...for Advanced Dungeons & Dragons(tm) in MyWorld. |
...for Multiverser.
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Von Dom
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Von Dom
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This karate-like style hits slower but harder, and adds a weapon along with a greater variety of maneuvers.
Form:
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Hard |
Method:
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Strike |
AC:
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-2 |
Att:
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x2 |
Dam:
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d8 |
Body Part:
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Hand |
Spear
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d6+d8/2d8 |
Special Maneuvers: 10 |
This Teraka-like style hits slower but harder, and adds a weapon along with a greater variety of maneuvers.
Type of Style:
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Fast Aggressive Weapon-utilizing |
Basic Attack Form:
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Punch |
Defensive Modifiers:
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-5SM |
Attack Multiplier:
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2 (Two) |
Offensive Modifiers:
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+5SM, +10DM |
Body Part:
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Hand |
Weapons Taught:
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Spear |
Special Maneuvers: 10 |
1 Iron Fist |
Fall Impact Absorption B4@6 |
1 Circle Kick |
Great Jump B5@6 |
1 Fall |
Panoramic Awareness B7@2 |
2 Crushing Blow |
Solid Punch B7@3 |
2 Flying Kick (M) |
Spinning Kick B7@3 |
2 All-around Sight |
Power Punch B7@3 |
3 Eagle Claw (HM) |
Leaping Kick B7@3 |
3 Steel Cloth |
Crushing Grasp B7@3 |
3 Mental Resistance (MHM) |
Improvised Cloth Weapon B7@6 |
5 Leap (MHHM) |
Control Resistance B7@9 |
Basic Style is double attack and d8 damage, but AC is only -2. Spear does d6+d8/2d8. |
Basic Style is double attack with a +5 sit-mod and a +10 damage mod, but defense is only a -5 sit-mod. Spear is a two-handed damaging weapon, with a damage category bonus if set against a charge, which may be effectively thrown. |
Untitled may have up to four maneuvers. Iron Fist (1) does d10 on full attacks. Circle Kick (1) does 2d8 once per round. Fall (1) reduces damage from falls, et cetera, by half. One more maneuver may be known. Crushing Blow (2) breaks wood or stone or does d8+level damage, but negates all other attacks that round. Flying Kick (2) does 3d8, but requires a five-foot run. All-around Sight (2) rarely affects dueling. |
The Untitled may be professional in up to four maneuvers. These will usually begin with Fall Impact Absorption and Great Jump, followed by the heightened senses Panoramic Awareness. The fourth may be any one of several intensified damage attacks, Solid Punch, Spinning Kick, Power Punch, Leaping Kick, or Crushing Grasp. |
Master knows two, possibly all three, level 2 maneuvers. |
The Master will generally know two or three of these attacks. |
Honored Master knows all these plus one, possibly two, more. Eagle Claw (3) can be used to crush objects or do 3d10 damage, but negates all other attacks in the round. Steel Cloth (3) hits harder than Iron Fist, doing the same damage as the spear, d6+d8/2d8. Mental Resistance (3) knows all of these. |
The Honored Master will usually have perfected four or five of these attacks. |
Most Honored Master knows all of these. |
The Most Honored Master usually adds the Improvised Cloth Weapon maneuver. |
Most Highly Honored Master adds Leap (5), which permits escape and change of position. |
The Most Highly Honored Master learns the Control Resistance anti-psionic anti-magic defense. |
Overall the style hits hard with or without weapons, but is weak on defense. It has no maneuvers designed to disarm, stun, or disable, and none for limited field (ring competition) combat. It has All-around Sight but lacks Blind Fighting. |
Overall the style hits hard with or without weapons, but is weak on defense. It has no maneuvers designed to disarm, stun, or disable, and none for limited field (ring competition) combat. It has Panoramic Awareness B7@2 but lacks Fighting Blind B7@2. |