
- Racial Requirement: Any
- Transformation Type: Awakening
- Awakening Type: Greater
- Awakening Origin: Mind
- Prerequisite(s): 1+ Teamwork Talents
- Maximum No of Stacks: 1
- Tier of Power Requirement. 1+
| AG | FO | TE | SC | IN | MA | PE |
|---|---|---|---|---|---|---|
| – | +1 | – | – | – | +1 | – |
Squad Combat: H
(1)-[Ruling]: Allies with the Team Dynamic Awakening are known as ‘Teammates’.
(2)-[Passive]: For the effects of Team Dynamic’s Traits, Minions are not considered Allies.
(3)-[Passive]: While an Ally (that is not Defeated) possesses the Team Dynamic Awakening, increase your Combat Rolls and Surgency by 1(T).
(4)-[Passive]: Increase the Wound Rolls of any Attacking Maneuver you use the United Attack Maneuver in response to by 1(T).
(5)-[Passive]: Upon gaining access to the Team Dynamic Awakening, select and gain access to a Team Role Trait below.
Team Role Traits
Team Captain: H
(1)-[Passive]: If any of your Allies possess this Trait, lose access to the 4th and 5th effects of this Trait.
(2)-[Passive]: Increase the Attribute Modifier Bonus (AG/TE/SC/IN/PE) of Team Dynamic by 1.
(3)-[Passive]: While an Ally (that is not Defeated) possesses the Team Dynamic Awakening, increase your Combat Rolls by 1(T).
(4)-[Triggered, 1/Round]: If your Attacking Maneuver is targeted by the United Attack Maneuver by a Teammate, apply an Energy Charge to that Attacking Maneuver for each Ally that is using the United Attack Maneuver (max. 3 Energy Charges).
(5)-[Triggered, 1/Encounter]: If a Teammate is Defeated, you may spend 8(bT) Ki Points. If you do, that Character may use a Healing Surge as an Out-of-Sequence Maneuver.
Team Powerhouse: H
(1)-[Passive]: If any of your Allies possess this Trait, lose access to the 4th and 5th effects of this Trait.
(2)-[Passive]: Increase the Attribute Modifier Bonus (FO/TE/MA) of Team Dynamic by 2.
(3)-[Passive]: Increase your Wound Rolls and Soak Value by 1(T).
(4)-[Triggered, 1/Round]: If a Teammate is hit by an Attacking Maneuver, you may use the Intervene Maneuver without spending a Counter Action (but you must target that Ally).
(5)-[Triggered, 1/Round]: If you hit an Opponent with an Attacking Maneuver and that Opponent is adjacent to a Teammate, you may apply an Energy Charge to that Attacking Maneuver.
Team Speedster: H
(1)-[Passive]: If any of your Allies possess this Trait, lose access to the 4th and 5th effects of this Trait.
(2)-[Passive]: Increase the Attribute Modifier Bonus (AG) of Team Dynamic by 2 and the Attribute Modifier Bonus (FO/IN/MA) of Team Dynamic by 1.
(3)-[Passive]: Increase your Defense Value and Speeds by 1(T).
(4)-[Triggered, 1/Round]: If you use the Movement Maneuver with a willing, adjacent Teammate of the same or smaller Size Category than you, you may move that Ally along the path of your Movement Maneuver, so that at the end of the Movement Maneuver, they end their movement on a Square adjacent to you.
(5)-[Triggered, 1/Round]: If you and/or an adjacent Teammate are targeted by an Attacking Maneuver, you may use the Basic Attack Maneuver as an Out-of-Sequence Maneuver. If you do, it must target the attacking Character. If you deal Damage with this Attacking Maneuver, reduce that Opponent’s Strike Roll by 1(bT) for the duration of their Attacking Maneuver.
Team Striker: H
(1)-[Passive]: If any of your Allies possess this Trait, lose access to the 4th and 5th effects of this Trait.
(2)-[Passive]: Increase the Attribute Modifier Bonus (IN) of Team Dynamic by 2 and the Attribute Modifier Bonus (FO/MA) of Team Dynamic by 1.
(3)-[Passive]: Increase your Strike Rolls by 1(T).
(4)-[Triggered, 1/Round]: If you use the Signature Technique Maneuver to target an Opponent with an Attacking Maneuver while they are adjacent to a Teammate, you may make that Attacking Maneuver a Called Shot.
(5)-[Triggered, 1/Round]: If a Teammate hits an Opponent with an Attacking Maneuver, you may use the Basic Attack Maneuver or Signature Technique Maneuver as an Out-of-Sequence Maneuver.
Team Mystic: H
(1)-[Passive]: If any of your Allies possess this Trait, lose access to the 4th and 5th effects of this Trait.
(2)-[Passive]: Increase the Attribute Modifier Bonus (IN) of Team Dynamic by 2 and the Attribute Modifier Bonus (FO/MA) of Team Dynamic by 1.
(3)-[Passive]: Increase your Wound Rolls and Surgency by 1(T).
(4)-[Triggered, 1/Round]: If you use a Unique Ability to target a Teammate, you may reduce the Ki Point Cost by 2(T).
(5)-[Triggered, 1/Round]: If you use a Unique Ability to target an Opponent adjacent to a Teammate, you may increase the Dice Score for any Clash that uses your Might or Saving Throws through its effects by 1(T). If that Clash uses a Skill, you may instead increase its Dice Score by 2.
Team Mascot/Strategeist: H
(1)-[Passive]: If any of your Allies possess this Trait, lose access to the 4th and 5th effects of this Trait.
(2)-[Passive]: Increase the Attribute Modifier Bonus (SC/PE) of Team Dynamic by 2 and the Attribute Modifier Bonus (AG/TE) of Team Dynamic by 1.
(3)-[Passive]: Increase your Personality and Scholarship Modifiers by 1(T).
(4)-[Triggered, 1/Round]: If a Teammate makes a Combat Roll, you may increase the Dice Score of that Combat Roll by 1/4 (rounded up) of your Personality or Scholarship Modifier.
(5)-[Triggered, 1/Round]: If a Teammate is hit by an Opponent’s Attacking Maneuver, you may reduce the Damage they receive by 1/2 of your Personality or Scholarship Modifier.