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  1. Stone Dragon IV: - Shen Fist
  2. > Tags [Physical Resistance] [Item Damage] [High Damage] [Debuffs] [Single Target] [Break Defense]
  3. A kick boxing style favoring Muay Thai and Karate Strikes. It is all about causing external damage and over powering an opponent.
  4. Its techniques focus on wearing down the enemy and breaking through there defense with brute force. Its philosophy: More Power More
  5. Power More Power.
  6.  
  7. Strengths: Overwhelming Aggression, Extremely High Damage, High Defense.
  8. Weaknesses: Fighting Groups, Elemental Damage, Low Movement
  9.  
  10. Street Brawling IV - Cage Fighter
  11. > Tags [Ground Fighting] [Take Downs] [Single Target] [Cool-down Increase] [Lock Down] [Debuffs]
  12. A mixed martial bag, with a strong emphasis on ground fighting. The techniques include several methods of lock down, such as increasing
  13. enemy cool downs, restricting movement, grappling & pins as well as temporarily disabling limbs. It has a big weakness when going up
  14. against multiple opponents, but when 1-on-1 it reigns supreme
  15.  
  16. Strengths: Single Target Lock Down, Stacking Debuffs, Chip Damage
  17. Weaknesses: Being outnumbered, Non-Humanoid Physiology, Fliers
  18.  
  19. Bad Intentions Boxing IV - Boxer
  20. > Tags [Combination] [Zone] [Super Armor] [Martial Counters] [Single Target] [Precision Timing]
  21. An aggressive boxing style that utilizes counter punches and tight footwork, unlike most counter-punch builds its is highly aggressive,
  22. looking to cut-off enemy movement paths, pressure constantly, close distance quickly and create dominant angles for attack. The style's
  23. defense relies on precision timed ducks and weaves, as well as super-armor, a unique mechanic that negates 1 hit, while the attack
  24. animation plays out. With perfect and a strong arm it is said to be the perfect boxing style, critiques point out that without said timing
  25. and a high strength, it is ineffective and unreliable.
  26.  
  27.  
  28. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  29. Stone Dragon IV (24)
  30. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  31. High Tier Physical Immunity III :: Immune to tier 6 and below spells
  32. High Tier Physical Immunity III :: Immune to physical attacks from enemies below level 60
  33. Adamantine Bones IV :: Boost, Tier 10; DR25/-
  34. Slashing Resistance IV :: Greatly Reduce the damage you receive from Slashing Attacks
  35. Bludgeoning Resistance IV :: Greatly Reduce the damage you receive from Bludgeoning Attacks
  36. Piercing Resistance IV :: Greatly Reduce the damage you receive from Piercing Attacks
  37. Bone Crusher IV :: Boost, Tier 8; Bonus Damage, unarmed attacks inflict 1 stack of [Shatter] debuff in addition to
  38. regular effects. This is an attack modifier, only 1 attack modifier can be active at once.
  39. ¹Crippling Strikes II :: Enemies suffer 2 CON Drain while under the effects of [Shatter]
  40. ¹Lasting Breaks II :: The Duration of [Shatter] is greatly enhanced. (5 minutes)
  41. ¹Severe Shatter II :: [Shatter] is not removed from spell effects, instead remove half its stacks (rounding up).
  42. ¹Merciless IV :: You gain +1% increased attack and movement speed for 3 seconds after attacking an
  43. enemy with [Shattered] This applies for each stack of the de-buff they possess.
  44. Crushing Weight of the Mountain :: Enemies you Grapple or Pin, take damage each second and it is twice as hard for them to escape.
  45. Obliteration Fist I :: Attack, Tier 8; Deals massive damage (+8d6) ignore hardness and damage reduction. Can target items.
  46. Deep Roots of the Mountain :: Counter, Tier 3; You become almost impossible to knock down or move involuntarily.
  47. Armament Enhancement :: Action, Tier 5; Temporarily bolsters the power of the user's Physical Skills.
  48. Impact Blow :: Attack, Tier 10; Deals colossal damage to a single target, spammable if your stamina can sustain it.
  49. Parry :: Counter, Tier 3; Requires Precision Timing, intercept melee attack to negate it.
  50. Smash from the Air :: Counter, Tier 5; Requires Precision Timing, intercept projectile attack to negate it.
  51. Spell Smash :: [Smash from the Air] can now be used on spell attacks that require DEX save or Attack roll to hit.
  52. Flying Knee* :: Attack, Tier 4; User jumps forward and rams into the opponent with his knee, hitting twice if at close range.
  53. Breaks Block and Guard.
  54. Dragon Force Kick :: Attack, Tier 5; 200% chance to apply [Floating] to a [Stunned, Dazed, or Staggered] target. Deals very
  55. large damage. Has a Medium cool down (18 seconds)
  56. Fierce Dragon Thrust :: Attack, Tier 6; 200% chance to apply [Floating] to target hit, Medium cool down.
  57. Flying Dragon Claw :: Attack, Tier 6; User does a superman punch. Applies [Skull Crack].
  58. Dragon Roar :: Attack, Tier 7; Sonic Damage in cone. [Knocks Down] and [Grounds] Fliers.
  59.  
  60. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  61. Street Brawling IV (39)
  62. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  63. ²Ground Pound :: Attack, Tier 6; 3 charges, each attack has chance to remove stun immunity.
  64. ²Clobber :: Attack, Tier 4, Large damage, extends [Knock Down] by 2 seconds
  65. ²Headbutt :: Attack, Tier 6; Large damage, increases target cool-downs by 2.5 seconds.
  66. ²Pummel :: Attack, Tier 8; Deals Extreme damage.
  67. ²Knock Out :: Attack, Tier 4; Only on Dazed, Stunned, Staggered, Paralyzed. They become [Unconscious] for 1 minute.
  68. ²Arm Bar :: Action, Tier 6; Target loses control of limb for 30 seconds.
  69. ¹Lock Limb :: Counter, Tier 4; Reset Arm Bar cool-down, Apply [Grappled] to enemy for 2 seconds.
  70. ¹Snap :: Extends Arm Bar debuff to 1 minute. Target drops what they were holding.
  71. Power Drop :: Attack, Tier 10; jump into the air, deal damage on landing. Extra damage to [knocked down] enemies in the area.
  72. ³Meteor Slam :: Applies Irresistible [Grapple] on [Airborne] or [Floating] enemy, Throws them to the ground, dealing large
  73. damage and as 200% chance to [Knock Down] for 1.5 seconds.
  74. ³Falling Star :: Applies Irresistible [Grapple] on [Airborne] or [Floating] enemy, Throws them to the ground, dealing large
  75. damage and as 200% chance to [Knock Down] for 1.5 seconds.
  76. ⁴Seismic Toss* :: [Grab] Enemy, Lift them above your head then throw into the ground. Deals large damage in an area. Has 200% chance
  77. to [Knock Down] for 2 seconds.
  78. ⁴Domination* :: [Grab] Enemy, lifts enemy up hits them hard in the gut and sends them flying. Deals extreme damage to target.
  79. ⁴Take Down* :: [Grab] Enemy, headbutt them, punch their sternum, followed by an uppercut to their solar plexus, launching
  80. them upward, As they are about to drop down, hit them with a vicious hook to the back of their head.
  81. Applies [Skull Crack] and [Cracked Ribs] for 24 seconds.
  82. ⁴Comet Fall Crush :: Action; Tier 7; Target only [Floating] or [Flying] Enemies, Crescent Kick them, ending [Fly] and [Floating]
  83. until they hit the ground. Then [Pin] them. Medium Cool down.
  84. ⁴Dirty Fighting :: [Grab Enemy, headbutt them with a chance to stun, toe-stomp reducing movement by half, then elbow strike
  85. the head with with a bonus chance to stun, if they enemy is already stunned extend that duration.
  86. Knee Bash Throw :: [Grab] Enemy, pulls enemy head down and knees them (applies [Skull Crack] 12 seconds) then [Shoulder Throw] them.
  87. Shoulder Throw :: [Grab] Enemy, yank enemy past you, step forward with his back foot, lifts his opponent up above his head
  88. and throws them into the ground applying 200% chance for [Knock Down] for 3 seconds.
  89. Somersault Throw :: [Grab] Enemy, pull them toward you rolling them over you in a backwards roll. Your RESET speed is drastically
  90. increased for 2 seconds.
  91. Pin :: Action, Enemies you [Knock Down] can be held in place, reducing movement to 0. And extending [Knockdown] duration
  92. by 1.5s. Your movement is reduced to 0 while this is active.
  93. ⁶Punch :: Basic Attack; Can be done in [Low] [Medium] [High] versions
  94. decreasing speed, and recovery.
  95. Hook Slide :: Attack, Tier 3; Must be made while running, target enemy hit has -20% movement speed for 15 seconds and 100% chance
  96. to be [Knocked Down], also sets your stance to [Knocked Down]
  97. ⁶Kick :: Basic Attack; Can be done in [Low] [Medium] [High] versions
  98. ⁶Heavy Kick :: Basic Attack; Can be outward-back-swat, turning inward high-sweep, or outward back turn.
  99. ⁶Low Sweep :: Attack, Tier 4; 100% chance to inflict STANDING enemy with [Knock Down] Pierces Parry.
  100. decreasing speed and recovery.
  101. Shoulder Drop* :: Attack, Tier 3; [Knocks Back] a small distance, breaks active guards.
  102. ⁵Elbow Smash :: Attack, Tier 5; Increases target cool downs by 2 seconds. Breaks channels and Interrupts.
  103. ⁵Flow Destruction* :: Attack, Tier 5; Spin quickly to the side and strike the enemy flank. Disjoints. 3 Charges.
  104. ¹Merciless Barrage :: Flow Destruction has 5 charges.
  105. Over Powering Strikes :: If your Strength is greater than your opponents increase chance to stagger. If your Strength is double your
  106. opponents staggers are irresistable.
  107. Swift Recovery :: Action, 2/day; Recover 20% of maximum vitality as immediate action.
  108. ¹Second Wind :: Swift Recovery now recovers 20% of maximum stamina as well.
  109. Vengeful Retribution :: Action, 3/day; When you have a chance to dodge, block, or resist damage. You can choose to fail, then deal that
  110. much damage +50% to the enemy who caused it.
  111. ¹EX Boost :: Action, Long Cool-down. CD is reduced by dealing and receiving damage. 4 charges. Can be used to enhance attacks
  112. with additional features and damage.
  113. Vice Grip :: Resisting your [Grab] attacks is much harder.
  114. Inescapable :: Your [Grab] attacks are twice as likely to succeed.
  115. Pit Fighter :: [Grab] attacks on you are more likely to fail
  116. Reversal :: Counter, 4/day; Use only when an enemy [Grabs] or [Grapples] you, immediately apply that condition to them instead.
  117. Spinning Return :: Counter, Tier 6; Use only when [Knocked Down]. Remove [Knock Down], [Push Back] All enemies nearby.
  118. Medium Cool Down.
  119.  
  120. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  121. Bad Intentions Boxing IV (25)
  122. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  123. Heavy Fist IV :: Your unarmed attacks are equal to a Great Axe (d12 x4 critical multiplier)
  124. Sharp Reflexes III :: Precision timing abilities are slightly more generous
  125. ⁶Dash Gut Punch :: Attack, Dash Forward, {HLM} affects distance, speed, and damage. Applies [Crumples] on damage.
  126. ⁶Dash Straight :: Attack, Dash Forward, {HLM} affects distance, speed, and damage. Increases Recovery Speed for 5s
  127. ⁶Dash Swing Low :: Attack, Dash Forward, {HLM} affects distance, speed, and damage. 100% chance to [Knockdown] 1.5s
  128. If the enemy is already a low profile, it instead is an overhead strike dealing double damage.
  129. ⁶Dash Upper :: Attack, Dash Forward, {HLM} affects distance, speed, and damage. Increases Startup Speed for 5s
  130. ⁶Dash Feint :: Action, Tier 4; Dash Forward, Gain 2 stacks of [Super Armour]. If attacked during move,
  131. increase your critical damage for 5 seconds.
  132. Zone :: Action, Tier 2; Dash Backwards, Gain 1 stack of [Super Armour]
  133. Jab :: Attack, Low Damage, Chance to increase enemy cool-downs by 1 second. Chance to Interrupt.
  134. Cross :: Attack, Tier 2; Apply Effect based on how many Jabs have been made since last Cross.
  135. 1. High Chance to Stagger on Hit.
  136. 2. Punch is an Uppercut - 100% chance to apply [Floating]
  137. 3. Gain [Super Armour] it lasts 5 seconds instead of just the animation.
  138. 4. Powerful Punch with a 200% chance to [Knock Down]
  139. Arms Up! :: Counter, T3; Requires precision timing. Grants [Super Armor].
  140. ¹Full Guard :: Arms Up! Can be used as a channeling effect, with up to 5 stacks. Refreshing every 0.2 seconds.
  141. This drains Tier 6 stamina every refresh. You cannot move while channeling.
  142. ¹Pressure :: You can now move while channeling Arms Up! however cannot use movement abilities and have half
  143. your regular movement speed.
  144. ⁶Collar Break :: Attack, High Overhand, targeting the collarbone. Breaks Guard and Block.
  145. Gigaton Blow :: Attack, Tier 10; Deals Colossal Damage, Dashes Through the target carrying them with you then
  146. applying a significant [Push Back] based off the damage they took.
  147. Bob/Weave (Duck) :: Action, Counter, Tier 2; Moves forward in an odd way, twirling or ducking. You have limited i-frames during movement.
  148. ⁵Downward Hook :: Attack, Tier 8; Heavy overhand hook, applies [Skull Crack] for 12 seconds
  149. ⁵Hook Punch :: Attack, Tier 8; Wide Hook, applies [Cracked Ribs] for 12 seconds
  150. ⁶Machine Gun Blows :: Attack, Tier 10; After a brief charge up. Deliver 5 savage blows in blistering succession, types of punches depend
  151. on inputs. Individually punches deal a large amount of damage.
  152. ⁶Screw Smash :: Attack, Tier 8; Dash forward, 100% chance to [Knock Down]. The Strong version of this applies [Floating] to
  153. the enemy instead of [Knock Down].
  154. Annihilation: :: Attack, 2/Day; Deliver 8 savage punches that have increased chance of hitting multiple times. Each of the
  155. first 5 punches is guaranteed to to proc multi-strike once. With the last 3 guaranteed to strike 3 times. Each
  156. hit gains the Boxer Multi-hit chance. Punches can vary from inputs.
  157. Shrug Off :: Action, 10/Day; Apply the effects of [Greater Restore] to self as a swift action.
  158. Buffalo Stance :: In this stance, when you gain Super Armor if it is not activated by the time the animation finishes, it remains briefly.
  159. While in this stance, Gigaton Blow, Screw Smash, and Dash Straight all have largely reduced recovery time.
  160. Sharp Reflexes IV :: Precision timings are more generous.
  161. Punisher IV: :: Attacking an enemy during RESET, RECOVERY, or during their WINDUP or COOL DOWN animations deals +100% more damage.
  162.  
  163. ¹ Modifies an existing skill.
  164. ² Can only target [Grappled] or [Knocked Down] enemies.
  165. ³ Can only target [Floating] or [Airborne] enemies.
  166. ⁴ Grab Attack or Throw
  167. ⁵ Can only be used after certain moves.
  168. ⁶ Attacks can be done as Light, Medium, or Heavy. Increasing wind-up, Damage, and Reach, while decreasing recovery and animation speed.
  169. * Confers [Super Armor]
  170.  
  171. Damage Scale:
  172. Extremely Low > Very Low > Low > Average > High > Very High > Extreme >>> Colossal
  173.  
  174. [Shatter]: target suffer -1% to their physical action and movement speed per stack. Duration 1 minute.
  175. [Flat-Footed]: Cannot actively Block or Parry and cannot make reactions.
  176. [Root]: targets movement speed is set to 0, they cannot use abilities or spells that alter their location.
  177. [Super Armour]: Absorbs a single attack without being harmed or affected, lasts until the animation finishes.
  178. [Stagger]: Mini-stun, Cancels the target's Physical or Supernatural action, breaks concentration spells and channeling.
  179. [Push Back]: Moves the targets back a small distance.
  180. [Knock Down]: Forced prone, to stand up requires moving into RESET frame state.
  181. [Crumpled]: Multi-stage state. Mini-stun > Floating > Knock Down.
  182. [Floating]: Similar to jump but your animation is set. You cannot evade, block, parry, or actively defend.
  183. STANDING: The default frame / animation state. Unrestricted access of your animations.
  184. JUMPING / FLYING: Being hit in this state will often forcefully set your state to RESET. Some moves still can [Knock Down].
  185. RESET: Only occurs after jumping, floating, or standing up. Any normal hit during this time will move you to Standing State. Animation Locked.
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