Maneuver Types:
Ground : Standard attacks at ground level. These can be punches, kicks, or even projectiles.
Aerial : A maneuver which involves taking to the air. Flying attacks, jumping attacks, air projectiles.
Grapple : A grab maneuver. Throws, grabs, etc.
Each maneuver has its own rating of how effective it is against certain kinds of attacks, on a scale of 1-6.
Designing your maneuvers:
You receive a pool of points to distribute between each maneuver. These points are to determine how effective this maneuver is againt various other move type. Example : If you have a maneuver with the points alocated as such : Ground 3, Aerial 5, Grapple 1 : This maneuver would be very strong against Aerial attacks, ok against Ground attacks, and very weak against Grapples.
Each maneuver also gets a Speed (Priority, in cases of ties, higher Speed wins) and Damage (how hard the maneuver hits).
*Basic maneuvers:
Each character receives 6 basic Maneuvers. These are designed and named as the player sees fit. Examples include; Standing Punch, Jumping Kick, Shoulder Throw, etc. Each Maneuver is built using 8 points. These points are split between Ground, Aerial, Grapple, Speed and Damage. No more than 6 points can be assigned to any attack.
Special :
-Chain: For 2 points you can declare a maneuver as part of a chain/combo. When designed, you must select what maneuvers it chains into (No maneuver can chain into itself, and the same maneuver cannot be used more than once in a chain/combo)
When you play a maneuver which has the Chain trait, you can also announce that you are playing the full chain. If the maneuver connects, all of the maneuvers in the chain also connect. If the maneuver does not connect, then you are concidered Staggered on the next turn.
-Stagger: For 1 point you can give an attack the Stagger Property. If this maneuver succesfully connects, then your opponent is staggered. A Staggered opponent ahas -2 on Maneuver Attack rolls on the next round since they are either off balance or prone. Grapple Maneuvers Automatically get this trait.
-Ranged Attack: You can add this to a ground attack for 1 point, or for 2 points for an Aerial or Grapple maneuver. The maneuver now hits at range (be it a fireball, extended limb, or whatever). Gives +2 vs Grapple maneuvers. It is possible to make some maneuvers stronger or weaker against Ranged Maneuvers. When two Ranged maneuvers are used against each other they tend to cancel each other out. Unless you beat another Ranged attack by 2 or more successes with your own Ranged attack, neither will hit.
-Vs Stagger Only: This maneuver can only hit someone whom is Staggered. For taking this option, the maneuver has 2 extra points to be made with. Examples are picking up a downed opponent, the "down" attacks in Darkstalkers games, and some grapples such as Power Bombs that often require an opponents head to be down to connect with (this doesn't show up in 2D games often, mainly games like Tekken)
-Vs Ranged Only: This maneuver is only effective against Ranged maneuvers, usually by reflecting it back. This gives you an additional 3 points to build this maneuver, but it does nothing unless your opponent uses a Ranged attack.
-Bonus against Stagger: Less restrictive version of above. Gives +2 to Maneuver attack if the opponent is Staggered. Cannot combine with Vs Stagger only. Costs 1 point.
-Bonus vs Projectiles: Less restrictive version of above. Gives +2 to Maneuver attack if the opponent is using a projectile. Cannot combine with Vs Ranged only. Costs 1 point.
-Multi-Opponent: Useless in one on one fights, allows you to hit an additional enemy with this maneuver. 1 Pt per addetional enemy.
-Wake-Up: Free option. This maneuver is only useful when Staggered, cannot be used any other time. Examples are
*Special Maneuvers:
Similar to Basic maneuvers except stronger. Each Character has 3 Special Maneuvers. Every third maneuver can be a Special Maneuver. You get 12 points to make a Special Maneuver. You cannot choose the Chain option for a Special Maneuver.
*Super Art:
Each character gets one Super Art. Super Arts are made with 20 points and can be used once per match. Super Arts also cannot have the Chain feature.
Be descriptive and creative with your maneuver creation.
Character Ability scores: 5 Pts
Power : How much damage the character inflicts : This is added the the damage of all the characters maneuvers (0-3 pts)
Agility : How fast the character is : this is added to the Speed of all the characters maneuvers (0-3 pts)
Durability : How resilient to damage the character is (0-3 pts)
Stability : Resilience to dizzy and stun effects (0-3 pts)
Extra Basic Maneuvers : 1 pt each
Extra Special Maneuvers : 1 pt each
Extra Super Art: 2 pt each
Combat System :
Each turn each player PM's me a maneuver (or chain)
-I roll some dice (a number of D6's equal to how effective that maneuver is against the opposing maneuver) and count the number of succeses (a 4,5,6 on a d6 is a success). Whoever rolls better, wins.
-I then roll dice for damage. I roll a number of dice equal to the Damage of the maneuver, and it deals damage equal to the number of successes - the defenders Durability (minimum one damage)
-Stun/Dizzy - Whenever you roll a 6 on a damage dice, it raises your opponents Dizzy rating by 1. At the end of each turn a character takes no damage, this recovers by one. When you have 5 + your Stability in Dizzy rating, you are Stunned for a turn and cannot do anything
-Knockout : Characters are knocked out when they have taken 20 damage.
Bonus Cards : Whenever you win a match you receive three cards, whenever you lose a Match you receive one card. These cards are one use items which can be used either in a battle or between matches (depending on the effect). Cards are chosen randomly.
Available cards: (Rarity in Stars. More stars = more Rare)
*Guts (*)(You can use this card to play a Special or Super Art even if you normally cannot)
*Head Games (*)(If your Maneuver connects, you choose whether your opponent must play a Ground, Aerial or Grapple maneuver next turn)
*Desperation (*)(The Damage on this maneuver is +2 (+5 if you have 3 or less Health)
*Reversal (*)(Play when you play a Grapple attack. If your opponent uses a Grapple attack, you negate his and hit with your own instead)
*Grudge Match (*)(Play only if you have lost the last time you faced this opponent. You have +1 Damage on all maneuvers during this fight)
*Insight (**)(Play when you choose your maneuver. Choose an additional Maneuver, you will use whichever would be more effective for you)
*Shake it Off (**)(Play when you are Stunned or cannot perform a maneuver for some reason, you can play a maneuver as normal this turn)
*Second Wind (**)(Heal 2D6 Damage)
*Taunt (**)(Play at the start of a Match. Your opponent loses 2 cards he is holding)
*Guard (**)(If you would take damage this turn, you block the attack and take none. Throws cannot be Prevented with this Card)
*Parry (***)(Negates your opponents attack completely this turn, cannot be used against a Grapple.)
*Secret Training Ground (***) (Permanant +1 to any Ability Score)
*Epiphany (***)(Play at the beggining of a Match. If you win, you draw 3 additional Cards)
*Kata Practice (***) (Gain an additional Basic Maneuver)
*Strike of Sealing (***) (If your maneuver this turn is succesful, your opponent cannot use the maneuver they used against you this turn for the remainder of the Match)
*Body Hardenning (***) (Permanantly gain one extra Hit Point)
*Secret Scroll (****)(Gain an Additional Special Maneuver)
*Critical Blow (****) (This maneuver does damage on a 3,4,5,6 and Builds Dizzy on a 5,6. Critical hits also cause serious Injury if they result in a Dizzy or Knockout. A critical Dizzy results in a one point penalty to all maneuver stats for the remander of the Match. A critical Knockout will carry over for Multiple Matches (one week of real time))
*Enlightenment in Defeat (****) (If your maneuver fails this round and your opponents maneuver succed, your current maneuver permantly gains a +2 bonus against this maneuver from this opponent)
*Zen Strike (****) (Your attack roll this round is considered to be all 6's, roll damage normally)
*Miracle Recovery (****) (Heal all Stun and Damage)
*Forgotten Scroll (*****) (Gain an Additional Super Art)
*Grand Master(*****) (You receive 2 points to upgrade any one Maneuver (4 points if it is a Super Art)
*Prodigy (*****) (You use the best maneuver available to counter your oponents maneuver from their maneuver list)
*Absolute Defeat (*****) (Play only if you have won a match. Any further match against this opponent are with a +1 Bonus on all maneuvers)
*Shin Tetsu Ryu (*****) (For this maneuver, half of your dice rounded up are concidered automatically to be 6's for both Attack roll and Damage)
Roll Card Star Value
1-7 *
8-13 **
14-17 ***
18-19 ****
20 *****
* Cards
1-4 Guts
5-8 Head Games
9-12 Desperation
13-16 Reversal
17-20 Grudge Match
** Cards
1-4 Insight
5-8 Shake it Off
9-12 Second Wind
13-16 Guard
17-20 Taunt
*** Cards
1-4 Parry
5-8 Secret Training Ground
9-12 Kata Practice
13-16 Epiphany
17-20 Body Hardenning
**** Cards
1-4 Secret Scroll
5-8 Critical Blow
9-12 Enlightenment in Defeat
13-16 Zen Strike
17-20 Miracle Recovery
***** Cards
1-4 Forgotten Scroll
5-8 Grand Master
9-12 Prodigy
13-16 Absolute Defeat
17-20 Shin Tetsu Ryu
Upon completion, each character will receive 3 Cards randomly selected by me. No cards which give you an instant power-up will be given to a starting character.
Submitted Characters:
Name:
Nationality:
Gender:
Height/Weight:
Description: (Picture if possible as well)
Blood Type:
Fighting Style:
Quotation:
Favorite Thing:
Least Favorite Thing:
Special Maneuvers: (Name Only)
Super Arts: (Name Only)
PM this to me along with a list of your Ability Scores and Maneuvers, descriptions of maneuvers, and how points were spent.
Example Character:
Name : Ryu Hoshi
Nationality : Japanese
Gender : Male
Height/Weight : 5'10", 225 Pounds
Description : A loner who lives only for bettering himself as a fighter and seeking worthy opponents. Has a kind heart, carries a darkness deep inside.
Blood Type : O
Fighting Style : Ansatsuken Karate
Quotation : You must defeat Sheng Long to defeat me.
Favorite Things : Martial Arts, Mizuyokan (Japanese sweet bean jelly)
Least Favorite Things : Spiders (One crawled into his mouth once when he was sleeping.)
Special Maneuvers : Hadouken, Shakunetsu Hadouken, Tatsu Maki Senpuu Kyaku, Shoryuken
Super Arts : Shinkuu Hadouken, Shin Shoryuken, Shinkuu Tatsu Maki Senpuu Kyaku, Denjin Hadouken, Matsu Shoryuken
Power 1
Agility 1
Durability 1
Stability 2
Basic Maneuvers:
*Standing Fierce
Type : Ground
A hard standing punch
Aeriel: 1
Ground: 3
Grapple: 1
Speed: 1
Damage: 2
*Senpuu Kyaku
Type : Ground
A quick forward hop, an incomplete Tatsu Maki Senpuu Kyaku
Aerial: 0
Ground: 2
Grapple: 2
Speed: 3
Damage: 1
*Ducking Uppercut
Type : Ground
A solid ducking hit to the chin
Aerial: 2
Ground: 2
Grapple: 0
Speed: 0
Damage: 2
Chains into Hadouken
*Jumping Roundhouse
Type : Aerial
A jumping kick to the head.
Aerial: 2
Ground: 2
Grapple: 0
Speed: 0
Damage: 2
Chains into Footsweep
*Footsweep
Type : Ground, Staggers
A low solid kick to the shin.
Aerial: 0
Ground: 3
Grapple: 0
Speed: 3
Damage: 1
*Shoulder Throw
Type : Grapple, Staggers
A quick toss over the shoulder
Aerial: 0
Ground: 3
Grapple: 2
Speed: 1
Damage: 2
Special Maneuvers
*Hadouken
Type : Ground, Ranged Attack
A burst of chi energy
Aerial: 1
Ground: 3
Grapple: 4(+2 for being Ranged)
Speed: 2
Damage: 2
*Tatsu Maki Senpuu Kyaku
Type : Aerial, Multi-Opponent x1
A spinning kick modelled after a hurricane
Aerial: 1
Ground: 3
Grapple: 1
Speed: 3
Damage: 3
*Shoryuken
Type : Aerial, Stagger
A rising punch powered by the power of Hadou, the legendary Sheng Long.
Aerial: 3
Ground: 2
Grapple: 0
Speed: 3
Damage: 3
Super Arts
*Shinkuu Hadouken
Type : Ground, Ranged Attack
Aerial: 1
Ground: 5
Grapple: 5
Speed: 2
Damage: 6
Please do not join unless you can be online often enough to play out your matches effectively. At least be able to submit one turn per day, more is preffered.
Note : game is still kinda in Beta and I may adjust or add to it as we go. If anything comes out abusive or overly weak then I will likely change it. An example is the Speed/Agility Ability Score. It is really only effective as a tie breaker and may not be worth the same points as other Abilities. If this is the case then I will adjust it as such (possibly making it cheaper) I also have other ideas for modifiers to maneuvers, but have not included them yet because I want to keep things relitively simple for now. Later inclusions will include Atemi style maneuvers (pressure points) and moves that do extra or only Dizzy damage. Without seeing how the game plays it would be hard to make these balanced at this point. People can feel free to submit ideas as well. I may change the rules so that a player can do 3-4 Special maneuvers per fight instead of one after every third maneuver. Health may also be increased/decreased depending on how fast/slow fights are. Dizzy may be increased/decreased depending on how hard/easy it is to dizzy people.
Well PM me with any questions. I will try and clean up the rules.
Quick Notes:
*You start with 6 Basic maneuvers :
- Each maneuver must be given the type Ground, Grapple or Aerial.
-You have 8 points to spend between Ground, Aerial, Grapple, Speed, and Damage. The first three indicate how good the move is against other maneuvers of that type.
-You can spend points to make a Basic Maneuver Chain/Combo into another move. This can be any other Basic, Special or Super Art. The same Maneuver cannot be used twice in any Chain or Combo.
*You start with 3 Special Maneuver :
- Each maneuver must be given the type Ground, Grapple or Aerial.
-You have 12 points to spend between Ground, Aerial, Grapple, Speed, and Damage. The first three indicate how good the move is against other maneuvers of that type.
*You start with 1 Super Art (Super move/finisher)
- Each maneuver must be given the type Ground, Grapple or Aerial.
-You have 20 points to spend between Ground, Aerial, Grapple, Speed, and Damage. The first three indicate how good the move is against other maneuvers of that type.
You must name your maneuver and describe how it works and looks.
*Ability Scores :
-You have 5 pts to split between the following : Power, Agility, Durability, Stability. These have a Max of 3 points.
-Alternatively you can spend points for exttra Maneuvers.
Name: Zanzatsu Onibushi
Nationality: Japan (Born in Youkai/Demon Realm)
Gender: Male
Height/Weight: 6'1", 450 Lbs.
Description: A tall, muscular, tanned man with black hair, scarlet eyes, and two short horns protruding from his forehead.
Blood Type: AB
Fighting Style: Zanzatsu secret martial art
Quotation: "Your soul will be crushed in my grasp!"
Favorite Thing: Poetry
Least Favorite Thing: Humans
Special Maneuvers: Tsukigatana Fist, Roundhouse Zanzatsu Kick, Roundhouse Zanzatsu Punch
Super Arts: Zanzatsu Whispervoid
Maneuver Types:
Ground : Standard attacks at ground level. These can be punches, kicks, or even projectiles.
Aerial : A maneuver which involves taking to the air. Flying attacks, jumping attacks, air projectiles.
Grapple : A grab maneuver. Throws, grabs, etc.
Each maneuver has its own rating of how effective it is against certain kinds of attacks, on a scale of 1-6.
Designing your maneuvers:
You receive a pool of points to distribute between each maneuver. These points are to determine how effective this maneuver is againt various other move type. Example : If you have a maneuver with the points alocated as such : Ground 3, Aerial 5, Grapple 1 : This maneuver would be very strong against Aerial attacks, ok against Ground attacks, and very weak against Grapples.
Each maneuver also gets a Speed (Priority, in cases of ties, higher Speed wins) and Damage (how hard the maneuver hits).
*Basic maneuvers:
Each character receives 6 basic Maneuvers. These are designed and named as the player sees fit. Examples include; Standing Punch, Jumping Kick, Shoulder Throw, etc. Each Maneuver is built using 8 points. These points are split between Ground, Aerial, Grapple, Speed and Damage. No more than 6 points can be assigned to any attack.
Special :
-Chain: For 2 points you can declare a maneuver as part of a chain/combo. When designed, you must select what maneuvers it chains into (No maneuver can chain into itself, and the same maneuver cannot be used more than once in a chain/combo)
When you play a maneuver which has the Chain trait, you can also announce that you are playing the full chain. If the maneuver connects, all of the maneuvers in the chain also connect. If the maneuver does not connect, then you are concidered Staggered on the next turn.
-Stagger: For 1 point you can give an attack the Stagger Property. If this maneuver succesfully connects, then your opponent is staggered. A Staggered opponent ahas -2 on Maneuver Attack rolls on the next round since they are either off balance or prone. Grapple Maneuvers Automatically get this trait.
-Ranged Attack: You can add this to a ground attack for 1 point, or for 2 points for an Aerial or Grapple maneuver. The maneuver now hits at range (be it a fireball, extended limb, or whatever). Gives +2 vs Grapple maneuvers. It is possible to make some maneuvers stronger or weaker against Ranged Maneuvers. When two Ranged maneuvers are used against each other they tend to cancel each other out. Unless you beat another Ranged attack by 2 or more successes with your own Ranged attack, neither will hit.
-Vs Stagger Only: This maneuver can only hit someone whom is Staggered. For taking this option, the maneuver has 2 extra points to be made with. Examples are picking up a downed opponent, the "down" attacks in Darkstalkers games, and some grapples such as Power Bombs that often require an opponents head to be down to connect with (this doesn't show up in 2D games often, mainly games like Tekken)
-Vs Ranged Only: This maneuver is only effective against Ranged maneuvers, usually by reflecting it back. This gives you an additional 3 points to build this maneuver, but it does nothing unless your opponent uses a Ranged attack.
-Bonus against Stagger: Less restrictive version of above. Gives +2 to Maneuver attack if the opponent is Staggered. Cannot combine with Vs Stagger only. Costs 1 point.
-Bonus vs Projectiles: Less restrictive version of above. Gives +2 to Maneuver attack if the opponent is using a projectile. Cannot combine with Vs Ranged only. Costs 1 point.
-Multi-Opponent: Useless in one on one fights, allows you to hit an additional enemy with this maneuver. 1 Pt per addetional enemy.
-Wake-Up: Free option. This maneuver is only useful when Staggered, cannot be used any other time. Examples are
*Special Maneuvers:
Similar to Basic maneuvers except stronger. Each Character has 3 Special Maneuvers. Every third maneuver can be a Special Maneuver. You get 12 points to make a Special Maneuver. You cannot choose the Chain option for a Special Maneuver.
*Super Art:
Each character gets one Super Art. Super Arts are made with 20 points and can be used once per match. Super Arts also cannot have the Chain feature.
Be descriptive and creative with your maneuver creation.
Character Ability scores: 5 Pts
Power : How much damage the character inflicts : This is added the the damage of all the characters maneuvers (0-3 pts)
Agility : How fast the character is : this is added to the Speed of all the characters maneuvers (0-3 pts)
Durability : How resilient to damage the character is (0-3 pts)
Stability : Resilience to dizzy and stun effects (0-3 pts)
Extra Basic Maneuvers : 1 pt each
Extra Special Maneuvers : 1 pt each
Extra Super Art: 2 pt each
Combat System :
Each turn each player PM's me a maneuver (or chain)
-I roll some dice (a number of D6's equal to how effective that maneuver is against the opposing maneuver) and count the number of succeses (a 4,5,6 on a d6 is a success). Whoever rolls better, wins.
-I then roll dice for damage. I roll a number of dice equal to the Damage of the maneuver, and it deals damage equal to the number of successes - the defenders Durability (minimum one damage)
-Stun/Dizzy - Whenever you roll a 6 on a damage dice, it raises your opponents Dizzy rating by 1. At the end of each turn a character takes no damage, this recovers by one. When you have 5 + your Stability in Dizzy rating, you are Stunned for a turn and cannot do anything
-Knockout : Characters are knocked out when they have taken 20 damage.
Bonus Cards : Whenever you win a match you receive three cards, whenever you lose a Match you receive one card. These cards are one use items which can be used either in a battle or between matches (depending on the effect). Cards are chosen randomly.
Available cards: (Rarity in Stars. More stars = more Rare)
*Guts (*)(You can use this card to play a Special or Super Art even if you normally cannot)
*Head Games (*)(If your Maneuver connects, you choose whether your opponent must play a Ground, Aerial or Grapple maneuver next turn)
*Desperation (*)(The Damage on this maneuver is +2 (+5 if you have 3 or less Health)
*Reversal (*)(Play when you play a Grapple attack. If your opponent uses a Grapple attack, you negate his and hit with your own instead)
*Grudge Match (*)(Play only if you have lost the last time you faced this opponent. You have +1 Damage on all maneuvers during this fight)
*Insight (**)(Play when you choose your maneuver. Choose an additional Maneuver, you will use whichever would be more effective for you)
*Shake it Off (**)(Play when you are Stunned or cannot perform a maneuver for some reason, you can play a maneuver as normal this turn)
*Second Wind (**)(Heal 2D6 Damage)
*Taunt (**)(Play at the start of a Match. Your opponent loses 2 cards he is holding)
*Guard (**)(If you would take damage this turn, you block the attack and take none. Throws cannot be Prevented with this Card)
*Parry (***)(Negates your opponents attack completely this turn, cannot be used against a Grapple.)
*Secret Training Ground (***) (Permanant +1 to any Ability Score)
*Epiphany (***)(Play at the beggining of a Match. If you win, you draw 3 additional Cards)
*Kata Practice (***) (Gain an additional Basic Maneuver)
*Strike of Sealing (***) (If your maneuver this turn is succesful, your opponent cannot use the maneuver they used against you this turn for the remainder of the Match)
*Body Hardenning (***) (Permanantly gain one extra Hit Point)
*Secret Scroll (****)(Gain an Additional Special Maneuver)
*Critical Blow (****) (This maneuver does damage on a 3,4,5,6 and Builds Dizzy on a 5,6. Critical hits also cause serious Injury if they result in a Dizzy or Knockout. A critical Dizzy results in a one point penalty to all maneuver stats for the remander of the Match. A critical Knockout will carry over for Multiple Matches (one week of real time))
*Enlightenment in Defeat (****) (If your maneuver fails this round and your opponents maneuver succed, your current maneuver permantly gains a +2 bonus against this maneuver from this opponent)
*Zen Strike (****) (Your attack roll this round is considered to be all 6's, roll damage normally)
*Miracle Recovery (****) (Heal all Stun and Damage)
*Forgotten Scroll (*****) (Gain an Additional Super Art)
*Grand Master(*****) (You receive 2 points to upgrade any one Maneuver (4 points if it is a Super Art)
*Prodigy (*****) (You use the best maneuver available to counter your oponents maneuver from their maneuver list)
*Absolute Defeat (*****) (Play only if you have won a match. Any further match against this opponent are with a +1 Bonus on all maneuvers)
*Shin Tetsu Ryu (*****) (For this maneuver, half of your dice rounded up are concidered automatically to be 6's for both Attack roll and Damage)
Roll Card Star Value
1-7 *
8-13 **
14-17 ***
18-19 ****
20 *****
* Cards
1-4 Guts
5-8 Head Games
9-12 Desperation
13-16 Reversal
17-20 Grudge Match
** Cards
1-4 Insight
5-8 Shake it Off
9-12 Second Wind
13-16 Guard
17-20 Taunt
*** Cards
1-4 Parry
5-8 Secret Training Ground
9-12 Kata Practice
13-16 Epiphany
17-20 Body Hardenning
**** Cards
1-4 Secret Scroll
5-8 Critical Blow
9-12 Enlightenment in Defeat
13-16 Zen Strike
17-20 Miracle Recovery
***** Cards
1-4 Forgotten Scroll
5-8 Grand Master
9-12 Prodigy
13-16 Absolute Defeat
17-20 Shin Tetsu Ryu
Upon completion, each character will receive 3 Cards randomly selected by me. No cards which give you an instant power-up will be given to a starting character.
Submitted Characters:
Name:
Nationality:
Gender:
Height/Weight:
Description: (Picture if possible as well)
Blood Type:
Fighting Style:
Quotation:
Favorite Thing:
Least Favorite Thing:
Special Maneuvers: (Name Only)
Super Arts: (Name Only)
PM this to me along with a list of your Ability Scores and Maneuvers, descriptions of maneuvers, and how points were spent.
Example Character:
Name : Ryu Hoshi
Nationality : Japanese
Gender : Male
Height/Weight : 5'10", 225 Pounds
Description : A loner who lives only for bettering himself as a fighter and seeking worthy opponents. Has a kind heart, carries a darkness deep inside.
Blood Type : O
Fighting Style : Ansatsuken Karate
Quotation : You must defeat Sheng Long to defeat me.
Favorite Things : Martial Arts, Mizuyokan (Japanese sweet bean jelly)
Least Favorite Things : Spiders (One crawled into his mouth once when he was sleeping.)
Special Maneuvers : Hadouken, Shakunetsu Hadouken, Tatsu Maki Senpuu Kyaku, Shoryuken
Super Arts : Shinkuu Hadouken, Shin Shoryuken, Shinkuu Tatsu Maki Senpuu Kyaku, Denjin Hadouken, Matsu Shoryuken
Power 1
Agility 1
Durability 1
Stability 2
Basic Maneuvers:
*Standing Fierce
Type : Ground
A hard standing punch
Aeriel: 1
Ground: 3
Grapple: 1
Speed: 1
Damage: 2
*Senpuu Kyaku
Type : Ground
A quick forward hop, an incomplete Tatsu Maki Senpuu Kyaku
Aerial: 0
Ground: 2
Grapple: 2
Speed: 3
Damage: 1
*Ducking Uppercut
Type : Ground
A solid ducking hit to the chin
Aerial: 2
Ground: 2
Grapple: 0
Speed: 0
Damage: 2
Chains into Hadouken
*Jumping Roundhouse
Type : Aerial
A jumping kick to the head.
Aerial: 2
Ground: 2
Grapple: 0
Speed: 0
Damage: 2
Chains into Footsweep
*Footsweep
Type : Ground, Staggers
A low solid kick to the shin.
Aerial: 0
Ground: 3
Grapple: 0
Speed: 3
Damage: 1
*Shoulder Throw
Type : Grapple, Staggers
A quick toss over the shoulder
Aerial: 0
Ground: 3
Grapple: 2
Speed: 1
Damage: 2
Special Maneuvers
*Hadouken
Type : Ground, Ranged Attack
A burst of chi energy
Aerial: 1
Ground: 3
Grapple: 4(+2 for being Ranged)
Speed: 2
Damage: 2
*Tatsu Maki Senpuu Kyaku
Type : Aerial, Multi-Opponent x1
A spinning kick modelled after a hurricane
Aerial: 1
Ground: 3
Grapple: 1
Speed: 3
Damage: 3
*Shoryuken
Type : Aerial, Stagger
A rising punch powered by the power of Hadou, the legendary Sheng Long.
Aerial: 3
Ground: 2
Grapple: 0
Speed: 3
Damage: 3
Super Arts
*Shinkuu Hadouken
Type : Ground, Ranged Attack
Aerial: 1
Ground: 5
Grapple: 5
Speed: 2
Damage: 6
Please do not join unless you can be online often enough to play out your matches effectively. At least be able to submit one turn per day, more is preffered.
Note : game is still kinda in Beta and I may adjust or add to it as we go. If anything comes out abusive or overly weak then I will likely change it. An example is the Speed/Agility Ability Score. It is really only effective as a tie breaker and may not be worth the same points as other Abilities. If this is the case then I will adjust it as such (possibly making it cheaper) I also have other ideas for modifiers to maneuvers, but have not included them yet because I want to keep things relitively simple for now. Later inclusions will include Atemi style maneuvers (pressure points) and moves that do extra or only Dizzy damage. Without seeing how the game plays it would be hard to make these balanced at this point. People can feel free to submit ideas as well. I may change the rules so that a player can do 3-4 Special maneuvers per fight instead of one after every third maneuver. Health may also be increased/decreased depending on how fast/slow fights are. Dizzy may be increased/decreased depending on how hard/easy it is to dizzy people.
Ye Olde Sig and Avatar Shoppe is the bomb!
Quick Notes:
*You start with 6 Basic maneuvers :
- Each maneuver must be given the type Ground, Grapple or Aerial.
-You have 8 points to spend between Ground, Aerial, Grapple, Speed, and Damage. The first three indicate how good the move is against other maneuvers of that type.
-You can spend points to make a Basic Maneuver Chain/Combo into another move. This can be any other Basic, Special or Super Art. The same Maneuver cannot be used twice in any Chain or Combo.
*You start with 3 Special Maneuver :
- Each maneuver must be given the type Ground, Grapple or Aerial.
-You have 12 points to spend between Ground, Aerial, Grapple, Speed, and Damage. The first three indicate how good the move is against other maneuvers of that type.
*You start with 1 Super Art (Super move/finisher)
- Each maneuver must be given the type Ground, Grapple or Aerial.
-You have 20 points to spend between Ground, Aerial, Grapple, Speed, and Damage. The first three indicate how good the move is against other maneuvers of that type.
You must name your maneuver and describe how it works and looks.
*Ability Scores :
-You have 5 pts to split between the following : Power, Agility, Durability, Stability. These have a Max of 3 points.
-Alternatively you can spend points for exttra Maneuvers.
Nationality: Japan (Born in Youkai/Demon Realm)
Gender: Male
Height/Weight: 6'1", 450 Lbs.
Description: A tall, muscular, tanned man with black hair, scarlet eyes, and two short horns protruding from his forehead.
Blood Type: AB
Fighting Style: Zanzatsu secret martial art
Quotation: "Your soul will be crushed in my grasp!"
Favorite Thing: Poetry
Least Favorite Thing: Humans
Special Maneuvers: Tsukigatana Fist, Roundhouse Zanzatsu Kick, Roundhouse Zanzatsu Punch
Super Arts: Zanzatsu Whispervoid
I̟̥͍̠ͅn̩͉̣͍̬͚ͅ ̬̬͖t̯̹̞̺͖͓̯̤h̘͍̬e͙̯͈̖̼̮ ̭̬f̺̲̲̪i͙͉̟̩̰r̪̝͚͈̝̥͍̝̲s̼̻͇̘̳͔ͅt̲̺̳̗̜̪̙ ̳̺̥̻͚̗ͅm̜̜̟̰͈͓͎͇o̝̖̮̝͇m̯̻̞̼̫̗͓̤e̩̯̬̮̩n͎̱̪̲̹͖t͇̖s̰̮ͅ,̤̲͙̻̭̻̯̹̰ ̖t̫̙̺̯͖͚̯ͅh͙̯̦̳̗̰̟e͖̪͉̼̯ ̪͕g̞̣͔a̗̦t̬̬͓͙̫̖̭̻e̩̻̯ ̜̖̦̖̤̭͙̬t̞̹̥̪͎͉ͅo͕͚͍͇̲͇͓̺ ̭̬͙͈̣̻t͈͍͙͓̫̖͙̩h̪̬̖̙e̗͈ ̗̬̟̞̺̤͉̯ͅa̦̯͚̙̜̮f͉͙̲̣̞̼t̪̤̞̣͚e̲͉̳̥r͇̪̙͚͓l̥̞̞͎̹̯̹ͅi͓̬f̮̥̬̞͈ͅe͎ ̟̩̤̳̠̯̩̯o̮̘̲p̟͚̣̞͉͓e͍̩̣n͔̼͕͚̜e̬̱d̼̘͎̖̹͍̮̠,͖̺̭̱̮ ̣̲͖̬̪̭̥a̪͚n̟̲̝̤̤̞̗d̘̱̗͇̮͕̳͕͔ ͖̞͉͎t̹̙͎h̰̱͉̗e̪̞̱̝̹̩ͅ ̠̱̩̭̦p̯̙e͓o̳͚̰̯̺̱̰͔̘p̬͎̱̣̼̩͇l̗̟̖͚̠e̱͉͔̱̦̬̟̙ ̖͚̪͔̼̦w̺̖̤̱e͖̗̻̦͓̖̘̜r̭̥e͔̹̫̱͕̦̰͕ ̗͔̠p̠̗͍͍̱̳̠r̰͔͎̰o͉̥͓̰͚̥s̟͚̹̱͔̣t͉̙̳̖͖̪̮r̥̘̥͙̹a͉̟̫̟̳̠̟̭t͈̜̰͈͎e̞̣̭̲̬ ͚̗̯̟͙i͍͖̰̘̦͖͉ṇ̮̻̯̦̲̩͍ ̦̮͚̫̤t͉͖̫͕ͅͅh͙̮̻̘̣̮̼e͕̺ ͙l͕̠͎̰̥i̲͓͉̲g̫̳̟͈͇̖h̠̦̖t͓̯͎̗ ̳̪̘̟̙̩̦o̫̲f̙͔̰̙̠ ̹̪̗͇̯t͖̼̼͉͖̬h̹͇̩e͚̖̺̤͉̹͕̪ ͚͓̭̝̺G͎̗̯̩o̫̯̮̟̮̳̘d̜̲͙̠-̩̳̯̲̗̜P̹̘̥͉̝h͍͈̗̖̝ͅa͍̗̮̼̗r̜̖͇̙̺a̭̺͔̞̳͈o̪̣͓̯̬͙̯̰̗h̖̦͈̥̯͔.͇̣̙̝