Aspects

Transformations tend to have certain similarities or abilities that can be seen commonly appearing amongst them. These are known as their ‘Aspects’. When looking at a transformation, most will give a list of Aspects that they possess. Aspects do not stack across stages, each stage has its own set of Aspects. Additionally, when using an Enhancement Power with another transformation, their shared Aspects do not double up but if they share Aspects with levels, add those levels together to decide the level of that Aspect (up to the maximum for that Aspect).

What each Aspect means is detailed below:

  • Enhanced Save: While you are in this transformation, gain proficiency in a listed Saving Throw (will be listed with this Aspect). If you already have proficiency in that Saving Throw, increase any rolls with that Saving Throw by +1(T).
  • High Speed Form: High Speed Form has three levels. While in this transformation, increase your Ground and Flight Speed by +1(T) for each level.
  • Durable Form: Durable Form has multiple levels. While in this transformation, increase your Soak Value by +1(T) for each level.
  • Armored Form: Reduce all Lethal Damage you take to Direct and all Direct Damage you take to Standard. This only applies to damage dealt by Attacking Maneuvers.
  • Perfect Ki Control: Reduce the Ki Point Cost of all Maneuvers by -1(T) to a minimum of 2(T). This cannot increase their cost if it would be lower than the minimum.
  • Size Decreasing: While in this transformation, your size is Small.
  • Size Increasing: While in this transformation, your size is Large. If your size was already greater than Large, it does not decrease to Large. Increase the range at which targets are considered to be at Long Range by +2.

    Size Increasing has three levels. Each level after the first increases the size by one category (if that size is still less than their current size, they do not decrease their size) and increases the range at which targets are considered to be at Long Range by an additional +2. Additionally, for each level after the first, the transformed character’s melee attacks become a sphere Area Attack with a +1 to its size and the transformed character’s energy attacks become a sphere Area Attack with a +2 to its size. The Area of Effect for these Area Attacks expands from the target.

    For example, at the third level, a character would become Gigantic, have a Long Range of 14 squares, have a melee Area Attack that strikes all targets within 2 squares of the target and have an energy Area Attack that strikes all targets within 4 squares of the target.
  • God Ki: While in this transformation, your energy is completely hidden from outside sources. Whenever another character or outside force attempts to use any kind of ability to scan or search for potential life forces, they will be unable to locate your character – this includes mechanical devices such as scouters. Notably, any character or creature that can track or detect godly ki can attempt to sense your ki as usual.

    In addition, whenever you make a Ki Wager and fail to successfully strike (hit) an opponent, regain Ki Points equal to half the Ki Points you spent on that Ki Wager.

    After gaining access to this transformation, you can sense God Ki even when not using the transformation. You cannot use two transformations with the God Ki Aspect at the same time.
  • Raging: When you attempt to roll a Morale Saving Throw for the Rage Combat Condition, you suffer from Impediment. In addition, while in this transformation, while you are below the Injured Health Threshold, you count as being in Rage for any traits, talents or aspects that activate while you are in Rage.

    Additionally, while you are in Rage, you get +1(T) to Wound Rolls.
  • Rampaging: At the start of each of your turns while in this transformation, you must make a Cognitive Saving Throw, TN Medium. If you pass the Saving Throw, nothing happens. If you fail the Saving Throw, pause combat and roll 1d10. If your result is 7 or lower, you will attack a random ally. If your result is 8 or higher, you will attack a random enemy. If there is more than one possible target to attack of the rolled category (ally or enemy), randomize which one of them you will attack with a dice roll by assigning each of them a relevant face on the die.

    You will use all available actions to make attacks against the resulting target, Basic Simple attacks if within melee range and Basic Sphere attacks if at range. Roll 1d10(T) and add your Power Level, this is the amount of Ki Points you must wager on each attack. If the value exceeds what is possible for your Capacity or Ki Points, divide the amount by two until it can be done.

    Rampaging has three levels. Each level after the first increases the Saving Throw TN by one rank. For example, the third level of Rampaging has a TN Very Hard Cognitive Saving Throw.
  • Temporary Form: Temporary Form has 3 levels. A transformation with Temporary Form can only be active for 5 Combat Rounds. Reduce the number of Combat Rounds it can be activated for by one for each level of Temporary Form after the first. When you exit a transformation with the Temporary Form Aspect for any reason, even voluntarily, you suffer from the full effects of Stress Exhaustion as if you failed the Stress Test.
  • Draining: At the start of each of your turns while in this transformation, you must make a Corporeal Saving Throw, TN Medium. If you pass the Saving Throw, you lose 1d4(T)+1(T) Ki Points. If you fail the Saving Throw, you lose 2d4(T)+1(T) Ki Points. Additionally, if you fail the Saving Throw while your current number of Ki Points are below 1/4 of your Maximum Ki Point Pool, you gain the Fatigued Combat Condition until your Ki Points reach 1/2 of your Maximum Ki Point Pool.

    Draining has three levels. Each level after the first increases the Saving Throw TN by one rank, increases the Ki Points lost by +1(T)  and increases the dice used to calculate your Ki Point loss by one category. For example, the third level of Draining has a TN Very Hard Corporeal Saving Throw and you would lose 1d8(T)+3(T) Ki Points for passing the Saving Throw and 2d8(T)+3(T) Ki Points for failing the Saving Throw. Draining always uses your base Tier of Power.
  • Long Transformation: Long Transformation has two levels. For each level, increase the amount of actions spent by the Transformation Maneuver to enter this transformation by +1. For each level of the Long Transformation Aspect, increase the cost of using the Surging Strength by the Stress Test of that transformation. The cost of using Surging Strength to enter a transformation with the Long Transformation Aspect cannot be reduced by any means.
  • Exhausting: When you suffer Stress Exhaustion from leaving this transformation due to failing a Stress Test, you also suffer from the Impediment Combat Condition until the Stress Exhaustion fades.
  • Dedicated Transformation: You cannot use the Surging Strength Talent to enter this transformation.
  • Controlled Fury. While you are benefiting from Rage, increase your Wound Rolls by +3(T).
  • Natural Form: You do not have to roll Stress Tests for any transformation with this Aspect unless you use an Enhancement Power in conjunction with it, at which point follow the standard rules for Stress Tests. If you fail a Stress Test, you do not exit the transformation but increase the amount of rounds you suffer from Stress Exhaustion by +2.
  • Heartbeat: When you use the Surging Strength Talent to enter this transformation for this Combat Round, reduce the Ki Point cost by 1/2.
  • Bulky Form: While using this transformation, you must use your current Attribute Modifiers instead of your base Attribute Modifiers for the sake of calculating Super Stack.
  • Power High: When you enter this transformation or knock an opponent through a Health Threshold, you must make a Morale Saving Throw, TN Easy. If you pass the Saving Throw, nothing happens. If you fail, you must immediately use the Combat Recovery Maneuver, even if your Life Points and/or Ki Points are at their maximum. If you do not have enough actions to perform the Combat Recovery Maneuver, you instead suffer from the Guard Down Combat Condition until the end of your turn.

    Power High has three levels. Each level after the first increases the Saving Throw TN by one rank. Additionally, you can ignore the effects of Power High for the remainder of the Combat Encounter after you’ve suffered its effects a number of times equal to its current level. If you enter a transformation with a higher level of Power High, the previous times you’ve suffered the effects of Power High count towards the amount you require to ignore the effects of the current level.
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