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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.) |
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