Fist of the Northstar[total conversion Review]

Nemian_Lion

First Post
Greetings,
I started working on a Fist of the Northstar rpg last year using ToB and Starwars Saga, strangely enough that was pretty much 4th Edition. So I have recently picked it up again and started to make it balanced with 4th edition.
If you are not familiar with Fist of the Northstar, also known as Hokuto no Ken by us fanboys, then you can check out the wiki or more importantly Heart of Madness. This game is taking place 100 years after the war that destroyed the world.

I have created two primary classes for this game, Hokuto Initiate and Nanto Initiate. I called them that because I have combined the similar martial arts into single classes and make the players choose a style, much like a warlock picking a pact.
I have created three races all based on humans then modified.

Also, I'm posting here instead of the wizards because I'm not very trusting of their forums, so kudos to you guys for being so cool!

Mainly what I want is to share my creation, have place for comments, make changes based on what feed back I get.

Here is my level 1 starter below, you can also see the pretty 4th edition formatting on my google docs page.

I'll have more editing and some clean up to do in a few.
 
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Races

Farlanders
RACIAL TRAITS

Ability Scores: +1 Wisdom +1 Constitution
Size: Medium
Speed: 6 squares
Vision: Normal
Languages: Common
Bonus At-Will Power: You know one extra at-will
power from another class.
Bonus Feat: You gain a bonus feat at 1st level. You must
meet the feat’s prerequisites.
Bonus Skill: Perception +2
Human Defense Bonuses: +1 to Fortitude, Reflex, and Will defenses.

Once assumed to be surviving americans, the farlanders are a nomadic races that travel the empty seas of the world looking for Eden. Some believe that the gardens of Eden will shine out like a noon day sun in this hellish world and seek to find it. While others are just looking for a land untouched by war and the greed of man to make a new home. Many have lost sight of their original goals over the last 100 years but still can't quiet settle down in any one place for too long.

Asurans
RACIAL TRAITS

Ability Scores: +2 Strength
Size: Medium
Speed: 6 squares
Vision: Normal
Languages: Common
Bonus Healing Surges: +2 per day
Bonus Feat: You gain a bonus feat at 1st level. You must
meet the feat’s prerequisites.
Human Defense Bonuses: +1 to Fortitude, Reflex, and Will defenses.
Deathless Frenzy Daily Power

Deathless Frenzy
Racial Power

The warriors of Ashura train their whole lives to die in battle. This is their most savage moment.
Daily✦ Racial
Interupt Action
When the user becomes Unconscience. He can Continue to battle unaffected by death until he reaches negative 1/2 his max HP.


The land of Ashura is a harsh land filled with even more menacing people. After the war that killed the world, the land of Ashura took on vile techniques to maintain survive. The weak were murdured at birth. Men trained in brutal warfare as soon as they could walk, forced through savage trails of death and brutality, having to prove themselves by a young age or losing their lives. Women treated as slaves to the men. These traditions continued among the Ashurans until the savior Kenshiro destroyed the 3 Rasho enslaving the race. Most of the remaining assassins and soldiers fled to the northern mountain ranges and beyond.

Wastelanders
RACIAL TRAITS

Ability Scores: +2 ability points
Size: Medium
Speed: 6 squares
Bonus Feat: You gain a bonus feat at 1st level. You must
meet the feat’s prerequisites.
Bonus Skill: Endurance
Human Defense Bonuses: +1 to Fortitude and Will defenses.
I Will Survive Encounter Power

I Will Survive
Racial Power

The wastelanders that still live to this day are the strongest souls in the world.
Encounter✦ Racial
Minor Action
A user can spend a healing surge to remove one condition


To live over 100 years with scarce water is quiet a feat. The wastelanders are the survivors left to tell the tales of the past. Natural selection has left wastelanders with the abilities to live on the smallest ammounts of food and water.
 
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Classes

Hokuto Initiate
"You're already dead."

Class Traits
Role:Assassin or Healer



Power Source: Martial

Key Abilities: Strength, Wisdom, Constitution, Dexterity

Armor Proficiencies: Cloth, leather, hide

Weapon Proficiencies: Simple melee, military melee, oriental melee

Bonus to Defense: +2 Fortitude or +2 Will

Hit Points at 1st Level: 15 + Constitution score


Hit Points per Level Gained: 6


Healing Surges per Day: 9+Con Mod


Trained Skills: Perception. Choose an additional three trained skills at 1st level. Athletics, Acrobatics, Endurance, Insight, Heal


Class Features: Hokuto Style, Touki, Deadly Fists

Hokuto initiates are students of an ancient martial art. Laborious hours of study and practice make up most of these students daily life. The sifu teaching the art of hokuto must be a master of one the predominate styles. Members of the Hokuto Army, Hokuto Soke, and failed successors can study and continue the path of hokuto initiate.
Students of Hokuto strive to be the best. Only the strongest, wisest, and masterful students can move on to challenge to be Hokuto Shinken or Hokuto Ryuken successors. Sufi's give many morale and physical challenges to their students along the way to test them, these test usually prove to be very deadly.
These students usually decide at a young age to devote their life to this pursuit. Seldom will a developed martial artist take up the hokuto teachings as it takes a supernatural amount of focus to comprehend.


Examples of Hokuto Initiates in Hokuto No Ken
Kenshiro, Raoh, Taki, Kaioh, Ryuken, Hyoh, Han, Jukei, Jagi, Kim, Koryu, Zues, Aus, Ryu, Kuro-Yasha, Shachi, Shuken, Ryuo, Seiji

Class Features
All of the following are features of the Hokuto Initiate class.
"Of this life... I have not a

single regret"
-Raoh
Hokuto Style
Hokuto is an art in practice over 2000 years. Through out the years the styles branched off and refined itself based on the practictioner. Each student most choose the fist most suited to his style.
Gem Fist: A once forbidden style, Hokuto Ryuken. Ryu and others teach it only to those with minds that are clear enough to control it. It is said all that all that have used it in the past have been driven insane by the demonic Matouki needed to fuel this powerful style. The style uses the 1109 destructive points of the human body (keiraku hakō).
Students of this style gather Matouki instead of Touki, which is the passionate energy of spirits and beings of the realm of the dead. Instead of using wisdom and perception to gather Touki, matouki is gathered from aggression, passion, violence, misery, and hatred. Any act of the above will generate one point of Matouki. This includes being attacked, making a attack, seeing violence or even being intimidated. A user can only gather 1 Matouki point per round in this manner. This is a free action.
Fighting with a Demonic Aura as its called, is the only way a user of this style can use a martial power. If the user has no Matouki left, his aura fades and he cannot use powers again until he gains at least 1 matouki.
Users can gain 1 additional Matouki for each critical hit.
Users can gain 1 additional Matouki for each target dropped to 0 HP.
Users can gain 1 additional Matouki for drawing first blood on a target.
Users can gain 1 additional Matouki for Attacking first in an encounter.
Users unarmed attacks count as 1d10 melee weapons
Divine Fist: The primary fist, Hokuto Shinken. It is a 2000 year-old Chinese fighting style that utilizes the body's 708 tsubos of the keiraku hikō to cause destruction from within. It is said that the average person only uses 30% of their body's strength, whereas those trained in Hokuto Shinken are taught to tap into the remaining 70% in order to perform their destructive techniques.
Users recieve the Dragon Breathing At-Will Ability.
Users unarmed attacks count as 1d12 melee weapons
Humane Fist: A graceful style, Hokuto Ujo Ken. Is an art that is capable of healing or destroying that which it is used on. When fatally wounded with this style, the dying experiences a great feeling of euphoria, instead of horrifying pain.
Humane Fists may choose to lose his deadly fists to gain Lay on Hands.
Each time a friendly target is healed, user gains 1 touki.
Users unarmed attacks count as 1d8 melee weapons
Soke: The original healing art, brought to life again by Sarah, Toki, and Koryu. This is a healing style that turns a Hokuto Initiate's deadly fists class feature into Lay on Hands, as the paladin ability. Healing surges per day increase to 11+Wis Mod
Users unarmed attacks count as 1d6 light melee weapons

Touki
The first technique a student of hokuto learns is to gather and use their touki. As a hokuto user gathers touki he can use it to fuel powers or project as energy attacks. If a user gathers a fair amount of touki he begans to emanate a colorful aura around the users body. The color of this aura is a determined by his alignment and mood.
To gather touki, a user needs to make a perception check DC 15. If the check succeeds, user has gathered enough touki to use as a attack or a defense using a more advance technique. For every 5 points over 15 on the users perception roll, he gains an extra use of touki.
Any gathered touki is only usable for one encounter then it is released.

Deadly Fists
A hokuto initiate is trained to strike the pressure points on the body. This training makes any power of a Hokuto Initiate deadly. Anytime a Hokuto Initiate successfully uses a harmful power on a non-Hokuto Initiate humanoid or Nanto Initiate humanoid, the target is considered a minion.

Powers
Level 1 At-Will Techniques
Dragon Breathing
Hokuto Shinken

tap into your body's full potential.
At-Will ✦ Martial
Minor Action Personal
Effect: Until the end of your next turn, you gain +2 Attack bonus and are immune to immobilization and stunning effects.
1 Touki: Gain +2 to all defenses.
2 Touki: Gain +3 to Attack and Defenses.
3 Touki: Same as 2, and adds immunity to conditional effects. Your shirt Explodes.



Hundred Crack Fist
Hokuto Attack 1

A strike of over a hundred blows, delivered at rapid speed to the designated 708 Pressure Points on the adversary's body.
At-Will ✦ Martial
Standard Action
Target: One creature
Attack: Strength vs. AC
May be used as an interupt counter to Hundred Crack Fist or Crack Fist Miasma
Hit: 1[W] + Strength modifier damage. You gain 1 additional Touki
3 Touki[Deadly]: Hit: Target drops to 1 HP
Divine Fist: Hit or Miss: Target may be pushed 1
Gem Fist: Hit: 1 Touki may be stolen from target and converted into 1 matouki.
Humane Fist: Critical: Target is immobilized, save ends.
Humane Fist: May be used to close off pressure points on Target. This gives the target negatives to all his defenses equal to the touki spend on the power.
Soke: Not available.



Pressure Strike
Hokuto Attack 1

You strike a certain pressure point with grace to cause serious pain.
At-Will ✦ Martial
Standard Action
Target: One creature
Attack: Dexterity vs. Reflex
Hit: 1[W] + Strength modifier damage.
Touki: Each touki spent on power adds 1 damage.
Humane or Soke: May be used to end any 1 temporary condition.



Defensive Pose
Hokuto Attack 1

After studying the enemy, you take a defensive stance preparing for your final strike.
At-Will ✦ Martial
Standard Action
Target: One creature
Attack: Strength or Wisdom vs. AC
Hit: 1d8, you gain a +1 to attack for each time you use Defensive Pose back to back. When you use a different power your defensive Pose resets and you gain the gathered bonus to that 1 power.
Touki:
Humane or Soke: If the final power is a healing power you may add the bonus to the total healed



Void Slash
Hokuto Attack 1

A technique developed to counter the wild stylings of the Nanto Seiken.
At-Will ✦ Martial
Interupt Action
Target: One creature
This can only be performed after you have declared delaying your turn. The target's power is not expended but it loses its action.




Level 1 Encounter Techniques

Iron Palm Wave
Hokuto Attack 1

You channel your battle aura out through the palms of your hands, creating a fierce and powerful wave.Encounter x 2 ✦ Martial, 1 Touki
Standard Action Range:10
Target: One creature(special)
Attack: Strength or Wisdom vs. AC
Hit: 1d10 + Wisdom modifier damage and pushes target equal to the number of touki spent on power
2 Touki: Becomes a Close Blast 10
Humane Fist or Soke: May heal friendly target(s) instead of damage
Miss:target still pushed



Explosive Spin Fist
Hokuto Attack 1

You spin around striking all enemies with lightning speed.
Encounter ✦ Martial
Standard Action Close Blast 1
Attack: Strength vs. AC
Hit: 1[W] + Strength modifier damage. 1 Touki is generated if even 1 target drops to 0 HP
Minion: Hit: Target explodes



Mountain Fissure Strike
Hokuto Attack 1

A knife-hand strike that crushes the victim's skull.
Encounter ✦ Martial
Standard Action
Target: One creature
Attack: Strength vs. AC
Hit: 2[W] + Strength modifier damage. Generates 1 touki
Minion: Hit: Target Splits down the middle



Crack Fist Miasma
Hokuto Attack 1

This technique causes the opponent's throat to close, preventing the escape of air.Encounter ✦ Martial
Standard Action
Target: One creature
Attack: Strength vs. AC
Hit: 2[W] + Strength modifier damage. Target is Marked, save ends.
1 Touki: Target is Marked and Weakened. One save ends both.
Gem Fist: This power grants 1 additional Matouki for its sinster nature.
Miss: Target is Marked



Level 1 Daily Techniques

Remorse Fist
Hokuto Attack 1

You have three seconds to live, meditate on the folly of their wicked ways.
Daily✦ Martial
Standard Action
Target: One creature
Attack: Strength vs. Reflex
Hit: 2[W] + Strength modifier damage. Target is Stunned save ends.
Critical: [Deadly]Target is reduced to 1 HP. falls to 0 HP at the end of the next round. Healing check(dc 15) stops deadly effect.
Touki: every 2 points of touki used adds +1 to attack
Humane Fist: Hit: No damage, puts target to sleep.
Miss: gain 1 touki




Four Finger Attack
Hokuto Attack 1

You strike your opponent's forehead with four fingers. They will soon be dead.
Daily✦ Martial
Standard Action
Target: One creature
Attack: Dexterity vs. Reflex
Hit: 3[W] + Strength modifier damage. Target is stunned, save ends.
Minion: Hit or miss explodes in 3 seconds



Transparent Fist
Hokuto Attack 1

You have seen the weakness in your opponents style.
Daily✦ Martial
Standard Action
Target: One creature
Attack: Strength + 2 vs. AC
Hit: 2[W] + Strength modifier damage. They are weakened to you only, save ends.
Touki: Every 3 Touki adds 1[W] to attack.
Gem Fist: Your opponent is stunned with fear until it's next turn.
Divine Fist: You may shift 4.
Humane Fist: Take a healing Surge.
 
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Nanto Initiate
Class Traits


Role: Destroyer


Power Source: Martial

Key Abilities: Dexterity, Intelligence, Constitution


Armor Proficiencies: Cloth, leather, hide, chain, scale, plate


Weapon Proficiencies: Simple melee, military melee, oriental melee

Bonus to Defense: +1 Reflex +1 Will

Hit Points at 1st Level: 12 + Constitution score


Hit Points per Level Gained: 5


Healing Surges per Day: 6+Con Mod


Trained Skills: Athletics. Choose an additional three trained skills at 1st level. Acrobatics, Deception, Persuasion, Survival


Class Features: Nanto Style, Fierce, First Strike


It is the primary rival style of Hokuto. Nanto specializes in destroying the enemy from outside through the use of hand-to-hand stabbing and slicing techniques. There are over 108 sects of Nanto Seiken, with the six primary branches being the Nanto Roku Seiken. The Roku Seiken were the guardians of the six gates of an Emperor's castle and whose fates are tied to the six Nanto stars. After the nuclear war which occurred, the Nanto masters were split into two groups: a pacifist side and a power-seeking side. Now the nanto sects are sparce and few have claimed successorship to many of the sects.


Examples of Nanto Initiates in Hokuto No Ken
Shin, Rei, Souther, Shu, Yuda, Yuria, Hyui, Shuren, Fudoh, Jyuza, Rihaku, Toh, Shion, Solia, Shoki, Taiga, Colonel, Jackal, Dagarl, Beji, Giji, Buzz, Gill

Class Features
All of the following are features of the Nanto Initiate class.
"Me? Name is Rei. Rei of the Nanto Suichō Ken style. If I appear as a woman, then maggots like yourself will always show themselves."
-Rei
Nanto Style
Lone Eagle Fist: Shin's style. Nanto Koshū Ken is an orthodox style of Nanto Seiken. It focuses on stabbing and thrusting attacks, seemingly being most useful through direct contact.
Users get the Pierce At Will ability for free.
Users unarmed attacks count as 1d10 melee weapons
Swan Fist: Rei's style. Nanto Suichō Ken is the most graceful of the Nanto Seiken styles. With a focus on grace and aerial attacks, its primary usage is for close-range attacks. Like many other Nanto styles, it uses the hands or air pressure to split the body into pieces.
User can use an At-Will ability as a free action in the middle of a shift. The target has to be in normal range.
User gains Slice At-Will ability for free.
Users unarmed attacks count as 1d6 melee weapons
Crimson Crane Fist: Yuda's style. Nanto Kōkaku Ken is a style based on long-range, vertical attacks. It can attack a wide vertical range, seems to cause more damage when used for vertical slices, and is said to be so fast that the shockwave from an attack can split an enemy from the back.
Users gain 1 addition square when shifting.
User gains Bird's Prey At-Will for Free.
Users unarmed attacks count as 1d8 melee weapons
White Heron Fist: Shū's style. Nanto Hakurō Ken is primarily a kicking martial art, but Shū also displays the use of hand-slicing techniques as well. The user can attack a wide range around them.
Users gain +1 damage on all melee attacks
Users unarmed attacks count as 1d10 melee weapons
Phoenix Fist: Souther's style. Nanto Hō-Ō Ken is the most powerful form of Nanto Seiken. It is a free-form style, without stances or forced routine. Due to the lack of stance, this style has no defense against attacks, instead focusing only on pure speed and attacking power. The user has the ability to glide forward, leading into a powerful scissor attack. There can absolutely be only one successor to this style; the successor must kill his teacher.
Users gain +2 to all defenses.
Users unarmed attacks count as 1d12 melee weapons
Mother Star: Not a style, but a set of gifts bestowed onto the females in the lineage of the last chinese emporer. Precognition, healing, and survival being the most powerful gifts.
Users gain +2 to all defenses
Users must be female
Users receive Healing Word ability as a Warlord
Users must use a melee weapon to use powers.
Users are trained in survival, you may choose any other skill as a trained skill.

First Strike
Nanto initiates gain a +2 to Initiative.

Fierce
Nanto initiates touki is an empty gas tank ready to be filled and anything can be the fuel. Good students witnessing the innocent being wronged, evil students seeing the fear in their prey, protecting their loved ones, damaging an opponent with a power, receiving damage from a power, and so on. At first level a Nanto Initiate gains 3 methods for fueling their touki. These are chosen between the PC and GM. They can be RP dependant(preferred) or game mechanic dependant. At every additional character level the PC can replace one of the triggers for another agreed on by the GM. The more difficult the trigger the more touki can be generated. 1 touki generated for a simple trigger("When I start a fight"), 2 touki for moderate trigger("When I see the weak in trouble"), and 3 for a specific trigger("If I learn my best friend has killed my mentor"). For example, when Yuria is seen alone and is being taken to be a sex slave then to be killed, Shin's "To protect his love Yuria from harm" would result in 3 touki being generated.
Simple way to balance this ability as a GM is to give the PC one of each, give the PC one Fierce trigger that could happen one/couple times a encounter[simple](i.e. "When I land a manuever","When I switch to my signature stance"), once a session[moderate](i.e. "Any time I see a Hokuto Shinken I enrage"),once per level[specific](i.e. "My companion Mako falls in battle").

Powers
Level 1 At-Will Techniques
Piercing Talons
Nanto Attack 1

A series of strikes like the talons of a savage hawk.
At-Will ✦ Martial
Standard Action
Target: One creature
Attack: Dexterity vs. AC
Hit: 1[W] + Strength modifier damage.
1 Touki: User shifts 1
Lone Eagle Fist: Adds Int Mod to damage



Bird's Prey
Nanto Attack 1

User takes flight and slashes at his opponent from the air
At-Will ✦ Martial
Standard Action
Target: One creature
Attack: Strength vs. AC
Hit: 1[W] + Strength modifier damage. shift 1
Touki: each addition touki the user can shift 1 additional space.
Crimson Crane Fist: Adds Dex Mod to damage



Slice
Nanto Attack 1

User slices the air far away from the victum, air pressure rips across the battle field.
At-Will ✦ Martial
Standard Action Range: 5
Target: One creature
Attack: Dexterty vs. Reflex
Hit: 1[W] + Dexterty modifier damage. Target is Marked
Touki: Every touki adds +1 damage and +1 attack
Swan Fist: Gains 1 Touki



Pierce
Nanto Attack 1

A swift stab.
At-Will ✦ Martial
Standard Action
Target: One creature
Attack: Strength vs. AC
Hit: 1[W] + Dexterity modifier damage. user bleeds 1 until save ends.
Touki: each touki makes adds +1 to the save DC



Leave the Nest
Nanto Attack 1

You make a quick escape to rethink your plan.
At-Will ✦ Martial
Interupt Action
When a power targeted on you misses you can shift 1.
Touki: each touki you spend adds +1 addition squares you can shift.



Level 1 Encounter Techniques

Flying Swallow Slash
Nanto Attack 1

A powerful flying kick.
Encounter ✦ Martial
Standard Action
Target: One creature
Attack: Dexterity vs. AC
User makes a charge. Any number of enemies can be made a target as long as they are in range.
Hit: 2[W] + Dexterity modifier damage.
1 Touki: Adds Dexterity Mod to damage
Lone Eagle Fist: Does not provoke attacks.



Alluring Illusion Palm
Nanto Attack 1

An illusonary move used to confuse opponents while you strike.
Encounter ✦ Martial, 1 Touki
Standard Action
Target: One creature
Attack: Intelligence vs. Will
Hit: 5 damage. User may spend a touki to immediately use power again. You gain concealment to the target.Miss: You gain concealment to the target.



Flight of the Red Sparrow
Nanto Attack 1

A aerial assault of slices.
Encounter ✦ Martial
Standard Action
Target: One creature
Attack: Dexterity vs. AC
Hit: 2[W] + Dexterity modifier damage. Shift 2
Touki: every touki can add +1 additional squares to the shift
Swan Fist: User can choose to stay airborne until the beginning of his next turn. Landing where he chose to shift.
Miss: Shift 2



Flying Dragon Fist
Nanto Attack 1

A series of rapid fists.
Encounter ✦ Martial
Standard Action
Target: One creature
Attack: Dexterity vs. AC
May be used as an interupt counter to Hundred Crack Fist or Crack Fist Miasma
Hit: 2[W] + Strength modifier damage.
Lone Eagle Fist: add Dex mod to damage



Level 1 Daily Techniques

Hell Murder Fist
Nanto Attack 1

A flying kick which temporarily disables the enemy by cutting the joints in their arms and legs.Daily✦ Martial, Reliable
Standard Action
Target: One creature
Attack: Dexterity vs. AC
Hit: 4[W] + Strength modifier damage. Target stunned until the the end of your next turn
Minions: Instantly sliced into many pieces.
Miss: Target is Dazed until the end of your next turn, save ends.



Thrust Split Wave
Nanto Attack 1

Flavor text.
Daily✦ Martial
Standard Action Range 20
Target: One creature
Attack: Dexterity vs. Reflex
Hit: 4[W] + Intellect modifier damage.
Touki:
Crimson Crane Fist: Dex + 4 vs. Reflex
Miss: Target shifts 2 to the left or right of wave to avoid.



Polar Star Cross Fist
Nanto Attack 1

An attack which leaves a cross-shaped wound on the opponent's chest.Daily✦ Martial
Standard Action
Target: One creature
Attack: Dexterity vs. AC
Hit: 2[W] + Intelligence modifier damage. Shift 10
 
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Feats


Evasive Reflexes
Prereq: Dex 13
Instantly shift instead of an attack of opportunity

Secret Art
replace one of your martial encounter powers with any other martial encounter power of equal or lower level

Master of Secrets
Prereq: Paragon, Secret Art
replace one of your martial daily powers with any other martial daily power of equal or lower level

All is Reveiled
Prereq: Epic, Master of Secrets
replace any one of your martial powers with any other martial power.

Sudden Recovery
Prereq: One martial power
Recover an expended power as a swift action 1/day

Touki Block
Prereq: The Ability to Gather Touki
You can negate conditions of a power.

Touki Counter
Prereq: Touki Block
You get free AoO after being attacked.

Martial Second Wind
Prereq:
One martial power
Expend a second wind.

Empathic Sense
Hear cries of pain from a distance
 
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