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Basic Human Bladedancer Dojo:

Signature rules:

  • Any move that does not specifically state damage is considered to use one of your weapon's damage.
  • Any effects happen before your Signature damage is rolled, unless stated otherwise.
  • No move can be used on another move (Spinning Blade cannot be used with Raging Slash) unless stated otherwise.

Rank 1 Moves
Raging Slash *Sword* Quickness Spinning Blade Swift Parry
Requirements: None Requirements: None Requirements: Must own two swords Requirements: None
Description: An strong technique that is not very accurate. Description: The user grows faster with the sword of his choice. Description: The user spins with a blade in each hand. Description: The user blocks a close range attack.
Effect: This does not take a turn. Your Signature gets a +4 damage this round, but gets -8 accuracy. This can only be used once every three turns. Effect: One Sword permanently gets +4 accuracy for all attacks. This can be learned for any number of swords. Effect: This can only be used with 2 swords. This only requires one accuracy roll. Roll damage for each sword. This can only be used once every four turns. Effect: This can only be used if your speed is higher than your opponent's. Roll your Signature damage against your opponent's, and if yours is higher, stop the attack. This can only be used against short range Signatures. This can only be used 3 times per fight.
Upgrade Rate: +1 damage roll, +.5 accuracy. Upgrade Rate: +1 accuracy. Upgrade Rate: -.25 rounds, down to 1. Upgrade Rate: +.5 uses.



Rank 2 Moves

Mortal Slash Rapid Slash Shifting Sword Deceptive Parry
Requirements: Level 6 Raging Slash Requirements: Level 6 *Sword* Quickness divided in any way Requirements: Level 4 Spinning Blade Requirements: Level 4 Swift Parry
Description: A deadly sword technique that has a small chance of instantly killing the target, but can also harm the user. Description: The user of this technique has a chance of attacking once or three times. Description: The user creates an optical illusion using a sword, making his strike unblockable. Description: The user slowly counters a short range or sword attack, but this sends the opponent off-balance.
Effect: Roll 1d30 after you roll your Signature. On a 28-30, your opponent dies instantly. On anything else, you take the damage on the dice roll multiplied by 2. (You roll a 27, you take 54 damage.) This can only be used six times per fight. Effect: Roll 1d3. On a 1, your Signature does +4 damage this round. On a 3, roll your Signature three times, each with -5 (down to 0) to damage. This can only be used once every four turns. Effect: A Signature is unblockable this round. This can only be used four times per fight. Effect: Roll 1d5. On a 5, this can stop a short-range attack and your opponent is stunned for 1 turn. On a 3-4, this can stop a sword attack. This can only be used 3 times per fight.
Upgrade Rate: -1 damage from rolling a 1-27, down to 0. Upgrade Rate: +1 damage for a 1, -.25 damage on a 3, -.25 turn limit. Upgrade Rate: Special (Not Upgradable). Upgrade Rate: +.5 uses.


Rank 3 Moves
Iai Strike Shadow Strike Barren Soul Reflexive Counter
Requirements: Level 8 Mortal Slash Requirements: Level 6 Rapid Slash Requirements: Level 4 Rapid Slash Requirements: Level 6 Deceptive Parry
Description: A sword technique where the damage increases as the user takes damage. Description: A sacrificial technique dealing heavy damage, but draining the user's HP. Description: This adds a random element to the user's sword. Description: The user reflexively counters short ranged attacks.
Effect: This does 1d(Max HP - Current HP)/4 damage. If the number of sides would exceed 50, divide it by 2 and roll an additional dice. (If you have 500 HP Max, but currently have 200, this will do 2d37 damage.) This can only be used three times per fight. Effect: Pay any amount of HP, up to 25. Your Signature gets + (HP paid)/(dice in Signature) to it's damage roll this round. (If your Signature is a 2d16, and you paid 25 life, it would turn to a 2d33 instead.) This can only be used once every four turns.

Effect: You may pay 50 life at the beginning of any fight. If you do, roll 1d4.
On a 1, one sword gets +3d3 Fire damage. On a 2, one sword gets +2d4 Water damage.
On a 3, one sword gets +10 Earth damage.
On a 4, one sword gets +1d12 Air damage. Whatever the dice roll, the effects last until the end of the fight. This does not take a turn. (On a 4, you would roll a 1d12 and the number rolled is added to every attack with one sword of your choice.)

Effect: Whenever you are attacked with a short-range attack, roll 1d50. On a 45-50, you block the attack. This is a permanent effect.
Upgrade Rate: +.5 uses Upgrade Rate: +5 HP payable. Upgrade Rate: -3 life paid. Upgrade Rate: +1 to the dice roll (44-50 at Level 2.)