you may use the Transformation Maneuver to enter that Enhancement Power as an Out-of-Sequence Action. Reduce your selected Enhancement Power’s Stress Test Requirement by -1/2 while it is used in conjunction with this Transformation.

Once per Combat Encounter, you may make a Signature Technique as an Instant Action. If you do, it gains +2 Energy Charges. After concluding that Attacking Maneuver, you immediately leave that Enhancement Power and cannot re-enter it until after the end of your next turn (you do not suffer Stress Exhaustion).

Super Full Power Boost

Break the Limiter. While you have 2+ stacks of Power and an Opponent manages to knock you through a Health Threshold, you may activate the effects of the Destroy the Rival Trait regardless of your Opponent’s Tier of Power in relation to your base Tier of Power.

Once per Combat Round, when you use the Power Up Maneuver, you may Burn all Squares within X Squares of you. X is equal to how many Tiers of Power higher than your base Tier of Power you currently are. All Burnt Squares reduce the Life Points of Opponents who occupy them by -2(T) at the start of each of their turns, as long as their current Tier of Power is lower than yours.

Beat the Unbeatable. While you have 2+ stacks of Power, treat all Opponents as if their Tier of Power was equal to your current Tier of Power -2 for all of your Traits. This effect is only active for the duration of any Attacking Maneuvers made by you or with you as the target. This cannot cause an Opponents’ Tier of Power to be treated as higher than it is currently.

Once per Combat Round, when making any kind of Attacking Maneuver, that Attacking Maneuver may gain a number of Energy Charges equal to your current number of Power Stacks. After concluding that Attacking Maneuver, you lose all Power Stacks you currently possess.

Godly Powers

God Among Gods. All of your Opponents are treated as if they have God Ki for the effects of Traits that activate when an Opponent has God Ki and as if they do not have God Ki for the effects of Traits that activate when an Opponent does not have God Ki. 

While in this Transformation, when you convert Ki Points into Godly Ki Points through the effects of Divine Energy, you gain a number of Godly Ki Points equal to the amount of Ki Points you converted, rather than 1/2.

Angelic Power. Once per Combat Round, if you successfully dodge an Opponent’s Attacking Maneuver, you may use a Basic Attack Maneuver as an Out-of-Sequence Action.

You gain the Autonomous Ultra Instinct II Legendary Trait while in this Transformation.

Destructive Power. Once per Combat Round, if you successfully strike (hit) an Opponent with an Attacking Maneuver, you may add +1 Energy Charge onto that Attacking Maneuver.

You gain the Rampant Ultra Ego Legendary Trait while in this Transformation.

Mystic

Endless Potential. For every 2 stacks of Unlocked Potential, increase your Combat Rolls by +1d8.

Treat your Unlocked Potential stacks as if they were +1 higher for all Traits and effects.

MAX Power Unleashed. For each Power Up you are currently benefiting from, increase your maximum Ki Point Pool by +1/2 of the value of your maximum Ki Point Pool before applying this effect.

While you are benefiting from 2 Power Ups through the Beyond Transformations Trait, gain the Armored Form Aspect. Additionally, once per Combat Encounter, you may use the Potential Reborn Trait once even if you have already used it during this Combat Encounter.

Beast

My Turn. At the start of your Turn, you may use the Power Up Maneuver or Energy Charge Maneuver as an Out-of-Sequence Action.

The effects of True Power when you would use an Ultimate Signature Technique apply every time you use an Ultimate Signature Technique and the effects of Maximum Potential become ‘Once per Combat Round’.

Namekian Potential

Emerald Potential. For every 2 stacks of Super Namekian, increase your Combat Rolls by +1d8.

Treat your Super Namekian stacks as if they were +1 higher for all Traits and effects.

MAX Power Unleashed. For each Power Up you are currently benefiting from, increase your maximum Ki Point Pool by +1/2 of the value of your maximum Ki Point Pool before applying this effect.

While you are benefiting from 2 Power Ups through the Beyond Transformations Trait, gain the Armored Form Aspect and you may spend One Action to use the Revived Potential Trait even if you have already used it during this Combat Encounter.

Ajisa Namekian

Amber Armor. Once per Combat Round, if you would spend 3 Powerful Fighter stacks through the effects of Pride is Power, you may increase your Soak Value by +1/2 for that Attacking Maneuver and the Powerful Fighter stacks are spent after the Attacking Maneuver is completed. Additionally, increase the number of Powerful Fighter stacks you gain from the Proud Hide trait to 3.

For every stack of Powerful Fighter, increase your Soak Value by +1(T).

Amber Warrior. Once per Combat Round, when you reduce your Powerful Fighter stacks to 0 by spending them on an Attacking Maneuver, increase the Extra Dice gained from Super Stack by +2 Dice Categories (these Extra Dice become Solid) for that Attacking Maneuver. Additionally, increase the maximum number of Powerful Fighter stacks you can have to 4.

For every stack of Powerful Fighter, increase your Wound Rolls by an additional +1(T).

Ultra Ego

Destructive Egoist. Once per Combat Round, if you use the Power Up Maneuver or the Surge Maneuver, you may immediately gain +2 stacks of Ego.

You have unlimited Hakai Points.

Destroyer Form

Destructive Ease. When you are making any Attacking Maneuver with the Destruction Advantage, you may spend up to 1(T) Hakai Points to increase the Wound Roll for that Attacking Maneuver by +4 for each Hakai Point spent.

Increase the amount of Hakai Points you gain at the start of each Combat Round through the Successor of Destruction Trait to 1(T).

Only Destruction. When you use the ‘once per Combat Round’ effect of Armor of Destruction to reduce the damage you took from an Attacking Maneuver, you may spend up to 1(T) Hakai Points to increase the Dice Score for that Energy Wound Roll by +4 for each Hakai Point spent.

Increase the amount of Hakai Points you gain at the start of each Combat Round through the Successor of Destruction Trait to 1(T).

Path of a God. While in this Transformation, when you convert Ki Points into Godly Ki Points through the effects of Divine Energy, you gain a number of Godly Ki Points equal to the amount of Ki Points you converted, rather than 1/2. The bonus gained to your Wound Rolls from spending Godly Ki Points is increased by x2.

You can only select this option if you have access to the Godly Powers Legendary Form.

Ultra Instinct Omen

True Ultra Instinct. The first time you would enter Shattered Limits with Ultra Instinct Omen as the highest stage before the Full Power stage of this Transformation, select 2 Attributes (AG/FO/TE/IN/SP) and increase them by an additional +3(T) while in this Transformation.

Replace the Thoughtless Combat Trait with the Instinctual Combat Trait while in Shattered Limits.

Perfected Ultra Instinct

Tranquil Instinct. Once per Combat Round, if you use the Power Up Maneuver or the Surge Maneuver, you may immediately gain +2 stacks of Instinct.

If you use the Movement Maneuver through the Detached Calm Trait and enter the Melee Range of an Opponent, you may make a Basic Attack Maneuver against that Opponent as an Out-of-Sequence Action.

Divinity Unleashed

Time Power Unleashed α. Once per Combat Round, as an Instant Action, you may spend 4(T) Ki Points to target an Ally within 3 Squares of you. They gain +2 Actions to spend during their next Turn.

When you use the Time Freeze Magical Ability, you may increase the Ki Point Cost by +1/2. If you do, you may spend the additional Actions gained through the Time Freeze Magical Ability with no limitation.

The Ki Point Cost for any Attacking Maneuver made from the Time-Skip Magical Ability does not increase no matter how much higher an Opponent’s Tier of Power is.

Time Power Unleashed β. Twice per Combat Round, when making an Attacking Maneuver, you may spend 4(T) Ki Points to make that Attacking Maneuver a Stop Attack. If a Stop Attack successfully strikes (hits) an Opponent, they suffer from the Slowed Combat Condition and reduce their Defense Value by -1(T) until the end of your next turn.

When you use the Time Freeze Magical Ability, you may increase the Ki Point Cost by +1/2. If you do, you may spend the additional Actions gained through the Time Freeze Magical Ability with no limitation.

The Ki Point Cost for any Attacking Maneuver made from the Time-Skip Magical Ability does not increase no matter how much higher an Opponent’s Tier of Power is.

Boundless God. When you regain Life Points or Ki Points through Cosmic Flow, increase your Tier of Power Extra Dice by +1 Dice Category. This effect stacks up to 10 times.

At the start of each of your turns, regain 5(T) Ki Points to your additional Ki Point Pool gained through the Otherworldly Revelation.

True Demon God

Transcended Demon God. Once per Combat Round, if you target an Opponent suffering from a Negative Combat Condition with an Attacking Maneuver, increase the Strike and Wound Rolls for that Attacking Maneuver by +2(T).

Your Size Category becomes your base Size Category, however, use the Size Category connected to your current Size Increasing Aspect for calculating your Soak Value from your Size Category and for the Punching Down rules.

Life-Risking Demon God. Once per Combat Round, if you target an Opponent suffering from a Negative Combat Condition with an Attacking Maneuver, you may reduce your Life Points by up to -3(T) to gain a free Ki Wager equal to 2x the amount of Life Points you lost.

At the start of each Combat Round, reduce your Life Points by -5(T) and gain an equal amount of Dark Energy.

Dark King

Time Power Unleashed γ. Once per Combat Round, you may spend 4(T) Ki Points to consume time. When you Consume Time, you may reduce an Opponent’s Initiative by up to 5 to increase your own Initiative by an equal amount. If you are benefiting from Initiative Advantage, you gain access to the Heavenly Wrath Trait.

When you use the Time Freeze Magical Ability, you may increase the Ki Point Cost by +1/2. If you do, you may spend the additional Actions gained through the Time Freeze Magical Ability with no limitation.

The Ki Point Cost for any Attacking Maneuver made from the Time-Skip Magical Ability does not increase no matter how much higher an Opponent’s Tier of Power is.

Winged King. For each Wing you have, increase your Strike and Dodge Rolls by +1d10, regain +2(T) Ki Points at the start of each Combat Round and increase the Wound Rolls on any Attacking Maneuvers made against an Opponent with the Weakened Combat Condition by +3(T).

When you gain access to this Transformation, you only have one Wing while in this Transformation. When this Transformation is Mastered, you gain a second Wing.

You may set your base Size Category to Small while in this Transformation (decide when you gain access to this Trait).

Release Inhibitors

Mechanical Minions. Increase the Combat Rolls and Soak Value of your Support Units by +4(T) – using your Tier of Power. When you combine with your Support Units, they are not lost forever and you may stop the combination as an Instant Action. If you do, the Support Units are placed back onto the Battle Map in the same state as they were previous to the Combination, in a Square adjacent to you of your choosing.

Once per Combat Encounter, when you combine with your Support Units, activate the effects of Legend Realized and use the Power Up Maneuver as an Out-of-Sequence Action.

Limitless Android. Once per Combat Round, when you target an Opponent with Lock-On, you may use a Basic Attack Maneuver against them as an Out-of-Sequence Action. This Basic Attack Maneuver gains +2 Advantages of your choice that it qualifies for.

Once per Combat Encounter, you may spend One Action during your turn to gain a number of Reserved Energy Charges equal to your number of Super Android Stacks.

Liquid Metal

Endless Metal. Once per Combat Round, during your Turn, you can erupt your Metal Constructs as an Instant Action. All combatants adjacent to your Metal Constructs must make an Opposed Impulsive Save against you. If they win, nothing happens. If you win, they suffer Lethal Damage equal to your Force or Spirit Modifier (whichever is higher) and their Defense Value is reduced by -1(T) until the start of your next Turn.

You can create Metal Constructs on occupied Metal Squares. If you do, the character, Vehicle, or Battle Jacket occupying that Square must make an Opposed Impulsive Save against you. If they win, they move to an adjacent Square of their choice. If you win, the Metal Construct strikes that target, causing them to suffer Lethal Damage equal to your Force or Spirit Modifier (whichever is higher) and move them to an adjacent Square of your choice.

Steel Soldier. Once per Combat Round, you can spend One Action turn one Metal Square adjacent to you into a Weapon, leaving the Square in the state it was in before it became Metal. Create the Weapon as you normally would, but add the Telekinetic Quality to it afterwards. You do not suffer the Wielding Penalty for any Weapons made using the Steel Soldier Trait and if you use the Throw Maneuver to throw a Weapon created by Steel Soldier, increase the Wound Roll of that Attacking Maneuver by +1d8(T).

While on a Metal Square, increase all of your Combat Rolls and your Soak Value by +2(T). 

Super Evolution

Super Brilliant Evolution. Gain access to the Refined Brutality Trait and the Deadly Glimmer Legendary Trait while in this Transformation.

Superior Evolution. Once per Combat Round, if you have 4+ stacks of Cruelty when you successfully strike (hit) an Opponent with an Attacking Maneuver, you may spend 2 stacks of Cruelty to increase the Damage Category of that Attacking Maneuver by +1.

While in this Transformation, increase the Maximum Number of Cruelty Stacks you can possess to 8.

Regardless of your choice in Divergent Evolution, you gain both the Standard and Mutation options of Apex Mutation.

Brilliant Evolution

Strongest Evolution. Once per Combat Round, when you Transform into Shattered Limits or when you use the Power Up Maneuver while in this Transformation, you may pay up to 9(T) Ki Points to gain +1 stack of Cruelty for every 3(T) Ki Points spent. While you have 3+ stacks of Cruelty, treat your Tier of Power as if it was +1 higher (see – Breakthrough) for all Combat Rolls.

You may use the effects of Brutal Assault Racial Trait even if you have not hit an Opponent this Combat Round or used any Energy Charges.

Upon gaining Mastery for Shattered Limits, this Transformation loses the Dedicated Form Aspect.

Resplendent Evolution. Once per Combat Round, if you successfully strike (hit) an Opponent with two Attacking Maneuvers consecutively (the immediate next Attacking Maneuver you make after your successful Attacking Maneuver) – you may immediately make a Basic Attack Maneuver as an Out-of-Sequence Action.

When you use the Refined Brutality effect to convert a Counter Action into an Action, you may still convert any Actions into Counter Actions without limit.

No Ego Zone

Perfect Tranquility. You retain all the effects of Perfected Self, regardless of your current number of Ki Points. Additionally, while your current number of Ki Points matches or exceeds 1/2 of your Maximum Ki Point Pool, you gain +2 additional Counter Actions to use during each Combat Round.

You automatically succeed at the Morale Save for the effects of the Serene Combat Trait. Additionally, increase any Ki Points gained from using a Combat Recovery Maneuver by +2d8(T).

Mortal Determination. Each time you use the Eye of the Dragon Trait to gain a Ki Wager while in this Transformation, record how many Life Points you spend. When you use the Last Resort Trait to make an Attacking Maneuver with a Signature Technique while in this Transformation, gain a free Ki Wager equal to the total amount of Life Points you have lost through the Eye of the Dragon Trait. If you do, you are Defeated immediately afterwards.

You may use all of the effects of the Contained Aura Legendary Trait as if your Ki Points were full – regardless of your current number of Ki Points.

Pure Form

Taintless Purity. Once per Combat Round, if you willingly fail a Dodge Roll, you may regain Life Points equal to your Force or Spirit Modifier (whichever is higher) after that Attacking Maneuver concludes. You cannot use this effect if you are Defeated by that Attacking Maneuver.

You can ignore the effects of the Truly Pure Trait when you gain a stack of Absorption.

Crazed Purity. Once per Combat Round, as an Instant Action, you may spend 4(T) Ki Points to roll the 1d6 for Unpredictable Chaos again. If you land on the same result as before, increase all Combat Rolls by +2(T) instead. You do not gain this bonus if you rolled a 6 in your initial Unpredictable Chaos roll.

If you are the first in Initiative, gain +1 Counter Action during this Combat Round.

If you are the last in Initiative, you may use the Energy Charge Maneuver as an Out-of-Sequence Action during this Combat Round.

Super Grudge Amplification

Unlimited Revenge. Once per Combat Round, you may spend any amount of Revenge Points when using a Signature Technique. For every 1(T) Revenge Points you spend, gain +1 Energy Charge on that Attacking Maneuver.

Increase your maximum amount of Revenge Points while in this Transformation by +2(T).

Unhindered Rebuke. Once per Combat Round, you may make a Basic Attack Maneuver as an Instant Action. If you do, treat it as if it was made through the effects of Tuffle Rebuke (this does not count as your once per Combat Round use of Tuffle Rebuke).

If you successfully strike (hit) an Opponent with a Hatred Attack and deal damage, they must make an Opposed Morale Save against you. If they win, nothing happens. If you win, they suffer the Shaken Combat Condition until the end of your next turn.

Mightiest Majin

Ultimate Majin. Once per Combat Round, as an Instant Action, you may gain +1(T) Ki Points for each Manifested Power you possess. If you do, you may use a Basic Attack Maneuver as an Out-of-Sequence Action but, for that Attacking Maneuver, you must Ki Wager at least 6(T) Ki Points. If you do not have enough Ki Points to make this Ki Wager, reduce your Life Points by an amount equal to the difference and retain the Ki Wager on that Attacking Maneuver.

If you have any DNA Stacks, you benefit from all of them while in this Transformation.

Manifested Majin. Once per Combat Round, as an Instant Action, if you haven’t made a Goo Creature during this Combat Round, you may use the From Goop effect to create Goo Creatures as if you spent 3 Actions. If you do, you cannot make Goo Creatures through any means for the remainder of the Combat Round.

For each Manifested Power you possess, increase your Combat Rolls by +1d4.

Super Star Dragon

Dragon Ascension. When you enter this Transformation, set your Negative Energy to 10. If a Trait’s effect allows you to spend Negative Energy to gain an additional effect, you may gain that effect without spending any Negative Energy.

If you would make an Opposed Save against an Opponent for any reason, reduce their Dice Score for that Saving Throw by -1(T).

Dark Demon God

Darkness Unbound. If you would use a Maneuver that costs One Action, before you would use that Maneuver, gain +2(bT) Dark Energy. Each time you gain Dark Energy in a Combat Round, you may gain +1 Pure Darkness and all Pure Darkness is lost at the end of each Combat Round. When you would use a Signature Technique, reduce your current number of Pure Darkness to 0 and that Signature Technique gains a number of Energy Charges equal to 1/2 (rounded up) of the amount of Pure Darkness you lost.

%d bloggers like this: