Every force you create leaves an echo. Where there is Instinct, there must be Ego. While the Gods of Destruction may struggle to master the power of angels, they have created their own ultimate force to rival it. A limitless transformation that can rival Ultra Instinct, known only to the Gods that decide the fate of all life in their universe. Warriors who tap into it become wild with their desires, their minds focused solely on destruction as they grow stronger with every attempt the opponent makes to defeat them. Ultra Ego is another absolute, another peak of power within the universe.
Egotistical Combat. If you are successfully struck (hit) by an opponent, you may gain +1 stack of Ego. You can only gain up to +2 stacks of Ego each Combat Round. For each stack of Ego, increase your Wound Rolls by +1d6. When you gain your 6th stack of Ego, immediately gain a number of Hakai Points equal to 1/2 of your current Tier of Power.
When you are knocked through a Health Threshold, you may immediately use the Power Up Maneuver as an Out-of-Sequence Action. When you use the Power Up Maneuver through the effects of Egotistical Combat, increase your Capacity Rate by 1/2 instead of 1/4. Additionally, increase the bonus to Combat Rolls from Power Up to +2(T) instead of +1(T), but you can only use the Power Up Maneuver once per Combat Round and the benefits from Power Up cannot stack.
At the start of each Combat Round, you gain 3 Counter Actions instead of 1 and you must make a Morale Saving Throw, TN Hard. If you pass, nothing happens. If you fail, you must use the Willing Failure (see – Core Rules) rule to make the first Dodge Roll you make this Combat Round have a Dice Score of 0. Additionally, you can only use your Counter Actions to use the Direct Hit or Guard options of the Parry Maneuver.
Rising Hype. You cannot suffer from any Negative Combat Condition and you ignore all penalties to your Strike or Wound Rolls. Each time you take damage from an opponent’s Attacking Maneuver, gain Ki Points equal to 1/4 (rounded up) of the damage you received and for each Health Threshold you are below, gain a bonus of +2(T) to your Combat Rolls.
Once per Combat Round, if you have 4+ stacks of Ego, you may use the Basic Attack Maneuver as an Instant Action. If you have 8+ stacks of Ego, you may use a Signature Technique instead.
Thoughts of Destruction. If you successfully hit a target with an attack that has the Destruction Advantage, upgrade the Damage Category to Lethal. If it was already Lethal, increase the amount of reduction to their Maximum Life Points by +1/2 of the Wound Roll.
If you stop being Defeated for any reason, immediately use a Power Surge Maneuver as an Out-of-Sequence Maneuver and gain +4 stacks of Ego or +2 Hakai Points, if you do not have the Egotistical Combat trait, you must gain the Hakai Points. If you were not in this Transformation when you stopped being Defeated, you may use a Transformation Maneuver to enter this Transformation as an Out-of-Sequence Action (even if you would be suffering from Stress Exhaustion) and then apply this effect of Thoughts of Destruction.
You cannot use any Enhancement Powers in conjunction with Ultra Ego.
Ultra Ego Mastery. Mastery for the Ultra Ego Legendary Form can be gained up to four times. If you have Mastered Ultra Ego 2+ times, you may use the effects of Shatter Your Limits on Ultra Ego. When you gain Mastery for Ultra Ego, you gain one of the following benefits (you choose):
Rampant Ultra Ego. When you successfully strike (hit) an opponent, you can spend 6 Ki Points to avoid rolling dice for your Wound Roll. Instead, use your current Force Modifier and increase it by +5 for every additional dice you would have rolled, regardless of their Dice Category.
If you are in a Transformation, reduce the Ki Point Cost of Rampant Ultra Ego by the Tier of Power requirement of that Transformation and increase the amount you add to your Wound Roll for every die you would have rolled by half the Tier of Power requirement (rounded down) of the Transformation you are currently in.
Power of Destruction. During each Combat Encounter, you gain a number of Hakai Points equal to your current Tier of Power. Once per Combat Round, you may spend 1 Hakai Point before you make your Strike Roll to give any Attacking Maneuver the Destruction Advantage (seen below) and a free Ki Wager equal to 1/2 of your Power Level.
“Destruction. If you successfully strike (hit) your opponent with this attack, reduce their Maximum Life Points by an amount equal to the Wound Roll. If you reduce their Maximum Life Points to 0 with this attack, they are erased from existence and cannot be revived by any means. At the end of a Combat Encounter, any affected characters have their Maximum Life Points returned to normal.
If you successfully hit a non-living object with a Called Shot such as a piece of terrain, a basic item or a piece of equipment with this attack, it is instantly destroyed (reducing the Break Value to 0 for equipment) and inflicts Lethal Damage equal to 3x the Lethal Damage that would be dealt by its Hardness Value to all opponents within a nxn square sphere, where n is equal to 2x the Hardness Value of the object.”