Posted: Sat Sep 27, 2008 8:31 pm Post subject: Advantages & Fighting Styles
Advantages & Fighting Styles:
Spoiler:
Abilities:
Advantages give your character feats and bonuses that are second nature to them, either by innate talent or vigorous training. A user can have a number of Advantages equal to void rating.
Fighting Styles:
A fighting style is a school of combat in a certain expertise(almost always melee). Fighting styles have 3 ranks, each of which must be purchased.
- Rank 1 is free to the user when purchased, Ranks 2 and 3 must be trained when they are purchased.
- Unless otherwise stated, a player needs a Void rating of 2 for rank 1, a Void of 3 for rank 2, and finally a Void of 5 for rank 3.
- Bonuses received from a style only apply to the class of weaponry that it is associated with, unless otherwise stated.
- When using a fighting style, all jutsu that do not specifically revolve around this weapon class are increased by 15% from lack of focus.
- A player has a free Fighting style slot. Should they want more fighting styles, these extra styles will use up an ability slot.
- A player can only use one fighting style per round. If switching from one to another style in the next round, the user loses 1 MP due to stance changing, plus any other penalties or costs that may come from changing weapons.
Last edited by Kei on Sat Dec 20, 2008 9:02 am; edited 1 time in total
The immense destructive power of flames has always been marveled at since its discovery. Its speed, power, and overall beauty has inspired as many lives as it has taken, and will forever play an important role in society. Niken practitioners have trained to embody the flames that their country was named for. Their primary mode of attack revolves around a blade, but also encompass an array of kicks and leg attacks when a blade is not feasible/available.
Rank 1:Centripetal Strike:
Niken believe in the power of fire. Though it can be slow at first, its strength is encompassing and overwhelming. They apply this to their attacks, making wide sweeping motions to get the full strength out of each and every attack.
Effect: for 2 raises, user's critical range for a basic attack becomes 9-10 and adds 5 ft knockback.
Rank 2:Smouldering Steps:
In the right conditions, the speed of fire can surpass most anything. As with the stance of Niken, the user is able to adopt a unique stance that promotes an advantage based on their goal. Niken practitioners should be weary of its use, for it can only be held for so long by the body in a single day.
Effect: For each use, Smouldering steps gives one of the two options:
A) -2 PD, +2 Free raises to offensive melee actions.
B) +2 PD, required to make 2 raises on all offensive actions.
Smouldering steps can be used a number of rounds equal to Niken rank*2, can be used a number of times equal to Niken Rank.
Additionally, Kicking penalty is negated.
Rank 3:Blaze of Glory
The final secret of Niken. Blaze of Glory is the perfected form of Smoldering Steps, tapping into the inner core of the body for its full potential. Its use is very limited, but in a strategical position, can pull off a clean cut victory.
Effect: Doubles the bonus side of Smouldering steps. Additionally, can make a 'Phantom strike', each round Blaze of Glory is used, allowing a re-roll on a missed melee attack at -1 accuracy, no bonuses. Blaze of Glory can be used for up to 3 rounds per combat, however the user sees fit. However, each use activates a use of Smouldering steps.
Dervish: Unarmed, Epee
Spoiler:
The dervish fighting style was originally created in the Wind country, and utilizes dual scimitars. Fighting in the harsh desert climate requires battles to end quickly otherwise it is likely that both combatants will die of exhaustion. A dervish follows this principal to the ‘T’, and tries to end conflicts quickly in a maelstrom of blades.
Class: Unarmed, Epee
Prerequisites: 2 Void, Stone permission
Rank 1:Ferverous Offense
When using this ability, a dervish becomes a spinning maelstrom of death. They are taught a special form of movement and attacking that appears to give them speed unmatched. However, their concentration is aimed at making the most attacks, lowering their potential to hit the opponent.
Effect: user can subtract -1 to all checks (offensive and defensive) to make an extra basic action each round, up to rank in dervish.
Rank 2:Efficient Stance
When the moment is not right, constant attacking can wear a user down very fast if there is no point in using them. Instead, it is better to keep an open eye out and constantly monitoring your overall position. Dervish become more self aware, and are able to better avoid attacks.
Effect: Actions that would lower the user's ability to hold their ground(knockback, prone, unstable surface) must succeed by 3 or more, or those effects are negated(knockback is halved in this case). Additionally, +1 to PD in melee. Efficient stance is negated when Ferverous Offense is in use.
Rank 3:Perfect Stance
The pinnacle of Dervish. Its practitioners have trained so hard and long that their bodies can catch a 'second wind' and is able to ignore the effects of fatigue for a short time. Although it can only be held for several seconds, this perfect stance harmonizes the body and mind, allowing perfect defensive and offensive countermeasures.
Effect: For 3 rounds, user's Exhaustion level is treated as 2 levels lower. During this time, Efficient stance has a +2 to PD instead of +1, and Ferverous Offense may be used in conjunction. These 3 rounds can be used whenever the user sees fit.
Rank 1:Adroit Parrying Effect: For each rank in CotG, user gains 1 free raise each round for defensive or counter actions, or can sacrifice a raise to gain +0.5 PD.
Rank 2:Demoralizing Blow Effect: For 2 raises, user can halve their damage to an attack. Target recieves a debuff to all physical actions for a number of rounds equal to CotG rank. This debuff can stack up to 3 times. If taking 3 raises instead of 2, Demoralizing Blow may be used as a parry/counter attack.
Rank 3:Enfeebling Entanglement Effect: Adroit Parrying and Demoralizing blow now extend to grappling/binding attempts where applicable. Additionally, anyone attempting to bind the user or attempt a melee surprise attack must do so with 2 raises, or the attempt fails.
Last edited by Kei on Tue Dec 16, 2008 6:48 am; edited 1 time in total
Even amongst archers, there is a style of 'combat'. Unorthodox in more ways than one, Roksuri users count on surprise and unfamiliarity of estranged tactics to confuse their opponent.
Rank 1:Eye on the fly(2 void)
A fly on the wall is easier to focus on than the broadside of a barn. Usually boasted by splitting a previously shot arrow with a new one. User gains a number of free raises equal to Roksuri rank each round when using a stringed weapon. Or, user may sacrifice these raises to make an improvised arrow, launching anything that can feasibly fit on the bow and be shot, halving range and any bonuses user may have for archery.
Rank 2:Unit Array(3 void)
The unit array is a mix of a teaching as well as a technique. As ridiculous as it looks, an opponent stops chuckling when the Unit Array is placed on the bow and drawn back, showing the user's seriousness. Using a line of arrows that are extremely loosely threaded at the feathers and tips, a Roksuri can pull back and fire multiple arrows in one shot. As soon as the arrows are released, the strings untie/pop, and the opponent is left to dodge a volley of projectiles. After all, not every archer has the fortunate luck to never have a unit of troops quickly closing in on their position. Unit array allow the user to fire up to (2*Roksuri rank) arrows at once, costing 0.5 MP and -0.5 accuracy per arrow used.
Rank 3:Kokushi Shot(5 void)
Probably the most frightening technique that only shinobi have been known to achieve. Filling an arrow with chakra, they launch it at a target. Should they miss, or the target dodge the arrow, the arrow will make a wide turn, coming back to home in on a target(should a wide enough open space allow it). Arrow has enough chakra to compare to an exploding note. Arrow receives +2 accuracy, and has 2 chances to hit. Adds 30 exploding damage to the arrow with 10 ft area knockback. Costs 35 CP
Rank 1:Knife Play(2 Void)
Knives are fast. Instead of constantly striking, you can bedazzle your opponent with the extra time, creating just enough of an opening for a better strike. Each round, user gains a number of free raises to use with knives equal to Rank in HotT. Additionally, user can hold an extra 2 knives per rank in HotT without taking up an item slot.
Rank 2:Thieving Hands(3 Void)
A journeyman HotT user can steal from an opponent in mid-combat, often times unnoticed. The first time this is used, opponents cannot utilize any dodge bonuses against this from the surprise of the method. For each failed or detected use, they can add 0.5 of any dodge bonuses they may have. Treated as a called shot, stealing a weapon from a target's body requires 1 raise, stealing from them unnoticed requires 2 raises, and stealing directly from their hand requires 3 raises. Costs 2 MP.
Rank 3:Assasin's Waltz(5 Void)
A method of attacking with complete concentration. Executed properly, it flows with an aura of effortlessness, completely overwhelming those in front of them. As a side effect of mastering this deadly dance, a practitioner of HotT is more readily aware of their immediate surroundings and able to easily counter anyone within their personal space, since their form is so perfect they that they no longer need to draw back for a full strength attack.
Effect: For 1 round, basic actions with knives only cost 0.5 MP. These attacks are at -2 accuracy, and cannot take advantage of ANY bonuses whatsoever(abilities, jutsu, archetypes, etc). Assassin's Waltz can be performed (Stamina/6) times a day, adding -1 accuracy with each use after the first.
*Additionally, user gains the passive ability 'Twist Counter.' Surprise bonuses target may have against you are halved when the opponent comes into melee. User MUST have a knife in hand, and in a combat mindset(if they are caught of guard while say shopping or looking at the sky, Twist Counter bonuses are negated.)
Tavern Boxing: Unarmed, Alchohol
Spoiler:
Even amongst the back alleys, the bars, the poor and the underworld, there is a school of combat. However, to the uninformed or the untrained, it remains invisible. Tavern Boxing teaches what it takes to win a battle, no matter the means. Part of this style's magnificent form is the ability to consume large quantities of alcohol at alarming rates. Masters often take their students into Taverns for live training and testing, pushing them to intentionally pick fights with other people or even each other. The bartender is usually warned beforehand and compensated to prevent permanent banning from said bars.
Prerequisites: Void 2, Able Drinker or Weapon Technician: Unarmed
Class: Unarmed, Improvised.
Rank 1:Roll with the Punches(Void 2)
Dodging all attacks all the time is completely impossible. Instead, it is much easier to just go with the flow, preventing attacks from dealing their full damage. Its harder to fight back, but sometimes you have to give a little now to get further ahead down the line.
For every rank in Tavern Boxing, user can subtract a melee accuracy point and add it to base defense. Additionally, if their TN is still hit, but still over their natural dodge, they only take 50% of the damage, rounded down. Finally, User can add half of their void rating to their drinking level, minimum +1.
Rank 2:Dirty Fighting(Void 3) "An attack is what it is; an attack. Don't let anyone tell you otherwise." This is the next teaching of Tavern Boxing masters. Unlike most other styles that have a unique form or figure which can lend a sense of grace and aesthetics to its movements, Tavern Boxing is more direct, focusing on results rather than means and concentrating on hiting softer or more vital areas when the opportunity presents itself. In short, masters often encourage their students' creativity in a battle with the quote "by any means neccessary."
Effect: When taking 2 raises or 1 raise and from 'stealth'(usually a blind angle), unnarmed attacks are 1.5x stronger. Or, picking up a light or medium non-weapon object allows the user to deal 1.5x unarmed damage+1, but the object almost always breaks or slips out the hand when used. Additionally, player can use their drinking level in place of poison checks, should it be higher.
Rank 3Shot Contest:
The final teaching of Tavern Boxing. "The storm can be long. If you're gonna ride it out, do it with sense." The user combines all of their knowledge of Tarvern Boxing learned thus far to become a truely magnificent brawler. Though they are looking to take as little damage as possible, they are constantly looking for that special opening. That opening is when the stressed opponent oversteps their balance for an attack and hits. In that brief moment, the Tavern Boxer steps in to land the hardest attack to the most exposed area that very situation will allow.
Effect: When using Roll with the Punches, if a Tavern Boxer is hit within the damage mitigation range(3 at this point), their melee accuracy penalty changes from -3 to +1.5 for the very next attack, automatically treated as dirty fighting damage, adding 5 ft knockback. Finally, the Tavern Boxer can drink anything in half the time it normally takes, rounded down, and adding +2 to their drinking level.
Youkai no Te: Genjutsu
Spoiler:
Rank 1:Fist of Sight
The first theory of Youkai no Te: Seeing is believing. Vision is the sense with the furthest linear rangeIn the heat of combat, the reaction of the mind to the vision it recieves must be flawless and instant, any less can spell death for a shinobi. Practitioners of Youkai no Te diligently study the various ranges and natural limits of the human eye, looking to deceive and overthrow its natural logic.
Effect: Taking 2 raises to an action the opponent can see, the action behaves as a feint, regardless of whether it hits or not.
Rank 2:Fist of Hearing
The second theory of Youkai no Te: The mind is the loudest voice heard. YnT students are taught that sound, though not as highly refined in detail reception, covers a larger area, and can be harder to deceive. If successful though, and a YnT student can distract with false or altered sounds, they can compromise an opponent's mind to disbelieve placement of surroundings and events.
Effect: Taking 2 raises to an action the opponent can hear, the action behaves as a feint, regardless of whether it hits or not.
Rank 3:Fist of Touch
Effect: Taking 2 raises to an action the opponent can feel, the action behaves as a feint, regardless of whether it hits or not. The user may now stack 2 actions in a row to gain their effects.
Mizu-do Unarmed, Wrestler
Spoiler:
Prerequisites: 2 Void
Class: Unarmed
Originally designed to create realism in their dramatic performances, the original practitioners of Mizu-do were actually a traveling group of artisans. Because it was never intended to hurt anyone, Mizu-do is a strongly defensive art, which many employ as a means of self defense. The style places emphasis on throws and joint locks derived from kenjutsu; not on punching or kicking one’s opponents, but rather, using their own energy to gain control over them.
Rank 1:The Way of Water
“The softest thing in the world may overcome the hardest, for that which has no substance may enter where there is no room.” This is the primary teaching of Mizu-do; that the gentle and yielding is the discipline of life. Students of Mizu-do learn to react to an opponent’s assault, and brush them away without as much as a thought. Rank one practitioners are able to make a reactionary grapple while in an Active Defense. If this reactionary grapple is a success, they interrupt their opponent’s attack, and may use one of the grappling moves acquired from this style. Should it fail, the opponent’s attack deals an additional five damage.
*Additionally, the student of Mizu-do learns the reactionary ability, ‘Reed Dance’. Reed Dance allows the user to evade an incoming blow if the user succeeds on a Raw Reaction versus the opponent’s Raw Agility. If successful, the opponent’s attack misses you, and they lose 1MP for the round. The user can make 2 raises to remove another MP from the target, this can be done up to half the target's total MP for the round, rounded down. However, if Reed Dance fails, the user loses their PD for the attack, making the opponent's attack roll automatically critical. Reed Dance may only be used once per round.
Rank 2:As the Sky Falls
At this rank, students of Mizu-do have evolved beyond simply evading blows. Turning to throws as a means of deterring further attack, the Mizu-do picks up one of the greatest techniques to see the light of day. As the opponent moves towards the user and attacks, the Mizu-do student may make a reactionary grapple of Raw Reaction versus Raw Agility to redirect their opponent. The user rolls on their back and elevates their opponent into the air. Another contested roll is made between Reaction and Agility, and if the opponent fails, they fall to the ground, taking 1.5x heavy damage, in addition to any falling or collision damage they receive; otherwise they land on their feet. Either way, the opponent is thrown Strength*2’ away from the user. After using this technique, the user is prone.
Rank 3:Hammer of Earth
On their last days of training, the students of Mizu-do are told one last thing by their sensei, “Sometimes, you will have to hurt people, and when you must, use the largest weapon available; the ground.” At this rank, students learn the one of the most dangerous throws available to them. As their attacker advances, the Mizu-do makes a reactionary grapple check of Raw Reaction versus their opponent’s Raw Agility. If successful, the Mizu-do arches their back, pulling their opponent on top of them. Ideally, this causes the attacked to fall on the crown of their head. The opponent makes an Earth roll against TN 5, +2 for any raises the Mizu-do practitioner added to the reactionary grapple or take a -2 to all attacks and defenses for the next two rounds. Both combatants take 2x heavy damage from colliding into the earth, and are both knocked prone.
Shell-Breaker Heavy
Spoiler:
Prerequisites: Brute Strength OR Weapon Technician: Heavy
Class: Heavy
Rank 1:Sweeping Strikes
The Shell-Breaker school teaches their students to make the most of their weapon. Students learn that their weapon’s weight is just as much a boon as it is a detriment. At this rank, Shell-Breakers gain a free raise on disarm and knockdown attempts, and roll an extra die in all contested disarm checks. Additionally, all students of the Shell-Breaker style lower the accuracy penalty of using heavy weapons by a number equal to half their Shell-Breaker rank(-0.5 for rank 1, -1 for rank 2, -1.5 for rank 3).
Rank 2:Powerful Stance
At this rank, the Shell-Breakers learn to adopt an extremely potent stance. At the cost of defense, they empower their attacks against those that would stand against them. At the start of their turn, a Shell-Breaker may activate ‘Powerful Stance’. Doing so, lowers their passive defense score by one point, but yields an additional +1.5 on melee attack rolls. The Shell-Breaker may also add their void rating to their damage while Powerful Stance is active.
Rank 3:: Blade of the Tempest
Making full use of their weapon’s reach, the Shell-Breaker may make an attack against all opponents within reach of them at the cost of 2 MP. The user adds their void rating to any damage they deal with this attack (which stacks with bonus damage from Powerful Stance should that be active). This attack may be made once every other round.
Gunshi: Strategy
Spoiler:
Prerequisites: Attention to Detail and/or some other tactical ability that may or may not exist yet.
Rank 1:The Schemer's Caress
If the members of the Gunshi are famous for one thing, it's their deception on the battlefield. When feinting, users of the Gunshi fighting style gain two free raises upon success, rather than the usual one. Additionally, if an opponent misses your character with the last attack they target you with, you gain a number of free raises against them equal to your Gunshi rank. These raises must be used against them in the first action you make next round.
Rank 2:Tactician's Gambit
The Gunshi plots out every precise strike they make, leaving no room for error. At rank two, the Gunshi gains a free raise on all called shot, disarm, and knockdown attempts. Additionally, during a disarm attempt, the opponent rolls -1 on the contested attack roll to keep a hold on their weapon. The Gunshi may also choose to make two additional raises to end up holding the disarmed weapon, should they succeed (Note: the user must have a hand free to use this option).
Rank 3:Intelligent Design
Displaying the utmost control over their attacks, the Gunshi never displays the slightest extra effort or reach. A Gunshi may declare raises on feints, disarms, or knockdowns after making their attack roll.
Last edited by Kei on Tue Dec 16, 2008 7:11 am; edited 1 time in total
Prerequisite: 2 Void, Weapon Technician (Sword or Epee)
Class: Sword or Epee
Rank 1:Lightning Blade
With great timing and precision, students of the Iaijutsu style learn to attack with their weapon as they draw it. The speed with which this strike is made not only allows for it to catch an opponent off guard, but also to inflict more damage upon the target. When making this attack for the first time in combat, the user adds +2 to the attack roll. Additionally, the critical range for this strike increases by one per rank of the Iaijutsu style, meaning that at rank three, 8’s and 9’s are treated as 10’s. Uses of this technique after the first incur a cumulative -1 penalty to the attack roll, and the user no longer adds the bonus accuracy to the roll.
Rank 2:Discerning Eye
Students of the Iaijutsu style are taught that an opponent who is understood is already defeated. At rank two, users may choose to take no action, and simply study their opponent. For every round the user studies their opponent, they add +0.5 to their roll. The user may only study an opponent for as many rounds as they have ranks in the Iaijutsu style, and may use this while engaged in an Active Defense.
Rank 3:Strike from the Void
The final lesson taught to a student of Iaijutsu, is that a sound mind must accompany a sound body. By attuning their minds with the void when striking, the user forces their opponent to hesitate. Whenever the user successfully hits an opponent with Lightning Blade, the opponent takes a -2 penalty on their next attack roll. Finally, +15% damage with a sword.
Kaze no Te: War Fan
Spoiler:
Utilizing the war fan, Kaze no Te practitioners learn the full depth of fighting with this wind-commanding object. From total control of pushing air currents to riding the wind, A Kaze no Te master learns to become one with the air, disappearing and reappearing as they see fit.
*Kaze no Te is not affected by abilities, items, or jutsu that affect wind.
Class: Heavy
Prerequisites: 2 Void, Weapon Technician: Heavy
Rank 1:1st Star – Natural Edge
The first teachings of Kaze no te are that the war fan has not one, but three levels of open. Starting with the first level only a third of the way open, the user can swing the fan with a minimal amount of wind that hardly travels, but because it is so low on resistance, they are still able to make a cutting edge with the air.
Effect: War fan's wind damage now deals cutting damage. Additionally, user may open fan to the first star, dealing +1 damage at normal accuracy. Finally, once per turn, user can open or close the war fan to any level they see fit.
Rank 2:2nd Star - Grappling Winds
Kaze no Te teaches that a war fan’s attacks are not always about sheer power, but that attacks can be refined and varied like any other weapon or melee attack, including grabbing onto an opponent.The user learns to open their fan almost two thirds of the way, upping the damage to +3 at -3 accuracy, melee range.
Effect: user can halve the wind damage of a war fan to pick the user up into the air or push/pull them in any direction from their current position, creating space or setting up for another attack. Knockup/back is (4*Kaze no Te Rank) feet, wind damage becomes bashing instead of slashing.
*Must be within 7 feet of the target, war fan must be all the way open. Requires 2 raises.
Rank 3:3rd Star – Riding the Currents
The final teachings of Kaze no Te enlighten its practitioners that air is not only substance, but a flowing current that constantly changes, normally invisible to the naked eye. With a fully opened fan, the user jumps in the air, spinning and closing the fan at the same time. However, the fan spins and closes into seemingly nothing, and the user with it. The ultimate technique in defense, deception, and sneak attack, the user creates a large opportunity to escape or surprise an opponent. Mode.
Effect: User is able to disappear and reappear anywhere within 50% of their movement speed between the round used, and the round after. During this time, they have entered stealth. Treated as a ranged attack, onlookers must make a stealth detection check to see where they reappear. Any stealth bonuses received from Vanishing Point stacks with Glide. 2 MP, rolls stealth +1 to successfully enter stealth. Additionally, fully opened war fan receives +1 wind damage.
Rank 1:Single Duet: Effect: User may double attack with a polearm as if they were dual wielding. If the weapon is balanced on both ends, user may bypass the offhand penalty. Does not receive Dual wield bonuses if user has the Dual Wield ability.(Attacks are made at -2 each, no bonuses)
Rank 2:Fortress of Columns Effect: User adds half their Bojutsu rank to PD against melee attacks(+0.5 rank 1, +1 rank 2, +1.5 rank 3). Additionally, in melee, if a target misses you by 3 or more, the attack is consdered parried.
Rank 3:Dramatic Thrust Effect: User adds 100% damage per extra MP added to a single basic attack with a polearm. Attack recieves 3 free raises. User loses PD bonuses from Polearm class and Fortress of Columns, and -1 PD each extra MP used for the round. Can only be used once every 3 rounds. Additionally, Single duet can make a triple attack at -3 each instead of -2 each.
Strong Fist: Unarmed
Spoiler:
A technique of fighting that is embraced by Taijutsu specialists. As beautiful as it is brutal, practitioners of Strong Fist take the time to make sure their attacks and taijutsu are executed to their fullest extent, with style.
Rank 1:Mighty Hand
If strength is to be boasted, then it should be boasted all the way. Spend +1 MP to add 30% damage to an unarmed strike.
Rank 2:Beautiful Muscle
Your technique overflows with aesthetic beauty. Therefore, you want to make sure it lands so all onlookers can enjoy it. When making an unarmed attack, player can spend 1 MP to make a basic strike. A successful hit places the target under binding penalties for the roll of the real attack. Should they miss with the 'binding' strike, the original attack is not used to ensure efficiency of power and energy(unless the player opts to still continue with the attack).
Rank 3:Accelerated Strength
Quite simply, you're not just fast. Once every other round, you may forego the extra MP cost one of the strong fist abilities add to an attack.
Capeoira: Unarmed
Spoiler:
A wild and unpredictable form of martial art, capeoira's base is a series of dancelike moves that allow the user to take advantage of attacking from multiple angles primarily using their feet, as well as keep them moving in a fashion that can make them a hard target to hit or keep down.
Rank 1: Ginga
The basic movement style of Capeoira, a player takes a shoulder width stance, each foot stepping back and then forth. This stance preps the Capeoira user for attacks as well as defense, and is the bases for all other techniques of the style.
Effect: User may sacrifice 1 MP to add +1 melee PD or +1 unarmed accuracy for the entire round. This trade can be made up to a number of times equal to Capeoira's rank. Finally, the penalty for kicks and hand attacks are reversed(-1 to hand attacks)
Rank 2: Au
The next technique in Capoeira, Au encompasses a series of movements building off of Ginga that place the user in a position to strike from nearly any angle with their legs. Because of their wide sweep, a Capeoira user can strike two or more opponents at the same time.
Effect: User gains a free raise to use with their feet. Additionally, getting up from knockdown only costs 1 MP instead of 2.
Rank 3: Bananiera
Though a common stance for even the novice Capoeira, mastery of this stance allows one strike multiple times with their feet while balancing on their hands, head and back, constantly alternating between them. Those attempting to take advantage of a Capoeira master they have knocked over are often shocked when they find their knockdown attempt was pointless.
Effect: User is able to make double attacks with their legs, each at -2 accuracy. Additionally, once per round, getting up from being prone is a free action.
Zealous Dragon: Nunchuku
Spoiler:
A ferocious style of combat that brings out the full potential of nunchuku. With applied focus, they are able to make blinding fast attacks that cannot be defended against, overwhelm an opponent with attacks, and even make use of the nunchuku in ways that were only thought possible with other weapons.
Rank 1: Dazzle
Effect: By adding 1 MP to an action involving nunchuku, target cannot actively defend against said action. However, bonuses with that action are halved. Additionally, 1 free raise each round involving nunchuku.
Rank 2: Blurred Strike
Effect: If their first action in a round involves Nunchuku, user may add their base melee taijutsu rating to Initiative. Additionally, a target's active defense when in melee is halved against the user's nunchuku actions.
Rank 3: Dragon Twister
Effect: For one round, all basic attacks with nunchuku that roll(and hit) an odd number on the dice have a critical range of +25%, stacks with the normal critical damage bonus. Usable once every 5 rounds. Additionally, user may sacrifice the bonuses of this style to gain the bonuses/penalties of another weapon class for the round(with moderate improvising roleplay, of course).
Choking Serpent: Chain
Spoiler:
A very unique style involving chain and rope class weaponry. Those trained under Choking Serpent are taught the ways of a flexible weapon are more than meets they eye. Using a special technique, they are able to inflict pain with a mere bind, double the weapon's ferociousness, and when mastered, perform the equivalent of hog-tying a standing human.
Rank 1: Pinch
For all successful binding attempts and contested bound attempts, user may deal their chain's damage to a target(but not their base damage added to it.)
Rank 2: Ebb and Flow:
User can dual wield a chain weapon with itself. Falls under dual wield rules, chain's length is halved, must use both hands.
Rank 3: Loop de Loop:
After initial binding, user may attempt 'extra' bindings by looping more of their chain weapon around the target. Success confers a +1 to contested bound checks, costing 2 MP to do so, lowering the chain's damage by 1, maximum of 0 damage for the chain. Failure causes -1 to contested bound checks, and if the target is only trapped in the initial binding, they become free.
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