
Special States. There are several States known as Special States. These States can only be entered by an effect, and typically represent a more physical change; such as growing extra limbs or transforming into liquid, rather than the more mental aspect of normal States.
Liquid
-[Passive]: Reduce your Size Category by 1.
-[Passive]: Increase all of your Grapple Checks made as the Grappled by 1(T) and you cannot be Pinned.
-[Passive]: Increase your Stealth Skill Checks by 2.
-[Passive]: Your Movement Maneuver does not provoke the Exploit Maneuver.
-[Passive]: You cannot use any form of Attacking Maneuver or Unique Ability.
-[1/Round]: As a Standard Action with an Action Cost of 1 Action, you may use a Healing Surge.
Multiple Arms
-[Passive]: You can wield up to 4 Standard Weapons simultaneously, or up to 2 Big Weapons.
-[Triggered]: Upon entering this State or at the start of each Combat Round, gain an additional Counter Action to spend this Combat Round.
-[Triggered, 1/Round]: If you hit an Opponent with a Physical Attack, double the penalty they suffer from this stack of Diminishing Defense.
-[Triggered, 1/Round]: If you use an Attacking Maneuver of the Combination or Rapid Fire Profile, you may roll your Strike Roll an additional time.
-[1/Round]: You can spend 2 Counter Actions to use the Basic Attack Maneuver as an Instant Maneuver.
-[Passive]: Diminishing Offense doesn’t apply until after your 4th Attacking Maneuver during each Combat Round.
Invisible
-[Automatic/Invisible, Automatic/Start of Turn]: All of your Opponents gain the Oblivious Combat Condition.
-[Passive]: You do not lose the Oblivious Combat Condition if you end your turn within the Melee Range of an Opponent or if you hit an Opponent with an Attacking Maneuver.
-[Automatic]: If you hit an Opponent with an Attacking Maneuver, increase the Natural Result of their next Skill Check to find you as part of the Search Maneuver by 1.
-[Automatic]: The first time an Opponent hits you with an Attacking Maneuver during this Combat Round while you are Invisible, increase its Damage Category by 1.
Power Stressed
-[Passive]: An Alternate Form or Legendary Form you currently have active gains 2 levels of the Draining Aspect, the Weakening Aspect, and the Bulky Aspect.
-[Passive]: If you are in a mastered Transformation, ignore the penalties of 1 stack of Super Stack.
-[Passive]: Your number of Power stacks cannot decrease below 1.
Drunk
-[Passive]: Reduce your Saving Throws and Combat Rolls by 1(T).
-[Passive]: Increase the Natural Result of your Strike and Dodge Rolls by 1.
Spectator
-[Triggered/Spectator, Triggered/Start of Turn]: Target an Ally. Increase their Combat Rolls by 1(bT) until the start of your next turn or until you leave the Spectator State (whichever occurs first).
-[Triggered/Start of Turn]: Exit the Spectator State.
-[Automatic/Start of Turn]: If you did not use the second effect of the Spectator State, you lose all of your Actions (except Counter Actions), end your turn, and regain 2d10(bT) Life and Ki Points.
-[Passive]: You cannot use the Power Up Maneuver, the Transformation Maneuver, the Aura Maneuver, the Energy Charge Maneuver, or any Attacking Maneuvers, Special Maneuvers, or Unique Abilities that target another Character.
Feral
-[Passive]: You cannot use the Signature Technique Maneuver, the Aura Maneuver, or any Unique Abilities.
-[Passive]: Reduce the Ki Point Cost of all Attacking Maneuvers made through the Basic Attack Maneuver by 2(T) and reduce the Critical Target for their Strike and Wound Rolls by 1.