"Omae wa mo Shindeiru!"
Rarity: High
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 - can forcibly absorb surrounding energy - counts as an action. User must pass a Concentration check of DC20. Can be done 5/day. Heals up to 2d20, regen 1d6 rounds at 5/round. Any and all within 20 feet of user when Breathe is activated must pass a Fort save of DC50 or lose amount rolled by user.
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 as long as they are able to.
*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