
A State is a temporary bonus to your Character’s capabilities that lasts for a definitive amount of time and is only possible due to a level of control over their emotions or the elevated power that comes from allowing them to run wild. While in a State, you gain the effects listed by that State.
Entering a State. Various effects can allow you to enter a State for an amount of time listed on that effect. If you meet the Narrative Requirement for a State and have permission from your ARC, you can spend 1 Karma Point (or Karma Points equal to the appropriate Level decided by your ARC). A Narrative Requirement is a description of the emotional state a Character would have to be in to enter a State without an effect, but it ultimately serves as a suggestion to help ARCs identify when a Character could make use of this State. Ultimately, allowing the use of a State without an effect is down to ARC discretion and shouldn’t be something that they allow players to abuse.
Entering a State without the use of an effect is an Instant Maneuver. You can be in multiple States at once but you cannot be in the same State at multiple times simultaneously.
State Levels. Some States have multiple Levels. Each State with multiple Levels will have a Level indicated in parentheses next to the Trait’s name, which indicates the Level you need to be to have access to that Trait while in the State. You have access to all of the State Traits equal to or less than the State’s current Level. For example, if you are in the Mindful State Level 2, you would have access to the Calm and Zen Traits.
If an effect would allow you to enter a State with multiple Levels that you are already in, you may instead enter the next Level of that State for the duration of that effect.
For the effects of a State Trait, L is a number equal to the current Level of the State you are in.
Leaving a State. Any method of entering a State will list a duration that you are in a State, meaning you leave that State at the end of the duration (for example, at the end of your next turn). If an effect allows you to enter a State but gives no specified duration, you leave that State at the end of the Combat Encounter.
At the end of your turn, if you entered a State through its Narrative Requirement but no longer meet the Narrative Requirement, you or your ARC can declare that you leave the State.
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.
List of States
Raging (3 Levels)
Narrative Requirement: A boiling rage, driven by some kind of intense fury related to your Z-Soul.
Angry (Level 1)
(1)-[Passive]: Increase the Wound Rolls of your Attacking Maneuvers by L(T).
(2)-[Passive]: Increase the Botch Range of your Strike Rolls, Dodge Rolls, Saving Throws, and Skill Checks by L.
Furious (Level 2)
(1)-[Passive]: Increase your Soak Value by L(T).
Apoplectic (Level 3)
(1)-[Triggered/Apoplectic, Triggered/Start of Turn, 1/Round]: You may use the Basic Attack Maneuver as an Out-of-Sequence Maneuver.
(2)-[Passive]: Ignore any Health Threshold Penalties.
Mindful (3 Levels)
Narrative Requirement: A serene calm, a conscious effort to suppress one’s emotions to stop them running rampant.
Calm (Level 1)
(1)-[Passive]: Reduce the Critical Target of your Combat Rolls, Saving Throws, and Skill Checks by L.
(2)-[Passive]: Reduce the Wound Rolls of your Attacking Maneuvers by L(T).
Zen (Level 2)
(1)-[Triggered]: If you use a Counter Maneuver, regain 2L(bT) Ki Points.
Tranquil (Level 3)
(1)-[Triggered/Tranquil, Triggered/Start of Combat Round]: Gain 1 Counter Action.
(2)-[Passive]: Ignore any Health Threshold Penalties.
Superior
Narrative Requirement: A clear focus achieved through a sense of elation and intense hunger for victory beyond your usual self, what most would describe as ‘entering the zone’.
(1)-[Passive]: Apply Greater Dice (see — Tier of Power) to your Combat Rolls.
(2)-[Passive]: Increase the Damage you would receive from an Opponent’s Attacking Maneuver by 2(T).
Undying
Narrative Requirement: Pure determination fuels you, allowing you to keep fighting beyond what would normally kill others.
(1)-[Passive]: You cannot be Defeated but Damage can reduce your Life Points into negative values. If your Life Points are in a negative value when you leave this State, you are immediately Defeated. No effects can prevent you from being Defeated from this effect.
(2)-[Automatic/Undying]: If you enter this State due to an effect that occurred when you would have been Defeated, set your Life Points to 1.
(3)-[Passive]: Reduce your Combat Rolls by 1(T).
Surging
Narrative Requirement: An intent desire to inflict harm on a single individual out of desperation. A threat of immense danger to yourself or an ally is required.
(1)-[Automatic/Surging, Ruling]: Target an Opponent. This Opponent becomes your ‘Focus’. Apply an Energy Charge to all of your Attacking Maneuvers that include your Focus as a target.
(2)-[Automatic]: When you leave this State, gain a stack of the Fatigued Combat Condition until the end of your next turn.
(3)-[Passive]: You cannot target a Character who isn’t your Focus with an Attacking Maneuver unless that Attacking Maneuver is an AoE that also targets your Focus.
(4)-[Passive]: You cannot gain the Compelled Combat Condition. If, upon entering this State, you had the Compelled Combat Condition, you lose that Combat Condition.
(5)-[Triggered]: If you Defeat your Focus, you may leave this State immediately. If you leave this State through this effect, ignore the second effect of the Surging State.
Determined
Narrative Requirement: A great need that shifts away all reason, directing all of your energy into this one moment. You have blocked out everything but the battle before you.
-[Passive]: Your Attacking Maneuvers automatically hit their targets, regardless of any Clashes or effects. You may still roll your Strike Roll for the purpose of assessing if you scored a Critical Result.
-[Passive]: You ignore the penalties of any Health Thresholds.
-[Automatic/Start of Turn]: Leave this State and then skip this turn. This effect applies before any other effects that occur at the start of the turn.