
Divine ki is of a greater quality than typical Ki. While a mortal may overcome a god, the ki used by the divine is simply more intense.
God Ki
God Ki is a unique State that you enter and remain in for the entire time you are in a Transformation with the God Ki Aspect. Some situations (like the effects of the Divine Candidate Manifested Power) can allow you to gain God Ki through another means, which would result in you permanently being in the God Ki State.
God Ki Special State
-[Passive]: You gain access to Divine Ki Points.
-[Passive]: You automatically succeed at Concealment Skill Checks against those who cannot sense God Ki, even if you do not have any Skill Ranks in Concealment. Unless specified otherwise, no one can sense God Ki, except those who are in the God Ki State or have access to a Transformation with the God Ki Aspect.
-[Passive]: Against Characters without God Ki:
- Increase your Damage Reduction against their Attacking Maneuvers by 2(T). This Damage Reduction cannot be ignored or reduced by any effects.
- Increase the Wound Roll of your Attacking Maneuvers against them by 3(T).
Divine Ki Points
Divine Ki Points (DKP) are a separate pool of Ki Points accessed by Characters in the God Ki Special State. A Character in the God Ki Special State, or who has access to a Transformation with the God Ki Aspect, starts each Combat Encounter with their maximum amount of DKP – an amount equal to 6x, where x is equal to their Power Level. Whether you are in the God Ki Special State or not does not influence your amount of DKP, only if you are able to use it. If a Character gains access to the God Ki Special State during a Combat Encounter, then they will possess their DKP starting from that point forward, rather than from the start of the Combat Encounter.
While in the God Ki Special State, you may use your Divine Ki Points as if they were normal Ki Points, but there are a few important rules regarding the use of DKP:
- Divine Ki Points only use 1/2 (rounded up) of the Capacity Rate of normal Ki Points.
- The Draining Aspect on any Transformation with the God Ki Aspect also applies 1/2 of its reduction to your Divine Ki Points.
- If you use Divine Ki Points to pay the Ki Point Cost of a Maneuver, or to make a Ki Wager, you cannot also contribute to that instance of paying Ki using normal Ki Points. However, you could use DKP to pay for the Ki Point Cost for an Attacking Maneuver and then Ki Wager with your normal Ki Points, as they are two different instances of paying Ki Points.
- When using the Empower Maneuver, if your targeted Ally is also in the God Ki State, you can transfer DKP to them, instead of normal Ki Points.
- The No Energy condition for Leaving a Transformation depends on your Divine Ki Points rather than your Ki Points for Transformations with the God Ki Aspect.
God Maneuvers
God Maneuvers are special Maneuvers only available to those with access to Divine Ki Points. They must be gained through a Trait, and spend Divine Ki Points to use.
Divine Attack [1/Round]: You attack with divine might.
–Maneuver Type: Standard
–Action Cost: 1 Action
–DKP Cost: Variable
–Effect: Make an Attacking Maneuver as if this was the Basic Attack Maneuver. The DKP Cost is equal to 2(T) more than the KP Cost of your chosen Profile, after applying any reductions from effects, and is paid instead of it. This Attacking Maneuver has its Damage Category increased by 1 category.
Divine Aura [1/Encounter]: Your aura flares to life with holy power.
–Maneuver Type: Standard
–Action Cost: 1 Action
–DKP Cost: Varies
–Effect: Upon gaining access to this God Maneuver, create an Aura with a total TP Cost of 50 (you do not spend any Technique Points) and the Required State (God Ki) Aura Disadvantage. You may only use this Aura through the Divine Aura Maneuver, and the Divine Aura Maneuver can only use that Aura. The Divine Aura Maneuver, otherwise, acts exactly as the Aura Maneuver, and is considered the Aura Maneuver for any effects. The DKP Cost is equal to the KP Cost of that Aura, and is paid instead of it. You may spend your usual Ki Points for maintaining the Aura activated through the Divine Aura Maneuver.
Divine Breathing [1/Round, 2/Encounter]: You recover health with your godly energy.
–Maneuver Type: Standard
–Action Cost: 1 Action
–DKP Cost: 5(T)
–Effect: Regain 5d10(T) Life Points. This is considered a Healing Surge for effects, and applies Surgency.
Divine Counter [1/Round, 2/Encounter]: Repel an enemy’s attack with holy power.
–Maneuver Type: Counter
–Action Cost: 1 Counter Action
–DKP Cost: 3(T)
–Effect: If you are targeted by an Opponent’s Attacking Maneuver, use the Basic Attack Maneuver against that Opponent as an Out-of-Sequence Maneuver. If this Attacking Maneuver knocks your Opponent through a Health Threshold or Defeats them, their Attacking Maneuver is canceled. They regain any Ki Points and Capacity Rate spent on that Attacking Maneuver, but still lose the Action Cost.
Divine Flame [1/Round]: Imbue yourself with divine strength.
–Action Cost: 1 Action
–DKP Cost: 3(T)
–Effect: Gain 2 stacks of Power until the end of your next turn. This Maneuver is considered the Power Up Maneuver for any effects.
Divine Flex [1/Round]: You can shrug off hits with heavenly grace.
–Maneuver Type: Counter
–Action Cost: 1 Counter Action
–DKP Cost: 2(bT)
–Effect: If you are targeted by an Opponent’s Attacking Maneuver, reduce the Damage Category of that Attacking Maneuver by 1. This Maneuver is treated as the Direct Hit option of Defend Maneuver for any effects and gains its effects.
If you receive 0 Damage from that Attacking Maneuver while not using a Shield Aura or the second effect of the Shield Weapon Category, reduce that Opponent’s Life Points by your Soak Value.
Divine Movement [1/Round]: Move with heavenly speed.
–Maneuver Type: Standard
–Action Cost: 1 Action
–DKP Cost: 2(T)
–Effect: Move any number of Squares up to your Boosted Speed. This Maneuver is considered the Movement Maneuver (with Rapid Movement applied) for any effects, but it does not provoke the Exploit Maneuver and, if you move into an Opponent’s Melee Range through this instance of movement, you gain an instance of Greater Dice (this may stack with any occurring Greater Dice you possess) on your Strike and Wound Rolls against that Opponent until after you have used an Attacking Maneuver against them, or until the end of your turn (whichever occurs first).
Divine Pulse [1/Round]: Give your Transformations a spark of godly might.
–Maneuver Type: Out-of-Sequence
–Action Cost: N/A
–DKP Cost: Varies
–Effect: If you would use the Transformation Maneuver to attempt to enter a Transformation with the God Ki Aspect, you may apply up to 2 levels of the Long Transformation Aspect onto that Transformation until the end of the Combat Encounter. If you do, increase that Transformation’s Attribute Modifier Bonus (FO/MA) by 1(T) for each level of the Long Transformation Aspect applied to it until the end of the Combat Encounter. Divine Pulse’s DKP Cost is 1(T) for each level of Long Transformation added onto that Transformation.
Divine Roar [1/Encounter]: You let out a holy war cry, bringing mortals to their knees in awe of your might.
–Maneuver Type: Standard
–Action Cost: 2 Actions
–DKP Cost: 5(bT)
–Effect: Make a Might Clash against all Characters within a Destructive Sphere AoE (centered on you). If you win, the losing Character(s) gain the Guard Down and Impediment Combat Conditions until the end of your next turn. If that Opponent is a Minion (except a Special Minion) or has a base Tier of Power that is lower than yours, they are Defeated.
God Bind [1/Encounter]: Restrain your enemies with divine force.
–Maneuver Type: Standard
–Action Cost: 1 Action
–DKP Cost: 4(T)
–Effect: Target an Opponent within your Melee Range. Make a Might Clash against that Opponent. If you win, they gain the Pinned Combat Condition. You must spend 2 Actions at the start of each of your turns to maintain the God Bind. At the start of each of that target’s turns, they make a Might Clash against you. If they win any of these Might Clashes, they immediately lose the Pinned Combat Condition and may choose to spend 8(bT) Ki Points to make a Might Clash against you. If they win, you gain the Guard Down Combat Condition until the end of their turn.
If an Opponent targets you with an Attacking Maneuver while inside of your Melee Range, you may use the God Bind Maneuver, targeting them, as an Out-of-Sequence Maneuver by spending 1 Counter Action. If they lose the Might Clash, their Attacking Maneuver is canceled and they lose any Ki Points and Actions spent on it.
God Strike [1/Round]: Infuse your attacks with extra power thanks to your godly skill.
–Maneuver Type: Standard
–Action Cost: 1 Action
–DKP Cost: Varies
–Effect: Upon gaining access to this God Maneuver, select two Profiles of the same Foundation, only one can possess an AoE as part of its effect. When using this God Maneuver, make an Attacking Maneuver that benefits from the effects of both of those Profiles and is considered both of those Profiles for all effects. The DKP Cost of God Strike is equal to the KP Cost of the higher KP Cost Profile increased by 1/4 (rounded up) of the KP Cost of the lower KP Cost Profile.
God Finisher [1/Encounter]: Annihilate your enemies with a holy smite.
–Maneuver Type: Standard
–Action Cost: 1 Action
–DKP Cost: Varies
–Effect: Upon gaining access to this God Maneuver, create a Signature Technique with a total TP Cost of 50 or less (you do not spend any Technique Points) and the Required State (God Ki) Disadvantage. You may only use this Signature Technique through the God Finisher Maneuver, and the God Finisher Maneuver can only use that Signature Technique. The God Finisher Maneuver, otherwise, acts exactly as the Signature Technique Maneuver, and is considered the Signature Technique Maneuver for any effects. The DKP Cost is equal to the KP Cost of that Signature Technique, and is paid instead of it.
Holy Transformation [1/Encounter]: Transform with divine ease.
–Maneuver Type: Standard
–Action Cost: 1 Action
–DKP Cost: 2(T)
–Effect: Enter a Transformation with the God Ki Aspect. You do not roll a Stress Test for entering the Transformation, but any subsequent Stress Tests are rolled as usual. This Maneuver is considered the Transformation Maneuver for any effects.