
The power afforded to those who truly mastered the Sunlight Breathing Technique is yours. Utilizing the Ripple, you become humanity’s champion, a wise Hermit. Keep your breath steady, for fate has much in store for you.
- Racial Requirement: Any Race
- Transformation Type: Enhancement Power
- Prerequisite(s): N/A
- Stress Test Requirement: 10
- Tier of Power Requirement. 1+
- Aspects: Enhanced Save (Impulsive/Corporeal), Dedicated
| AG | FO | TE | SC | IN | MA | PE |
|---|---|---|---|---|---|---|
| +1(T) | +1(T) | +1(T) | – | +1(T) | +1(T) | – |
Fated Warrior of the Sun: Whether by curse or blessing, you are part of a legacy now; an enemy of all things undead.
-[Constant]: If you use the Transformation Maneuver to enter this Transformation, reduce the Stress Test Requirement of this Transformation by 1 for each stack of Ripple you possess for the duration of that Maneuver.
-[Ruling]: For the effects of Way of the Hermit, ‘X’ refers to your number of Rippling Energy stacks.
-[Automatic]: If your number of Ripple stacks is reduced to 0, leave this Transformation.
-[Automatic/Transform]: If your Race is Undead or you possess the Stone Mask Vampirism Manifested Power, you are Defeated. Apply this effect as if you were hit by an Attacking Maneuver of the Elemental (Light) Profile.
-[Passive]: While you are in the Underwater Environment, your Ki Wagers may exceed your Capacity by 1/4 (rounded up) if you are Ki Wagering on an Attacking Maneuver that is of the Physical Foundation and possesses the Elemental (Light) Profile.
-[Triggered/Start of Turn]: If you possess 2+ stacks of Rippling Energy, gain a stack of Ripple.
-[Choice]: Depending on your choice for the Option effect of Sunlight Vitality, apply one of the following effects:
- Fate of that Blood [Passive]: Increase the amount of Ripple stacks you gain from the Sunlight Breathing Special Maneuver by 1 for each Health Threshold you are below. While you are below the Critical Health Threshold, this may allow your amount of Ripple stacks to exceed their maximum.
- Crazy my Beat [Triggered, 1/Round]: If you win a Clash in which you use your Bluff Skill, you may use the Sunlight Breathing Special Maneuver as if you spent 1 Action as an Out-of-Sequence Maneuver.
- Foreseeing Hermit [Passive]: While you are in the Healthy Health Threshold, double the amount of Ripple stacks you gain from the 6th effect of Fated Warrior of the Sun.
- Bubble Blower [Passive]: Increase the Wound Rolls of your Attacking Maneuvers that originated from your Bubbles by x(T).
Overdrive: To combat those who’ve shed life, you use your own improved vitality. Watch where you’re going, and you’ll come through on top of anything that stands in your way.
-[Triggered]: If you target an Opponent with a Physical Attacking Maneuver, you may spend a stack of Ripple to apply the Elemental (Light) Profile and its effects to that Attacking Maneuver.
-[Triggered]: If you are targeted by an Opponent’s Attacking Maneuver, you may spend a stack of Ripple to increase your Combat Rolls and Soak Value by x(T) for the duration of that Attacking Maneuver.
-[Triggered]: If you make a Might Clash that was initiated by your Opponent, spend a stack of Ripple to increase the Dice Score of your Might Clash by x(T).
-[1/Round]: You may spend a stack of Ripple to use the Search Maneuver as an Instant Maneuver, even if you do not have access to it (you may use either effect). Increase the Dice Score of your Skill Check through the Search Maneuver by X.
-[Triggered, 1/Round]: When you apply the first effect of Overdrive to an Attacking Maneuver while in the Underwater Environment, you may also apply the Profile and effects of the Elemental (Water) Profile.
-[Triggered, 1/Round]: When making an Attacking Maneuver, at Attack Declaration, you may spend a stack of Ripple to increase your Melee Range by 3 Squares. If you do, increase your Wound Rolls by x(T) for the duration of that Attacking Maneuver.
-[Triggered, 1/Round]: If you use the Throw Maneuver, spend 1 stack of Ripple. If you do, apply the Elemental (Light) Profile to that Attacking Maneuver and increase the Damage by x(T).
-[Triggered, 1/Round]: If you apply the first effect of Overdrive to an Attacking Maneuver, you may destroy your top layer of Apparel or an Accessory you possess to regain the stack of Ripple spent on that Attacking Maneuver.
-[Triggered, 1/Round]: If you use the Sunlight Breathing Special Maneuver, you may use the Energy Charge Maneuver as an Out-of-Sequence Maneuver. If you do, your declared Attacking Maneuver must be a Signature Technique with the Restricted – Transformation (Way of the Hermit) Disadvantage.
-[Triggered, 1/Round]: If you apply the first effect of Overdrive to a Signature Technique with the Restricted – Transformation (Way of the Hermit) Disadvantage, you may apply an applicable Advantage to that Attacking Maneuver.
Burst Limit
Breathe Deep: Your nostrils flare as you take in more air, channeling more Ripple in an instant.
-[Automatic/Transform]: Use the Sunlight Breathing Special Maneuver as if you spent 2 Actions for its effects as an Out-of-Sequence Maneuver. Any stacks of Ripple gained through this use of the Maneuver can exceed your maximum. If you possess 5+ stacks of Ripple after triggering this effect, you may use the Signature Technique Maneuver to use a Signature Technique with the Restricted – Transformation (Way of the Hermit) Disadvantage as an Out-of-Sequence Maneuver.