Graceful Geisha: Can automatically dodge one attack per round.
Serenity: Will never enter fury.
Flower Chain: If a full combo of regular strikes lands, a random status effect will be inflicted.
Overview: Ivy is the heir to the 2nd richest family in Neo-City. The Izumi family have largely operated 'behind the scenes' because of their Yakuza ties. But Ivy has become a public figure and along with her mother and father have become public figures, promoting the X-1 fighting tournament for the last 6 years. Ivy hopes to turn the family business into a legitimate fighting enterprise so has put everything into promoting her fight cards.
But since a fateful day when she was saved from an Assassin by a young man called Kyo-ji, she realised that she would have to search harder for the best talent in the land. And entered the underground fight circuit herself.
Cherry Blossom: A counter to any kicking move, the ankle will be caught and lifted to a graceful sweeping move to ground the opponent.
Birdcage: A counter to any punching move, opponent will be stunned after their attack is deflected.
Dancing Fireflies: A graceful pivoting move which puts you to the opponent's side followed by a wrist throw.
Sake Bomb: A short shocking palm thrust to the face, can be used as a stunning attack move or as a counter to a grapple attempt. Has chance of causing dizzy or stun respectively.
Finger Trap: A wrist and hand submission hold used on either a standing or grounded opponent. Can cause the opponent to 'break' if used on the ground.
Keys To Victory:
Ivy is neither strong or damaging but her amazing technique means that she will execute her interesting moves with relative ease. She is a totally defensive fighter with an emphasis on countering and inflicting a wide range of status effects on her opponent to render them helpless. She is also very fragile so use her techniques to avoid damaging moves at all costs.
Raider's Armor: Cant be stunned by any body strikes.
Mountain Madness: Can immediately recover from one status effect per round, but has a chance of self inducing fury.
Stand and Fight: Can attempt to lift a downed opponent to their feet. If successful, the opponent will be stunned.
Overview: In his younger years Sven Halgren had great success on the indie pro-wrestling circuit. Building a very big fanbase around his 'proud viking' persona in the ring. After the death of his grandfather who inspired him to wrestle. He began to look further into his family tree to discover he actually was a descendant of Viking Warlords, and then took a 5 year hiatus from the pro-circuit. To travel to the mountains to put himself through truly hardcore training that he felt was 'viking' appropriate. Now back to civilization after half a decade of solitude. He know wants to prove himself as a fighter outside of the ring. To do his family proud as a warrior.
Snap Suplex: A Suprisingly fast back suplex which can only be initiated from the clinch. Optional to leave Sven standing or grounded with opponent afterwards.
Cold Shoulder: A charging shoulder attack which has very high knockback and covers a lot of distance. But can't be used to as part of a combo.
Polar Driver A modifed Michinoku Driver II Whixh starts with a bear hug if used from the clinch.
Absolute Zero: An Inverted Cloverleaf Which can be held over multiple turns, causing a range of different status effects as it is held. Can only be used on a grounded opponent while standing.
Ride Of the Valkyries: A lifted powerbomb which can be used from the ground or standing on a grounded opponent. Will do extra damage if used from an elevated position.
Viking Horns: A hard headbutt with a high chance of causing dizzy, which is immediately followed by a clinch attempt.
Keys To Victory:
The Frost Raider's slow movement make it difficult for him to approach or escape, but once he is in close range he is absolutely devastating. Focus on landing big wrestling moves not only for damage but for the psychologic effect both on you and your opponent. Don't think too defensively your Raider Armor ability will provide you the resistance to close the gap and wreak havoc.
Never Back Down: Suffers no penalties from fighting off her back.
Smart Mouth: Can occasionally cause, Shock, Berserk or Break with taunts.
Lockpick: Can automatically escape one grapple hold per match.
Overview: Jacqi was born to fight, her parents speculated that's she probably has the same 'gene' as her scrappy cousin Han. Thrown out of every school she every attended for fighting. Jacqui has now all but given up on education to pursue prize fighting. Using the money to maintain her independence from all authority figures. She hopes to win enough money to start her own fight club, so she can do what she loves every day.
Triangle Trap: A counter grapple Triangle choke that can be attempted from any position on the ground as a response to an escape attempt or an offensive grappling move.
Kick & Pick:A roaring roundhouse kick that transitions into ankle pick takedown from the outer orbit or a double leg takedown from the tight circle.
Rain Down Hell: A 3 punch 'ground and pound' strike followed by a devastating top elbow strike with stun and dizzy properties. Can only be used from the mount on the ground.
Locker Combination: A combination of either a low leg kick and a knee to the body OR a body punch and an elbow to the head, followed by a very fast dirty boxing uppercut. Can only be used in the clinch.
My Anaconda: A surprise rolling anaconda choke from the clinch, grounds both opponents and is effected by the floor and anything in the way of the roll.
Supergirl Punch: A fast flying over hand punch that closes the distance between the two combatants. Will leave Jacqi vunerable if it misses.
Keys To Victory:
Jacknife's true strength is with her versatility. She can pose a threat from any distance and aspect of combat, and has a plethora of moves and techniques to creatively keep your opponent guessing. Her stats are not super impressive though and she is a little bit of a glass cannon with her low toughness and hitpoints. So you don't want to take too many chances. Although her high charisma makes her taunting abilities an attractive gamble.
Street Magnet: Is incredibly difficult to throw off his feet. Opponents must take bonus penalties to attempt it.
Handcuff: Grip is very difficult to break. Added penalties to escape.
Iron Cop: Is immune to 'broken' state.
Overview: A proud cop from a proud family of cops. Marcus was always willing to go the extra distance to challenge himself in his department. So he took one of the riskiest undercover roles as possible in the violent area of Neo-City's South Side. Although he carries a fire-arm Marcus despises death and has instead built upon his childhood martial art of Judo, mixing in street fighting to better suit his current environment. He would rather stop and drop his opponents with technique before using a deadly weapon. In and between major cases, Marcus finds himself in street fighs with those who want to prove themselves against him. With a large reputation on his block, he has found he has a taste for keeping that rep as the toughest around.
Street Sweeper: A fast and effective leg sweep tripping throw. Will instantly ground an opponent. Damage varies on surface of the floor.
Dirtnap: A wrist trap followed by a heavy over shoulder throw that grounds both Marcus and the opponent. The initial wrist trap can be used to counter a punch.
Charlie Horse: A dirty and heavy punch to the back of the opponent's leg. Starts with a pivot and has high stunning ability along with possible speed penalties.
Biker Crank: A wrenching modified arm-bar grappling attack. Can be used as a 'flying armbar' from a standing position, though is harder to attempt.
Stomp The Yard: A heavy, dual purpose foot stomp that can be used to trample an opponents foot as a surprise attack. Or as a follow up on a downed opponent.
Keys To Victory:
Marcus is best when he is up close and personal. Roughhousing in the closest of quarters and making it a brutal streetfight. Utilise his grappling skills to throw your opponent around the arena into hopefully hard walls, floors and anything else around. His striking is very limited (1 combo chain) and is best used as a 'surprise' tactic when option are running out.
Iron Shirt: A defensive effect move which greatly increases resistance to damage to the body for the next 4 turns. (To the nearest half rounded down).
Monkey King: An immediate acrobatic maneuver of your choice is successfully performed. Once per round
Cunning Cobra: While his health is above 70 he will have counter bonuses.
Overview: Han was always too energetic and competitive for his class at the dojo. He was interested in fighting but never spirituality. Although a heroic young man with a good heart. His hotheaded nature means that he would never graduate as a Shaolin and has instead chosen to find his own path in the world. Honing his skills as a warrior in the wild open world of combat. Also an amazing cook.
Sparkling Tiger: A fast counter elbow strike to the opponents mid-section. Has high stunning properties.
Soaring Kites: A counter-wrist throw, used to parry grapple attempts or to follow up a grapple of your own.
Golden Roar: A forceful double palm thrust loaded with Ki energy, with very high knockback.
Monkey Flip: A Rolling back throw which can be used as a clinch counter. Far throw distance.
Year of The Dragon: A high speed flying dragon kick which covers distance very fast, but will cause damage to Han if missed. But will cause dizzy if landed.
Keys To Victory:
Although somewhat fragile and not very damaging. Han excels in counter fighting, especially when it comes to grappling. His fast attacks can keep an opponent off guard while he sets up to open with offenses of his own. Many of his moves can send an opponent far distances, so use the environment to your advantage too.
Combat Rolling Can combat roll as an approach or an escape, granting immunity to certain attacks during the move.
Champion Spirit Immune to Broken, Dizzy and Rage when health is lower than 40.
Warrior's Rage Can increase striking power for one turn per match to add extra damage rolls and status effects for every attack in that turn.
Overview: Ryo-Ji is a tough, experienced fighter based in Neo City. He doesn't have much of a story that is known. He was raised by his grandfather and was studying martial arts from the age of 6. Throughout his teens he competed in various world tournaments and built a name for himself on the Asian fighting circuit. He came to Neo-City to learn about 'The Fighter's Path' a legendary pilgrimage said to bring great frotune to those who wish to take it.
Gameplay-wise Ryo-ji is an effective and easy to use striker, with good hard hitting combos and overall balanced stats and no weaknesses, though his grappling game is fairly underdeveloped. He is also a polite man with experience of traveling the world, and most find him easy to get on with.
Hard Falcon: A Short Knee, followed by a short rising punch and finishing with a spinning back kick.
Falling Leaves: A Left knife hand strike, followed by a quick shoulder charge and then finally a shoulder throw.
Rising Demons: Three powerful lifting spinning high kicks to the head.
Canyon Beast: A snapping front kick followed by a series of 3 short, heavy karate punches to the mid section.
Keys To Victory:
Ryo-ji is a balanced and straightforward fighter who excles at full offensive hard striking. He is better at striking approaches than grappling, and can try and rely on his solid stats to 'give and take' his way to victory. Defensively he has less options. But can set up some high damage counters.
Flicker Fury: Can alter any jab into a 'flicker' jab for less damage but with higher counter penalties for the opponent.
Fancy Footwork: As long as her hitpoints are above 60 she has an extra 'move' command each turn.
Granite Chin: Will never dizzy from a standing strike.
Gatling Girl: Chain two specials together once per round.
Overview: The adopted daughter of the great DuShane 'Duke' Daniels, Callie could throw combos before she could walk. She slept, ate, and breathed everything boxing. Movie nights would be watching tape of classic fights and story time was simply various boxing encyclopedias. She racked up an amateur record of 112-0 by the age of 22 and then soon turned pro. The only problem was, she absorbed and lived boxing so much, she never really found the love for it. And only seemed to compete because it was the one thing she knew she was the best at. But competition was easy, and her fights were either brutally short, or her arrogance would have her toy with her opponents in a classless manner before destroying them. After becoming champ at 25, she decided it was time to do something else. It wasn't until her bad attitude got her in a street fight with kung fu fighter which she lost, did she find the true love for fighting again. Now it was time for the 'Queen Of The Ring' to test herself against various disciplines, to see the true extent of her boxing abilities.
One, Two, Third: A jab, straight followed with a low body hook. Good stun properties.
Smash and Grab: A fast 'smash' punch immediately followed with a single collar tie clinch with the other hand.
Sting like a Wasp: An evasive circle step followed by a pivoting check hook.
Queen's Scepter: A simple, amazingly fast and heavy haymaker punch with a high chance of knockdown.
Keys To Victory:
Callie is a viciously fast and effective puncher but has almost no kicking technique. Her grappling is also abysmal but she is an expert at standing striking, measuring distance and keeping her opponents on the end of her punches. Depending on your opponent, you might want to bum rush with combos and keep stunning your opponent to pile on finishing damage quickly, or stick and move to wear down and frustrate your opponent, take full advantage of counters to land high volumes of strikes at openings.
This is just a placeholder for my new fighting system. A limited action based fighting system where two players can fight using pre-made characters. Like a fighting game for text. But with an independent third party (one or more persons) to resolve the results of each round (post).
Example Of Sequencing In this competition there is a fighting game showdown Player A is using the Karate Fighter and Player B is using the Boxer.
Player A: My dude throws a straight arm punch to the mid section, then weaves to the right, and attempts a hold.
Player B: My Character attempts to slip the punch, throw a jab at his chin and then shove to counter the hold attempt
Moderator: The Boxer who has a much higher speed stat is able to literally beat the karate fighter to the punch, slipping and landing the jab perfectly on the chin of the karate fighter, who doesn't even get a chance too throw his punch. However, weaving to the right he is able to dodge the shove and succesfully go through with his hold. His much higher strength and the timing of the attempt mean that the boxer is now caught. Both players are now In the clinch*.
*In the Clinch is one of the 4 states that two fighters can be in. The clinch represents two standing fighters in a grappling state.
(Now Player B will decided to forfeit all 3 actions to use a Special Attack, these can be used at anytime unless stated otherwise, but not if a special attack or a chain combo was used the last turn.)
Player A: My character will attempt to Headbutt the boxer then trap the arm for a tighter clinch and finally execute a foot sweep trip.
Player B: My boxer is enraged and uses the 'Kidney Killer' Special Attack.
Moderator: Once again the boxer's speed trumps the opponent and her fist blazes in a upward motion slamming into the right side of her opponents back, causing him to jolt and completely fail the headbutt attempt. But he was still able to then quickly trap his opponents arm to prevent any further punching. Now when he attempted his sweep, his superior technique and strength meant that he was able to complete the trip but his body was now in so much pain he doubled over and gripped his kidney, coughing violently. Players are no longer in clinch. Boxer is lightly tripped Karateka is on knee and stunned*.
*Being stunned means that for the next turn you only have 1 action instead of 3 as is the time it takes to recover.
I'm Dynamo Frokane
I'm an experienced RPer. I mainly like to GM original concepts that push the boundaries of RP.
Click the Icons for some of my main RPs (not all are active, but feel free to message me if you want to start one of them up.
[hider=Harems & Reverse Harems for the greedy Romantics]
[u][center][b]The[color=ed1c24]H[/color][color=f26522]a[/color][color=fff200]r[/color][color=39b54a]e[/color][color=00aeef]m[/color] Center 1x1 MegaThread[/b][/center][/u]
[hider=Dystopian Pilots and Dogfighting]
[color=ed1c24][u][center][b] The Sky Warriors Universe Thread[/b][/center][/u][/color]
[hider=Become a Superhero]
[color=00aeef][u][center][b] The Maximum City Superhero Sandbox[/b][/center][/u][/color]
<div style="white-space:pre-wrap;">I'm Dynamo Frokane<br><br>I'm an experienced RPer. I mainly like to GM original concepts that push the boundaries of RP.<br><br>Click the Icons for some of my main RPs (not all are active, but feel free to message me if you want to start one of them up.<br><br><div class="hider-panel"><div class="hider-heading"><button type="button" class="btn btn-default btn-xs hider-button" data-name="Harems & Reverse Harems for the greedy Romantics">Harems & Reverse Harems for the greedy Romantics [+]</button></div><div class="hider-body" style="display: none"><span class="bb-u"><div class="bb-center"><span class="bb-b">The<font color="#ed1c24">H</font><font color="#f26522">a</font><font color="#fff200">r</font><font color="#39b54a">e</font><font color="#00aeef">m</font> Center 1x1 MegaThread</span></div></span><br><br><div class="bb-center"><a href="https://www.roleplayerguild.com/topics/170258-harem-reverse-harem-mega-interest-check-m-or-f/ooc#post-4591791"><img src="http://cloud-3.steamusercontent.com/ugc/268346059249507029/237CEF85660B0E9EDEABD25570C7B794A4C576CE/?interpolation=lanczos-none&output-format=jpeg&output-quality=95&fit=inside%7C268%3A268&composite-to=*,*%7C268%3A268&background-color=black" /></a><br><font color="#8dc73f"><span class="bb-i">(Currently Active)</span></font></div></div></div><br><br><div class="hider-panel"><div class="hider-heading"><button type="button" class="btn btn-default btn-xs hider-button" data-name="Dystopian Pilots and Dogfighting">Dystopian Pilots and Dogfighting [+]</button></div><div class="hider-body" style="display: none"><font color="#ed1c24"><span class="bb-u"><div class="bb-center"><span class="bb-b"> The Sky Warriors Universe Thread</span></div></span></font><br><div class="bb-center"><a href="https://www.roleplayerguild.com/topics/159703-sky-warriors-extended-universe/ooc"><img src="https://cdn.dribbble.com/users/239102/screenshots/2614721/aircrafts.gif" /></a><br><font color="#f7941d"><span class="bb-i">(Currently Inactive)</span></font></div></div></div><br><br><div class="hider-panel"><div class="hider-heading"><button type="button" class="btn btn-default btn-xs hider-button" data-name="Become a Superhero">Become a Superhero [+]</button></div><div class="hider-body" style="display: none"><font color="#00aeef"><span class="bb-u"><div class="bb-center"><span class="bb-b"> The Maximum City Superhero Sandbox</span></div></span></font><br><div class="bb-center"><a href="https://www.roleplayerguild.com/topics/169210-maximum-city-the-superhero-sandbox-ooc-is-up-currently-accepting/ooc"><img src="https://media.giphy.com/media/EoVHgvluUsb0Q/giphy.gif" /></a><br><font color="#8dc73f"><span class="bb-i">(Currently Active)</span></font></div></div></div><br><br>-Dynamo</div>