
You are one of the rare few not only able to channel the Ripple, but to have it unlocked within you. Be it through knowledge, the actions of another, or through the legacy of your blood, the energy of the sun becomes yours to wield.
- Racial Requirement: Any
- Transformation Type: Manifested Power
- Prerequisite(s): N/A
- Maximum No of Stacks: 3
- Tier of Power Requirement. 1+
| AG | FO | TE | SC | IN | MA | PE |
|---|---|---|---|---|---|---|
| +1 | +1 | +1 | – | – | +1 | – |
The Art of Breathing: With each breath you draw, you awaken power previously thought impossible by mere mortals.
-[Passive]: Gain access to the Way of the Hermit Enhancement Power and the Sunlight Breathing Special Maneuver.
-[Passive]: Double the reduction to a Signature Technique’s Technique Point Cost from the Restriction – Transformation (Way of the Hermit) Disadvantage.
-[Automatic]: After using the Sunlight Breathing Special Maneuver, use the Transformation Maneuver as an Out-of-Sequence Maneuver to enter the Way of the Hermit Enhancement Power.
-[Triggered/Defeated]: Die. If you do, before you die, you may use the Empower Maneuver as an Out-of-Sequence Maneuver, but your target must be another Character with the Rippling Energy Manifested Power. That Character gains all of your Rippling Energy stacks (this can cause their amount of Rippling Energy stacks to exceed the maximum by 1). Additionally, that Character increases their Tier of Power by 1 (see — Breakthrough) until the end of the Combat Encounter. If you trigger this effect and there is no suitable target in the Combat Encounter, you may instead target another Character with the Rippling Energy Manifested Power you know but who isn’t part of this Combat Encounter. They gain your stacks of Rippling Energy as usual through this effect, but do not gain the increase to their Tier of Power.
Sunlight Vitality: The more controlled your breath, the more energy you draw within yourself, to channel as you see fit. It seeps into your body, turning you into an exemplary specimen of your race.
-[Passive]: If you are using the Age Optional Rules and your Age Category is above Peak while you possess 3 stacks of Ripple, treat your Physical Age Category as if it was 1 Age Category lower. This effect cannot cause your Physical Age Category to become lower than Peak.
-[Passive]: Increase your Maximum Life Points and Maximum Ki Point Pool by Z for each Power Level reached.
-[Passive]: Increase the amount of Life and Ki Points you regain from Surges by Z(bT).
-[Option]: Upon gaining access to the Ripple Manifested Power, gain access to one of the following effects:
- Fate of that Blood [Passive]: Increase the Attribute Modifier Bonus (FO/MA/TE) of this Manifested Power by 1.
- Crazy my Beat [Passive]: Increase the Dice Score of your Bluff Skill Checks by Z and increase the Attribute Modifier Bonus (PE) of this Manifested Power by 1.
- Foreseeing Hermit [Passive]: Increase the Dice Score of your Clairvoyance Skill Checks by Z and increase the Attribute Modifier Bonus (IN) of this Manifested Power by 1.
- Bubble Blower [Triggered, 1/Round, Ruling]: If you use the Sunlight Breathing Special Maneuver, you may create a number of ‘Bubbles’ on Squares within your Melee Range equal to the amount of Actions spent on that Maneuver. Bubbles are Features with a Hardness Level of 0 and are destroyed if they deal Collision Damage. As an Instant Maneuver during your turn, you can move any number of your Bubbles, any number of Squares up to your Might (the total number of Squares moved is split among your Bubbles – so, for example, if you have 2 Bubbles and 8 Might then you move one of your Bubbles by 3 squares, you could only move the other by 5 squares as the total would then match your Might). Whenever you make an Attacking Maneuver with the Elemental (Light) Profile, you may have it originate from one of your Bubbles rather than you.
-[Choice]: Depending on your choice for the Option effect of this Trait, apply one of the following effects:
- Fate of that Blood [Passive]: For each Health Threshold you are below, increase your Wound Rolls and Soak Value by 1(T).
- Crazy my Beat [Triggered, 1/Round]: If you use the Hype Maneuver, you may target an Opponent who is not at Long Range. Make a Clash (Bluff vs Intuition/Bluff) against that Opponent. If you win, increase the Strike and Wound Rolls of your next Attacking Maneuver made that targets that Opponent this Combat Round by Z(bT). If that Attacking Maneuver also targets another Character, do not apply this increase to your Combat Rolls.
- Foreseeing Hermit [Passive]: Gain access to the Precognition Unique Ability.
- Bubble Blower [Passive]: You gain access to the Elemental (Light) Profile, regardless of your Magic Score. Additionally, you may use your Force Modifier instead of the Magic Modifier for calculating your Wound Roll for any Attacking Maneuver made with the Elemental (Light) Profile.
Sunlight Breathing Special Maneuver
Sunlight Breathing [1/Round]: In comes air, out goes the Ripple.
–Action Cost: Variable (1~3)
–KP Cost: N/A
–Effect: Gain a stack of Ripple (max. 3) for each Action spent on this Maneuver.
You cannot use this Special Maneuver if you are suffering from the Suffocating Combat Condition or while in the Space or Underwater Environment.