|
Main
Join
Handbook
Members
Shop
Dojo
Background
Forums
Links

Link Us!
|
Basic Human Warrior
Dojo:
Stance Rules:
- Stance must be declared before a fight, for full effect.
- You can change stance during a fight, but it takes a turn, and all
effects of that stance are halved, and rounded down if it is odd.
- You can only be in 1 stance at a time.
Rank 1 Moves
| Dragon Punch |
Whiplash Kick |
Dodge |
Meditative Stance |
| Requirements: None |
Requirements: None |
Requirements: None |
Requirements: None |
| Description: A strong uppercut that strains the
muscles. |
Description: A specialized kick to hit the opponent
in a crucial spot. |
Description: A quick melee dodge. |
Description: Meditation. |
| Effect: 1d12 damage -2 HP |
Effect: 1d7 damage. Roll 1d10. On
a 10, this does double damage. This can only be used every other turn. |
Effect: Use before an opponent rolls
damage for a short-range attack. Prevent 1d8 damage from it. This
cannot be used twice in a row. |
Effect: Follows stance rules. All
short range attacks against you do -1 damage, down to 1. |
| Upgrade Rate: +2 damage roll, +1 HP loss |
Upgrade Rate: +1 damage roll |
Upgrade Rate: +1 damage |
Upgrade Rate: +.5 damage |
Rank 2 Moves
| Ryosha Senten |
Whipcrack Punch |
Quick Defence |
Tiger Stance |
| Requirements: Level 3 Dragon Punch |
Requirements: Level 3 Whiplash Kick |
Requirements: Level 3 Dodge |
Requirements: Level 4 Meditative
Stance |
| Description: A throw that crushes the opponent. |
Description: A punch designed for comboing. |
Description: A quick ranged dodge. |
Description: The user concentrates his mental
energy and gains the aspects of a tiger. |
| Effect: 1d12 damage. Roll 1d3. On
a 3, this does double damage. On a 2, perform Dragon Punch as well.
This can only be used once every four turns. |
Effect: 1d14 damage. Roll 1d2. On
a 2, perform Whiplash Kick as well. This can only be used once every
four turns. |
Effect: Use after an opponent rolls
damage for a long range attack. Roll 1d3. On a 3, it is stopped. This
can only be used 3 times per fight. This cannot be used twice in a
row. |
Effect: Follows stance rules. All
of your short range attacks do +1 damage. |
| Upgrade Rate: +1 damage roll |
Upgrade Rate: +1 damage roll |
Upgrade Rate: +.5 uses; at Level 6, only roll
1d2, and on a 2, this stops a long range attack. |
Upgrade Rate: +.5 damage |
Rank 3 Moves
| Giant Crush |
Ensenshuu |
Skillful Evasion |
Precognitive Stance |
| Requirements: Level 2 Ryosha Senten,
Level 2 Whiplash Kick |
Requirements: Level 1 Giant Crush |
Requirements: Level 4 Quick Defence |
Requirements: Level 4 Tiger Stance |
| Description: This is a followup to an attack,
designed to do extra damage. |
Description: A followup to your signature move
designed to boost it's power. |
Description: A practiced dodge. When executed
correctly, the user can avoid any attack. |
Description: The user concentrates his mental
energy and is able to forsee his opponents' attacks. |
| Effect: Perform an attack. It does
+7 damage. Giant Crush cannot be used for the next 3 turns. |
Effect: Perform your Signature move.
It does +10 damage. Ensenshuu cannot be used for the next 3 turns. |
Effect: Use this after an opponent rolls damage for an attack.
Roll 1d2. On a 1, this wastes your next round. On a 2, roll 1d3.
On a 1-2, stop the attack. This can only be used twice per fight.
|
Effect: Follows stance rules. All
short range attacks against you have -5 accuracy. |
| Upgrade Rate: +1 damage |
Upgrade Rate: +1 damage; at level 10, this doubles
the damage instead.
Maximum level is 10. |
Upgrade Rate: +.5 uses; at Level 4, you no longer
need to roll 1d3; at Level 8, this stops an attack. Maximum level
is 10. |
Upgrade Rate: +1 accuracy |
More Stances
| Viper Stance |
King's Stance |
Combination Stance |
| Requirements: Level 4 Precognitive
Stance |
Requirements: Level 4 Viper Stance |
Requirements: Level 4 Viper Stance |
| Description: A stance that gives the user the
speed of a viper. |
Description: A stance that gives the user absolute
power over those weaker than him. |
Description: An ultimate stance that gives the
user ultimate power. |
| Effect: This follows stance rules.
All of your short range attacks have +5 accuracy. |
Effect: This follows stance rules.
All short range attacks doing 6 damage or less are blocked. |
Effect: This follows stance rules. After every short range
attack, roll 1d10. On a 7-10, you may perform another attack doing
equal to or less maximum damage than the attack you just performed.
(You perform a Whipcrack Punch and do 8 damage,
then you roll an 8 on the 1d10. You may now perform any attack that
does a maximum of 8 or less damage.)
|
| Upgrade Rate: +1 accuracy |
Upgrade Rate: +.5 damage |
Upgrade Rate: ULTIMATE (Cannot be upgraded) |
|