...for Advanced Dungeons & Dragons(tm) in MyWorld. |
...for Multiverser.
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Judo
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Doju
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This style adds some strong offensive maneuvers to a defensive style.
Form:
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Soft |
Method:
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Throw |
AC:
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-4 |
Att:
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x1 |
Dam:
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d4 |
Body Part:
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Body |
Kiseru
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d8/d6 |
Special Maneuvers: 11 |
This style adds some strong offensive maneuvers to a defensive style.
Type of Style:
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Slow Defensive Weapon-utilizing |
Basic Attack Form:
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Throw |
Defensive Modifiers:
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-20 sit-mod |
Attack Multiplier:
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1 (One) |
Offensive Modifiers:
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None |
Body Part:
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Arms and legs |
Weapons Taught:
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Kiseru |
Special Maneuvers: 11 |
1 Fall |
Quick Stand B4@4 |
1 Iron Fist |
Fall Impact Absorption B4@6 |
1 Concentrated Push |
Great Jump B5@6 |
1 Weapon Catch |
Focused Push B7@3 |
2 Instant Stand |
Solid Punch B7@3 |
2 Crushing Blow (M) |
Power Punch B7@3 |
3 Hurl |
Power Throw B7@3 |
4 Great Throw (HM) |
Momentum Casting B7@3 |
5 Leap |
Muscle Blocking B7@4 |
5 Iron Skin (MHM) |
Seize Weapon B7@5 |
6 Speed (MHHM) |
Haste P4@0 |
Basic Style is single attack and only d4 damage, but AC is -4. Kiseru does d8/d6, once per round. |
Basic Style is single attack and unmodified damage, but Defense is a -20 sit-mod. The Kiseru does annoying damage. |
Untitled can have up to five maneuvers. Fall (1) reduces damage from falls, et cetera, by half. Iron Fist (1) does d10 damage on one attack. Concentrated Push (1) is effective in limited field (ring competition) combat, and increases in effect, possibly damage, with level. Weapon Catch (1) can disarm an opponent. One more maneuver may be known. Instant Stand (2) returns the fighter to his feet at the cost of only one attack. Crushing Blow (2) breaks wood or stone or does d4+level damage, but negates all other attacks that round. |
The Untitled can have up to five maneuvers. Quick Stand and Fall Impact Absorption are usually learned first, important defenses in a throw style. After that, effort is focused on the Great Jump. Two attacks will be learned next, selecting from Focused Push, Solid Punch, Power Punch, Power Throw, and Momentum Casting. |
Master knows all of these, possibly also one more. Hurl (3) does 2d4 damage and throws opponent up to four feet, effective for limited field (ring competition) combat. |
The Master usually will know three or four of those attacks. |
Honored Master knows all of these, possibly one more. Leap (5) permits escape and change of position. Iron Skin (5) improves AC by -2, making -6. |
The Honored Master generally has mastered all of those attacks, and sometimes the defensive Muscle Blocking. |
Most Honored Master knows
all of these. |
The Most Honored Master will learn the disarming Seize Weapon. |
Most Highly Honored Master adds Speed (6), doubling attacks and combat movement for five minutes. |
The Most Highly Honored Master adds the zero-intensity psionic skill Haste. |
Overall this style is strong in limited field (ring competition) combat, with or without weapons. It is generally slow and limited in damage and lacks such defenses as Blind Fighting and All-around Sight. It has no specific disabling maneuver, but has good AC. |
Overall this style is strong in limited field (ring competition) combat, with or without weapons. It is generally slow and limited in damage and lacks such defenses as Fighting Blind B7@2 and Panoramic Awareness B7@2. It has no specific disabling maneuver, but has good Defense. |