
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.
Entrusted
(1)-[Passive]: Apply your Greater Dice to your Combat Rolls.
(2)-[Passive]: Increase your Stress Bonus by 1.
(3)-[Triggered/Entrusted]: Gain 1 Action.
(4)-[Triggered, 1/Encounter]: If you would use the Basic Attack Maneuver, you may apply the Full Wager Advantage and All-or-Nothing Disadvantage to that Attacking Maneuver. If you do, reset your Capacity to your Max Capacity before using this Attacking Maneuver and then leave the Entrusted Special State after concluding that Attacking Maneuver.
Liquid
(1)-[Passive]: Reduce your Size Category by 1.
(2)-[Passive]: Increase all of your Grapple Checks made as the Grappled by 1(T) and you cannot be Pinned.
(3)-[Passive]: Increase your Stealth Skill Checks by 2.
(4)-[Passive]: Your Movement Maneuver does not provoke the Exploit Maneuver.
(5)-[Passive]: You cannot use any form of Attacking Maneuver or Unique Ability.
(6)-[1/Round] :As a Standard Action with an Action Cost of 1 Action, you may use a Healing Surge.
Multiple Arms
(1)-[Passive]: You can wield up to 4 Standard Weapons simultaneously, or up to 2 Big Weapons.
(2)-[Triggered]: Upon entering this State or at the start of each Combat Round, gain an additional Counter Action to spend this Combat Round.
(3)-[Triggered, 1/Round]: If you hit an Opponent with a Physical Attack, apply additional stack(s) of Diminishing Defense as if they were targeted by an additional Attacking Maneuver.
(4)-[Triggered, 1/Round]: If you use an Attacking Maneuver of the Combination Profile, you may roll your Strike Roll an additional time.
(5)-[1/Round]: You can spend 2 Counter Actions to use the Basic Attack Maneuver as an Instant Maneuver.
(6)-[Passive]: Diminishing Offense doesn’t apply until after your 4th Attacking Maneuver during each Combat Round.
Invisible
(1)-[Automatic/Invisible, Automatic/Start of Turn]: You become Hidden to all Opponents.
(2)-[Passive]: You remain Hidden to a Character even if you end your turn within their Melee Range or hit them with an Attacking Maneuver.
(3)-[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.
(4)-[Automatic]: If an Oblivious Opponent hits you with an Attacking Maneuver while you are Invisible, increase its Damage Category by 1 Category.
Spectator
(1)-[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).
(2)-[Triggered/Start of Turn]: Exit the Spectator State.
(3)-[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.
(4)-[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.
Drunk (2 Levels)
Tipsy (Level 1)
(1)-[Passive]: Reduce your Saving Throws and Combat Rolls by L(T).
(2)-[Passive]: Increase the Natural Result of your Strike and Dodge Rolls by L.
Plastered (Level 2)
(1)-[Passive]: Ignore the effects of all Combat Conditions (except Pinned, Suffocating, and Transfigured).
Feral (2 Levels)
Wild (Level 1)
(1)-[Passive]: You cannot use the Signature Technique Maneuver, the Aura Maneuver, or any Unique Abilities.
(2)-[Passive]: Reduce the Ki Point Cost of all your Attacking Maneuvers by L(T).
(3)-[Passive]: Increase the Natural Result of your Strike and Wound Rolls, as well as your Intimidation and Survival Skill Checks, by L.
Unhinged (Level 2)
(1)-[Triggered]: If you score a Critical Result on your Strike or Wound Roll for an Attacking Maneuver, increase the Damage Category of that Attacking Maneuver by 1 Category (this effect does not stack if you scored a Critical Result on both Combat Rolls).