"What is weakness? What is strength? All are illusion, mere roadblocks to the higher path of martial arts."
Rarity: Medium
NOTE: trainers are usually down an absolute chain from the Soldat Overpowered to his direct disciple and #1 right hand woman, Sandra Heidern. While there are many trainers of the Legion about the multiverse, it is up to the GM to decide if their particular setting has them or not.
NOTE: wherever there are Hiryuu Mukuuken trainers, there will also be Anbuu Mukuuken trainers hating on them.
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.
Telegraph 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