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, but otherwise you can spend 1 Karma Point to enter a State of your choice or 2 Karma Points to enter a Greater State until the end of your next turn with permission from your ARC, if you meet the Narrative Requirement. 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. Greater States, in particular, should only be used in the most special of circumstances.
Entering a State without the use of an effect is an Instant Action. You can be in multiple States at once but you cannot be in the same State at multiple times simultaneously.
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 no longer meet the Narrative Requirement for a State for any reason, you or your ARC can declare that you leave the State, even if you would normally remain in it, unless you choose to spend 1 Karma Point.
Greater States. Greater States are an elevated level of a basic State that can only be entered while you are already in their listed Base State. If you would leave the Base State for any reason, you also leave the Greater 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
Narrative Requirement: A boiling rage, driven by some kind of intense fury related to your Z-Soul.
-[Passive]: Increase the Wound Rolls of your Attacking Maneuvers by 1d4(T).
-[Passive]: Reduce your Defense Value by 1(T).
Mindful
Narrative Requirement: A serene calm, a conscious effort to suppress one’s emotions to stop them running rampant.
-[Passive]: Reduce the Critical Target for all Combat Rolls, Skill Checks and Saving Throws by 1.
-[Passive]: Reduce your Wound Rolls by 1(T).
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’.
-[Passive]: Apply Greater Dice (see — Tier of Power) to your Combat Rolls.
-[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.
-[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.
-[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.
-[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.
-[Automatic/Surging]: Target an Opponent. Increase the Strike and Wound Rolls of your Attacking Maneuvers against that Opponent by 1d4(T).
-[Automatic]: When you leave this State, gain the Fatigued Combat Condition until the end of your next turn.
-[Passive]: You cannot target any Opponent with an Attacking Maneuver other than the Opponent you targeted for the first effect of Surging. This does not apply to Attacking Maneuvers with an AoE.
-[Triggered]: If you Defeat the Opponent you targeted through the first effect of Surging, you may leave this State immediately or target another character for the first effect of Surging.
Greater States
Furious
Narrative Requirement: A far greater rage born from some unacceptable situation, such as the loss of a loved one.
Base State: Raging
-[Passive]: Your Attacking Maneuvers automatically hit their targets, regardless of the Dice Score of your Strike Roll. If an Opponent is in the Instinctual State, this effect does not apply against them.
-[Passive]: You ignore the penalties of any Health Thresholds.
-[Automatic]: Upon leaving this State, you lose 2 Actions at the start of the next Combat Round.
Egotistical
Narrative Requirement: You focus deeply on your emotions, trading out such paltry concepts as ‘tactics’ and ‘logic’ to dive deeper into your fighting instinct.
Base State: Superior
-[Passive]: Double the Dice Score of your Wound Rolls. Any Ki Wagers are applied after this effect.
-[Passive]: You ignore the penalties of any Health Thresholds.
-[Automatic]: Upon leaving this State, make a Stress Test without adding the bonus from Determination.
Instinctual
Narrative Requirement: The removal of all emotions, focusing entirely on yourself, your opponent and the fight. You become unaware of everything else.
Base State: Mindful
-[Automatic/Instinctual]: Target an Opponent. You cannot be hit by the Attacking Maneuvers of that Opponent, regardless of the Dice Score of your Dodge Roll. If that Opponent is in the Furious State, ignore this effect.
-[Passive]: You ignore the penalties of any Health Thresholds.
-[Automatic]: Upon leaving this State, make a Stress Test without adding the bonus from Determination.