"Care to dance with me? I promise it'll be killer!"
Rarity: Low
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 practitioner 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 damage rolls, after crit damage calculations.
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