Spellbook Advancements

Some Magical Abilities can be made better, either through continued use or intense training. At Character Creation, when you gain a Power Level, or when you have any number of Downtime Points, you may improve one of the Magical Abilities you gained through the Spellbook through selecting an Advancement.

Every Magical Ability from the Spellbook that can be enhanced are listed below along with their Advancements. Each Advancement can only be taken once unless specified otherwise and you can obtain each Advancement separately.

Advancement. Each Advancement has a listed Technique Point Cost and a Prerequisite. You must meet any Prerequisites and spend the listed Technique Point Cost to gain that Advancement.

Afterimage Technique

Wild Sense

  • Technique Point Cost. 6 TP
  • Prerequisite. Insight Score 12+

If you successfully avoid the attack after using Afterimage Technique, you may use a Basic Attack Maneuver as an Out-of-Sequence Action instead of your Movement Maneuver and your opponent must make an Opposed Impulsive Save against you. If they win, nothing happens. If you win, they suffer from Guard Down against this Attacking Maneuver.

Afterimage Strike

  • Technique Point Cost. 10 TP
  • Prerequisite. Agility Score 16+

If you successfully avoid the attack after using Afterimage Technique, you may spend an additional 4(T) Ki Points to create a swarm of Afterimages. The attacking opponent must make an Opposed Save, their Cognitive against your Impulsive. If they win, nothing happens. If you win, you gain the Hidden Combat Condition until the end of that opponent’s next turn.

Bunkai Teleport

  • Technique Point Cost. 10 TP
  • Prerequisite. Illusion Smash

When using the Afterimage Technique, you may treat your Size Category as if it was Tiny for the sake of your Defense Value modification from Size Category for that Attacking Maneuver.

Eight Arms Technique

One Hundred Arms Technique

  • Technique Point Cost. 4 TP
  • Prerequisite. Agility Score 16+

While benefiting from the Eight Arms Technique, treat your Tier of Power as if it was +1 higher for the Wound Roll of any Attacking Maneuvers made using the Combination Profile.

Energy Shield

Air-Tight Barrier

  • Technique Point Cost. 8 TP
  • Prerequisite. Force Score 16+

While benefiting from your Energy Shield, if you have to make a Saving Throw, you may spend 1/2 of the Energy Shield’s Ki Point Cost to increase your Dice Score for that roll by +1(T).

Punisher Shield

  • Technique Point Cost. 10 TP
  • Prerequisite. Force or Spirit Score 20+, Insight Score 12+

While you are benefiting from your Energy Shield, you benefit from the following effects:

  • Increase the Dice Score for the Opposed Strike Roll of the Deflect option of the Parry Maneuver by +2(T).
  • If you would use the Rebound option of the Parry Maneuver, you do not reduce the Natural Result of your dice rolls.

Immovable Barrier

  • Technique Point Cost. 4 TP
  • Prerequisite. Force or Spirit Score 12+

While benefiting from your Energy Shield, increase your Dice Score for any Grapple Checks made as the Grappled by +2(T), and if you are targeted any effects that require an Opposed Force or Spirit Ability Check by an opponent, increase your Dice Score for that Ability Check by +1(T).

Environmental Shielding

  • Technique Point Cost. 6 TP
  • Prerequisite. Force or Spirit Score 16+

While benefiting from your Energy Shield, you may ignore the effects of the Environment. During each Combat Encounter, this effect can only apply for a total of 5 Combat Rounds.

Four Witches Technique

Tight Grip

  • Technique Point Cost. 6 TP
  • Prerequisite. Insight Score 14+

While benefiting from the Four Witches Technique:

  • Increase all of your Grapple Checks made as the Grappler by +1(T).
  • You do not suffer from the Guard Down Combat Condition while in a Grapple as the Grappler.

Gravity Manipulation

Gravity Cage

  • Technique Point Cost. 6 TP
  • Prerequisite. Force or Spirit Score 30+

You may spend an additional +2(T) Ki Points to make your Gravity Manipulation into a Gravity Cage. If you successfully knock an Opponent Prone with a Gravity Cage, that Opponent suffers Lethal Damage equal to your Force or Spirit Modifier (whichever is higher).

Gravity Barrage

  • Technique Point Cost. 5 TP
  • Prerequisite. Tier of Power 3+ and +1 Tier of Power for each time you gain this Advancement.

You may use this Magical Ability an additional time per Combat Round.

This Advancement can be gained up to 2 times.

Gravity Fist

  • Technique Point Cost. 4 TP
  • Prerequisite. Insight Score 16+

Once per Combat Round, if you successfully knock an Opponent Prone through the Gravity Manipulation Magical Ability, you may make a Basic Attack Maneuver against that Opponent as an Out-of-Sequence Action.

Gravity Burst

  • Technique Point Cost. 10 TP
  • Prerequisite. Gravity Cage, Insight Score 24+, Tier of Power 4+

If you would beat an Opponent in the Opposed Ability Check with a Gravity Cage while they are Prone, treat your Force or Spirit Modifier (whichever is higher) as if it was +4(T) higher.

Increase the Dice Score of all of your Opposed Ability Checks through the Gravity Manipulation by +1(T).

Hakai

Divine Destruction

  • Technique Point Cost. 3 TP
  • Prerequisite. Force or Spirit Score 34+

Increase the amount of damage inflicted by any effect of Hakai by +1(T).

You can gain this Advancement any number of times. Each time you gain this Advancement, increase the Technique Point Cost for future instances of this Advancement by +2.

Improved Destruction

  • Technique Point Cost. 6 TP
  • Prerequisite. Force or Spirit Score 30+

For each Square of Terrain destroyed through Hakai, increase the total Lethal Damage inflicted through Hakai by its Hardness Value.

You can gain this Advancement any number of times. Each time you gain this Advancement, increase the number of Squares of Terrain you can destroy by +2.

Healing Hands

Healing Expertise

  • Technique Point Cost. 6 TP
  • Prerequisite. Spirit Score 12+

Increase the amount of Life Points restored by the Healing Hands Magical Ability by +1d10(T).

Energy Zone

  • Technique Point Cost. 10 TP
  • Prerequisite. Spirit Score 20+

Instead of targeting a character within your Melee Range, you may target all allies within 3 squares of you when using Healing Hands.

Patch-Up

  • Technique Point Cost. 2 TP
  • Prerequisite. Scholarship Score 8+, Magical Materialization Magical Ability

If you would target a character with the Healing Hands Magical Ability, you may also repair their Apparel. You cannot restore broken Apparel but you otherwise refill the Break Value of any Apparel worn by your ally.

You can take Patch-Up an additional time. If you do, you can also fully restore broken Apparel.

Illusion

Expanded Illusion

  • Technique Point Cost. 5 TP
  • Prerequisite. Spirit Score 12+

Your illusions spread out up to 6 Squares from the selected Square.

It only costs 1/2 of this Magical Ability’s Ki Point Cost to maintain any existing illusions.

Combat Illusion

  • Technique Point Cost. 4 TP
  • Prerequisite. Insight Score 16+

Your illusions are incredibly realistic and your opponent is easily duped by them making any kind of aggressive motion! When you cast this Magical Ability, or at the start of their turns, any opponent currently upon a Square where you have created illusions must make an Opposed Perception or Clairvoyance (whichever is higher) Skill Check against your Use Magic Skill (if multiple opponents are using this Skill Check, you only roll once and each of them compete against that result independently). If you win, you gain the Hidden Combat Condition against that opponent. If they win, nothing happens – unless you have gained the Hidden Combat Condition through the rules of Combat Illusion, in which case you lose the Hidden Combat Condition.

Opponents caught within the illusions can spend One Action to try and make the Opposed Skill Check against you again for the same results.

Illusion Smash

Redirection Portal

  • Technique Point Cost. 6 TP
  • Prerequisite. Force or Spirit Score 20+

After moving an Opponent with an effect, you may use the Illusion Smash Magical Ability as an Out-of-Sequence Action. The Attacking Maneuver you make with Illusion Smash may gain either the Knockback or Twin-Linked Advantage.

Smash Barrage

  • Technique Point Cost. 10 TP
  • Prerequisite. Insight Score 22+

You may target up to 3 Opponents with Illusion Smash, the Attacking Maneuver made against all targets is the same Attacking Maneuver and they must all individually compete against your Combat Rolls for that Attacking Maneuver.

Dimensional Hole

  • Technique Point Cost. 9 TP
  • Prerequisite. Redirection Portal, 4+ Skill Ranks of the Use Magic Skill

If you are targeted by the Basic Attack Maneuver using either an Energy, Magic or Ballistic Attack Type, you may spend One Counter Action to use the Illusion Smash Magical Ability. If you do, instead of making a Basic Attack Maneuver against your chosen Opponent, you may make an Opposed Cognitive Save against the attacking combatant. If they win, nothing happens. If you win, they instead become the target of the Attacking Maneuver that targeted you – as if they were in the Melee Range of the attacking Opponent.

This effect cannot be used against Attacking Maneuvers that possess an Area of Effect.

Instant Transmission

Combat Transmitter

  • Technique Point Cost. 3 TP
  • Prerequisite. Agility Score 12+

Instead of targeting another character, you can move to any square within 10 Squares of you.

Masterful Combat Transmitter

  • Technique Point Cost. 5 TP
  • Prerequisite. Combat Transmitter, Insight Score 16+

Once per Combat Round, if you use the Instant Transmission Magical Ability to place yourself on a Square adjacent to an Opponent, you may make a Basic Attack Maneuver against them as an Out-of-Sequence Action.

If you have the Spirit Transporter Advancement, you may also use this effect if you move your Opponent to a Square adjacent to you instead.

Quick Transporter

  • Technique Point Cost. 5 TP
  • Prerequisite. Insight Score 16+

You may use this Magical Ability an additional time per Combat Round.

Transmission Block

  • Technique Point Cost. 7 TP
  • Prerequisite. Insight Score 12+

Once per Combat Round, if an opponent would use the Instant Transmission Magical Ability, you may use your Instant Transmission Magical Ability as an Out-of-Sequence Action to travel to them immediately. If you do, that opponent’s use of Instant Transmission is canceled – this still counts as if they used the Magical Ability, including spending its Ki Point Cost.

Additionally, if you use this effect, you may spend 3(T) Ki Points to pause Combat. While Combat is paused, both you and the opponent who attempted to use Instant Transmission each will take a turn – the order of said turns following your current Initiative. Neither combatant can target another character with any type of Attacking Maneuver. Combat continues once both characters have completed their turns.

Spirit Transporter

  • Technique Point Cost. 8 TP
  • Prerequisite. Clairvoyance Skill Rank 5+, Insight score 16+

Instead of moving yourself with Instant Transmission, you may target a character within 8 Squares of you. They must make an Opposed Save, their Impulsive against your Cognitive. If they win, nothing happens. If you win, you may move them as if they were using your Instant Transmission Magical Ability (including all Advancements).

You may instead select a Basic Item, Special Item, Ingredient or Weapon possessed by an Opponent (you must be aware they possess the item). If you do, and you successfully win the Opposed Save, you may transport that selected target to one of your free hands.

Life Energy Absorption

Greater Absorption

  • Technique Point Cost. 4 TP
  • Prerequisite. Spirit Score 32+

Increase your Magical Wound Roll for Life Energy Absorption by +1d6(T).

Stress Eater

  • Technique Point Cost. 10 TP
  • Prerequisite. Personality Score 20+

Each time you successfully use the Life Energy Absorption Magical Ability on a target, increase the Stress Test Requirement for their Alternate Forms and Legendary Forms by +2 up to a maximum of +2(bT). This effect applies until they suffer from Stress Exhaustion.

Continuous Absorption

  • Technique Point Cost. 4 TP
  • Prerequisite. Insight Score 20+

You may use this Magical Ability an additional time per Combat Round.

Planetary Consumption

  • Technique Point Cost. 10 TP
  • Prerequisite. Spirit Score 24+

Instead of targeting a character, you may choose to consume the planet’s energy. Use One Action to make a Use Magic Skill Check, TN Hard. If you fail, nothing happens. If you succeed, make a Magical Wound Roll. You may add an equal number to either your Life Points or your Ki Points.

If you have access to the Spirit Absorption Transformation, you may forgo gaining Life Points or Ki Points through Planetary Consumption and spend One Action to use the Transformation Maneuver to attempt and enter the Spirit Absorption Transformation. If you do, gain +1(T) Spirit Power.

If you are currently in the Spirit Empowerment or Spirit Absorption Transformations, you may gain +1(T) Spirit Power instead of gaining any Life Points or Ki Points.

Fire and Flames

  • Technique Point Cost. 5 TP
  • Prerequisite. Planetary Consumption Advancement

Instead of gaining Life Points or Ki Points, you may make an Elemental (Fire) Profile Basic Attack Maneuver as an Out-of-Sequence Action. If you do, it gains a free Ki Wager equal to your Magical Wound Roll rolled for Life Energy Absorption.

Magical Binding

Galactic Donut

  • Technique Point Cost. 5 TP
  • Prerequisite. Force or Spirit Score 20+

You may increase the Ki Point Cost of Magical Binding by +2(T) to make your Magical Binding a Galactic Donut. A Galactic Donut follows all the rules of Magical Binding, but is an Energy Strike roll and if an opponent is bound by a Galactic Donut, they suffer Lethal Damage equal to 1/2 of your Force or Spirit Modifier (whichever is higher) at the start of each of their turns.

Once per Combat Round, you may spend One Action during your turn to tighten a Galactic Donut on a Bound character. If you do, they suffer Lethal Damage equal to your Force or Spirit Modifier (whichever is higher) but afterwards may make an Opposed Force or Spirit (whichever is higher) Ability Check against you. If you win, nothing happens. If they win, they are freed from being Bound.

Super Donut Volley

  • Technique Point Cost. 10 TP
  • Prerequisite. Galactic Donut

When making your Magical Binding a Galactic Donut, you may increase the Ki Point Cost by an additional +2(T) to make it a Donut Volley instead. A Donut Volley follows all the rules of Magical Binding and Galactic Donuts, but increases all of your Opposed Ability Checks tied to this Magical Ability by +1(T).

When an opponent becomes Bound through a Donut Volley, you may spend an additional Action to apply the Pinned and Guard Down Combat Conditions to them until the end of your next turn or until they stop being Bound. If you do, they are trapped in a ball named the Ultra Volleyball while they are Bound. When an opponent is trapped in the Ultra Volleyball, you may move them to a Square adjacent to you (you decide which Square).

Once per Combat Round, if an opponent is trapped in the Ultra Volleyball and is currently on a Square adjacent to you, you may spend One Action to declare it’s Volleyball Time! After declaring it’s Volleyball Time!, you may make a Basic Attack Maneuver of the Simple Profile against the opponent trapped in the Ultra Volleyball. During Volleyball Time!:

  • Any Basic Attack Maneuvers of the Simple Profile that successfully strike (hit) the opponent trapped in the Ultra Volleyball will allow the attacker to move the opponent trapped in the Ultra Volleyball to the closest adjacent Square of an ally of their choice. If they do, that ally may make a Basic Attack Maneuver of the Simple Profile as an Out-of-Sequence Action. Each combatant can only make an Attacking Maneuver in this manner once per Volleyball Time!
  • After any Attacking Maneuvers that were made against the opponent trapped in the Ultra Volleyball that are not Basic Attack Maneuvers of the Simple Profile, the opponent stops being Bound and Volleyball Time! is over.
  • Once per Volleyball Time!, the character who Bound the opponent trapped in the Ultra Volleyball may make a Spike! A Spike! is a Basic Attack Maneuver of the Powered Profile. Increase the Wound Roll of a Spike! by +1(T) for every character other than the character who Bound the opponent trapped in the Ultra Volleyball who successfully struck (hit) an opponent during Volleyball Time!
  • No combatant can wager more than 4(T) Ki Points on a Basic Attack Maneuver. A Spike! is not limited by this rule.

Energy Web

  • Technique Point Cost. 8 TP
  • Prerequisite. Insight Score 14+

You may increase the Ki Point Cost of Magical Binding by +1(T) to make your Magical Binding an Energy Web. An Energy Web follows all the rules for Magical Binding, but characters who were Bound by an Energy Web suffer from the Guard Down Combat Condition while Bound.

Web Save

  • Technique Point Cost. 2 TP
  • Prerequisite. Energy Web, Insight Score 16+

As an Instant Action, you may use the Magical Binding Magical Ability against a willing ally within 8 Squares of you. If you do, instead of applying the usual effects of Magical Binding, you may move them any number of Squares towards your current position.

You only pay 1/2 of the Ki Point Cost for Magical Binding when using this effect.

Psycho Thread

  • Technique Point Cost. 7 TP
  • Prerequisite. Energy Web

When making your Magical Binding an Energy Web, you may increase the Ki Point Cost by an additional +2(T) to make it a Psycho Thread instead. A Psycho Thread follows all the rules of Magical Binding and Energy Web, but at the start of each of your opponents turns, they lose Ki Points equal to your Force or Spirit Modifier (whichever is higher).

If your opponent loses Ki Points through the effects of Psycho Thread, they must immediately make a Stress Test. If your opponent’s current Ki Points is equal to or lower than 1/2 of their Maximum Ki Point Pool, reduce their Dice Score when rolling Stress Tests by -1(bT).

Threaded Energy

  • Technique Point Cost. 10 TP
  • Prerequisite. Energy Web, Force or Spirit Score 20+

When making your Magical Binding an Energy Web, you may increase the Ki Point Cost by an additional +2(T) to make it Threaded Energy instead. Threaded Energy follows all the rules of Magical Binding and Energy Web, but each time the Bound character attempts an Opposed Ability Check against you to free themselves from being Bound, they take Lethal Damage equal to your Force or Spirit Modifier (whichever is higher).

Instead of targeting another character when using Magical Binding, you can choose to scatter webs of ki. Every Square within 3 Squares of your current position becomes Threaded. Threaded Squares violently explode when any combatant other than you moves over them, dealing Standard Damage equal to your Force or Spirit Modifier (whichever is higher) for every Threaded Square they move over (apply Soak after calculating the total damage for each Square moved). After a Threaded Square is moved over, it stops being Threaded.

You can stop all currently Threaded Squares from being Threaded by spending an Instant Action during your turn.

Magical Materialization

Weapon Summoner

  • Technique Point Cost. 5 TP
  • Prerequisite. Insight Score 16+

You may use Magical Materialization as an Instant Action to create any type of Weapon and you automatically succeed each Craft Skill Check to make a Weapon. You can dismiss any Weapon as an Instant Action, this can be part of the use of Magical Materialization to replace a weapon.

World Builder

  • Technique Point Cost. 5 TP
  • Prerequisite. Spirit Score 20+

Your default Hardness Value of any created Terrain becomes 1 instead of 0.

You can take World Builder twice. On the second time you take World Builder, increase the maximum Hardness Value of your Terrain by +1. 

Projectile Materialization

  • Technique Point Cost. 2 TP
  • Prerequisite. Insight 8+

Target any willing ally within 3 Squares of you. Follow the typical rules for Magic Materialization to make a piece of Apparel or a Weapon and your targeted ally gains that item. If it was a piece of Apparel, they may wear that instead of one layer of Apparel they are currently wearing or as an additional layer (they decide).

Restrictive Weights

  • Technique Point Cost. 6 TP
  • Prerequisite. Projectile Materialization

You may target an opponent with the effects of Projectile Materialization but you may only create Weights. When targeted, your opponent may make an Opposed Save, their Impulsive against your Cognitive. If they win, your selected Weights are created on a Square adjacent to that opponent. If you win, that opponent automatically equips the Weights you created as their top layer of Apparel (this can allow them to wear 4 layers of Apparel).

These Weights do not give a Doff Bonus once removed.

Dematerialize

  • Technique Point Cost. 6 TP
  • Prerequisite. Scholarship or Spirit Score 14+

Instead of using Magic Materialization’s effect, you may select one item created through any character’s use of Magic Materialization that is within your Melee Range and destroy it.

Minion Summoning

Super Ghost Kamikaze Attack

  • Technique Point Cost. 3 TP
  • Prerequisite. Force or Spirit Score 20+

Instead of making a typical Minion, you may make a Kamikaze Ghost. Kamikaze Ghosts are not created via the Minion Creation rules and instead have the same Tier of Power, Attribute Modifiers, Transformations and Signature Techniques as you. Any Kamikaze Ghosts are automatically in the same Transformation as you when created. Decrease their Combat Rolls by -1(T). Their Life Points are equal to 1/10th of your Maximum Life Points instead of 1/5th.

When a Kamikaze Ghost makes physical contact with another character, they make an Explosion Profile Basic Attack Maneuver as an Out-of-Sequence Action. Reduce their Life Points to 0 when using this Attacking Maneuver and increase the Wound Roll of that Attacking Maneuver by the amount of Life Points they lost upon using this effect.

Minion Swarm

  • Technique Point Cost. 3 TP
  • Prerequisite. Personality Score 20+

Instead of creating a single Minion, you can spend an additional Action to create any number of Minions up to 1/2 of your Personality Modifier.

Multi-Form Technique

Army of You

  • Technique Point Cost. 4 TP
  • Prerequisite. Spirit Control Talent

You can create any number of Minions up to 1/2 of your Personality Modifier.

Petrification

Magic Touch

  • Technique Point Cost. 15 TP
  • Prerequisite. Spirit Score 16+

If you select a target within your Melee Range for Petrification, you may attempt to instead transform them into a Special Ingredient known as the ‘Transformed Food’ by spending an additional 5(T) Ki Points. Use a Physical Strike Roll instead of your Magical Strike Roll and if you successfully strike (hit) your opponent, make an Opposed Impulsive Save against them. If they win, you may transform one piece of Apparel they are currently wearing into Transformed Food, which will appear on an adjacent Square to that character of their choice. If you succeed, that character must make an Opposed Cognitive Save against you. If they win, their Size Category is set to Tiny and they gain the Transfigured Combat Condition. If you win, that character is completely transformed into a Transformed Food, gains the Prone Combat Condition and cannot take any actions.

The effects of Magic Touch last for 1d4 Combat Rounds (roll the dice as soon as the target is successfully hit). If you are Defeated at any point, any character or piece of Apparel that has been given the Transfigured Combat Condition or becomes Transformed Food due to this Magical Ability are returned to normal.

IngredientIngredient TypeEffect
Transformed FoodHeartyRecover 1d10(T) Life Points and increase your Capacity Rate by +1/4 until the end of your next turn.

Metal Breath

  • Technique Point Cost. 10 TP
  • Prerequisite. Machine Mutant option selected for the Wonders of Technology Racial Trait.

If you successfully give a character the Slowed Combat Condition through Petrification, you may treat them as if they were a piece of Terrain with a Hardness Value of 3 if you knock another character into them.

Instead of targeting an opponent, you may target a Square. Your selected Square and all adjacent Squares to that Square become Metal and gain a Hardness Value of 3.

Additionally, you may use your Energy Strike Roll instead of your Magical Strike Roll for Petrification.

Petrification Barrage

  • Technique Point Cost. 7 TP
  • Prerequisite. Insight Score 16+, Tier of Power 3+

You may use this Magical Ability an additional time per Combat Round.

Shapeshift

Shapeshift Diploma

  • Technique Point Cost. 4 TP
  • Prerequisite. Scholarship Score 12+

You can remain shapeshifted indefinitely. When you return to your normal body, you are not limited in using the Shapeshift Magical Ability again.

Solar Flare

Solar Flare x100

  • Technique Point Cost. 6 TP
  • Prerequisite. Force Score 20+

Solar Flare targets all opponents within 6 squares of you and for the Opposed Impulsive Save, increase your roll by +1(T).

Increase all of your Concealment Skill Checks against characters who were Blinded by the Solar Flare Magical Ability by +2.

Telekinesis

Psychic Grip

  • Technique Point Cost. 10 TP
  • Prerequisite. Force or Spirit Score 24+

After targeting a character and successfully beating them at the Opposed Save, you may choose to spend an additional Action to make an Opposed Ability Check – your Force or Spirit (whichever is higher) against their Force or Spirit (whichever is higher). If they win, nothing happens. If you win, your opponent gains the Pinned Combat Condition until the start of your next turn.

At the start of their turn, if you are knocked through a Health Threshold or if you are knocked back by the effects of an opponent, your targeted opponent may make an Opposed Ability Check, their Force or Spirit (whichever is higher) against your Spirit. If you win, nothing happens. If they win, they lose the Pinned Combat Condition.

Advanced Telekinesis

  • Technique Point Cost. 10 TP
  • Prerequisite. Insight Score 24+

You can select an additional target when using Telekinesis. This may allow you to throw two pieces of Terrain, two characters, or any mixture of your options with Telekinesis.

Telepathy

Wide-Range Telepathy

  • Technique Point Cost. 4 TP
  • Prerequisite. Clairvoyance Skill Rank 4+

You can select any number of targets with Telepathy.

Time-Skip

Seconds Improved

  • Technique Point Cost. 5 TP
  • Prerequisite. Tier of Power 3+ and +1 Tier of Power for each time you gain this Advancement.

You may use this Magical Ability an additional time per Combat Round.

This Advancement can be gained up to 2 times.

Reducing the Drain

  • Technique Point Cost. 5 TP
  • Prerequisite. Tenacity Score 10+

The increase to Ki Point Cost from attacking an opponent who has a higher Tier of Power than you cannot exceed +2(T).

Tides of Time

  • Technique Point Cost. 15 TP
  • Prerequisite. Tier of Power 4+

You may spend One Action to spend your Time-Skip Ki Point Cost to enter the Tides of Time. While in the Tides of Time, you take no damage from Attacking Maneuvers that have a Wound Roll Dice Score less than 25(T) but you also cannot make any type of Attacking Maneuver.

At the start of each Combat Round, you must pay the Time-Skip Ki Point Cost. If you can’t pay the Ki Point Cost, you leave the Tides of Time. You may leave the Tides of Time during your turn as an Instant Action.

Time Release

  • Technique Point Cost. 10 TP
  • Prerequisite. Tides of Time Advancement

While you are in the Tides of Time, you can still use Signature Techniques if they have the Twin-Linked (Strike) Advantage.

Time Lag

  • Technique Point Cost. 10 TP
  • Prerequisite. Tier of Power 4+

When using Time-Skip, instead of making an Attacking Maneuver or a Movement Maneuver, you may target one opponent within your Melee Range. They must make an Opposed Force Ability Check against you. If they win, nothing happens. If you win, they suffer from the Slowed Combat Condition and reduce all of their Combat Rolls by 1/4 of your Force Modifier.

At the start of each of their turns, or by spending One Action during their turn, your opponent can attempt to make another Opposed Force Ability Check against you. If you win, nothing happens. If they win, they end the effects of Time Lag and you suffer from the Guard Down Combat Condition against their Attacking Maneuvers until the start of their next turn.

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