"Kingdoms crumble, seas boil, mountains pounded to dust…and that's just the warmup!"
Rarity: VERY High, Job-Based
Requires: Spellfist 1 jorb
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