
Some Attacking Maneuvers possess a far more dramatic impact than others, these are normally represented by the presence of a Super Profile: Profiles that add an additional mechanic or elevated power to Signature Techniques.
A Super Profile is an additional Profile that is applied in addition to your usual Profiles.
Super Ki Cost. Each Super Profile possesses a Ki Point Cost which is added onto the Ki Point Cost of the typical Profile (this also is factored in for the Minimum Ki Point Cost of that Attacking Maneuver).
Profile Max. An Attacking Maneuver cannot possess more than 1 Super Profile.
Prerequisites. Some Super Profiles require certain Prerequisites to be applied to an Attacking Maneuver. If those Prerequisites are not met, then the Super Profile is not applied to that Attacking Maneuver, regardless of any effect that would add them onto that Attacking Maneuver.
Limit Break. With an ARC’s permission, when using an Ultimate Signature Technique, you may spend 3 Karma Points to apply a Super Profile to that Attacking Maneuver.
Dramatic Finisher. Typically, you can only usually apply a Super Profile to a Signature Technique through an effect, but, when making an Ultimate Signature Technique, you may request to create a Dramatic Finisher.
A Dramatic Finisher is fundamentally no different than a typical Ultimate Signature Technique, except that it has a Super Profile applied to it.
Each Character can only possess 1 Dramatic Finisher, and cannot gain a Dramatic Finisher at Character Creation. A Dramatic Finisher is typically a reward for overcoming some immense trial, representing the growth of a character or training under a master to learn a particularly powerful technique. A good example would be Goku’s Spirit Bomb, or potentially the Shin Kikoho: a technique powerful enough to punch far above Tienshinhan’s weight class, refined over many years of training.
Super Profiles
All Out: Every drop of your power poured into a single attack!
–KP Cost: 2(T)
–Prerequisite: Your Life Points are below the Injured Health Threshold.
–Effect: You must Ki Wager all of your Ki Points on this Attacking Maneuver, ignoring your Capacity. After using this Attacking Maneuver, set your Capacity to 0 and change any successes on Steadfast Checks for the Health Thresholds that you are below to failures (meaning that you suffer from the Health Threshold Penalties as if you failed those Steadfast Checks).
Cataclysmic Attack: Your attack possesses enough destructive force to reach the horizons.
–KP Cost: 4(T)
–Prerequisite: This Attacking Maneuver has an AoE.
–Effect: The AoE for this Attacking Maneuver covers the entire Battlefield.
Combo Attack: This technique is actually two different ones in rapid succession.
–KP Cost: 2(T)
–Prerequisite: This Attacking Maneuver does not possess an AoE and you possess another Signature Technique that does not possess an AoE.
–Effect: Select a different Super Signature Technique that you have access to that does not possess an AoE. After hitting your Opponent with this Attacking Maneuver, you may use the Signature Technique Maneuver as an Out-of-Sequence Maneuver (ignoring its frequency limit per Combat Round) to use the Signature Technique you selected when first applying this Super Profile to this Signature Technique. Increase the Strike Roll for this Attacking Maneuver by 2(T).
Complete Annihilation: Thanks to the deadly energy infused into this attack, almost nobody can survive it.
–KP Cost: 2(T)
–Prerequisite: This Attacking Maneuver possesses 3+ Energy Charges.
–Effect: This Profile has multiple effects:
- Apply your Damage Attribute from your Profile’s Foundation an additional time.
- If an Opponent is Defeated by this Attacking Maneuver, they cannot activate any effects with the Triggered/Defeated Keyword.
Genki: By combining the power of nature and your Allies, you create the strongest technique.
–KP Cost: N/A
–Prerequisite: You possess the Energy Gathering Unique Ability.
–Effect: When making this Attacking Maneuver, lose all stacks of Lifeforce. For each stack of Lifeforce lost through this effect, increase your Wound Roll by 4(bT).
While you have declared an Attacking Maneuver with this Super Profile for the effects of Energy Charge, if an Ally would give you Ki Points through the Empower Maneuver, instead of gaining those Ki points, you gain an additional Ki Wager that does not count towards your Capacity equal to 1/2 of those Ki Points.
Giga Flare: Forcing even more energy into your attack, you unleash a force of pure destruction.
–KP Cost: 2(T) per Action spent through its effects
–Prerequisite: This Attacking Maneuver possesses the Mega Flare Profile.
–Effect: Spend up to 2 Actions. For each Action spent, this Attacking Maneuver gains 2 Energy Charges.
Karmic: This attack deals far more damage to enemies whose moral code opposes your own.
–KP Cost: 2(T)
–Prerequisite: Z-Soul Alignment is not Neutral
–Effect: Increase the Damage Category by 1 Category against Characters who have an opposing Z-Soul. If that Opponent’s Z-Soul Alignment is ‘Pure’, apply this bonus twice.
Multi-Profile: By combining two separate types of attacks, you create something new.
–KP Cost: Varies
–Prerequisite: N/A.
–Effect: Select a different Profile you have access to when applying this Super Profile. Apply that Profile to this Attacking Maneuver, but do not apply its Ki Point Cost. The Ki Point Cost of this Super Profile varies depending on the Ki Point Cost of the selected Profile:
- =< 4(T). The Ki point Cost of Multi-Profile is 1(T).
- 5(T) ~ 7(T). The Ki point Cost of Multi-Profile is 2(T).
- 8(T) =<. The Ki point Cost of Multi-Profile is 3(T).
Super Beam: This attack is the most powerful beam of energy you can muster.
–KP Cost: 2(T)
–Prerequisite: This Attacking Maneuver possesses the Beam Profile.
–Effect: This Super Profile has multiple effects:
- This Attacking Maneuver gains a Line AoE.
- Increase the Line AoE by 1 Magnitude for every 2 Energy Charges applied to this Attacking Maneuver.
- Increase the Dice Category of the Extra Dice gained from your Energy Charges by 1 Dice Category.
Super Combination: A true all-out barrage, with this attack, you pummel your enemy until they stop moving.
–KP Cost: 2(T)
–Prerequisite: This Attacking Maneuver possesses the Combination Profile.
–Effect: You may spend any number of additional Actions when using this Signature Technique. For each Action spent:
- Apply a rank of the Alotta Lotta Attacks and Peppering Blows Advantages (this may allow you to exceed the maximum).
- Apply an Energy Charge to this Attacking Maneuver.
Super Launch: This attack is so potent, it knocks away any opponent regardless of their strength.
–KP Cost: 2(T)
–Prerequisite: This Attacking Maneuver possesses the Launching Profile.
–Effect: This Super Profile has multiple effects:
- You automatically succeed the Might Clash for the effects of the Knockback Advantage.
- Upon moving a Character through the effects of the Knockback Advantage, reduce their Life Points by the amount of Squares they would move through its effects (even if they do not move that number of Squares).
Weather Maximizer: By unleashing your full power, you create catastrophic environmental changes.
–KP Cost: 4(T)
–Prerequisite: This Attacking Maneuver possesses the Weather Calling Advantage.
–Effect: The Battle Weather created by the Weather Calling Advantage is Cataclysmic.