
- Racial Requirement: Any
- Transformation Type: Awakening
- Awakening Type: Lesser
- Awakening Origin: Mind
- Prerequisite(s): 2+ Skill Ranks in Clairvoyance
- Maximum No of Stacks: 7
- Tier of Power Requirement. 1+
| AG | FO | TE | SC | IN | MA | PE |
|---|---|---|---|---|---|---|
| – | +1 | – | – | +1 | – | – |
Master of Energy: A
(1)-[Passive]: You may use your Clairvoyance Skill instead of your Use Magic Skill for any Prerequisites and for any Clashes.
(2)-[Passive]: Each time you gain a stack of Ki Technician, gain access to a Technical Trait of your choice.
(3)-[Triggered/Start of Turn, 1/Encounter]: Use a Ki Surge. If you do, increase your Surgency by Z(bT) for the duration of this Surge.
Technical Traits
Adjustment of Technique: A
(1)-[Passive, Ruling]: Upon gaining this Technical Trait, select 3 Advantages with a Technique Point Cost of 10 or less (except Efficiency). These Advantages become known as your Technical Adjustments.
(2)-[Passive]: Reduce the Ki Point Cost of Physical and Energy Attacks made through the Basic Attack Maneuver by 1(T).
(3)-[Triggered, 2/Round]: If you use an Attacking Maneuver of the Physical or Energy Foundation through the Basic Attack Maneuver, you may apply a qualifying Technical Adjustment to that Attacking Maneuver.
(4)-[Triggered, 1/Encounter]: If you use a Signature Technique of the Physical or Energy Foundation, you may apply any number of your qualifying Technical Adjustments to that Attacking Maneuver.
Focused Blaster: A
(1)-[Passive]: Increase the Wound Rolls of your Energy Attacks by 2(T).
(2)-[Triggered, 1/Round]: If you hit an Opponent with an Energy Attack, you may spend 4(bT) Ki Points to apply an Energy Charge to that Attacking Maneuver.
(3)-[Triggered, 1/Encounter]: If you use the Energy Charge Maneuver, if the declared Attacking Maneuver is an Energy Attack, you may use the appropriate Maneuver for that Attacking Maneuver (Basic Attack Maneuver or Signature Technique Maneuver) as an Out-of-Sequence Maneuver.
Ki-Infused Punch: A
(1)-[Passive]: Increase the Wound Rolls of your Physical Attacks by 2(T).
(2)-[Triggered, 1/Round]: If you hit an Opponent with a Physical Attack, you may spend 4(bT) Ki Points to apply an Energy Charge to that Attacking Maneuver.
(3)-[1/Encounter]: As an Instant Maneuver, you may use the Movement Maneuver. Then, you may use the Basic Attack Maneuver or Signature Technique Maneuver as an Out-of-Sequence Maneuver. If you do, that Attacking Maneuver must be a Physical Attack.
Power-Type:
(1)-[Passive]: Increase the Strike Rolls for your Physical and Energy Attacks of the Simple and Combination Profiles by 1(T).
(2)-[Triggered, 1/Round]: When making an Attacking Maneuver of the Simple, Combination, or Mega Flare Profile as a Physical or Energy Attack, you may apply a Line or Cone AoE to that Attacking Maneuver.
(3)-[Triggered, 1/Encounter]: If you use an Attacking Maneuver of the Physical or Energy Foundation that possesses an AoE, you may apply the Cataclysmic Super Profile to that Attacking Maneuver.
(4)-[Triggered, 1/Encounter]: If you use an Attacking Maneuver of the Mega Flare Profile (Physical/Energy) with a Ki Wager of at least 1/2 of your Max Capacity, you may apply the Complete Annihilation Super Profile to that Attacking Maneuver.
Precision Ki Control:
(1)-[Passive]: Reduce the Critical Target of your Strike Rolls for your Physical and Energy Attacks by 1.
(2)-[Triggered, 1/Round]: If you use a Physical or Energy Attack that possesses an AoE, you do not target any Allies that are within that AoE with that Attacking Maneuver.
(3)-[Triggered, 1/Round]: If you score a Critical Hit on the Strike Roll for a Signature Technique of the Physical or Energy Foundation, apply an Energy Charge to that Attacking Maneuver.
(4)-[Triggered, 1/Encounter]: If you use a Physical or Energy Attack that possesses an AoE, but targets only 1 Opponent, you may score a Critical Result on the Strike Roll of that Attacking Maneuver regardless of the Natural Result.
Technical Skill: A
(1)-[Passive]: Reduce the Technique Point Cost for all Technical Unique Abilities by 2. This effect applies retroactively, meaning you gain Technique Points equal to the reduction if it was not applied previously (you do not gain Technique Points from Unique Abilities gained for free due to effects).
(2)-[Passive]: Reduce the Technique Point Cost of all Advancements for Technical Unique Abilities by 1. This effect applies retroactively, meaning you gain Technique Points equal to the reduction if it was not applied previously (you do not gain Technique Points from Advancements gained for free due to effects).
(3)-[Passive]: Upon gaining this Technical Trait, select a Technical Unique Ability with a TP Cost of 25 or less that you meet the Prerequisites of. Gain access to that Unique Ability. If the Unique Ability’s TP Cost was below 25, you may use any remaining Technique Points to obtain Advancements (that you meet the Prerequisites of) for that Unique Ability.
(4)-[1/Round]: You may use a Technical Unique Ability that is a Standard Maneuver with an Action Cost of 1 Action as an Instant Maneuver.
Trick up the Sleeve:
(1)-[Passive]: Reduce the Ki Point Cost of your Technical Unique Abilities by 1(T).
(2)-[1/Round]: If you make a Clash that uses your Saving Throws through the effects of a Unique Ability, increase your Dice Score for that Clash by 1(T).
(3)-[1/Encounter]: You may use a Technical Unique Ability with a TP Cost of 20 or less that you meet the Prerequisites for, even if you do not have access to that Unique Ability.