Defensive-Martial-Arts!
LVL 1: Kōsoku rōru (quick-roll)
[Type]: Defensive Melee, Unarmed/Weapon
[Description]: The user rolls forwards quickly, letting their
shoulder touch the ground firstly of all body-parts as they roll, bending their head to the side to avoid connection with the ground and through that head-injuries, this is without no doubt the most overly-nagged trick in the martial-arts, and allows a person to even from running from full speed to be able to roll around without taking a major beating, at times the users legs are used to propel the user with improved speed forwards.
[DF-Effect]: Provides a +2 to dodge/block maneuvers.
[Special]: User may pay +2 more RP to grant it an additional +1 defensive-roll, and if it is paid and the user successfully avoids the attack aimed at him/her their following offensive action has a +1 to hitting or damage.
Martial Arts LVL 2: Daradara-Kawa Kaunta (Flowing River Counter)
Throughout Martial arts history, many people have been trained to be like a flowing river. On the outside, it seems calm, soothing, but if you interfere, and you aren't sure-footed, it will drag you away, and punish you. Taking this concept, When the user is attacked, he or she flows around the attack, or even pushing it aside, at the moment of imbalance caused from the attacker's missed attack, the user takes this chance to sweep their attacker away, by throwing the attacker through the air and onto their back.
[DF]:On a successful block/dodge, the user gains a counter attack that deals 1d4+str. Nothing else added. If used more than once in a single round, the user loses their next offensive action. Cannot be used with any other technique.LVL 3: San Fīto kaihi kōdō (three foot evasive action)
[Type]: Defensive Melee, Unarmed/Weapon
[Description]: In three quickly turned footsteps the user has learned to quickly step around their opponent in an to end up at their side or at their back in an evasive manner, this is usually followed up with an attack of opportunity at the open opponent's side, this technique is used as a basic in most martial arts and is together with the "Kōsoku rōru" one of the most raggedly trained moves in the martial arts.
[DF-Effect]: Provides a +2 to dodge/block maneuver on success the users following
offensive melee-attack strike has a +2 to hitting and damage.
LVL 4: Chūgaeri (somersault)
[Type]: Defensive Melee, Unarmed/Weapon
[Description]: The user preforms a somersault is an acrobatic exercise in which a person does a full 360 degree flip, moving the feet over the head. A somersault can be performed either forwards, backwards, or sideways and can be executed in the air or on the ground, this is mostly used as a evasive-maneuver against
low-aimed sweeping attacks, or attacks aimed at one in aerial to be able to avoid said easier, and in a stylish manner.
[DF-Effect]: Upon defensive-failure can be activated to enable the user to re-roll.
(limited to one try per incoming attack, 2 round cooldown after use)
LVL 5: Hansha sutansu (reflective stance)
[Type]: Defensive Melee, Unarmed/Weapon[Description]: The user concentrates to an extreme-amount drawing lines in the ground leg-length in front of him/herself these lines are later on user as a calculation of timing and when to strike, this technique utilizes perfect concentration and control to be able to completely deflect away all attacks aimed at the user, by flowing an extreme amount of mana into his/her hands the user is able to oppose the mana-flow int the opponents attacks thusly deflecting them away from the user itself in a inhumanly defensive manner, as this technique requires an abnormally high level of concentration the user is unable to move from their spot as they control the flow of mana in their body.
[DF-Effect]: For the 2 following rounds the user is unable to attack-dirrectly,
the user will however at any energy-attack directed at him/her be able to roll
their
against the incoming attack roll of the energy attack,
on sucess you avoid the attack and roll a 1d4 upon roll of 4 the energy-attack is
deflected back at the opponent using the attackers original roll and whatever bonuses that
was applied to the attack, the user also has a +4 to defensive manuevers in-general
and upon avoiding attack of a melee strike the user does a counter-attack-attempt
that upon hitting deals 1d6+2++Melee-Damage Innates to the attacker.
1-10
You are but a fledgling monk, studying the ways towards Enlightenment. You start as basic gear in your travels under your belt whether or not you follow the path towards the closed fist or open hand, you are constantly challenged by the world or center yourself in the gray matter knowing the right or wrong or not involving yourself.
15-20
At this stage you might have created your own stances or trained by your Master, able to control your Ki at a better stage and utilize it into physical form against your foes.
20-30
You have been training for months or years by now, you are able to create and expand your powers and continue down your path. With the knowldge you've gained your wnlighten path might be coming nearer, you've studied much of the world lore around you and still have resisted the temptations of sins and off worldy nature.
30-40
You have come far, you've reached your enlighten path and your powers able you to unlock the most forbidden techniques the Master monks know, or..deep within you. With this great stage many will come up to you for wise answers..or fear you.
Monk Orders
Iron fist(Might change)
Lawful evil monks
Located in Bo Kung city
Masters:
???
Temple of Soul hidden
Located at beginner stage-Island Ryuju
Masters:
Master Kotetsu Gouken