"The Quest awaits, and the body and mind demand training."
NOTE: Unless stated otherwise, all Meridian System supers, specials, ultimate arts, desperation arts, secrets arts (specializations or general) will only work if you wear heavy armors.
Supers
Nevermore - User can move silently while wearing heavy armor.
Weightless - heavy armor doesn't affect you at all, and is not counted as part of your weight limits, as well as checks towards balance, swim, speed, or anything laborious. Allows user to choose one Specialization to learn from.
Hard Shift - 10 ep. While in this stance, any armor that the user has on that isn't heavy armor is now treated as "Heavy Armor" for type. Lasts until the end of combat or user is knocked out.
Weak Shift - 10 ep. While in this stance, heavy armor that the user has on now gains "Slippery When Wet" Ability, granting the user an extra +5 AC, +10 versus being grappled, and allows the user to move twice as far in a single round action. Cannot be stacked with Weak Shift.
Rhino - while charging, user gets +5 to their roll and can affect multiple targets within 5 feet of one another and close enough to be affected (the +5 isn't applied to creatures two sizes larger than user). If Rhino connects targets are flung 20 feet away, taking 1d10 damage each. Reflex saves can result in an ukemi/kippup.
Grapple Dap - while wearing heavy gauntlets, all grapple attempts gain +10 and user is never considered off-balance or flat-footed.
Smack 'Em - while wearing heavy armor, all bare-handed strikes/kicks gain an extra +3 to hit and do +5 damage each.
Inspectah Deck - grants +1 to To Hit and Damage with each Specialized super/special/desperation/ultimate/secret art chosen.
Specials
Pound Flat - 25 ep while equipped with a blunt weapon, can perform an overhead smash attack that reads as follows: "2d20, knockdown (DC 20), stun 1d4 rounds, stagger (-5 for 1d4 rounds)"
Mighty Bosh - while wearing heavy armor, all bare-handed strikes/kicks gain an extra +7 to hit, do an extra +5 damage each, and crit is set at "19-20, crit x5." Stacks with Smack 'em.
Straight - 25 ep while equipped with a piercing weapon, can perform a straight attack that drills through the enemy. Attacks in a line up to 40 feet as an energy attack, dealing damage to all enemies within that line.
Pierce And Toss - 50 ep, while equipped with a piercing reach weapon the user can attempt to "grapple" an opponent, gutting them (1d20 damage) and raising them overhead before sending them flying. An additional 1d10 damage can be done, and are treated as a missile weapon (dealing 1d10 damage to whatever they hit).
Darkness Wave - 50 ep. While equipped with a blunt weapon of magical nature (staves, wands, clubs, must be empowered with magic at the time), allows the user to perform a conical magical attack that deals 4d20 damage to all caught within range. If used on the user themselves, creates a magical barrier that improves their AC by 10, gets +10 versus magical attacks, changes the type of armor they wear to "Heavy Armor," and lasts until end of combat.
Monobright Warp - 50 ep (100 ep if used as a counter) allows the user to teleport up to 20 feet within line of sight without provoking Attack of Opportunity. Can be used as a counter or for an Attack of Opportunity.
Monochrome - 25 ep - temporarily doubles AC until next round. Can only be done once per round.
Pale - 25 ep - temporarily improves the crit stats of slashing weapons equipped by +1 (so 19-20 crit x2 becomes 18-20 crit x3 and so on). Lasts until end of next round.
Ultimate Arts
Hero - allows the student to learn Two Specializations.
Desperation Arts
The Pact - allows the user to gain the same HP and EP as one comrade upon successful synchronization roll (within 5 numbers). Synchronization roll modifiers are allowed.
Secret Arts
Keep The Faith - 1/2 hp and takes up entire current store of ep. One of the greatest techniques of the Meridian Combatants, allows the user to add their Faith Total points as pure damage for one standard attack, no matter what kind of attack it is. Must be declared before attack is launched.
Specializations
During one's growth, the chance to pick up a Specialization can be earned by the student. Please check with your trainer or GM for more information.
The Ram (Hammer)
Supers
Pound Flat - yes, it's the same thing as the original. Yes, it stacks. Pound Flat now reads: "4d20, knockdown (DC 30), stun 2d4 rounds, stagger (-5 for 2d4 rounds), -1d4 Int and -1d4 Wisdom"
War Party - allows the user to do damage to both the target and the target's weapons or armor (whatever gets hit by the user's weapon). Gains +10 when targeting weapon or armor for sundering.
Specials
Horn Blast - 50 ep, two standard actions. User winds up and smashes their weapon directly into the midsection of their target, sending them flying, dealing 10d20 damage. Any who gets hit by them takes half the rolled damage. If they slam into something, then the target takes half the rolled damage instead. Target does not get a Reflex save.
Biggums - when fighting targets two sizes larger or two sizes smaller, user gets +5 to all attack and defense rolls (or +5 to AC if the character does not have defense roll), as well as grapples.
Ultimate Arts
Planet Buster - takes up your entire store of EP (with no chance of Refresh) and EP is set to 0 until end of combat. Deals 1000 points of damage, ignoring AC and gnosis, on one target. Can only be done once per day, and the weapon is damaged until fixed. 50/50 chance that the item will be destroyed completely.
Desperation Arts
The Litany - upon hitting 15%, user can enter a Trance by chanting a particular sutra (takes one standard action, can be done upon taking damage but you'll lose a standard action on your round). All damage taken by user is halved, and all attacks successfully landed by user recharges their EP (as adrenaline). This ends when the user is knocked out or combat ends.
Secret Arts
I Am The Hammer - 200 ep. All damage done by the user is absorbed completely as HP and EP (half to each). All sundering attempts are Take 20 unless otherwise noted. Lasts until end of combat.
The Fencer (Swords)
Supers
Higher Form - special stance that grants +10 to counter attempts.
Offensive Mindset - grants +5 to hit and +10 to damage. Improves crit by +2.
Specials
Vajra Arm - grants the user one more attack action.
Bad Gear - grants the user the ability to perform a special parry that doubles as a disarm to one attack per combat. If the parry is successful, then the target is immediately disarmed (won't work with certain weapons such as glaive-shivs or locked weapons).
Cham's Dismount - 50 ep, must be mounted. User may, as a free action, leap off of their horse and make a standard attack with the following bonuses: crit+5 (so 19-20 crit x2 now reads as 14-20 crit x7), damage + Jump total + ride total. This attack does not provoke an attack of opportunity, and can be done to any target up to 40 feet away.
Ultimate Arts
Way of the Sword - user has mastered the most sublime method of combat known. All specials, supers, and more utilizing a sword no longer costs EP or HP. Instead, they are counted as a standard attack action.
Desperation Arts
The Advance - upon hitting 15%, user can enter a Trance by chanting a particular sutra (takes one standard action, can be done upon taking damage but you'll lose a standard action on your round). Any weapon they hold gains the Vorpal ability. If the weapon already Vorpal, then the chance for Vorpal is doubled.
Secret Arts
Final Solution - by giving up their entire store of EP and 4/5's HP, the user is able to perform a single slash (one standard action) that cuts through reality itself, dealing 100 damage to every target within a mile of their position. This 100 damage cannot be blocked, dodged, or otherwise negated and completely ignores Elan, AC, and negates defense rolls.
The Berserk (Axe)
Supers
Shrike - grants the user DmR+5 while wielding an axe.
Tremble - after landing a successful attack, creates a tremor that runs throughout the user's body. Due to this displacement, they gain +5 reflex versus attacks for each strike landed. Lasts until the next round. Is a free action that must be declared before the next attack. Stops working if user is ever caught flat-footed or off-balance.
Specials
Butcher Pete - 50 ep. An attack that deals 1d4 strikes: 5d20, 18-20 crit x4, -1d6 Con, -1d4 Str.
Ultimate Arts
SCREW YOU - all damage done by axes completely ignore defenses of "cannot be pierced/slashed/blunt", completely ignores DmR, Elan, and pretty much guarantees that the target is gonna take this hella damage.
Desperation Arts
Kickaxe - upon hitting 15% damage, user's attack actions are doubled until end of next round.
Secret Arts
Transmogrification - allows the user to perform a supernatural alchemy, transforming the non-magical item within their hands into The Pickaxe by giving up a full attack round. The Pickaxe stats are as follows: 1d20, 17-20 crit x3, attack +Faith points, damage +Elan points, BaB is now +ECL/+ECL, refresh/regen +ECL, DmR+ECL, Trip/Disarm/Sunder+10, weapon is Blunt/Piercing/Slashing. The Pickaxe lasts until end of combat, and materials used to create The Pickaxe are considered obliterated at end of round.
The Range (Polearms)
Supers
Seether - 25 ep. Creates a twist of reality - each time you attack, the damage repeats itself with each round until the enemy is dead, user is knocked out, or combat ends. Deals standard attack damage (without modifiers).
Shrive Soul - 25 ep. All attacks can affect the ethereal until next round. All attacks ignore AC (but not defense roll or other defenses) until next round.
Specials
Birthday Massacre - 50 ep. Slamming the polearm into the ground, the user can send out jagged, ki-energy based versions of their weapon to slam into the enemy up from the ground.
Bittersweet - 25 ep. Enters a special mobile stance, dealing immediate counter attacks to any who attack them. Lasts until end of next round, must be declared during the last standard action of the current attack round. Can only be done with a polearm weapon.
Ram and Jam - 50 ep (upon declaration - paid only once). Special mounted charge - upon successful attack, deals 10d10, crit x10 damage. Upon successful attack, target is considered pierced and collected on the polearm weapon (shock save DC 10+ECL+Attack Roll versus AC+Shock+Defense Roll). For each enemy pierced and "collected," user gets to deal an additional +2 to hit, 1d10 worth of damage to the next target, and initial attack is considered a free action.
Ultimate Arts
Pierce The Veil - Takes up entire current store of EP and 1/2 current hp. Allows the user to perform 1d100 attacks at 10d100 damage each. User is unable to move for 1d4 rounds.
Desperation Arts
False Life - Upon taking 15% of damage, user immediately gets access to a third specialization as if they always had known it. This lasts until end of combat, and is reflected by their current specialization (so if you know one special, two supers and a desperation from this spec or a secondary, your tertiary is also one special, two supers, and a desperation and must be declared now).
Secret Arts
The Boarhunter - upon throwing the Polearm, the weapon gains "Seek and Destroy" ability: "Weapon will fly of it's own accord to strike down the target for (standard attack roll)x3, 15-20 Crit x10." The weapon, if need be, can teleport with the same velocity to bypass physical obstructions or Interdimensional gateways.
Cut the Rope - allows the user to strike at the heart of the matter, temporarily banishing Displacement, Illusion magic, or anything else that would deflect or dodge their attacks. Takes effect immediately upon declaration of attack.
The Archer (Bow and Arrows/Crossbows/Guns/Rifles)
Supers
Bull Fire - 10 ep. takes up one standard action, allows the user to fire a normal arrow through physical objects.
Midnight Stalker - when user is utilizing stealth, they are cloaked from abnormal and supernatural scrying as well.
Angelwitch - allows to user to attack any target regardless of gnosis with normal arrows. All abnormal arrows gain a bonus of +ECL with to hit and damage.
Specials
Trick Shot - 10 ep. per shot. User can strike targets from oblique angles and from any position. If the strikes are from behind, counts as a Sneak Attack (enemy is caught flat-footed unless otherwise noted). The only limits to Trick Shots are the imagination of the user (and the will of the GM).
Talent - User gains a temporary +10 modifier to their job skills. If job skills are useful towards their combat, then the job skill modifier can be applied as damage.
Merriweather - User can perform Trick Shots while mobile or on horseback.
Ultimate Arts
The Ripper - By taking a standard action and infusing a single arrow with their entire store of EP and 1/3 of their HP, the user can create a small gate in front of them. Once the arrow passes through the gate, it is multiplied by 1000 (arrow damage x1000) and fired immediately in front of them. By giving up another 1/3 of their current HP, they can move the gate slowly (instead of line damage, this now does conical damage).
Desperation Arts
Demonhunter - upon hitting 15% hp, user can fire arrows made of pure energy. This has the effect of: 1d20+ECL, Bind, True Aim (+10 to hit), and Hunt (can maneuver around obstacles to strike at target). All Trick Shots made with Demonhunter engaged don't cost EP and are considered free actions.
Secret Arts
Ten Point - Shots made from point-blank range causes a shockwave effect that affects other targets in range. Once original target takes damage, all other targets connected to them (as if synchronized) take damage as well. Shots fired this way ignores Elan, and targets caught by the shockwave are denied their defense roll.
The Pure One (Hand to Hand)
Supers
None Shall Touch Me - DmR+10
None Shall Withstand Me - Hand to Hand strikes, grapples, trips, and all bare-handed/kick-based attacks (even special and supers and such) all gain +ECL to hit, +Elan to damage.
Specials
None Can Stop Me - 20 ep. Allows user to Take 10 against grapples, trips, or any other attempts to stop or bind them. This includes magical means as well.
None Will Survive This - 100 ep. Upon successful grapple, infuses target with ki-energy. Once hurtled, they explode outward, dealing 100 damage to all targets within 40 foot range. Can also cause friendly fire - be aware of this.
None Shall Live Beyond My Will - creates a ripple in reality which negates friendly fire from indirect attacks or splash damage.
Ultimate Arts
Rise Against - at the cost of their entire store of EP, increase the user's gnosis to that of one target's until end of combat.
Desperation Arts
I Against I - user can never go below 1 HP once they hit 15% hp.
Secret Arts
Death - grants Deathtouch to all H2H attacks. Deals as much damage to user as it does to the target.
The Bulwark (Shields)
Supers
Dual Wield - allows user to dual wield any two shields.
Bash - allows user to attack with shields. Deals standard H2H damage (including modifiers if user has them), adds +Shield Bonus as To Hit and Damage.
Big Dumb Boat - Exotic Weapon Proficiency with an incredibly esoteric, canoe-shaped shield. Provides the following stats: +5 to Bash, +5 against magic, total cover, weight: 20 pounds, +10 to AC, 1d10, 19-20 crit x3, Slashing/Blunt weapon, can reach up to 15 feet and threatens all adjacent tiles. Can still be used as a shield as well as a melee weapon. All modifiers that benefit Tower Shields, or shields in general, work with BDB.
Specials
Backpack - can use the shield wrapped to the back as if user has a third limb. Is considered "spinning in place" when this happens. User can no longer be backstabbed (but you CAN be sneak-attacked) and is never considered caught off-balanced.
Shieldsurf - can perform a special charge using the shield as a surfboard on any surface. Must have at least five feet of movement to start it up. Can move up to 40 feet at will until stopped or at the end of combat. Can only Shieldsurf with one shield.
Ultimate Arts
The Wall - While in defense position, user confers Shield Bonus to all within their party (up to 40 feet away). This is a supernatural ability, and only works while user is in defense position.
Desperation Arts
Trembling Kiei - upon hitting 15%, user can enter a Trance by chanting a particular sutra (takes one standard action, can be done upon taking damage but you'll lose a standard action on your round). User grants "Keening" ability to their armor and shields. Upon striking the user (either shield or armor), target takes an immediate Keening counter attack of AC+2d10 damage. Upon taking damage, User must make a Shock (DC 10+user ECL) save or lose their entire attack round.
Secret Arts
Brickabrack - Allows the user to float up to 1d12 shields as if they were Ioun Stones. Any attack or defense can be used through the Shields as if they were the user themselves. In order to get close to the user, the target must dodge around the shields (DC 10+ECL of user), unless the shields are employed elsewhere. The shields can also confer their bonus to the user if gathered together.
NOTE: Force Bust - Giving up the entire attack round can allow them to fire the Shields with force greater than cannons, doing 10d100 damage per shield.
The Truth (Armor)
Supers
Absolute - while wearing heavy armor, all spell critical failure checks and blonuses are nil.
Specials
Master of Armor - allows user to wear a second suit of larger armor with no negative side effects.
Shift Master - allows user to stack Weak Shift and Hard Shift. When stacked, the numbers of both are doubled.
Ultimate Arts
Master of Pauldrons - Gain 500 HP, 500 EP, and 1d6 to each ability score (all temporary points) for each set of pauldrons the user wears.
Desperation Arts
The Power Of One - by obliterating a piece of one's heavy armor set, gives 1/2 HP and EP back to the user. This is a standard action and counts as a supernatural ability. Can only be done on user's turn.
Secret Arts
Negate - Gives up entire store of EP and 3/4 HP in order to completely negate one attack. Must be declared before dice rolls are resolved.
Training Level - Learned
1 - Weightless
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