F̶i̶-Flower Club
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F̶i̶-Flower Club
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ALMOST EVERYTHING 𝐓he sun rises for everyone, not just those who chase it. |
F̶i̶-Flower Club
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‘Cause I’m your lady and you are my man [The Power of Love, Celine Deon]
iNPC: Allyssa Adele Schmidt
F̶i̶-Flower Club
MOVE LISTS (rrraaaaghhhh dino noises, ignore this post, i'm just sorting through my list and adding stuff)
As Asa put it :
trying a 4-4-1-1 format for starting out, moves then vary more loosely
y1 - jab, punch, stop kick, front kick (4), mount, mount esc, side, side esc (4), double leg (1), armbar (1)
y2 - add uppercut, backfist, sidekick, tracers (dc for tracers decreases as yr increases?) (4), guard, guard esc, rear, rear esc (4), single leg (1), shoulder lock (1) - bonus: level change
y3 - add blitz p & blitz k (2), lock up (1), 1 throw 1 & 1 trip (2), choke (1)
y4 - add knee strike, elbow strike, raise cheat moves DC (ref should be more watchful since they should be more skilled) (3), speed(?) (raise opp eva for offensive grapple moves) (1), 1 throw 1 & 1 trip (2), Sub prof (choose a category) (1) - bonus: southpaw (high DC)
y5 - unlock combo (or longer combo) moves(?), followthrough (like a 360 kick but can be used with all kicks, if you need clarification i can explain) (2), unsure (1), 1 throw 2 (1), Sub prof (choose a category) (1)
y6 - unsure will get back to you (1), unsure (1), 1 throw 2 (1), sub prof (choose a category (1) - bonus: leg locks
y7 - choose 1 super ultra move/combo(?), choose an "ability"(?), irdk man.
Reducio
everyone gets 5 action points
and each action costs some amount of it
(each round)
so like a normal kick could cost 1 action point
we could try that with the club
All moves in Y1 cost 1 AP except locks, those cost 2
And maybe combos eat a certain amnt of action points? If we want to introduce those. Like maybe combo 13 (hook, punch, hook, round kick) could cost 3 instead of 4 if you use it as a combo?
and each year you graduate you get more action points per round
weight classes almost. Like y1-y3 and y4-y7.
Dislocations?
with bonus crit success ranges??
you get a 20% and if you roll it you successfully dislocate your opponents limb
then they either have a choice to forfeit or continue but with their stats reduced
sacrifice a few points to get the dislocation fixed and then continue with reduced stats from the pain since that can be seriously dangerous
Forfeit still being an option
Y5- Combo (a 121 or something basic, you can add more throws at cost of ap. Same for followthrough. A lock that you have to break out of with -3 dc every round and -50 health.
and with subprof we can give them option to choose an ability esque thing, where one makes your dc for locks 1 or 2 values less
or the other makes your hit or combo dc less by 1 or 2 points
5vies can pick which type's dc to reduce
We can give y6 the same ability choice and a throw with a high dc
Same for y7
and each action costs some amount of it
(each round)
so like a normal kick could cost 1 action point
we could try that with the club
All moves in Y1 cost 1 AP except locks, those cost 2
And maybe combos eat a certain amnt of action points? If we want to introduce those. Like maybe combo 13 (hook, punch, hook, round kick) could cost 3 instead of 4 if you use it as a combo?
and each year you graduate you get more action points per round
weight classes almost. Like y1-y3 and y4-y7.
Dislocations?
with bonus crit success ranges??
you get a 20% and if you roll it you successfully dislocate your opponents limb
then they either have a choice to forfeit or continue but with their stats reduced
sacrifice a few points to get the dislocation fixed and then continue with reduced stats from the pain since that can be seriously dangerous
Forfeit still being an option
Y5- Combo (a 121 or something basic, you can add more throws at cost of ap. Same for followthrough. A lock that you have to break out of with -3 dc every round and -50 health.
and with subprof we can give them option to choose an ability esque thing, where one makes your dc for locks 1 or 2 values less
or the other makes your hit or combo dc less by 1 or 2 points
5vies can pick which type's dc to reduce
We can give y6 the same ability choice and a throw with a high dc
Same for y7
Stuff to add later :
Reducio
jump kicks, hook kicks, crescent kicks, all the kicks, Taekwondo kicks for upper years
Pressure point moves too
Pressure point moves too
All of this still needs to be edited (lack of time rn), but it'll be done before NYE and these are either our thoughts or basic rules we have come up with so far.
Putting this here just to let all the people who signed up know that i didn't abandon this, just got too busy.
Huge thanks to @Astra Norrick, @Elisa Shakestra and @Aleksandra FairBairn for brainstorming this list and making up huge parts of it.
In addition, feel free to dm or owl me if you have any recs or think something can be added or removed or have suggestions of any other kind for the moveset or the game mechanics. I would love more input.
| Prat Pass - Slytherin | |
Sta: 7 | Eva: 10 | Str: 6 | Wis: 7 | Arc: 7 | Acc: 13 |
Sta: 9 | Eva: 15 | Str: 0 | Wis: 7 | Arc: 5 | Acc: 15 |
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Avis Marlong | ”She won't cry or beg for help...she'll isolate from the world and fight her own demons so that nobody can throw it in her face later.” |
"The odds of hitting your target increase dramatically when you aim at it." Benji Marecos |
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Last edited by Erendriel Ravaxidor on 29 Nov 2024, 15:11, edited 1 time in total.
Virtuous and fair, ㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤroyal and gracious. |
ㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤ | The Heiress ㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤ |
F̶i̶-Flower Club
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F̶i̶-Flower Club
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F̶i̶-Flower Club
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Valkyrja Hjörþrimul-Kapadia
✧ I'm just a girl ✧