Crane School

The Crane School was founded by Master Shen and his older brother, Tao after the dissolvement of the Mutaito Martial Arts School. After being deactivated in Age 753 but was revived in Age 821 by those who still followed the ways of the Crane.

This school is run and moderated by ArchAngel_99. If possible, please notify him on his Message Wall after you've added your Character in one of the Special Training Slot.

Fighting Style and Attack Learning

 * Canine Warrior Chu
 * Naikeman
 * Training Slot 2
 * Training Slot 3
 * Training Slot 4

Sparring Sessions
No Equipment may be used during the Sparring Matches
 * Canine Warrior Chu
 * Sparring Slot 1
 * Sparring Slot 2

Canine Warrior: Chu

 * Health: 750,000/750,000
 * Speed: 750
 * Strength: 750
 * Fatigue: 2,000/2,000
 * Equipment: None
 * Effects:
 * Reckless Combat - Chu uses 5% more Fatigue but deals 30% more damage.
 * Iron Warrior - Chu takes 30% less damage from all attacks.

Learnable Tecniques

 * Dodon Ray - A yellow ray fired from one finger, the Crane School's signature technique.
 * Spread Dodon Ray - Fires 5 Dodon Ray attacks for 1 Rush Count. 125 Fatigue Cost. Cannot be used on your next 2 turns. Must know the Dodon Ray before learning. Requires Requires second visit after learning technique.
 * Psychic Rock Throw - Hurl a massive rock at your opponent for 5x Punch Damage and a 10% chance to stun them. Once per turn, and cannot be used on your next two turns.
 * Crane Assassin Strike - The ultimate in Crane-style Martial Arts. Attack 10 times in succession with 2x Punch Damage. Once per turn. 100 Fatigue Cost. Cannot be used on your next turn.
 * Volleyball Fist - Knock your opponent around like you're on a volleyball court. Hits 5 times consecutively with Strength*45. 100 Fatigue Cost. Cannot be used on your next 3 turns.
 * Super Dodon Ray - You must first know the Dodon Ray and Spread Dodon Ray to obtain this technique. Requires a second visit after learning techniques. Can fire 5 per turn and deals Strength*60 with a 75 Fatigue Cost per ray fired. Cannot be used on your next four turns.
 * Life Force Blaster - The user must pay 10% of your max HP and 50 Fatigue per attack. Inflict half of sacrificed HP as damage to the opponent. You can fire up to five per turn. Has a 5% chance to stun the user after use. Cannot be used on your next three turns or if you are below 50% HP.
 * Assassin's Last - When two characters attempt to fuse you have a 25% chance to interrupt the fusion and cause the combined base stats of the fusion character to drop by .8x and has a 25% chance to stun the fusion character.

Fees

 * Tuition Fee: Z 2,000
 * Training Fee: Z 3,000
 * Sparring Fee: Z 1,500