Martial Arts Tables

Title: Martial Arts Tables

Do you wanna kick some ass? I mean sssseriously kick some ass?

First and foremost, let's go over a couple of things. Firstly, there are the Training Tables. Each Martial Art comes with a type of table which shows what you can learn after a certain amount of training has been met. Some are easier to learn than others, and learning one martial art makes it easier to learn certain other types.

First, let's look at Martial Arts-only keywords…

  1. Specials - specialized attacks, effects, stances and more. These are the backbone of each martial arts.
  2. Supers - upon doing at least five supers in any fight, you gain access to all Supers. They cost more, but do more.
  3. Ultimate Arts - after meeting extremely strict situational modifiers, you can launch an Ultimate Art…which, as the name implies, are the pinnacle of martial arts prowess.
  4. Desperation Arts - can only be launched when you're at 15% of your health. Can only be used once during each combat situation.
  5. Secret Arts - excruciatingly hard to learn, excruciatingly hard to launch, but awesome to behold.
  6. x Pumped Into - allows the user to "pump up" the end number (unless determined otherwise in text/by GM) of an attack or ability by howevermuch you give up in either health, energy points, or something else.
  7. x Sacrificed - allows the user to use what would normally considered "payment" energy, health, or whatever else is used to pay for the attack by adding that on as damage. In other words, if you used 100 energy points to start an attack that has +energy points sacrificed, then you can add +100 at the end damage of your attack.
  8. Chain Attack - by stringing together certain combos, spells or attacks, you can either A) increase their overall damage, B) receive a noice lil' bonus to end result damage, C) lose or gain extra attacks/defenses, or D) immediately "tag" the next fighter listed in the chain to perform their series of attacks, no matter where their position in the Initiative lineup is. This would now be their new spot in the Initiative lineup.

Note: In order to use this ability to give slower characters a "hand up" in the ladder of initiative, you both MUST have the chain attacks listed (my normal attacks -> their normal attacks, or my super reppuken uppercut -> their chojin hadoken, thus ending my turn and beginning theirs) as well as Combined Attack feat from this wiki.

  1. Stance - A free-action movement that can allow you access to other maneuvers, abilities, or techniques. They can also change your mid-combat stats, depending on which art and stance you follow.

Now, understand that there IS a way to go beyond 1000 training points…BUT, you must become a recognized Master of that particular fighting form. After achieving recognition and completing the "Do The Impossible" mission, you can keep training and learning…up to a whopping 3000 points! Remember though, if you have already learned the special/supers for your martial art, then it's simply counted as a blank slot until you come across something you HAVEN'T learned yet.

Also, don't forget: you can learn multiple martial arts, naturally, but you'll have to do the Do the Impossible mission for EACH ONE if you wish to "go beyond" with each one.

On a final note, starting Chapter 7 all abilities that have an asterisk (*) in front of them are able to be learned via the mentoring system rather than traditional, and easier method of training.

Hokuto No Ken/Hakyokusaken School
Nanto Seiken/Nanto School
Twin Heaven School (Miyamoto Style Fencing)
Any soft martial art (Tai Chi, Tai Chi Ch'uan)
Hiryuu Mukuuken
Anbuu Mukuuken
Capoeira
Mahouken
Wrestling
Shimabahara Style Fighting


Hokuto No Ken/Hakyokusaken School
"Omae wa mo Shindeiru!"

Specials

Invasion of Mars - access to greater (and greatest!) techniques, adds +5 damage to melee (unarmed) with a chance to explode if the vital life/chi points are targeted. Target must make a Fort DC20 save or die immediately due to explosion.

100 Fists of the North Star - 20 energy points. Goes up by +100 per use. Does 100 punches at 1 point damage per punch.

*Mach Punch - 10 energy points. Absorbing energy from the planet itself, the master flashes forward (up to 50 feet) and delivers an empowered punch for 1d10 dmg + chance for knockdown (35%) and stun (15%). Goes up by +10 energy points per use.

*Reverse Tackle - Counter. By flipping upwards and rising into the air through sheer leg pressure, spinning with a series of punches, the master can counter overhead and "dropping" attacks with an attack of their own. Can be done on one's own turn as well. 5d6 damage. If done as a counter, takes up 1/4 of your current energy pool. If used as an attack, costs 20 energy points. Goes up by +50 energy points per use.

Gasshuku Press - 10 energy points. Does 2 points damage by pressing the roof of the mouth expertly, placing a "truth" on the enemy. Target is unable to tell a lie for 12 hours.

*Triple Overhead Slash - 40 energy points. Does 3d4 damage with a high chance of stun (75%). A triple overhead barrage that rattles a target's brain around.

Note: won't work on "Mindless" characters.

Bear Fist/Crushing Blow Technique - An interrupt. Can be done once per day, and completely knocks an opponent back 50 feet. Does 1d20 damage, x4 crit.

Twin Kicks of Orion - 40 energy points. Does 2d10 damage (2 kicks), with a chance to cause one's own neck muscles to contract to the point that their neck breaks of it's own volition. Target must pass a Fort Save 20DC or die in 30 seconds. Goes up by +100 energy points per use.

Releasing Tension Technique - By making one's own body completely relaxed, the user is able to take far more damage then is humanly possible…and do far more damage then is humanly possible. While one is performing this (counts as a full round action), one is able to redirect damage from their hit points to their energy points instead. One cannot attack while in such a mode.

On the other hand, on the very next turn after Releasing Tension was activated, if one can pass a Concentration check of at least 20 (30 if they actually took damage during the preceding round), then they can perform a full-round melee attack which allows them to add their remaining energy points as direct damage on top of everything else. This is considered a ki-based attack.

Rising Pressure Technique - By understanding one's own body, the user increases their muscle mass by 100%. Doubles Str and Con, halves total energy (must be at least or over 75% of total energy pool).

Muscle Control Pummel - 20 energy points. Does 3d8 damage, with a chance to cause a target's body to be under the control of the master for 1d20 rounds. This affect acts as a simple hypnosis, and unless the target can pass a Will save of 20DC, they WILL do it.

Example: "Choke yourself until you are dead." They will do so. "Jump off this bridge," "Hold your head under water and breathe until you die from drowning." "Rip your own eyes out." The possibilities are endless!

"Perform fellatio/cunnilingus on me." "Fuck yourself with this cactus" etc. etc.

"Perform fellatio/cunnilingus on yourself!" - doubles as back-breaker~! Unless they're just that flexible…

LOL elasticity 10.

Muscle Lock - 20 energy points. Does 4d6 damage, and if target does not pass a Fort 25DC then they are paralyzed for 1 minute. After that minute, their back will begin to bend backward, their back muscles forcing them to do so until their spine breaks, killing them instantly.

*Dangerous Breathing - exactly the same as the faith table of Oyamatsumi's.

Supers

Brown Strike - 100 energy points. Does no damage, just makes the opponent empty their bowels. In the case of undead, makes them let loose their bowels against their will (literally, their guts spill out). In the case of creatures that don't normally defecate, makes them do something else that is akin to the situation.

*Mach Geyser - Costs half of your energy points. The user rushes forward in a direct line (up to 100 feet) propelled by the sheer power of their attack. Unleashes a superb punch at 2d20 x Str Modifier + the other half of your energy points.

Life Lock - by extending your own ki into your target, you both share each other's fortunes. Damage done to them is damage done to you, and vice-versa. Costs 100 energy points per target. Buffs/heals done to them are done to you and vice-versa as well though…but if you have more HP then them, once they hit 0 it's the end. Take the same situation though, and all HP gained beyond your usual total is treated as Temporary Hit Points (fades at the end of combat). Life Lock ends at the end of combat…or until you or the target dies.

Understanding Other - by having this ability, you are able to fully understand human and non-human anatomy. By taking a full-round action of study, you can thoroughly analyze and understand the body of any non-humanoid creature just by witnessing how it moves. (On the other hand, if it does NOT move, you're shit outta luck there, buddy). This also allows you to add Invasion of Mars to any and ALL unarmed melee attacks that you make, so long as it is not blocked by armor. Once you learn Understanding Others, any and all attacks on ki points or chakra lines do not count as called shots.

*Tornado Kick - 500 energy points to perform a wide-area attack that hits all within it for 4d20 damage x Dex Modifier.

*Chojin Reppuken - Absorbs your entire energy pool (you must be at least 80% of your energy pool to do this) to perform an attack that is one humongous wave of energy. Does direct damage to all in a line directly in line of sight up to 50 feet away equal to your entire energy pool x5.

*Tornado Punch - 500 energy points to perform a wide-area attack that hits all within it for 8d10 damage x Str Modifier. Summoning the power of the earth through the feet, the user is able to surround themselves with a tornado of pure ki-energy. They then rush forward and deliver a series of spinning punches against the enemy. The target MUST make a Fort save 30 or find themselves tossed away up to 100 feet for 1d6 more damage and knockdown.

1000 Fists of the North Star - 1000 energy points to perform 1000 punches on a single target at 1 damage per hit.

Ultimate Arts

Big Dipper Stance - being in this stance pumps up your energy points x10 and allows you to perform the "ultimate attack" of Hokuto Shinken. Is a full-round action that must be done at the beginning of your round.

Body of North Star - this Ultimate Art is a combination of all things you've learned, allowing you to shrug off one attack that would put you into shock (so an attack that does over half of your total hp)…but it takes two rounds to recover.

Tornado Combo - 1000 energy points. Performs both the Tornado Kick and Tornado Punch at the same time: (4d20 + 8d10) x (Str Modifier + Dex Modifier)

You Wa Shock! - upon making a full-round unarmed attack upon an enemy, you can pump up your damage output by: x10 half of your energy, x50 = all of your energy, x100 = all of your energy and completely draining your hp to 1.

Desperation Art

Near Death Happiness (Trance) - allows the user to go into a high-powered physical metamorphosis, characterized by enhanced energy pool (total energy pool x10), completely refilling said energy pool, and also strange physical changes…namely, their genitals grow muscular arms and the ability to talk. Mongo for males (the penis, naturally), and Bertha for females (the arms grow outta the ovaries, and the vagina grows toothy and growls). Can perform Ki Shout as if they meet the prerequisites for it. Near Death Happiness replaces "system shock" the moment the user takes a hit that is greater than 50% of their hp total.

Secret Arts

The Alignment - an incredibly powerful ability that allows the Hakyokusaken master to replenish their health simply by taking up a certain stance with their feet directly on a planetary ground. While in this stance, they can take a full-round action to heal themselves completely…and all damage done to them is converted to HP. Any and all damage that is done over (for instance, an attack that does their total hp and, let's say, 10 more points of damage afterwards) their total HP is converted directly to Energy Points.

Tri-Angle Geyser - the Ultimate Attack of Hakyokusaken School. Completely unleashes the user's spiritual energy into ki energy and unloads it all at the target in three bursts of super-powered energy. By slamming their fist into the ground, they also add planetary energies to the attack. Sacrifice HP and EP and multiply the number by 10 to determine damage. Affects non-corporeal, armored, non-sentient, Mindless, non-souled, etc. etc. Ignores gnosis.

Pretty much, ANY single target the Tri-Angle Geyser hits will take damage. Period.

1,000,000 Fists of the North Star - the Ultimate Attack of Hokuto Shinken. Does 1,000,000 punches at 1 point of damage per punch within a single second…and can possibly kill the user as well (a very, VERY high rate at that - 75% chance of your own muscles exploding from doing this). Can only be done on a Life Locked opponent after you've performed Understanding Other on them, and also after you've gone into Big Dipper Stance. Drops EP and HP to 1 each.

Training Level - Learned
1 - Invasion of Mars
10 - 1 Special
50 - 1 Special
100 - 1 Special, 1 Super
150 - 1 Special, 1 Super
200 - 1 Special, 1 Super, Desperation Art
300 - 1 Special, 1 Super
500 - 1 Special, 1 Super, 1 Ultimate Art
700 - 1 Special, 1 Super, 1 Ultimate Art
1000 - 1 Special, 1 Super, 1 Ultimate Art, 1 Secret Arts
1100 - 1 Special, 1 Super
1300 - 1 Special, 1 Super, 1 Ultimate Art
1500 - 1 Special, 1 Super
1900 - 1 Special, 1 Super, 1 Ultimate Art
2000 - 1 Special, 1 Super, 1 Secret Art
2100 - 1 Special, 1 Super
2300 - 1 Special, 1 Super
2500 - 1 Special, 1 Super
3000 - 1 Special, 1 Super, 1 Ultimate Art, 1 Desperation Art, 1 Secret Art


Nanto Seiken/Nanto School
"We are the 108 stars in the sky! What can 13 stars do compared to the power of Suikoden?!"

Specials

Shrike - a specialized ability gained through highly efficient, dangerous, and specialized training. Survivors become the practitioners of Nanto Seiken and gain +10 to each fist for their strikes. Also, their punches no longer count as "blunt" damage even with a closed fist, but rather "slashing/tearing/piercing" at will.
Wide Stance - Improves their offensive capability while in this stance, adding an additional +10 per fist. Also, all attacks count as instants, speed check 10, negating all reflex saves or attempts to dodge their attacks.
Open Stance - Improves their defensive capability while in this stance, adding an additional +10 per fist. Also, their ability to counterattack is improved by 25%.
Millet - 40 energy points. A swift, pounding attack that does 3d20 damage to one target. If attack is successful, target is dazed for one round.
Fillet - 70 energy points. Swift, slashing attacks that can tear through armor like paper. Ignores AC, negates reflex save, and deals 2d20 + Str damage to one target.
Rip and Slash - 50 energy points. A powerful area-based slashing kata that deals 5d20 to all within range.
Triple Slash - 100 energy points. Three powerful slashing attacks that stay for 1d6 rounds after the initial round. Deals Unarmed Attack x 1d20 damage to all who come in contact with the Shrike energy.

Supers

Forsaken - 500 energy points. A powerful attack that launches the user towards a target, doing line damage to all other targets up to then. Does Jump score x (Wisdom Modifier)d20 damage to all targets dealt damage in such a manner.

Counterstance - While in this stance, the artist's counterattack ability increases by 50%. Costs 50 energy points for each counterattack dealt out in this manner, and takes up one action to declare it (NOT a free action!), but can be disengaged at any time.

Elegant Shrike - Transforms the Shrike into the Elegant Shrike, allowing the user to add their Charisma score to the attack damage, calculated before end damage. Any attempts to block the Elegant Shrike gain a blonus of -Charisma Modifier, until (or unless) the target realizes that the hand formation has changed. Should an Elegant Shrike crit successfully connect, the target must roll a Fort save or be placed in "Stunned" status for 1d6 rounds.

Forceful Shrike - Transforms the Shrike into the Forceful Shrike, allowing the user to add their Strength score to the attack damage, calculated before end damage. Any attempts to block the Elegant Shrike gain a blonus of -Strength Modifier, until (or unless) the target realizes that the hand formation has changed. Forceful Shrike completely ignores AC and gnosis.

Precise Shrike - Transforms the Shrike into the Precise Shrike, allowing the user to add their Intelligence score to the attack damage, calculated before end damage. Any attempts to block the Precise Shrike gain a blonus of -Intelligence score, until (or unless) the target realizes that the hand formation has changed. Precise Shrike ignores Dex and Reflex-based AC scores. Precise Shrike (and attacks launched from there) completely negates Reflex Save.

Body Sunder - 500 energy points. A powerful grapple attack that does an insane amount of damage. Should the user actually get a grip on a target, they may perform a damage attack that deals 10d20 x Energy Sacrificed to one target.

Ultimate Arts

Know Thy Enemy - The Nanto Seiken is not without its' own version of Understanding Others: Know Thy Enemy allows the user to give up a whole round and pay attention to a single humanoid or non-humanoid target. Upon doing so, they may gain an innate knowledge and understanding of their biology. All attacks done to that target now or in the future are all considered flanking or sneak attacks (this negates things such as abilities that say "not considered flanked" or Cheating Dick).

Tear Apart - 1000 energy points. Commits the user to a whirlwind of slashing Shrike energy, decimating everything around them. Deals Unarmed Attack x 1d100 damage to anything and all within range. Negates reflex saves, fort saves, and ignores AC.

Destroy - 1000 energy points. Upon successful grapple attack, allows the user to deal (Energy Points expended)d20 damage to them. Ignores gnosis, negates fort saves, ignores AC, ignores all forms of defense. Can only be done to a target that you've used Know Thy Enemy on.

Eulogy - Takes up 4/5 of your current energy pools. For the rest of combat, the user's Shrike energy allows them to perform Unarmed Attacks up to 100 feet as if they were standing right in front of them. Pierces AC, ignores magical or psionic defenses, and can penetrate just about anything up to Absolute Perfection.

Greed - Any "Transmogrified Shrike" (Elegant/Precise/Forceful) can be used as a free-action, can be switched to in mid-combat (must be declared before the attack is commited), and even if the target DOES realize which one is being used they still suffer blonuses.

Desperation Arts

Power of the 108 - activates at 10% of your HP and EP (both of 'em). Upon hitting so, your current pool and totals are both multiplied by 108 (anything over sticks around as temporary points) until end of combat.

Within Thyself - A Trance that activates upon taking a hit that is greater than 50% of your hp total. Replaces "system shock." Allows the user to continue to fight at their top form, no matter the spell, blonus, or status effect placed upon them. At end of combat all blonuses, status effects or negative effects from spells or abilities all hit at the same time. While in this Trance, user gains Regen/Refresh of 20% per round, and all beneficial healing (HP or EP) done to them outside of this is doubled. Works once per day.

Fatal Heart Transplant - Takes up your entire pool of energy. Can only be done if you have less than 10% of your hp total. By manipulating external ki energies, the user is able to absorb HP and EP from a single target, up to the user's HP and EP total upon successful grapple.

Secret Arts

Suikoden - 108 energy points. Decimates a single opponent with the secret of Suikoden: the power of 108 stars gathered to explode and destroy a target. The ultimate move of Nanto Seiken places a strain on the user though, and can drop the user's HP and EP to 1 if they even insomuch as attempt to use it. Kills just about anything and anyone though, or drops them to 5% of their total health. Ignores AC and gnosis. Must know Power of the 108, Greed, and all three Transmogrified Shrikes atop the Shrike itself.

Rip and Tear - Takes up your entire energy pool, and drains your hp to 1. You may now use all three Transmogrified Shrikes as if they are stacked atop each other, all at the same time. This also includes blonuses and bonuses.

Training Level - Learned
1 - Shrike
10 - 1 Special
50 - 1 Special
100 - 1 Special, 1 Super
150 - 1 Special, 1 Super
200 - 1 Special, 1 Super, Desperation Art
300 - 1 Special, 1 Super
500 - 1 Special, 1 Super, 1 Ultimate Art
700 - 1 Special, 1 Super, 1 Ultimate Art
1000 - 1 Special, 1 Super, 1 Ultimate Art, 1 Secret Arts
1100 - 1 Special, 1 Super
1300 - 1 Special, 1 Super, 1 Ultimate Art
1500 - 1 Special, 1 Super
1900 - 1 Special, 1 Super, 1 Ultimate Art
2000 - 1 Special, 1 Super, 1 Secret Art
2100 - 1 Special, 1 Super
2300 - 1 Special, 1 Super
2500 - 1 Special, 1 Super
3000 - 1 Special, 1 Super, 1 Ultimate Art, 1 Desperation Art, 1 Secret Art


Twin Heaven School (Miyamoto Style Fencing)
"You Cannot Defeat That Which Is Divine!"

Specials

Conqueror's Fist - 10 energy points, 50 if used as a counter, 100 if used as a interrupt.
Great Wheel - 50 energy points.
Tempest of Blades -
Blocking Forward Slash - 25 energy points.
Lightning Forward - 10 energy points, 50 if used as a counter, 100 if used as a interrupt.
Banishing Soul - 40 energy points.
Sword Energy -
Withering Slash - 15 energy points.
Switch Position -
Vacuum Slash - 25 energy points.
Repulsion Slash - 25 energy points, 50 if used as a counter.
Stand -

Supers

Overpower - 500 energy points, must be in "lock-up" or "grapple" or "sword grapple" status.
Overdrive -
Black - 1000 energy points.
The Coda - 500 energy points.
Sword Dance - 500 energy points.
Sword Energy: Release - 100 energy points, must have already learned Sword Energy.

Ultimate Arts

1 vs 1,000,000 - 1000 energy points. Can only be done if you've learned Overpower and Overdrive.
Violent Death - 1000 energy points, can only be done if you have learned Stand, Overdrive, and The Coda.
Code of Bushido - 1000 energy points, can only be done as a counter to any hit that damages the user a total of 50% or greater of their hp total.

Desperation Arts
Reassembling Matter - only activates at hitting 25% of your current hp totals.

Secret Arts
Cruel Angel's Thesis - Devours your entire store of energy
Magnifying Edge - Can only be done if you've learned Code of Bushido, Black, Overpower, and Overdrive. Adds a +10 to your attack roll, and adds a x2 at the end of all damage totals.
Magnetic Edge - Can only be done if you've learned Repulsion Slash and Vacuum Slash and costs 1/2 of your current energy pool.

Training Level - Learned
1 - Stand
10 - 1 Special
50 - 1 Special
100 - 1 Special, 1 Super
150 - 1 Special, 1 Super
200 - 1 Special, 1 Super, Desperation Art
300 - 1 Special, 1 Super
500 - 1 Special, 1 Super, 1 Ultimate Art
700 - 1 Special, 1 Super, 1 Ultimate Art
1000 - 1 Special, 1 Super, 1 Ultimate Art, 1 Secret Arts
1100 - 1 Special, 1 Super
1300 - 1 Special, 1 Super, 1 Ultimate Art
1500 - 1 Special, 1 Super
1900 - 1 Special, 1 Super, 1 Ultimate Art
2000 - 1 Special, 1 Super, 1 Secret Art
2100 - 1 Special, 1 Super
2300 - 1 Special, 1 Super
2500 - 1 Special, 1 Super
3000 - 1 Special, 1 Super, 1 Ultimate Art, 1 Desperation Art, 1 Secret Art


Any soft martial art (Tai Chi, Tai Chi Ch'uan)
"You Shall Learn This Truth: All Things Must Be In Balance."

Specials

Mochi Irezumi -
Shikon Irezumi -
Ghost a Machine - 25 energy points.
Suck a Sage - 50 energy points.
Enlightenment -
Konbanwa - 10 energy points.
Soft Stroke - 10 energy points.
Stroke -
48 Palms - 100 energy points.
Draw the Circle -

Supers

Breathing to Increase -
Tetris Juggle - 10 energy points per strike.
154 Palms - 500 energy points.
Mighty is Meek -
Understanding Others -

Ultimate Arts

The World In Balance -
Yin Yang - 1000 energy points.
To Humble the Heavens - 1000 energy points.

Desperation Arts

Za Warudo - Can only be done upon hitting 10% of your hp total.

Secret Arts

Absolute Perfection - Takes up your entire energy pool and drops your hp to 1.
4800 Palms - Takes up your entire energy pool and drops your hp to 10%.

Training Level - Learned
1 - Draw The Circle
10 - 1 Special
50 - 1 Special
100 - 1 Special, 1 Super
150 - 1 Special, 1 Super
200 - 1 Special, 1 Super, Desperation Art
300 - 1 Special, 1 Super
500 - 1 Special, 1 Super, 1 Ultimate Art
700 - 1 Special, 1 Super, 1 Ultimate Art
1000 - 1 Special, 1 Super, 1 Ultimate Art, 1 Secret Arts
1100 - 1 Special, 1 Super
1300 - 1 Special, 1 Super, 1 Ultimate Art
1500 - 1 Special, 1 Super
1900 - 1 Special, 1 Super, 1 Ultimate Art
2000 - 1 Special, 1 Super, 1 Secret Art
2100 - 1 Special, 1 Super
2300 - 1 Special, 1 Super
2500 - 1 Special, 1 Super
3000 - 1 Special, 1 Super, 1 Ultimate Art, 1 Desperation Art, 1 Secret Art


Hiryuu Mukuuken
"What is weakness? What is strength? All are illusion, mere roadblocks to the higher path of martial arts."

Specials

Boneless - Gives the user the "Boneless" feat. Allows the user to attack from any angle, giving them backstab/flanking bonuses no matter where the target is facing them, even if the target is behind the user. User must declare each time Boneless is being used.

*Nocturne - 25 energy points. Flipping over the opponent (Jump check DC20), the user can make one attack concentrated at the opponent's neck without needing to make a called shot. Adds "+Sleep for 1d4 rounds" if unarmed attack.

*Rinbu - 100 energy points. Empowers the user's hands with ki energy, granting them a "+Dex Modifier+Energy" to the end of all unarmed attacks. Expending more energy points to increase "Energy" damage. Lasts for 1d6 rounds.

Palming the Sun - Increases the user's feet and hand strength, granting them +5 damage per fist and +5 to their unarmed attack roll.

Break The Chain - 50 energy points. Counter only. If grabbed, grants the user an immediate counter-round that allows them to immediately break the grapple and perform one attack against the target.

Hard Core - Increases the user's core strength, granting them a bonus of +25 hit points per Special and Super learned.

Break the Cutie - 100 energy points. Upon successful grapple, declare this attack: you may now perform a 1d20+Stun+Sleep+Paralyze+Grapple attack upon the target. Takes up one action. All status effects can be resisted at will save DC30, otherwise they suffer all effects for 1d6 rounds.

*Swift Sweep - 20 energy points. Immediate trip on one target with no chance for a save or counter-trip. One round action, must be declared at the beginning of the round.

*Incite Violence - 100 energy points. Causes target to go into "Berserk" status unless they pass a Will Save DC40. Doesn't work on EVERYONE, keep that in mind.

Precision - gives the user a +5 to their attack roll, and all Called Shots are given a +10 competency check.

*Slashing Molecules - 100 energy points. Allows the user to perform a special attack upon all targets within threat range for 2d20+Str Mod+Weapon Damage. Takes up one action.

Ridin' Spinnaz - grants the user backstab bonus of +1d6 per Hiryuu Mukuuken Special they have learned AFTER taking Ridin' Spinnaz.

*Triumph of Hanuman - allows the user to add "+Energy Sacrificed" as additional damage to any attack, special ability, special attack, super attack, Desperation attack, Secret Art, Ultimate Art, or spell. Counts as a immediate upgrade upon Triumph of Hanuman being taken.

Note: does not stack with already existing "+Energy Sacrificed."

Supers

*Out of the Silent Planet - 250 energy points. Can only done during Rinbu, allows the user to "punch" a sharp-edged line of energy at a series of targets. Performs a line attack that damages all within it for 250 points. Reflex save DC20 means you take half-damage, DC30 means you jumped completely out the way. Completely undeflectable, reflectable, or refractable.
Augment: Give up all your energy points to max it out to 1000 points.

Love Gun - 500 energy points. Can only be done during Rinbu. Point out one target no matter how far away they are, so long as you can see them you can hit them with a ball of ki energy. Does 2d20+Int Mod+Wis Mod+Energy Sacrificed (can be pumped up by sacrificing more energy beyond 500). Takes up one full round to charge completely, and must be declared at the beginning of the round.

*Havok Kicks - 100 energy points. Perform a leaping kicking attack against one target: 1d10+Energy Sacrifice (pump it up beyond the 100 given) at 1d10 times. Keep in mind: sacrificing energy is only necessary once to do that much damage with each kick!

Intro - Upon entering combat, give up your first round to gain Damage Reduction 10, Regen 10 and Refresh 10 for the rest of combat.

Outro - Upon exiting combat, become instantly revitalized through a rush of adrenaline. Regain half your ep and hp totals immediately.

Rondo - At any time during combat, give up your entire round. At the next round, you may apply "damages all targets within sight" to all attacks until end of combat, even grappling attacks. All attacks not done to main target are considered "ki energy" clones.

Battle Stations - Upon declaration (free action), you cannot be flanked nor backstabbed until the end of the round. Costs 50 energy points per round used. Cannot be used as a counter or interrupt.

Telegraphing Nothing - All attempted defenses against the user's attacks gain a blonus of -5 to their defense roll.

Reign in Blood - 500 energy points. Upon successful grapple, doubles the amount of attacks you can make this turn to the target. All attacks done beyond lowest base attack is set at lowest base attack score. All attacks MUST be done to grappled target this turn.

Terror Train - 1/2 of your current energy pool, and you must be at least above 1/2 your energy total. An awe-inspiring attack that is only one degree shy of an Ultimate Art! Perform a ki-energy attack that deals your Str Mod + Energy Sacrificed to perform this attack for as many attacks as you can for this entire round on one target. For each time damage is dealt, the target MUST make a will save DC30 against Sleep, Stun, Paralyze, Poison, Stupify, Confuse, Berserk, and whatever else status effect you can honestly think of. Completely ignores gnosis, and is considered a "chronological attack," an attack that cannot be countered or interrupted (it's too fast, stopping time for a split second until the attack is done). For the record, this is the exact attack that makes Big Mama such a fearsome opponent to even the gods themselves! Can be used even against those with "Special Defense: Ki Energy Attacks" as if they didn't have it.

*Triumph of Ganesh - allows the user to add "+Energy Pumped Into" as additional damage to any attack, special ability, special attack, super attack, Desperation attack, Secret Art, Ultimate Art, or spell. Counts as a immediate upgrade upon Triumph of Ganesh being taken.

Note: does not stack with already existing "+Energy Pumped Into."

*Hanuman Visits Lanka - allows the user to add "+Health Sacrificed" as additional damage to any attack, special ability, special attack, super attack, Desperation attack, Secret Art, Ultimate Art, or spell. Counts as a immediate upgrade upon Hanuman Vists Lanka being taken.

Note: does not stack with already existing "+Health Sacrificed."

*Voltic Lazer of Ganesh - allows the user to add "+Health Pumped Into" as additional damage to any attack, special ability, special attack, super attack, Desperation attack, Secret Art, Ultimate Art, or spell. Counts as a immediate upgrade upon Voltic Lazer of Ganesh being taken.

Note: does not stack with already existing "+Health Pumped Into."

Ultimate Arts

Rock Ya Heart - 1000 energy points. Performs an unarmed attack on one target for "Str Score+Int Score"d20.

Don't Stop Now! - Changes Intro from taking up a whole round to taking up only your first action.

The Painkiller - Takes up your entire current energy pools, and you must make a Dex check of at least DC40. Flashes THROUGH a single target, dropping them down to 1 hp immediately unless they make the fort save DC50.

Absolute Terror - Increases the will save of Terror Train to DC50 until end of combat, and can be used against bosses! Ignores gnosis.

Desperation Arts

Mess of Messerschmitts - Once hitting 10% of your hit point total (until your hit points are raised above 10% of your hit point total), you have double the attacks per round. All attacks made beyond lowest base attack bonus are all set to lowest base attack bonus.

All You Can Eat - Can only be done if you have taken damage from one attack that is equal to half of your hp total. Upon successful grab, user can absorb hit points from one creature until your hp is back up to maximum (including temporary hit points that have been gained anytime before this attack), regaining hit points and doing damage to the target. Can only be done once during the battle where you have taken damage enough to use this ability. Ignores gnosis. Can only be done after learning Intro, Outro, Boneless, Palming the Sun, Hard Core, and Battle Stations is activated.

Divine Devastation - At any point in time once you hit 10% of your hit points, you can immediately re-heal yourself once per battle at the rate of "1 hp per 1 religious favor point." Improves healing factors by x10 for the rest of combat.

The Screamer - Upon hitting 10% of your hit points, or taking a hit that would drop you into "0 hp" status, instead you stay at 1 percent and perform an immediate vocal counterattack that stuns the target for 1d10 rounds with no save. Works automatically, and affects any type of attacker except the strongest of bosses.

Secret Arts

Explosive - Takes up half your energy pool. Cannot be used if you have under half of your energy total (even by 1 point). An aura attack that explodes outwards, dealing damage equal to energy sacrificed to use the ability to all within range of up to 100 feet.

Symphony of Destruction - Takes up your entire energy pool. Allows you to perform Terror Train on all targets within threat range. Must know Intro, Outro, Boneless, Palming the Sun, and Hard Core.

The Ripper - Devours hp to deal damage. Performs "weapon attack+Str Mod+Faith Points+HP devoured" to one target, who gets no will save. At the end of it all, target now has a one-way Lifelink: any damage done to user will affect target until one or the other dies, or the end of combat.

Training Level - Learned
1 - Boneless, Palming the Sun, or Hard Core
10 - 1 Special
50 - 1 Special
100 - 1 Special, 1 Super
150 - 1 Special, 1 Super
200 - 1 Special, 1 Super, Desperation Art
300 - 1 Special, 1 Super
500 - 1 Special, 1 Super, 1 Ultimate Art
700 - 1 Special, 1 Super, 1 Ultimate Art
1000 - 1 Special, 1 Super, 1 Ultimate Art, 1 Secret Arts
1100 - 1 Special, 1 Super
1300 - 1 Special, 1 Super, 1 Ultimate Art
1500 - 1 Special, 1 Super
1900 - 1 Special, 1 Super, 1 Ultimate Art
2000 - 1 Special, 1 Super, 1 Secret Art
2100 - 1 Special, 1 Super
2300 - 1 Special, 1 Super
2500 - 1 Special, 1 Super
3000 - 1 Special, 1 Super, 1 Ultimate Art, 1 Desperation Art, 1 Secret Art


Anbuu Mukuuken
"We do not create, we destroy. We do not believe in the beginning, only the end."

Specials

Southern Style
Crab Craw
Clawing Amid Ashes
Destroyer
Kreuger Stabbing - 10 energy points per strike.
The Misfit
Abyss
Necrofear
Archfear
The Fear
The Reaper

Supers

Detrium
Lithium
Entropy
Altogether Now
Event Horizon
To Spite The Known
The Fear
Human Animal

Ultimate Arts

Demons and Wizards
Skullduggery
Boondoggle
Whiskey and Jar

Desperation Arts

Resounding Darkness
Abound
Rife with Displeasure
Thinking Thoughts

Secret Arts

Enjoy the Silence
Feed Your Head
Believe Not In Things

Training Level - Learned
1 - Starter Ability
10 - 1 Special
50 - 1 Special
100 - 1 Special, 1 Super
150 - 1 Special, 1 Super
200 - 1 Special, 1 Super, Desperation Art
300 - 1 Special, 1 Super
500 - 1 Special, 1 Super, 1 Ultimate Art
700 - 1 Special, 1 Super, 1 Ultimate Art
1000 - 1 Special, 1 Super, 1 Ultimate Art, 1 Secret Arts
1100 - 1 Special, 1 Super
1300 - 1 Special, 1 Super, 1 Ultimate Art
1500 - 1 Special, 1 Super
1900 - 1 Special, 1 Super, 1 Ultimate Art
2000 - 1 Special, 1 Super, 1 Secret Art
2100 - 1 Special, 1 Super
2300 - 1 Special, 1 Super
2500 - 1 Special, 1 Super
3000 - 1 Special, 1 Super, 1 Ultimate Art, 1 Desperation Art, 1 Secret Art


Capoeira
"Care to dance with me? I promise it'll be killer!"

Specials

*Dancing Medium - the first ability of the Capoeria artist, and one that is incredibly important: all abilities and attacks generate from the Dancing Medium, and should the Medium be stopped then the attacks cannot be performed. While in Dancing Medium, your Dex Modifier is increased by 10. Going into Dancing Medium counts as a free action, and can last until the end of combat (environmental situations may constitute a Reflex check - i.e., dancing on bits of dried lava amidst a sea of magma, etc.), but should you ever get out of it in the middle of combat the practicioner will have to pass a Concentration check followed by a Dex check.

*Carnival - 25 ep. Allows the user to slam a single Unarmed Attack to all threatened targets within range.

If Chained into (if used as a Chain Attack, costs 50 ep.), then the attack does Unarmed Attack damage x2 before crit.

Horse Stance - Costs 10 ep. While in Horse Stance, the practicioner goes into a specialized stance where they give up normal attacks to increase their ability to counterattack with their own Unarmed Attack (negating the attack sent their way in order to replace it with an attack of their own). Affects all attackers who land a strike against the user.

Handstand - A special stance that can only be "Chained Into," allowing the user to add +Dex Modifier damage to their Unarmed Attacks. Lasts for 1d6 rounds and certain Supers can only be done from this position. Should the user attempt to stay in Handstand longer than 1d6 rounds without at least one full round of being back on their feet, than they shall suffer from various maladies until their equilibrium has been restored.

*Rodeo - 50 ep. A low, powerful sweep that can strike all targets within threatened range and drop them to the ground. All targets struck as thus are immediately placed into the prone position and take 1d10 + Dex Mod of damage. (Note: if a target makes their Fort save, the attack is halted completely and the user is vulnerable to an AoO. If the target makes a Ref save, then they simply "jump over" the attack, and it continues on to the next target).

If Chained into, then only Ref saves can be made to dodge the attack.

Handling Pressure - the ability to perform Dancing Medium in any enclosed environment, so long as the practicioner can spin in place. Certain attacks cannot be performed depending on the environs (for instance, in a narrow hallway you can only do thrusting attacks, etc.)

*Delightful Decadence - 50 ep. An overhead kicking attack that allows the user to add their jump score to the damage dealt during this attack. The user flies forward with a double-footed cartwheel slam attack that also sends the target prone and stunned if they fail their Fort save. Unarmed Damage + Jump Score + Prone (1 round) + Stunned (1 round).

If Chained into (200 ep), then the attack does an additional round of Stun and Crit Threat range is increased by 1. Note: this also increases chance that Stun can be shook off faster.

*Cornucopia of Frying - 25 ep. A combination of kicks that can chain into other attacks. 1d4 attacks at unarmed damage each against a single target.

*Flying Tremor - 50 ep. A leaping, triple-kicking attack that lands and hits hard. 2d20 damage that ignores AC and can also break through physical defenses (50% chance three times).

If Chained Into (25 ep.), it ignores the guard break but places the user into Handstand position)

*Deep Purple - 25 ep. A multi-tiered attack that strikes at the head, sweeps at the feet, and boots the middle in quick succession. Places user in Handstand position. Does 1d4 x Dex Modifier + Unarmed Attack damage to the opponent.

If Chained into (75 ep.), then Deep Purple does Dex Modifier x Unarmed Attack damage to the opponent before end damage.

Demon Rainbow - 50 ep. A long-distance flipping kick that slashes at the enemy (instead of doing blunt damage). Can cover roughly 50 feet in range and performs a single Unarmed Attack against an opponent.

If Chained Into (50 ep.), it can cover 50 feet and perform a single attack that damages opponent for Unarmed Attack + Jump Score. Cannot chain into another attack if done this way.

I and I - 25 ep. Performs a single kick followed by a second faster, harder kick. 1d10 + 1d20 damage to a single target.

If Chained Into (50 ep), then it can be used as a counter to other counters. It will also do 2d10 + 2d20 damage. Finally, it allows you to add your Dex Modifier to all attack roll checks during the entire chain attack.

Iry - 25 ep. Allows user to dodge interrupts (make a 1d20 + Dex Modifier roll versus the Opponents attack roll), even mid-chain.

The Boomerang - 50 ep. Upon making a successful grapple check (opponent gains a -10 blonus due to the strange nature of said grapple - the user wraps their foot around the back of the target's neck), the user leaps and spins swiftly around the target's neck, doing massive damage before leaping off of them in any chosen direction. Cannot be chained into. Does 4d20 + Jump damage to one target, takes up entire round, must be performed at the start of the round. Upon successful grapple, this attack ignores AC and cannot be countered or interrupted.

Supers

Note: all Rhythms stack with any other modifiers that help out with their particular area.

Fuck Charleston - 300 ep. Allows the user to perform a nasty, swirling series of attacks on one target. Done from Handstand. 1d20 x 1d20 x Unarmed Attack damage to one target. Ignores AC.

*No Woman, No Cry - 100 ep. Can only be performed at the end of a Chain Attack. A powerful back roundhouse kick that drops an opponent to the ground from the sheer force. 500 damage dealt to one target, drops them prone for 1 round.

All Is Iry - 100 ep. Must learn Iry first. Allows the user to not only dodge attacks, but allows the user to also perform a counter attack for each dodged attack with one of their own, doing Unarmed Attack damage with each attack.

Blood Pressure - 100 ep and giving up your entire round. At the beginning of the round until the next round, user enters into a movement-based Trance that allows them to transcend the laws of biology and physics and gain such control of their own body that their ability to counterattack is increased by 75%. The amount of ep is doubled for each use afterwards, and the counterattack ability is lessened by 10% each time.

Countering Rhythm - 200 ep upon being used (once per combat). Allows the user to utilize Chain Attacks anytime they perform a counter. Increases chance of all counters attempted by +5 or 10%.

Riddim Rhythm - 300 ep upon being used (once per combat). Allows the user to utilize Chain Attacks anytime they Charge a spell or maneuver. Increases speed of Charge by 10% or 1d4 rounds.

Daggerin' Riddim - 400 ep upon being used (once per combat). Allows the user to utilize Chain Attacks anytime they perform an interrupt. Increases chance of interrupts by +5 or 10%.

*Connective Tissue - Allows the user to attack an opponent as if they aren't wearing armor (or, if they are, to find the holes in said armor or defense). From the start of the round give up the entire round to perform a Perception (wisdom, spot, or search if mid-combat) check. If you succeed versus their own ability roll, then you may perform all attacks against them as if they have no AC.

*Chasing Blue Sky - All Chain Attacks gain the "+Energy Cost" ability to their attack rolls.

Ultimate Arts

Sheriff Shot - There is no such thing as "range" for your Unarmed Attacks - you generate Ki clones that last until the end of combat (or are banished through a technique or spell) and mimic your attacks against all targets within eyesight. Takes up an entire round

The Lawnmower - 1000 ep. A powerful grappling attack that deals (Unarmed Attack x Grappling Score) x 1d20 + 1d20 damage upon successful grapple. Takes up entire round, must be done at the start of the round, and any attempts at countering the grapple places -10 to the defenders roll. You must learn Determine Meter, The Boomerang, and Chickenfoot before you can learn The Lawnmower.

Determining Meter - A special dancing stance that takes Dancing Medium and ramps it up. While dancing, the user is always considered "on solid ground," causing no equilibrium checks or mistakes. Anytime the user rolls a "1" while dancing, it counts as a "2" on dice rolls (once per game). In other dimensions (save the Primal Dimension of Earth, unless user has the ability to move freely there), "down" is always considered at their feet.

Note: they also always land on their feet.

Soiree - Even when you're standing still, you are still considered to be dancing as if under "Dancing Medium," even during a grapple. You can never be considered "flat-footed" even if under the effects of a spell. Any attempts to stop your movement (A curse, an actual Stop spell, etc.) is immediately sloughed off as if you have absolute immunity to them no matter the Elan of the caster. This is considered a genetic ability (only attacks at the microscopic/genetic level can halt it), which it drops down to a Speed Check 5. Otherwise this counts as a Speed Check 11 ability.

Desperation Arts

What De Blood Clot?! - Allows the user to predict all attacks being sent their way. While dancing, the user gains a +20 to their attack rolls, Reflex checks, AC (in the form of extra dexterity bonuses) and complete negates negative effects from blind, darkvision, true darkness, and anything else that would halt their ability to see.

I Against I - Upon hitting 10% of your health, all damage done to you heals you and all healing done to you is doubled for a short time (1d4 rounds), starting immediately after this round.

Blood of the Saints - Upon hitting 10% of your health, your reflex score is considered always doubled. You can never be caught or forced flat-footed, and your awareness is increased to the point where you cannot be flanked, countered, or interrupted.

Secret Arts

Chickenfoot - Specialized stance that allows the user to double their Unarmed Attack strikes, but at the cost of counterattack capability (you lose the ability to counterattack while in Chickenfoot). Does Unarmed Attack x2 damage, and you are not considered to be dancing unless you have both What De Blood Clot and Determine Meter learned.

Wildin' Out - Allows the user to perform the ultimate combination of attacks that a Capoerian artist can perform, an entire dance of blows and attacks that decimates any target they choose. Cancels reflex and fort saves, ignores AC, and allows the artist to chain together any chain of attacks and then multiply the entire damage dealt this way x1000 before end damage. Must know Soiree, Determine Meter, and Dancing Medium as well as The Boomerang and The Lawnmower. Completely decimates your energy totals, takes up an entire round, and you won't be able to heal HP or EP until after combat.

Dark Riddim - 500 ep upon being used (once per combat). Can only be learned after learning the other Riddims. Allows the user to Chain ANYTHING, even if it states that it's a chain ender or starter.

Training Level - Learned
1 - Dancing Medium
10 - 1 Special
50 - 1 Special
100 - 1 Special, 1 Super
150 - 1 Special, 1 Super
200 - 1 Special, 1 Super, Desperation Art
300 - 1 Special, 1 Super
500 - 1 Special, 1 Super, 1 Ultimate Art
700 - 1 Special, 1 Super, 1 Ultimate Art
1000 - 1 Special, 1 Super, 1 Ultimate Art, 1 Secret Arts
1100 - 1 Special, 1 Super
1300 - 1 Special, 1 Super, 1 Ultimate Art
1500 - 1 Special, 1 Super
1900 - 1 Special, 1 Super, 1 Ultimate Art
2000 - 1 Special, 1 Super, 1 Secret Art
2100 - 1 Special, 1 Super
2300 - 1 Special, 1 Super
2500 - 1 Special, 1 Super
3000 - 1 Special, 1 Super, 1 Ultimate Art, 1 Desperation Art, 1 Secret Art


Mahouken
"Kingdoms crumble, seas boil, mountains pounded to dust…and that's just the warmup!"

Specials

Note: All specials count as one Spell Attack. Please specify which spell the attack is associated with. If not a Spell Attack, then it counts as a martial arts ability/special attack, and NOT a Spell Attack. Remember to get GM's permissions for ALL Spell Attacks.

*Get Me A Hotfuck of Coffee, Godommot Fronk! - an instant grapple that allows one to frankensteiner the living hell out of one target. Takes up three actions to charge, costs 50 energy, and does 2d20+20 damage to a target as well as stupify, paralyze, stun and blind for 1d6 rounds.

Hand of God - costs 50 energy points, allows the user to empower their arm with the "Hand of God" ability for roughly 1d4 rounds (10 minutes outside of combat). Improves their hand-to-hand ability by a +10 damage per fist, doubles the end damage of all spells and special abilities, and allows them to take a extra attack at the lowest base attack bonus if they go full physical defense.

Augment: Half your current energy points in order to instead make it last for 1d10 rounds (1 hour outside of combat), improves the h2h ability by a nice +20 damage per fist, doubles the end damage of all spells and special abilities, and doubles the users number of actions for as long as the Hand of God is invoked, the extra actions all burned at the lowest base attack bonus.

Note: Use of the Hand of God also drains your HP while it's in use, 1d10 per action, and after it's off it takes 1d4 rounds to recover. In the meantime, your character is unable to block, attack, cast spells or use abilities except to rest and recover.

Further note: If you gain the Ascension, Sore Loser super art, Incidental Stuff super art, BABE RUTH AIN'T GOT NOTHIN' ON ME! super art, or Trolls Trolling Trolls secret art in order to completely negate the HP penalty blonus and the Fatigue blonus.

*Ball Buster/Cunthammer - Counter, Interrupt, or "Chain Attack." Ding 'em in the dong, or punt 'em in the cunt with yer bootheel. Declare if it's a Counter, Interrupt, or a Chain Attack after announcing you're using this. 1d8 + Dex Modifier + Stun for 1d4 rounds.

DING!/DONG!

Gentleman's Ace - sends enemy flying with an empowered dropkick that does 1d4 damage + horizontal knockback 50 feet, and upon uninterrupted landing they are immediately prone and take an additional 1d10 damage. Dudes only. Totally studly dropkick.

Victoria's Secret - sends enemy flying with an empowered dropkick that does 1d4 damage + horizontal knockback 50 feet, and upon uninterrupted landing they are immediately prone and take an additional 1d10 damage. Chicks only. Totally badassed dropkick.

To Learn Stuff - improves the user's ability to learn new abilities, spells, and special attacks. All practice rolls gain a +5 bonus.

Magic Everywhere - user gains this unique ability: whenever they regain HP through any means, it also increases their EP by the same amount.

*Feinting Uppercut - a special attack that allows the user to perform a feint attack, followed immediately by a real unarmed attack. Perform a feint maneuver, if it's successful you can immediately followup with an unarmed attack that does x2 damage. Target gains a -1 to defense roll, this counts as only one action, and costs 50 EP each time it's used.

*Hyperactive Skills - This can be taken multiple times. User gains +10 to one skill of their choosing as a "miscellaneous bonus."

Hypoallergenic - User gains special defense/resistance to "normal" diseases, illnesses, poisons, and viruses. In combat, user gains +5 versus poisons, though certain exotic or offworld poisons might not get the bonus.

*Mass Hysteria - 50 energy points to do a nasty-bad combination of attacks that creates multiple images of yourself. Perform your unarmed attack once for 1d10 times against 1d10 enemies within range.

Drop-D Kick - DO A BARREL ROLL! Seriously, this is the freakin' Barrel Roll Drop Kick. 2d20 damage, and if you pay 50 energy points before hand you can knock them back for a total of 30 feet.

Augment: 200 energy points to send them flying 100 feet away and doubling the total damage done.

Whatever - allows the user to take any kind of special ability, attack, or spell damage and deduct the damage from EP instead of HP.

Supers

Note: All Supers count as one Mega Spell Attack. Please specify which two spells the attack is associated with. If not a Spell Attack, then it counts as a martial arts ability/special attack, and NOT a Spell Attack. Remember to get GM's permissions for ALL Spell Attacks.

Sore Loser - upgrade that allows the user to give up an entire round to immediately counter any kind of special attack, special ability, or spell in order to copy it and perform it at the original caster immediately.

La Bamba Stance - improves all Spellcraft, Spellcasting, and Spell-based attack rolls by +10. Takes up one action to get into or out of La Bamba Stance.

*Shockwave Slasher - a powerful attack that sends a slashing, crescent-shaped wave of energy at all opponents in a line. Does 4d20+Spellcraft damage to all enemies caught by the attack (30 feet wide), and goes out in a line up to 100 feet away. Costs 500 energy points.

Precision - gives the user a +5 to their attack roll, and all Called Shots are given a +10 competency check.

Incidental Stuff - upgrade that allows the user to pretty much never sweat the small stuff. Augments all attacks and attack rolls by sacrificing EP to enhance them (+x, where x = EP sacrificed).

*Double Uppercut - 2d20 + knockback + prone + stun (1 round AFTER they get up) + Spellcraft damage. Costs 500 energy points, takes up two actions. Knock the opponent up and out with this sweet double-uppercut

*Once Hit, Twice Kicked - 25 energy points. A three-hit combo that can be used either as a chain attack (chains into ->), a counter, or an interrupt. Does 3d8+Spellcraft damage. Takes up one action.

Note: if used as a counter, costs 100 energy points. If used as an interrupt, costs 1/2 of your energy point total. If used as a chain, costs 25 energy points.

*Cheap Shot - an interrupt that can also stun for one round, but eats up the actions on your following round. Costs 100 energy points per use, takes up one action from your following round, and all rolls for Cheap Shot are performed at your lowest base attack bonus. Yes, you just kicked them in the nuts.

BABE RUTH AIN'T GOT NOTHIN' ON ME! - a full round declaration, and must be made at the beginning of the round. Allows the user to transfer 1/2 of their current HP directly into EP, and also allows them to add their <favored spellcraft ability mod> to any rolls and direct damage. Stacks with current declared ability mod. This lasts until end of combat, and can only be used once per combat.

Ultimate Arts

The Palm - 1000 energy points. Can only be used while Hand of God is activated. Hurls out a tremendous force of magical and ki energy shaped like your open-palmed hand directly at a line of enemies. Is a "chronological attack," and is considered "speed check 10" since it "stops time." Does (1000+ <favored spellcasting ability score> + Spellcraft score) x100 damage, plus it "disrupts" all spells within a 30 foot radius.

Rolling Ball of FUCK YOU! - Costs 1000 energy points. Does 1d10 neutral energy damage and gives the target Aura of FUCK YOU! Any and all within 35 foot range of that target becomes Berserk. Can be used to counter AND negate spells currently being charged or thrown. Gains a +10 to attack roll against spellcasters.

The Finger - 1000 energy points. Performs a controlled energy-beam blast attack that does damage to all within a line. Damage is set at (1000 x Spellcraft score), and completely drains whats' left of your energy. Ignores gnosis, AC, and completely destroys all forms of defense within a 100 foot radius of affected targets and caster.

GOOOOOOOOOOOOOOOAAAAAAAAAAAAAL!!!!! - Costs 1/2 of your current HP and EP. Allows you to "counter" spells thrown your way by "kicking" them back at the opponent, switching the target focus from the original intended target to the caster.

Desperation Arts

Cheating Death - Upon taking enough damage to be dropped to 0, you can instead stay at 1 HP and allow the remaining damage to be transferred to EP instead. No matter how much damage that is done within a single attack, the moment the Spellfist hits 0, they are instead placed at 1 and the rest of the damage is done to EP. If EP hits 0, then the rest of the attack is negated.

Note: If EP hits 0, once per game, then EP is immediately refreshed to total max and continues to take damage until all damage points are taken up.

I DON'T GIVE A FUCK! - Upon hitting 15% of your health point totals, you may place yourself in a kind of magical Berserk: your Int, Wis, and Con modifiers are improved by 10, your current EP and HP pools are doubled and you may cast spells as if you are a level 40 spellcaster if you have the energy for them. You gain +20 to all Spell Duels, and your spells cannot be interrupted. This Berserk status lasts until the end of combat.

Fuckin' Magnets - When taking damage from more than one source while at 15% or less of health, the Spellfist may give up half of their current EP in order to negate the damage.

Haters Gonna Hate - When taking damage from more than one source while at 15% or less energy points dealt to either health or energy points, then the Spellfist may negate the damage (50% chance). If this works, then the target is immediately placed in "Berserk" status and completely aggros on the Spellfist.

Secret Arts

Note: All Secret Arts count as one Secret Spell Attack. Please specify which three spells the attack is associated with. If not a Spell Attack, then it counts as a martial arts ability/special attack, and NOT a Spell Attack. Remember to get GM's permissions for ALL Spell Attacks.

Double Palm - Allows the user to perform two The Palms at the same time, increasing its' power since it becomes an immediate Doublespell. Damage is set at (1000+ <favored spellcasting ability score> x Spellcraft score) x100 damage, plus it "disrupts" all spells within a 60 foot radius. Can only be learned after learning The Palm, The Finger, Hand of God, Ascension, and Trolls Trolling Trolls.

Double Rolling Ball of FUCK YOU! - does 5d20 neutral energy damage to one target and grants them Aura of FUCK YOU! All targets within 100 feet of the target becomes Berserk.

Stealing God - Allows the user to, once per game, to add their Spellcraft score to all rolls, abilities, ability modifiers (yes that stacks), and saving throws. HP and EP are multipled by Spellcraft score, and all damage done (Before end damage) is multipled by Spellcraft score.

Note: This only lasts until end of combat, and will knock the character out for one in-game year. Thusly why I point out that it can only be done "once per game."

Trolls Trolling Trolls - Allows the user to, once per game, perform something so incredibly psychotic and completely unreal that the GM will not be able to stop you. Knocks the character out for 10 in-game years.

Training Level - Learned
1 - Hand of God
10 - 1 Special
50 - 1 Special
100 - 1 Special, 1 Super
150 - 1 Special, 1 Super
200 - 1 Special, 1 Super, Desperation Art
300 - 1 Special, 1 Super
500 - 1 Special, 1 Super, 1 Ultimate Art
700 - 1 Special, 1 Super, 1 Ultimate Art
1000 - 1 Special, 1 Super, 1 Ultimate Art, 1 Secret Arts
1100 - 1 Special, 1 Super
1300 - 1 Special, 1 Super, 1 Ultimate Art
1500 - 1 Special, 1 Super
1900 - 1 Special, 1 Super, 1 Ultimate Art
2000 - 1 Special, 1 Super, 1 Secret Art
2100 - 1 Special, 1 Super
2300 - 1 Special, 1 Super
2500 - 1 Special, 1 Super
3000 - 1 Special, 1 Super, 1 Ultimate Art, 1 Desperation Art, 1 Secret Art


Wrestling
"Oldest fightin' style in the fuckin' WORLD!"

Note: All grappling attacks can be done "mid-air."

Specials

Power Shoot - Can cover up to 15 feet as a free action, goes into an immediate grapple. Doesn't provoke attacks of opportunity (unless a co-target has the combined attack feat, any of 'em).

Minesweeper - After Shooting in, target can give up 50 points of energy and perform 1d20 rolling damage attacks to the target for 1d20 times. Must make a successful grapple check in order to perform this, and it must be higher than the target's grapple check.

Single Leg Takedown - from Power Shoot, grabs a leg and take 'em down! Puts the target into grappled, then prone status. A reflex roll of DC 30 can save the target from a serious put down.

Augment: Double Leg Takedown. Same exact stats as Single Leg, only double leg takes away their reflex save. User must pass a Dex DC30 check for it to work though.

*Flip/Bounce - The incredibly strange ability for a Wrestler to simply flip and/or bounce off of ANYTHING and become airborne. Counts as a special movement, and takes up an action. Overhead attacks gain a +5 bonus to attack roll and grapple check.

*Trip - From grapple, reaches down for a trip-up, dropping enemy into a prone position. A free action upon successful grapple.

*Elbow Drop - From Trip, spins and slams an elbow splash into their gut once they're down, doing an additional 1d10 points damage. Ignores AC. Takes up one action to do this and get back up again.

Arm Bar/Legal Headlock - Upon successful grapple, can randomly get enemy into either the Arm Bar or Legal Headlock.

DDT - From Legal Headlock, busts out a hard, swing-around DDT. 4d20 damage for 50 energy points.

Rolling Thunder - from either Mount, Mount Tackle, or Raging Mount, curls around the enemy and rolls around on the ground, doing a good amount of damage. 1d10 attacks of 1d6 damage.

Thunder Fire Power Bomb - from Arm Bar, lifts them up and shake the ground with an earth-quake generating power bomb! Does 1d20 + Str Mod + Grapple Damage to target. 50 energy points.

Note: the earth-quaking effect is merely an effect, NOT actual earthquake damage.

German Suplex - from grapple, busts out a sweet German Suplex. 25 energy points to do 1d20 damage + prone. Getting up afterwards is a free action (target remains prone).

*Hit the Wall - Upon successful grapple, you can send the enemy staggering behind you for either chain attack, to show their back to you or an ally/enemy, or simply to control their movement for a moment. Perfect for setups.

Mount Tackle - tackle opponent to the ground and mount 'em. Close-range instant grapple (+5 versus counter-grapple/ enemy suffers -5 to their reflex save), otherwise can be done while moving.

Note: Mount Tackle can be Canceled into, or chain attacked into/from, the Power Shoot or from grapple.

*Mount - Gets onto a downed or prone opponent to execute grappling attacks. +5 attack roll and +10 grapple against downed/prone opponents.

Note: unlike Mount Tackle, Mount is a static specialized movement and grapple maneuver at the same time: i.e., it must be made as a grapple, and is NOT an instant grapple.

Napalm Stretch - counters overhead and/or jumping attacks with an immediate mid-air grapple that ALSO interrupts the initial attack. Can chain attack/cancel into any grappling attack afterwards. 25 energy points.

*Chopping Crossblock - leaping forwards, the wrestler delivers a powerfully stunning flying double-chop attack at the target's eyes or throat. Can move up to 20 feet in such a manner, counts as an air attack, and does 1d8 damage. If called shot eyes or throat, then it can blind them/stun them for 1d6 rounds depending on what was declared. 50 energy points, Jump DC30 check.

*Flying Clothesline - leaping forwards, the wrestler delivers a powerful clothesline attack for 2d6 damage plus knockdown (30%-75% chance depending on size of target). Can be canceled AFTER the damage is declared in order to switch to a grappling attack. 50 energy points, Jump DC30 check.

*Cancel - Can, at any point in time, switch from one technique to another as a free action during attacks. Counts as a feint, and gives -2 to target attempting to counter or interrupt.

*Suplex - Upon successful grapple, grabs the opponent and bridges backwards to deliver an amazing blow to the head and/or back of the neck. 50 damage, ignores AC. 50 energy points.

*Iron Palm - Steps forward and delivers a powerful blow to the face. Can be done once per day, stun + 1d10. Can be taken multiple times to increase amount of times done per day.

Neutral Stance - Starter, natural stance. Improves grapple by +5. Free action.

Shooter Stance - Stance that improves the Shot. Improves attack roll for all shooting style movements by +5, blonus of loss of dex bonus. Free action.

Oil Up - Improves slipperiness, squirminess, and allows access to certain supers. +5 Dex bonus to AC, +10 counter grapple capability, and also improves grapple by +5. Takes up two oil bottles.

*Fake Out - Improved ability to feint during a battle, either melee or grapple. +5 against ungrappled opponent, +10 against grappled opponent.

BURNING GUTS! - Takes up one action, and 1/5 of your current energy totals. By pumping oneself up, the user can become stronger for 1d6 rounds. The energy invested gets translated into HP (temp HP if it goes over), and the user gains 10 dmr/attack until BURNING GUTS! is done.

*Thundering Storm - enables the user to chain together locks, submission holds, and grapple-based attacks against any kind of target close enough to be hit by it, up to their base attack bonus. This affects prone, standing, or jumping targets, or targets who are already grappled.

Supers

*Giant Swing - 500 energy points, takes up an entire round, must be declared at the beginning of the round. Upon successful grapple, enemy is dropped and user grabs their feet and begins swinging around with violent, turbulent force before tossing them away up to 50 feet. Does 250 points damage.

Augment: give up your entire energy pool (must be greater than 500) to do 500 points damage and toss them up to 100 feet away, doing an additional 1d20 damage.

Guillotine - from Single Leg Takedown. Hampers enemy movement, hampers their ability to jump, completely takes away their dex bonus, and can even stun them after they get up. Disables their ability to use weapons, spells, and/or special abilities for 1d6 rounds after successfully applied. Guillotine is a continuous action, costing the same amount for each action, and user must dice shoot (add grapple bonus to 1d20 roll) in order to ensure that the Guillotine remains on the target. 100 energy points (1/4 of your current energy pool if Super Cancelled)

Ankle Breaker - from Single Leg Takedown, this technique quite literally breaks the target's ankle. Forces them into flat-footed status, slows enemy to a crawl, destroys their ability to jump, disables the ability to use Dex-based or kicking attacks, stuns them after they get up for 1d6 rounds. 100 energy points (1/4 of your current energy pool if Super Cancelled)

Leg Lock - from Double Leg Takedown, keeps enemy on the ground for 1d4 rounds afterwards. Forces enemy into flat-footed status, disables the ability to use attacks, staggers them for 1d4 rounds after they get up. 100 energy points (1/4 of your current energy pool if Super Cancelled)

Sharpshooter - from Double Leg Takedown, hampers enemy ability to get up for 1d10 rounds. Devours their ability to jump (they, literally, lose the ability to jump and YOU absorb their jump score to your own as a temporary bonus), disables the ability to use special attacks or magic, stuns them once they DO get up for 1d6 rounds, disables the ability to guard completely (they, literally, lose the ability to use defense roll). 100 energy points (1/4 of your current energy pool if Super Cancelled)

*Super Cancel - allows the user to Super Cancel from one super into another. Follows the same rules as Cancel, but for Supers. Takes up one action to use.

Note: If you do not have Cancel, you can still take Super Cancel…but you cannot Cancel into a Super Cancel, only from one Super to another. If you want to move from a normal move into a Super, or vice-versa, then you MUST have both Cancel and Super Cancel.

*Cobra Clutch - from Grapple, allows the user to wrap target up and begin to do incredible damage to their body with this specialized lock. Targets all pressure points within the body. Does 2d20 damage, with 1d6 rounds of paralysis, as well as an extra 1d10 damage for as long as that paralysis is in. 100 energy points (1/4 of your current energy pool if Super Cancelled)

*Rock Hard - while wrestling (starting a attack string while in a declared stance), the user can launch touch-based attacks while ignoring AC…nor does armor/spiked damage stop them from launching a grapple. They still take damage, but can continue with the grapple as if they were not stopped by sharp, pointy things.

BURNING GUTS!! - must have BURNING GUTS! in order to get this. BURNING GUTS!! doubles the duration of BURNING GUTS!, and transforms it from 1d6 rounds to 1d12 rounds.

Jefferson Airplane - 250 energy points. Must be Oiled Up to use this. Specialized attack that squirms and spins the opponent around user's slimy, oiled-up body before redirecting their increasingly faster velocity alongside one's shoulders and towards another target. If it hits another enemy, then both take 2d20+Str Mod damage. If the target hits a solid object, then the target will take 4d20+Str Mod damage.

Squirt 'Em Out - 250 energy points. Must be Oiled Up to use this. Counter only. Specialized attack that allows the user to immediately place enemy in grappled status, "dust clouding" them (though it's actually oil) and allowing all other adjacent allies an AoO. After AoO is settled (during the "oily cloud" sequence), the oil cloud settles down with target crouching over opponent with arms and legs wrapped around target, and target face-down on oily ground with their head between user's feet. User MUST yell out "HERE I COME!" in real life in order to squirt them out towards a target (doing 100 points damage to both) or towards a solid object (doing 200 points damage to the target). Afterwards, user MUST yell out "TURKISH WRESTLING RULES!" or all damage done during this specialized counter-round is negated.

*Called Fake Out - by calling out your attacks, then doing some other attack, all targets gain a -5 to their attack roll. Free action, but requires that it be an actual specialized attack or Art from the martial arts tables: this cannot be used with normal attacks.

*Tag Team - unlike the "combined attack" feats, Tag Team offers a whole plethora of bonuses for two or more (up to three) who acquire it. First and foremost, it allows the two to immediately "switch out" with one another on the chain of initiative. Secondly, it grants a +10 bonus to all attack rolls during ANY combined attacks or finishers. Thirdly, it allows them to immediately use "cover" as if they had the requisites for the feat while within a 20 foot radius of one another. Finally, any time damage is dealt and a call for a modifier of some sort is needed, the partner can give up an action in order to add their modifiers on TOP of their partner's. Last but certainly not least, should one partner take damage equal to 50% of their hp total, then the other partner can give up their round to absorb half of that damage (ensuring their partner never goes into system shock.) and, naturally, vice versa.

Note: Tag Team stacks with all other combined attack/combined finisher feats.

Raging Mount - transforms both the Mount and Mount Tackle as free actions upon successful grapple.

*Finishing Move - allows for a completely customizable finishing move. Follows all rules for Special Attacks (from B.E.S.M. Special Attacks special), save that dice are set at d20 and, if used at the end of a combo string or while the enemy is at 50% hp, can do x5 damage. 100 energy points (1/4 of your current energy pool if Super Cancelled). Can be taken multiple times for multiple finishing moves.

Cat's Cradle Suplex - from either Arm Bar or Legal Headlock, wrap up the enemy and slam them in an uber-powered Cat's Cradle Suplex! 100 damage + Str Modifier, crits 18-20 x4. 100 energy points (1/4 of your current energy pool if Super Cancelled)

*Wild Breathing - By learning a specific technique, the user is able to breathe in a way that revitalizes them even in the middle of extreme combat. User gains refresh and regen 10/round.

Note: breathing techniques can only be used one at a time. Keep that in mind if you're already using Dangerous Breathing.

*Sweet Science - allows the user to add an ability modifier to all grapple and grappling attack checks and vice-versa. Anytime a call for an ability modifier (Str, Dex, Con, etc.) or a grapple check is made, they may add it then. Declare which modifier upon taking this feat.

Ultimate Arts

Rolling Izuna Drop - 1000 energy points to use. This attack does 2d10 + Str Mod + Grapple Mod + Jump Score to end damage. Wraps target up in a bear hug to perform a falling, spinning attack that slams them head-first into the ground. You need to learn Flip/Bounce and Rock Hard before you can learn this. Can only be done after Flip/Bouncing off of a target and done as a "mid-air grapple attack."

Rolling Thunder - 1000 energy points to use. 500 points if Super Cancelled into from a successful grapple or grappling attack. Upgraded version of Minesweeper, allows the user to perform 1d20 grappling attacks (each must be different) in one turn. Counts as a full round action, and must be called out at the beginning of the round. Can only be done if you already know each attack called out, and you MUST have Minesweeper learned in order to do this.

7th Heaven - 1000 energy points to use. 500 points if Super Cancelled into from a successful grapple or grappling attack. Grabs the opponent and, spinning, tent-spikes 'em into the ground. Can only be done while Trancing or in BURNING GUTS! mode. Does 1000 damage to the target. Must know at least one BURNING GUTS ability, Crush 'Em, and Wrestle Anything.

Battle Analysis - Allows the user to take a action and scan the current battle in it's entirety. All attack rolls and grapple checks gain a +5 bonus until end of combat.

BURNING GUTS!!! - Must have BURNING GUTS! ability activated to use this. Upon activating BURNING GUTS!, BURNING GUTS!!! also occurs. User must pass a fort save DC30 or suffer paralysis from ruptured, pissed-off veins. All damage totals are doubled for as long as Burning Guts! is active.

Crush 'Em. - 1000 energy points, and drops the user's HP to 1. Places target in immediate grapple status, and allows the user to perform one of any other grappling attack at x10 end damage. For the rest of the battle all grapples and grappling attacks are x2 end damage, and Gnosis is ignored in determining if the creature can be grappled or not.

Wrestle Anything - the nefariously strange ability to wrestle non-humanoids, even if they are as strange and un-grapple-able as the Jelly monster or the even stranger Screaming Fungus. Wrestle Anything allows the user to add their grapple ability to dice roll in order to determine whether or not they CAN wrestle the creature (forces normally un-grapple-able creatures to become grapple-able creatures: GM will determine grapple score.), in which case difficulty is determined by GM.

Desperation Arts

Ultimate Breathing - Must already know Wild Breathing before you can learn this. By breathing in a certain way, the user can regain hit points lost for 10 rounds after taking a hit that would normally kill them. Upon taking a hit that would drop them to 0 or less, they are instead counted as hp 1 until the next round, in which case for the next 10 rounds all attacks that land on them heals them instead of hurting them, up to (but not beyond) their maximum hit points. At the end of combat, user needs at least an hour to rest before they can start to heal normally again, otherwise all damage done to them is five times stronger than normal.

Pandering To The Crowd - Upon hitting 10% of the user's EP, they can make a full round action to taunt all enemies within range. Upon successful taunt, the user gains EP back at the rate of (# of enemies taunted) x 25 per round. Taunted enemies remain aggroed to the user until they die or the user dies.

BURNING GUTS!!!! - Upon hitting 10% of HP, the user's EP and HP totals are doubled. Must already have BURNING GUTS! before you can use this.

Secret Arts

Ultimate Muscles - This secret art is a result of incredibly harsh training, one that pushes a wrestler to the brink of death…and beyond. With Ultimate Muscles, one is able to:

  1. Upon taking a hit that damages for at least 30% of their hp total, the user is able to double their stat modifiers until the end of combat.
  2. Upon taking a hit that damages for at least 50% of their hp total, the user is able to double the hp and ep totals until the end of combat.
  3. Upon taking a hit that damages for 90% of their hp total, the user is able to transfer up to their entire energy pool to their hp pool.
  4. Upon taking a hit that damages for 100% of their hp total, the user is able to enter into a "Trance" state with hp and ep completely refilled. This can happen only once in a combat, and can not be used again until the next game session.

On the other hand, if one actually HAS to use Ultimate Muscles as a counter to 100% damage in one hit, then the character will be placed into a comatose state until the very next day (in game) at the end of combat.

Mexican Magma Driver - This costs your entire energy pool, and you won't be able to regenerate energy points OR hit points until the next game day. Can only be done if the user has learned Wrestle Anything. Takes up an entire round, and must be declared at the beginning of the action string. User then can grapple one target and put them through a series of grapples, holds, locks, and breaks that completely obliterates their bone structure. Completely ignores AC, target's Damage Reduction is lost until the end of combat, boneless creatures cannot reform into anything other than a puddle of goo, and this renders all but the strongest of bosses into a quivering pile of "omfg stop hitting me with that table!" Completely drops the target to 1 hp, OR does 1000 points of damage, OR completely takes a target out of combat (depending on strength of target.)

Superior Guillotine - This costs your ENTIRE energy pool and is a one-round action that can only be activated upon performing a certain action string, and should the action be counter-grappled at any point in time the Superior Guillotine will not activate. Must be Super Cancelled into from a Power Shot, and user must have Wrestle Anything, Shooter Stance, Single Leg Takedown, as well as Guillotine. The only action string that can activate Superior Guillotine is Shooter Stance -> Power Shot -> Single Leg Takedown -> Guillotine -> Super Cancel -> Superior Guillotine. Upon performing Superior Guillotine, you do damage to the target equal to your grapple score x100. Completely ignores AC, Damage Reduction, takes away any kind of regen or refresh capabilities the target had, and should the target survive then they are still considered flat-footed and cannot have access to ANY dexterity-based abilities for the next 10 rounds, all without any kind of saves. Once the Superior Guillotine is activated, it's completely unstoppable.

BURNING GUTS!!!!! - You must have every single BURNING GUTS ability and at least one personalized BURNING GUTS ability. Upon gaining these, you can learn the ultimate BURNING GUTS ability: all BURNING GUTS abilities are doubled. Instead of 1d12, you can now determine the number of rounds by rolling 2d20. All grapple attacks are considered free actions upon achieving grapple. You can successfully grapple someone already prone and perform a grapple attack as a free action. All this is ONLY active while a BURNING GUTS ability is active.

Training Level - Learned
1 - Neutral Stance or Shooter Stance
10 - 1 Special
50 - 1 Special
100 - 1 Special, 1 Super
150 - 1 Special, 1 Super
200 - 1 Special, 1 Super, Desperation Art
300 - 1 Special, 1 Super
500 - 1 Special, 1 Super, 1 Ultimate Art
700 - 1 Special, 1 Super, 1 Ultimate Art
1000 - 1 Special, 1 Super, 1 Ultimate Art, 1 Secret Arts
1100 - 1 Special, 1 Super
1300 - 1 Special, 1 Super, 1 Ultimate Art
1500 - 1 Special, 1 Super
1900 - 1 Special, 1 Super, 1 Ultimate Art
2000 - 1 Special, 1 Super, 1 Secret Art
2100 - 1 Special, 1 Super
2300 - 1 Special, 1 Super
2500 - 1 Special, 1 Super
3000 - 1 Special, 1 Super, 1 Ultimate Art, 1 Desperation Art, 1 Secret Art


Shimabahara Style Fighting
"To kill is to be divine."

Specials

Supers

Ultimate Arts

Desperation Arts

Secret Arts

Training Level - Learned
1 - Starter Ability
10 - 1 Special
50 - 1 Special
100 - 1 Special, 1 Super
150 - 1 Special, 1 Super
200 - 1 Special, 1 Super, Desperation Art
300 - 1 Special, 1 Super
500 - 1 Special, 1 Super, 1 Ultimate Art
700 - 1 Special, 1 Super, 1 Ultimate Art
1000 - 1 Special, 1 Super, 1 Ultimate Art, 1 Secret Arts
1100 - 1 Special, 1 Super
1300 - 1 Special, 1 Super, 1 Ultimate Art
1500 - 1 Special, 1 Super
1900 - 1 Special, 1 Super, 1 Ultimate Art
2000 - 1 Special, 1 Super, 1 Secret Art
2100 - 1 Special, 1 Super
2300 - 1 Special, 1 Super
2500 - 1 Special, 1 Super
3000 - 1 Special, 1 Super, 1 Ultimate Art, 1 Desperation Art, 1 Secret Art

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