Methods of Training
Taijutsu: A martial arts technique that relies soley on body dynamics
Power Training:-You stand in the shadow of a monster carved of rock, to achieve your goal you must destroy it in 5 moves with no other weapon than your own body. Roll 1-10, the statue has 25hp.
Speed Training:-adding the sum of the numbers when rolling between 1-10 your cumulative total has to be over 50 within 10 rolls. Just for the fun of it let's say that every number of your post represents a mile traveled and every post represents a timespan of 6 minutes; so...you're trying to cover at least 50 miles in an hour.
Endurance Training:-An enormous stone stands before you, you are told to gather your strength as the task is described...you are to hold the stone up for at least 5 posts, roll 1-10 but to roll lower than a 4 is to drop the boulder.
Seishin Teki Kyoko: A series of techniques stressing the importance of spiritual refinement
Meditation:-Strength is nothing without power of mind. The eyes see across fields but the mind can see across oceans and time, the arm can wield a blade but a good thought can rally a thousand swords to its cause, the sword is sharp but what good is it without a strong will to wield it? Meditate in the depths of the mountains for 4 weeks with only the stream of water to sustain you; for 4 posts straight roll all even numbers using only numbers between 1-10
Beneath the Waterfall:-bear the weight of the crushing waterfalls upon your shoulders. Roll a 1-20 for 10 posts straight, assume the waterfall does 10 damage; subtract the difference from your health.
Trial of Stone:Resting in the rising light of the mountains of Japan are a group of Buddhist monks who to this day train mind, body, and soul through a series of vigorous and trying techniques. One such technique consists of beating away at a stone with merely your fingers, it is rumored that over time and with dedication some monks have developed the ability to kill on impact. While the monks of this land are far too peaceful to utilize this practice for pursuits of war this training is one of the three that exists for the attainment of this particular degree. Strike at the stone with fingerpoint using a random number draw that falls between 1 and 30, you must roll a perfect 30 to signal your mastery of this technique.
Sword Mastery: Proficiency in using a sword for purposes of combat
Wall of Steel:From the blood of war kings rise and heroes are born. To each class of men certain skills once without purpose are overnight made necessary and to the heroes specifically the ability to defend oneself becomes one of those necessities. For while it is true that it is possible to kill without any recognition given to defense heroes are made legends in part to the fact that they live long enough for their name to spread. The term "wall of steel" originates from an ultimate defense honed by masters of the blade and shield; so quick to respond to attacks are they that it might almost be that their sword becomes an impenetrable metal shield by which they are fully protected. 5 attacks will be made against your person by sword, spear, and arrow...you must block every single one. Roll 00 10-sided dice where every other number in the sequence counts as an attack and every following number as a defense. In order for you to be considered as having completed this training your defense must always be equal to or greater than your attack.
ex. on the dice where "A" represents attack and "D" represents defense:
2, 5, 8, 10, 5, 6, 7, 9, etc.
A, D, A, D, A, D, A, D, etc.
Stone Sentinels:Colossal golems of soil and rock rumble around the arena, your objective is to defeat 10 of these simultaneously. Each of these golems has 10 health and your own health is equivalent to that in the battle listings. Roll 11 10-sided dice, the first number of which represents your damage and all succeeding numbers the damage of the golems. If you were to roll a 10 and all the golems a 5 then you would do 5 damage to EACH golem. On the flipside the damage you sustain would be equal to that of the sum of the difference between all Golem's rolls greater than your own. For example, if you were to roll a 5 and all the remaining 10 golems a 10 then you would be dealt (5 times number of remaining golems...10) 50 damage. With every Golem you kill decrease the number of dice rolled by 1 so as to keep the number of dice rolled and number of golems in direct relation to one another.
Walk of Faith:Two figures stand silhouetted against a dark sky, nothing but the empty air and awaiting death between them. Both swordsmen draw their blades and in an instant as the fading light of day flashes once more in each their swords the two men charge and connect. One falls dead to the earth with a thud and the other walks away with the cost of another life to his future. The victor between these two men was determined by he who could better harness his own living determination and through practice forge it into a single and concentrated burst of speed. In resonance with the described battle you must learn to unlock and release that hidden power which for a moment at least will allow you to move faster and stronger than is capable of man for in the truest battles it is only in that split second that the fight is won even if the match lasts over a day in its entirety. In controlled step run across a body of water...about 10 powerful steps will bring you to the other side of the lake. Roll 10 10-sided dice and have the numbers alternate between even and odd digits when read left to right.
Arcane Arts: Esoteric understanding of the world and its inner workings allows for control of the elements. (Magic, in other words)
Elemental Mastery:fire - roll a certain number
earth - roll a certain number
wind - roll a certain number
water - roll a certain number
Elemental Storm - roll at least a 5 on every dice, 4 dice..10 sided dice
[to be updated!]