...for Advanced Dungeons & Dragons(tm) in MyWorld. |
...for Multiverser.
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Slammed Unk
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Slammed Unk
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A powerful throwing style supplemented by some of the favorite and most potent special maneuvers.
Form:
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Hard/Soft |
Method:
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Throw |
AC:
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-3 |
Att:
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x2 |
Dam:
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2d3-1 |
Body Part:
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Body |
Gunsen
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d8/2d4-1 |
Special Maneuvers: 10 |
A fast throwing style supplemented by some of the favorite and most potent special maneuvers.
Type of Style:
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Fast Defensive Weapon-utilizing |
Basic Attack Form:
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Throw |
Defensive Modifiers:
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-10SM, -10DM |
Attack Multiplier:
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2 (Two) |
Offensive Modifiers:
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None |
Body Part:
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Body |
Weapons Taught:
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Gunsen |
Special Maneuvers: 10 |
1 Fall |
Quick Stand B4@4 |
1 Iron Fist |
Fall Impact Absorption B4@6 |
2 Instant Stand |
Great Jump B5@6 |
2 Sticking Touch |
Solid Punch B7@3 |
2 Weapon Breaker (M) |
Power Throw B7@3 |
3 Hurl |
Crushing Grasp B7@3 |
3 Eagle Claw (HM) |
Momentum Casting B7@3 |
4 Great Throw |
Following Finger B7@4 |
4 Distance Death (MHM) |
Break Weapon B7@5 |
5 Leap (MHHM) |
Remote Strike B7@9 |
Basic Style gets double attacks and 2d3-1 damage, and AC is -3. Gunsen does d8/2d4-1 once per round. |
Basic Style gets double attacks without modifiers, and Defense a -10SM and a -10DM. The Gunsen does annoying damage and serves as a cover value adjustment of -3. |
Untitled may have up to four maneuvers. Fall (1) reduces damage from falls, et cetera, by half. Iron Fist (1) does d10 on one attack per round. Instant Stand (2) returns the fighter to his feet at the cost of only one attack. Sticking Touch (2) is difficult to break and gives -2 AC, +2 to hit, making AC -5. Weapon Breaker (2) is an effective disarming tool. |
The Untitled may have mastered up to four maneuvers. These will almost always always begin with Quick Stand and Fall Impact Absorption, followed by the Great Jump. One of the intensified damage or leveraged attacks will generally round out the collection: Solid Punch, Power Throw, Crushing Grasp, or Momentum Casting. |
Master knows all these, possibly one more. Hurl (3) does 4d3-2 and throws an opponent up to four feet, effective for limited field (ring competition) combat. Eagle Claw (3) can be used to crush objects or do 3d10 damage, but negates all other attacks in the round. |
The Master adds one or two more, usually from the intensified damage or leveraged attacks. |
Honored Master knows all these, possibly one more. Great Throw (4) does 6d3-3 and is effective in limited field (ring competition) combat. Distance Death (4) can 3d6, or cause penalty of 2 on victim's chance to hit and to be hit, or disable for up to four minutes or up to one hour, at a distance of one foot per level. |
The Honored Master generally knows all of those attacks, and may add Following Finger, a tactical analysis skill which improves attacks and defenses. |
Most Honored Master knows all of these. |
The Most Honored Master will have perfected his skill at the disarming Break Weapon. |
Most Highly Honored Master adds Leap (5), which permits escape and change of position. |
The Most Highly Honored Master usually adds Remote Strike last, providing a ranged attack. |
Overall the style has good attacks and damage, disarming, disabling, and limited field (ring competition) combat maneuvers. It lacks Blind Fighting and All-around Sight. |
Overall the style has good attacks and damage, disarming, disabling, and limited field (ring competition) combat maneuvers. It lacks Fighting Blind B7@2 and Panoramic Awareness B7@2. |