CALLER MANEUVERS: Amongst a
few gifted combatants, there lies the ability to call upon the
wisdom of ancient warriors. The
fighter must be in excellent stamina
to do this. And the effects are very limited, due to the drain on
strength that this maneuver requires. However, the arsenal of
attack abilities that this maneuver allows to be possible are
well worth it, allowing a somewhat knowledgeable
player to give a higher ranking
opponent a serious threat.
If the stamina level is below
50%, caller maneuvers are un-achievable. Anything over 50% will
allow for them. But, the bar will act like a timer, steadily
draining the fighter of stamina until the bar reaches 50% or the
player initiates the cut-off maneuver, thus preserving the
strength of the fighter from further drainage. The maneuver can
be achieved over and over again, permitting the stamina bar will
allow.
When a caller maneuver is called upon, all the fighter's
normal maneuvers will be completely changed to the
ancient's selection of attacks for the
time being. Other than that, the fighter remains normal (except
for the stamina drain).
Each fighter that possesses this ability only has the
privilege of calling on one ancient warrior's abilities. (Which
fighter gets which ancient warrior is decided upon during the
creation of the character.)
It is rumored that in the purist form of a calling, the
true lethalness of the warrior's abilities is achievable.
However, the fighter's calling effectiveness seems to be a mere
20%, at best. It is unknown if such a 100% rating could ever be
achieved. But, it is also rumored that
Fire Light Industries is attempting to
create such a fighter.
These ancient warriors were believed to have lived before
written history was ever recorded. To
the few who can call upon them, great power seems to be the only
reward. At least, that's all they will let on about. Other than
that, there is no knowledge that exists on them.
VENGEANCE MOVES: Each fighter
has a background of information making them who they are, why
there here, and what they may have in mind. And not all of it is
at all good, intentionwise. And some fighters have past dealings
with other fighters. Some good, most not. And when two opponents
of the not-so-good face off against one another, that's where
these Straight-From-The-Fist maneuvers come into play. The hatred
between the two fighters is so great, they become quite capable
of performing maneuvers not otherwise achievable. Some are used
in mid-combat, others are finishing
maneuvers. But all are truly devastating. After all,
friendships and arenas don't mix.
FINISHING MANEUVERS: Every
fighter has at least one trademark finishing maneuver. Designed
to force their opponent to declare (other than vocally) defeat.
Ranging from bone shattering to head popping to eXploding their
opponent. But the real finishing maneuvers come in to play when
Vengeance Finishing Moves are
happening. In fact, the fighter is so enraged at their opponent,
they don't wait for the player to
enter some finishing sequence. They just right out perform it. In
fact, these moves are probably where Gore
Mode really becomes worth the cost.