Malignance

**Malignance** also referred to as **The Fury**, is one of the Ten Continuance. The holders of this power bare a strong hatred and carry it with them. Through this hatred they draw great strength and might.

Malignance, like the other Continuance, is a unique ability that is passed from lifeform to lifeform either directly or indirectly. Like the others, the holder of Malignance is able to tap into surface level neural energy manipulation, granting them a unique ability so powerful that some would come to view it as being "like magic".

Malignance is often associated with the aspects of hate, change and insanity.

## Abilities

### Offensive Ability Enhancement (Awakened/Active Stages)

Beginning at the awakened and active stages, the holder of Malignance gains access to a passive Offensive Ability Enhancement. While this is active, the holder has all of their offensive abilities enhanced. This includes their strength, dexterity, reflexes, endurance and durability. In addition, the holder's mental offensive abilities are also enhanced, giving the holder enhanced tactical abilities and knowledge of fighting styles.

### Evolution (Evolved Stage)

Upon reaching the evolved stage, the holder gains access to Evolution. This ability, upon activation, allows the holder to evolve beyond any natural power or ability used against them. Once the holder has been attacked once by a natural ability, they can use Evolution to evolve beyond that power, and therefore become immune to its use. Unlike conventional evolution in living beings, the holder does not physically change, rather their internal anatomy changes to adapt against the ability used.

This ability can only be used to overcome a natural ability, such as a racial trait like the Floran Solar Blast or an Empath's psycho-kinetic abilities. This ability cannot allow the holder to evolve against unnatural abilities such as technological powers and weapons.

Once the holder has evolved against an ability, they will retain that immunity until they lose the power of Malignance.

### Rapid Evolution (Mastery Ability)

Upon reaching the mastered stage, the holder gains access to the final ability of Malignance. This ability, referred to as 'Rapid Evolution', causes the holder to transform into a living superweapon. By taking in the neural energy in the surrounding area, every cell in the holder's body becomes engorged in the energy and increases in power and efficiency tenfold. This causes the user to double in almost every natural trait, becoming taller, stronger, faster, etc.

In addition, due to the high levels of neural energy present in the holder's body, the holder is able to deploy this energy offensively, creating powerful blasts of concentrated neural energy. These blasts, when used at their maximum extent, contain enough energy to be comparible to a large scale anti-matter explosion, levelling a continent in moments.

This ability is extremely taxing on the holder's body, preventing them from being in this form for longer than 10 minutes. Upon reverting to their normal body, the holder will require time to recover and will be unable to use this power again until after they have had enough rest.

## Geis

A curse implanted by a holder of Convergence on a previous holder of Malignance has caused the power to gain a powerful drawback. The Geis implanted on the holder of Malignance and therefore the power itself is as follows:

> "The more you use your power, the more you will lose yourself. You will become insane, irrational and angry with each day that passes."
>
>

The Geis means that the holder of Malignance will slowly become insane, irrational and angry the more they use their power. Previous holders of Malignance have known to become insane psychopaths after years of prolonged use of their power because of this Geis.

## In game abilities

### Generic Abilities

* +1 to AC
* Advantage on Death Saving Throws
* +2 to Perception
* Gain Darkvision (60ft)
* Gain immunity to the abilities and effects of the other Continuance.

### Active Stage

* +2 to Strength and Dexterity Scores, Score maximums can now exceed 20.
* Gain resistance to slashing, bludgeoning and piercing damage.
* Unarmed strikes now deal 1d6 x your strength modifier.

### Evolved Stage

* Additional +2 to Strength and Dexterity Score (+4 total)
* Gain an additional reaction per round
* Gain *Evolve Resistance.*
	+ *Evolve Resistance* As a reaction, when you are hit by an enemy attack, you gain a resistance to that attack if it is used against you again this round. Should that attack be used a further time, you gain immunity to that attack for the remainder of the round.

### Mastered Stage

* Additional +2 to Strength and Dexterity Score (+6 total)
* Gain one use of *Hyperevolve* per long rest.
	+ *Hyperevolve* As an action, you transform into a titanic beast of pure destruction. You become one size larger than your standard size, and gain the stats below. You remain in this transformation for up to 1 minute, you have taken damage equal to half of your total hitpoints, or if you use the Neural Energy Blast.
		- Titanic Beast (AC 21, Save DC 19) HP: 250. Str +10, Dex +10, Con +5, Wis +2, Int +0, Chr -2. *Extra Attack* You may attack three times, two energy punches and one energy slash. *Energy Punch* (+10 to hit, deals 28 (5d6) energy damage.) *Energy Slash* (Ranged attack 150ft, +10 to hit, deals 30 (5d8) energy damage) *Neural Energy Blast* (DC 19 Dexterity Save, 100ft line) Deals 68 (9d8) points of energy damage upon a fail, or half as much on a success.