...for Advanced Dungeons & Dragons(tm) in MyWorld. |
...for Multiverser.
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Flopping Fish
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Flopping Fish
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What can be said about a style whose practitioners start by throwing themselves on the ground? Much of the advantage here is that the opponent does not know what to do.
Form:
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Soft |
Method:
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Movement |
AC:
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-5 |
Att:
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x1 |
Dam:
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d4 |
Body Part:
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Legs |
Weapons:
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None |
Special Maneuvers: 11 |
What can be said about a style whose practitioners start by throwing themselves on the ground? Much of the advantage here is that the opponent does not know what to do.
Type of Style:
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Slow Defensive Weapon-adverse |
Basic Attack Form:
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Unusual |
Defensive Modifiers:
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-20 sit-mod, -5 damage mod |
Attack Multiplier:
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1 (One) |
Offensive Modifiers:
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+5 damage mod |
Body Part:
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Legs |
Weapons Taught:
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None |
Special Maneuvers: 12 |
1 Feint |
Fall Impact Absorption B4@6 |
1 Fall |
Great Jump B5@6 |
2 Prone Fighting |
Immobility B6@9 |
2 Flying Kick |
Fallen Fighting B7@2 |
3 Immovability |
Fake B7@2 |
4 Missile Deflection (Meditation) (M) |
Leaping Kick B7@3 |
4 Immobilizing |
Momentum Casting B7@3 |
4 Great Throw (HM) |
Missile Escape B7@4 |
5 Leap |
Immobilizer B7@5 |
6 Speed (MHM) |
Resist Slowing B7@9 |
7 Slow Resistance (MHHM) |
Alert Rest B10@2 |
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Haste P4@0 |
Basic Style is single attack and only d4 damage, but AC is -5. No weapons are used. |
Basic Style is single attack and only a +5 damage mod, but Defense is a -20 sit-mod and a -5 damage mod. No weapons are used. |
Untitled can have up to five maneuvers. Feint (1) throws away one attack to gain +2 to hit on the next. Fall (1) reduces damage from falls, et cetera, by half. Prone Fighting (1) enables the practitioner to continue to fight when decked. Flying Kick (2) does 3d4, but requires a five-foot run. Immovability (3) greatly increases the fighter's chance of remaining on his feet or where he is, a great and rare defense in limited field (ring competition) combat. |
The Untitled may have achieved professional ability in up to five manuevers. Fall Impact Absorption is invariably learned first. The student then learns the Great Jump and Immobility, and Fallen Fightning. After mastering these basics, Fake is usually learned next. |
Master knows all these plus one, possibly two, more. Missile Deflection (4) does not affect duels; the Monk Variant Meditation does not affect duels either. Immobilizing (4) prevents an opponent from making any action other than a limited escape attempt. Great Throw (4) does 3d4 and is effective in limited field (ring competition) combat. |
The Master usually knows one of the attacks Leaping Kick or Momentum Casting, sometimes both, and may also add the defensive Missile Escape. |
Honored Master knows all these, and possibly adds Leap (5), permitting escape and change of position. |
The Honored Master usually improves his abilities with either the Immobilizer attack or Resist Slowing, and may have mastered both. |
Most Honored Master adds Speed (6), doubling attacks and combat movement for five minutes. |
The Most Honored Master will most commonly add Alert Rest, which has no effect on duels. |
Most Highly Honored Master adds the unique Slow Resistance (7), which negates slowing magic but rarely affects duels. |
The Most Highly Honored Master learns to master the @0 psi skill Haste, increasing his speed significantly. |
Overall the style is weak on attacks but very defensive. It has no disarming or disabling maneuvers, and lacks All-Around Sight and Blind Fighting. |
Overall the style is weak on attacks but very defensive. It has no disarming or disabling maneuvers, and lacks Panoramic Awareness B7@2 and Fighting Blind B7@2. |