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Basic Human Shadow 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 (Surprise Shot cannot be used with Charge Shot) unless stated otherwise.
Rank 1 Moves
Charge Shot Surprise Shot Quick Smash Sprint
Requirements: None Requirements: None Requirements: None Requirements: None
Description: A technique that allows a long range weapon to do extra damage. Description: A surprise hit with a long range weapon. Description: The user smashes the target with a short range weapon. Description: The user's speed increases.
Effect: Your Signature with a long range weapon gets +1d3 to its damage this round. This can only be used every other turn. Effect: Use this after you roll accuracy for your Signature with a long range weapon. Its accuracy gets +1d10 this round. This can only be used three times per fight. Effect: Your Signature with a short range weapon gets +1d4 to it's damage this round. This can only be used every other turn. Effect: You get +15 to Speed for 1d4 turns. This can only be used once every other turn.
Upgrade Rate: +2.5 damage roll. Upgrade Rate: +3 accuracy roll. Upgrade Rate: +1 damage (1d4 to 1d4+1). Upgrade Rate: +5 Speed


Rank 2 Moves
Double Shot Flash Shot Spinning Smash Leap
Requirements: Level 6 Charge Shot Requirements: Level 6 Surprise Shot Requirements: Level 6 Quick Smash Requirements: Level 4 Sprint
Description: The user attacks twice in one round, with two different long range weapons. Description: A technique that is incredibly accurate. Description: The user spins with a short range weapon, hitting the opponent multiple times Description: The user leaps at the opponent wielding a short range weapon.
Effect: The user attacks twice in one round, with two different long range weapons. These weapons cannot be used for the next 1d2 turns, whether they hit or not. This can only be used every other turn. Effect: Use after you roll accuracy with a long range weapon. Roll 1d2. On a 2, the attack hits, no matter what accuracy you rolled. This can only be used every other turn, and only three times per fight. Effect: Roll accuracy, then roll damage for a short range weapon 3 times, then roll 1d6. On a 6, choose a roll and it does double damage (none of the other rolls do damage). On a 5, add any two rolls together for the damage. On a 2-4, choose 1 roll for damage. This can only be used once every three turns. Effect: Must be used with a short range weapon. It does +6 damage this round, and the next attack performed against you does -1d6 damage.
Upgrade Rate: +2 end damage. Upgrade Rate: Special (Not Upgradable). Upgrade Rate: +1 end damage. Upgrade Rate: +1 damage, +1 opponent damage roll.


Rank 3 Moves
Lachesis Sonic Cross Dashing Shot Cheap Shot
Requirements: Level 6 Double Shot Requirements: Level 6 Spinning Smash Requirements: Level 4 Double Shot Requirements: Level 6 Leap
Description: The user fires a powerful bolt of energy through one long range weapon using his life energy. Description: A quick attack with a short range weapon that sends the opponent reeling. Description: The user runs and shoots, making himself a small target. Description: The user attacks the opponent from a vulnerable spot.
Effect: Pay any amount of HP, up to 200. Roll accuracy 6 times Your signature gets + the HP you paid to it's damage roll this round. If your Signature is multiple dice (2d25, 3d30, etc.) roll 1 less die (1d225, 2d230). This cannot kill a character. In fights with a limit (10% of HP, 50% of HP), this cannot be used. This can only be used twice per fight. Effect: This can only be used with a short-range weapon. Your opponent is stunned for 1 turn. This can only be used once every 5 turns.

Effect: Roll damage for 1 to 3 long range weapons. The next attack against you gets -(X)d5 accuracy, where X=4-number of weapons used. This is only useable once every five turns.

Effect: Declare this before rolling your Signature with a short range weapon. After the Signature damage is rolled, roll 1d3. On a 3, this does triple damage. On a 2, this does double damage. This is only usable once every five turns.

Upgrade Rate: -1 accuracy roll, down to 2.

Upgrade Rate: -.25 turn limit, down to 3. Upgrade Rate: +1 opponent accuracy roll. Upgrade Rate: +1 end damage.


Combination Moves
Full Spin Charged Flash Cross Shot Evasive Dodge
Requirements: Level 1 Double Shot, Level 1 Spinning Smash Requirements: Level 2 Charge Shot, Level 1 Flash Shot Requirements: Level 2 Sonic Cross, Level 1 Cheap Shot Requirements: Level 2 Dashing Shot, Level 4 Sprint
Description: The user spins with any weapons, hitting his opponent many times. Description: A blinding flash emanates from a weapon. Description: The user stays behind cover and shoots without looking. Description: The user becomes adept at dodging projectiles.
Effect: Roll damage and accuracy for 1d4 different weapons. Each weapon does -5 damage. None of the weapons can be used next turn. This can only be used once every four turns. Effect: Your Signature with any weapon does +8 damage this round. This can only be used once every four turns.

Effect: Roll 1d10.
On a 1, roll damage for one Signature.
On a 2-8, roll damage for one Signature and your opponent gets -5 to accuracy next round.
On a 9-10, roll damage for two Signatures and your opponent gets -5 to accuracy next round. This can only be used once every four turns.

Effect: Whenever you are attacked with a long range weapon, roll 1d10 after the user rolls damage. On a 10, you dodge it. This is a permanent effect.
Upgrade Rate: -1 damage. Upgrade Rate: -.25 turn limit, down to 2. Upgrade Rate: +1 accuracy. Upgrade Rate: +.25 dice roll (At level 5, 9 or 10 Dodges the attack.)