"You Cannot Defeat That Which Is Divine!"
Rarity: VERY High, Story-Based
NOTE: There can only be five practitioners of the Twin Heaven School active at any point in time. Should there ever be more than five, then the Pact of Pantheons will kick in and the entire school will be brutally killed. As such, there are many who vie for the position of #5, but it only gets more and more impossible as you go up the ranks. The current #1 is completely unknown. Only #2-3 even know of their existence.
There hasn't been a new #1-4 for a couple of decades now. Unlike the other martial arts systems, the Twin Heaven School is the only one who engages in regular trimming of their own people, and no one has held onto the #5 position for more than six months.
Specials
Conqueror's Fist - 10 energy points, 50 if used as a counter, 100 if used as a interrupt. Delivers a single unarmed attack (or using the blunt part of the weapon) that deals standard unarmed attack damage with a high chance to stun (Fort save -5) until the target's turn.
Great Wheel - 50 energy points. Transmutes the user's weapon to an energy form in an instant, allowing them to slash through all targets surrounding them, dealing weapon damage to each target struck.
Tempest of Blades - At any point in time, the user can make an unlimited number of counters outside of their turn. They must immediately give up their upcoming turn if they use this.
Blocking Forward Slash - 25 energy points. Deals standard weapon damage. Cannot be negated or interrupted. Adds weapon damage to AC during attack.
Lightning Forward - 10 energy points, 50 if used as a counter, 100 if used as a interrupt. User moves forward 10 feet in a line, covered in an electrified aura that deals double weapon damage (maximized) to all who touch the energy. This "line" of offense stays in place for 1d4 rounds, automatically dealing the same amount of damage to any who touch it.
Banishing Soul - 40 energy points. A specialized aura attack that immediately dispels 1 effect per target caught within the 20 foot range, as well as banishing any and all summons caught within the range. This also affects necromantic undead. The effect of Banishing Soul wears off after 12 hours.
Sword Energy - as a standard action, the practitioner can imbue their weapon with an aura that doubles damage output (before crit) and provides "+Cha modifier" to their To Hit score.
Withering Slash - 15 energy points. Deals half damage to a single target. Target takes that much damage at the end of each round they're still alive. Withering Slash cannot stack with itself.
Switch Position - a forced position switch with one target the user is fighting. This is a free action and does not provoke AoO, cannot be countered (unless versus a higher speed check) nor dodged. Speed Check 7.
Vacuum Slash - 25 energy points, 50 if used as a counter. Deals weapon damage and sucks a single target towards the user (range of 30 feet). Counts as a "line" attack.
Repulsion Slash - 25 energy points. Deals weapon damage and blasts a single target 15 feet back. Counts as a "line" attack.
Stand - While going on full defense (it must be the first standard action taken in the user's round), user's AC is doubled. They also gain 50% magic resistance, Regen 10, and Refresh 10. This lasts until their next round.
Supers
Overpower - 500 energy points, must be in "lock-up" or "grapple" or "sword grapple" status. User can Take 20 on all lock-ups, sword grapple, or grapples. If they roll dice, then they have a new crit modifier of "15-20 crit x20." Upon winning the grapple/sword grapple/lock-up, the target is either blasted back 20 feet or dropped to their knees.
Overdrive - During combat, user's EP total is tripled. During spell duels (or any other "versus" event which utilizes EP), user can Take 10 or add +10 to their dice roll.
Trance: The Coda - 500 energy points and one standard action. A special mantra known only by the truly powerful of the Twin Heaven School, forcibly placing the user outside of normal space and time, creating a special alternate universe that allows for one target to be sucked in. For 1d4 rounds, the user and the target alone fight. Grants the user "doubled damage output," +10 to hit on all attack rolls, and "equalizes" the gnosis of both participants.
Sword Dance - 500 energy points. "The Forbidden Techniques," allows the user to create up to 10d10 psionic copies of their weapon. Each one has the same stats as the weapon copied, and also has the "Dancing" ability.
Sword Energy: Release - 100 energy points, must have already learned Sword Energy. Once the user learns Sword Energy: Release, then they leave behind slashes that float in the air, dealing weapon damage (after bonuses, modifiers, and crit) to all that touch the slashes. It takes a standard action to activate it, and the slash left behind stays for 1d6 rounds.
NOTE: If you give up 500 ep instead of 100, you can perform a conical energy attack that stays in place for 1d12 rounds.
Ultimate Arts
1 vs 1,000,000 - 1000 energy points, 1 attack round, and it must be declared at the top of the round.. Can only be done if you've learned Overpower and Overdrive. Each time the user is attacked, they may immediately counter before the attack lands. If they successfully hit someone, the original attack is negated. The user now gains one more attack action on their soonest available round.
Violent Death - 1000 energy points, can only be done if you have learned Stand, Overdrive, and The Coda. Allows the user to "mark" one target with a single slash. Should the target still be alive by the end of the current round, then they suffer the blonus "Doom 1." For the next round, the marked target takes five times as much damage from any source. If the marked target is still alive by the end of THAT round, then they must surpass a Fort check (DC 30) or immediately die. Any marked target that survives these two rounds immediately gains the bonus of "all damage output x10, all modifiers x2, HP/EP x10, Elan x2."
Code of Bushido - 1000 energy points, can only be done as a counter to any hit that damages the user a total of 50% or greater of their hp total. Speed check 6. Allows the user to immediately establish a link with the attacker (if the attack is faster, then after the attack has settled), granting the Lifelink blonus onto the attacker. When the user takes damage, the marked target takes twice as much damage. This is a supernatural ability.
Desperation Arts
Reassembling Matter - only activates at hitting 25% of your current hp totals. HP and EP totals are immediately multiplied by "Charisma Modifier." Current HP and EP stay where they are (you don't get refilled, just your current totals expanded). This lasts until the end of combat.
Secret Arts
Magnifying Edge - Can only be done if you've learned Code of Bushido, Overpower, and Overdrive. Adds a +10 to your attack roll, and adds a x2 at the end of all damage totals.
Magnetic Edge - Can only be done if you've learned Repulsion Slash and Vacuum Slash and takes up the user's entire pool of energy. Creates a massive sphere of utter chaos, sucking in and violently shooting out targets at random, dealing 2d20 damage to all sucked into the sphere and 2d20+1d10 to those fired out. Those fired out will always be shot out 20 feet away. The sphere does this for 1d2 rounds, then stays as an at-will battle servant with the following stats: 100 hp, 100 ep, AC 30, +10 to hit, Magic Resistance+100%, Regen 10/Refresh 10, Blunt Force Trauma (1d20x2+User's ECL), Smashmouth (2d10x2+User's Charisma Modifier), Total Devastation (10d10 to all targets within a 15 foot range). The sphere can linger for up to 1d10 days, hovering about with a speed check of 6.
Training Level - Learned
1 - Stand
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