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(Trying out the new AB template. Kinda ugly I think, but now I can make simple edits and change every entry!) |
Chimalmatko (talk | contribs) m (Chimalmatko moved page Tekura to Tekura (skill)) |
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__NOTOC__ | __NOTOC__ | ||
{{SkillHeader}} | {{SkillHeader}} | ||
{{SkillTableRow | | == Abilities == | ||
{{SkillTableRow | | {{SkillTableRow |Combo|White Belt|0|Perform a swift combination of attacks. }} | ||
{{SkillTableRow | | {{SkillTableRow |BodyBlock|Yellow Belt|0|Using your body to block blows. }} | ||
{{SkillTableRow | | {{SkillTableRow |Evade|Green Belt|66|A block that attempts to completely avoid attacks. }} | ||
{{SkillTableRow | | {{SkillTableRow |Slam|Blue Belt|66|The first of the throws. }} | ||
{{SkillTableRow | | {{SkillTableRow |Dash|Orange Belt|0|Sprint in a particular direction. }} | ||
{{SkillTableRow | | {{SkillTableRow |Wrench|Red Belt|66|A nasty throw that breaks the target's limbs. }} | ||
{{SkillTableRow | | {{SkillTableRow |Dodging|Purple Belt|33|Avoid losing your balance from aggressors. }} | ||
{{SkillTableRow | | {{SkillTableRow |Kipup|Purple Belt|33|Quickly return to your previous stance. }} | ||
{{SkillTableRow | | {{SkillTableRow |Armblock|Purple Belt|66|A block that attacks the arms. }} | ||
{{SkillTableRow | | {{SkillTableRow |Legblock|Purple Belt|66|A block that attacks the legs. }} | ||
{{SkillTableRow | | {{SkillTableRow |Guarding|Bronze Belt|33|Guarding a body part and counterattacking. }} | ||
{{SkillTableRow | | {{SkillTableRow |Feint|Silver Belt|50|Feint an attack to put your opponent off guard. }} | ||
{{SkillTableRow | | {{SkillTableRow |Pinch|Silver Belt|66|A special and powerful block. }} | ||
{{SkillTableRow | | {{SkillTableRow |Backbreaker|Gold Belt|33|The ultimate throw. }}|} | ||
{{SkillTableRow | | {{SkillHeader}} | ||
{{SkillTableRow | | == Stances == | ||
{{SkillTableRow | | {{SkillTableRow |Horse|White Belt|0|The most basic stance. }} | ||
{{SkillTableRow | | {{SkillTableRow |Eagle|Grey Belt|0|Stance of the soaring eagle. }} | ||
{{SkillTableRow |Rat | | {{SkillTableRow |Cat|Green Belt|0|An agile, defensive stance. }} | ||
{{SkillTableRow | | {{SkillTableRow |Bear|Blue Belt|33|A highly specialized stance, designed for punching. }} | ||
{{SkillTableRow | | {{SkillTableRow |Panda|Orange Belt|33|A stance for the inebriated. }} | ||
{{SkillTableRow | | {{SkillTableRow |Rat|Red Belt|0|A well-balanced stance. }} | ||
{{SkillTableRow | | {{SkillTableRow |Scorpion|Purple Belt|0|A devastatingly powerful attack stance. }} | ||
{{SkillTableRow | | {{SkillTableRow |Cobra|Purple Belt|50|A ranged stance for easier reactions. }} | ||
{{SkillTableRow | | {{SkillTableRow |Phoenix|Bronze Belt|50|Improved clarity of mind. }} | ||
{{SkillTableRow | | {{SkillTableRow |Tiger|Bronze Belt|66|Increase the chances of breaking limbs. }} | ||
{{SkillTableRow | | {{SkillTableRow |Wolf|Gold Belt|0|A highly accurate stance. }} | ||
{{SkillTableRow | | {{SkillTableRow |Dragon|Black Belt|0|The superior state of mind. }}|} | ||
{{SkillTableRow | | {{SkillHeader}} | ||
{{SkillTableRow | | == Punches == | ||
{{SkillTableRow | | {{SkillTableRow |Jab|White Belt|0|A straight-forward punch. }} | ||
{{SkillTableRow | | {{SkillTableRow |Hook|White Belt|65|A curving punch. }} | ||
{{SkillTableRow | | {{SkillTableRow |Uppercut|Grey Belt|66|An upwards hooking punch. }} | ||
{{SkillTableRow | | {{SkillTableRow |Palmstrike|Yellow Belt|33|Striking your opponent's nose, rendering him blind. }} | ||
{{SkillTableRow | | {{SkillTableRow |Hammerfist|Yellow Belt|66|A strike with your fists to the legs. }} | ||
{{SkillTableRow | | {{SkillTableRow |Spear|Orange Belt|66|A jabbing punch with an outstretched hand. }} | ||
{{SkillTableRow | | {{SkillTableRow |Throatstrike|Purple Belt|0|Disable the vocal cords of your opponent. }} | ||
|} | {{SkillTableRow |Bladehand|Silver Belt|33|A sudden strike to their shoulder. }}|} | ||
{{SkillHeader}} | |||
== Kicks == | |||
{{SkillTableRow |Sidekick|White Belt|0|A powerful thrusting kick. }} | |||
{{SkillTableRow |Snapkick|Grey Belt|33|A straight-forward kick. }} | |||
{{SkillTableRow |Roundhouse|Green Belt|33|A twisting kick. }} | |||
{{SkillTableRow |Sweep|Blue Belt|0|Attempting to sweep your opponent off his feet. }} | |||
{{SkillTableRow |Moonkick|Orange Belt|33|A powerful, curving kick. }} | |||
{{SkillTableRow |Cometkick|Red Belt|0|A bone-rattling kick aimed at the chest. }} | |||
{{SkillTableRow |Thrustkick|Red Belt|33|A kick designed to push your target away. }} | |||
{{SkillTableRow |Scythekick|Red Belt|50|A scything kick to destroy magical protection. }} | |||
{{SkillTableRow |Axe|Bronze Belt|0|A kick with a chance of breaking your target's neck. }} | |||
{{SkillTableRow |Whirlwind|Silver Belt|0|A whirling kick that strikes the face. }} | |||
{{SkillTableRow |Jumpkick|Gold Belt|66|Attack someone in an adjacent room with a flying kick. }}|} | |||
{{AB | |||
|skillname = Combo | |||
|syntax = COMBO <target> <[ab] [param]> <[ab] [param]> <[ab] [param]> | |||
|description = | |||
This ability allows you to hone your Tekura abilities and unleash a full three-attack combo at once. | |||
You can combine stances, throws, kicks, and punches as one, including what limb they should strike. | |||
Example: COMBO DRAIMAN MNK LEFT SPP RIGHT SPP RIGHT | |||
}} | |||
{{AB | {{AB | ||
|skillname = BodyBlock | |||
|syntax = BDB and UNBLOCK BODY | |||
|description = Base chance: 25% | |||
Although bracing your muscles in the body block will be a constant drain on your mental reserves, | |||
you will attempt to reduce all cutting and blunt damage you receive by half from other players. | |||
}} | }} | ||
{{AB | |||
|skillname = Evade | |||
|syntax = EVB and UNBLOCK EVADE | |||
|description = | |||
Your training in physical combat allows you to dodge attacks with greater efficiency. However, the | |||
focus this block requires is a constant drain on both your mental reserves and willpower. | |||
You can read HELP AVOIDANCE for more information. | |||
}} | |||
{{AB | {{AB | ||
|skillname = Slam | |||
|syntax = SLT <target> | |||
|description = | |||
Should your opponent be upon the ground, you can pick them up and slam them painfully back into the | |||
ground. This throw will also counter and end any momentum a tumbling opponent may have. | |||
}} | }} | ||
{{AB | |||
|skillname = Dash | |||
|syntax = DASH <direction> | |||
|description = | |||
Your trained physique allows you to quickly dash in a particular direction, until there is nowhere | |||
left to go. | |||
}} | |||
{{AB | {{AB | ||
|skillname = Wrench | |||
|syntax = WRT <target> [<LEFT/RIGHT> <ARM/LEG>] | |||
|description = | |||
Your strong hands can now easily grip and wrench your opponent's limbs free of their sockets, | |||
causing tremendous trauma to that limb providing they are not standing. If it is already broken and | |||
damaged, then the trauma dealt is halved. | |||
If all your opponent's arms and legs are crippled, they will be defenseless enough for you to | |||
forcefully wrench their neck and deliver a blow that will smash it completely. This will give them | |||
the crippled throat, smashed throat, and whiplash afflictions. | |||
}} | }} | ||
{{AB | |||
|skillname = Dodging | |||
|syntax = DODGING <ON/OFF> | |||
|description = | |||
Your focus allows you to identify sudden attempts to upset your balance and dodge quickly out of | |||
the way. There is a steady drain on your mental reserves in order to use this. | |||
}} | |||
{{AB | {{AB | ||
|skillname = Kipup | |||
|syntax = KIPUP | |||
|description = | |||
You can kip up immediately into your last stance if someone trips you to the floor, even if you are | |||
off balance. | |||
}} | }} | ||
{{AB | |||
|skillname = Armblock | |||
|syntax = ASB and UNBLOCK ARMS | |||
|description = Base chance: 10% | |||
This block will allow you to look for openings and counter with a blow to your opponent's arms when | |||
they deal direct damage to you. It requires at least one free arm to act and will drain your mental | |||
reserves to upkeep. The strike cannot be parried and will not break limbs on its own. | |||
You may not use the leg strike block simultaneously with this block. | |||
}} | |||
{{AB | {{AB | ||
|skillname = Legblock | |||
|syntax = LSB and UNBLOCK LEGS | |||
|description = Base chance: 10% | |||
By focusing upon your footwork, you can look for openings to counter with a blow to your opponent's | |||
legs when they deal damage to you. It requires at least one free leg to act and will drain your | |||
mental reserves to upkeep. The strike cannot be parried and will not break limbs on its own. | |||
You may not use the arm strike block simultaneously with this block. | |||
}} | }} | ||
{{AB | |||
|skillname = Guarding | |||
|syntax = GUARD <limb> or GUARD NOTHING | |||
|description = | |||
Similar to the weapon-user's parry ability, you will guard a specific limb and effectively nullify | |||
all damage to it if you are unhindered. However, If you are standing when you guard the limb, you | |||
will also snatch your opponent's arm and twist it, disrupting their own parry. | |||
You can guard either the head, torso, left arm, right arm, left leg, or right leg. | |||
You will be unable to guard a limb if you have paresis or become prone (see HELP PRONE). Being | |||
fallen is excluded from this list. | |||
}} | |||
{{AB | {{AB | ||
|skillname = Feint | |||
|syntax = FEINT <target> <limb> | |||
|description = | |||
By feinting an attack towards a particular limb, you can cause your | |||
opponent to shift their parry in fear. | |||
}} | }} | ||
{{AB | |||
|skillname = Pinch | |||
|syntax = PNB and UNBLOCK PINCH | |||
|description = Base chance: 15% | |||
This powerful block searches for an opening in your opponent and strikes with a pinching blow to | |||
the neck that knocks them unconscious, but only when they deal damage to you first. You will only | |||
be successful if they are under two fifth's of their maximum health and you have at least one | |||
healthy arm. This requires a lot of focus and will have a constant tax on your mental reserves. | |||
}} | |||
{{AB | {{AB | ||
|skillname = Backbreaker | |||
|syntax = BBT <target> | |||
|description = | |||
If your opponent is on the ground, you may lift them into the air and bring them back first down | |||
upon your knee, dealing sufficient damage to their torso. If they are suffering a broken limb, then | |||
the force will weaken their back momentarily. If you manage to weaken their back three times in a | |||
row, then you will snap their spine and instantly kill them. | |||
}} | }} | ||
{{AB | |||
|skillname = Horse | |||
|syntax = HRS | |||
|description = | |||
The most basic fighting stance, the Horse stance is taught for its balanced strength and ease of | |||
use. | |||
Tekura Modifiers: | |||
Pros Cons | |||
-------------------- -------------------- | |||
Kick damage: +10% Throw speed: +0.25s | |||
Kick speed: -0.5s | |||
Punch damage: +10% | |||
Punch speed: -0.5s | |||
Block chance: +5% | |||
}} | |||
{{AB | {{AB | ||
|skillname = Eagle | |||
|syntax = EGS | |||
|description = | |||
This stance is named for its incredible speed, not unlike the strike of the soaring eagle. It is | |||
however weak in damage and doesn't provide much defense. | |||
Tekura Modifiers: | |||
Pros Cons | |||
-------------------- -------------------- | |||
Stancing has no balance cost. Kick damage: -30% | |||
Kick speed: -1.3s Punch damage: -30% | |||
Punch speed: -1.3s | |||
Block chance: +5% | |||
}} | }} | ||
{{AB | |||
|skillname = Cat | |||
|syntax = CTS | |||
|description = | |||
At the cost of power and speed, the defensive ability of the Cat stance is unmatched, allowing for | |||
catlike reflexes. | |||
Tekura Modifiers: | |||
Pros Cons | |||
-------------------- -------------------- | |||
Guarding will stun. Kick damage: -20% | |||
Throw speed: -0.75s Punch damage: -20% | |||
Block chance: +50% | |||
}} | |||
{{AB | {{AB | ||
|skillname = Bear | |||
|syntax = BRS | |||
|description = | |||
The unrelenting might of the bear allows you to strike even if your arms are broken. It is the | |||
pugilist stance of choice. | |||
Tekura Modifiers: | |||
Pros Cons | |||
-------------------- -------------------- | |||
Can punch with broken arms. None. | |||
Punch damage: +20% | |||
Speed: -0.5s | |||
Block chance: +10% | |||
}} | }} | ||
{{AB | |||
|skillname = Panda | |||
|syntax = PDS | |||
|description = | |||
The Panda stance is a fighting style that dramatically increases your striking power while drunk. | |||
Due to the nature of needing to be inebriated though, its usefulness is entirely dependant on just | |||
how well the user can stay cognizant for. | |||
Tekura Modifiers: | |||
Pros Cons | |||
-------------------- -------------------- | |||
Kick damage: Scales Chance to trip and miss while drunk. | |||
Punch damage: Scales | |||
Speed: -1s to +1s | |||
Block chance: +15% | |||
}} | |||
{{AB | {{AB | ||
|skillname = Rat | |||
|syntax = RTS | |||
|description = | |||
A more complex stance for the intermediate, the Rat stance is balanced and swift, often being | |||
taught as a replacement to the beginners Horse stance. It offers a sturdy fighting style. | |||
Tekura Modifiers: | |||
Pros Cons | |||
-------------------- -------------------- | |||
Kick damage: +10% None. | |||
Kick speed: -1s | |||
Punch damage: +10% | |||
Punch speed: -1s | |||
Block chance: +10% | |||
}} | }} | ||
{{AB | |||
|skillname = Scorpion | |||
|syntax = SCS | |||
|description = | |||
By trading off nearly all defensive abilities, you can attack with incredible power and speed. Your | |||
kicks and punches will sting like the tail of the scorpion. | |||
Tekura Modifiers: | |||
Pros Cons | |||
-------------------- -------------------- | |||
Kick damage: +30% Throw speed: +0.3s | |||
Kick speed: -1s Block chance: -15% | |||
Punch damage: +20% Max kai energy: -25 kai | |||
Punch speed: -1s | |||
}} | |||
{{AB | {{AB | ||
|skillname = Cobra | |||
|syntax = CBS | |||
|description = | |||
By keeping a safe distance, you can weave to and fro and strike with two consecutive kicks alike | |||
the cobra. While you'll be unable to punch in this stance, it does free your hands for tools such | |||
as a shield. | |||
Tekura Modifiers: | |||
Pros Cons | |||
-------------------- -------------------- | |||
Can kick twice. Cannot punch. | |||
Kick damage: +10% | |||
Kick speed: -1s | |||
Throw speed: -1s | |||
Block chance: +10% | |||
Limb damage: +20% | |||
}} | }} | ||
{{AB | |||
|skillname = Phoenix | |||
|syntax = PHS | |||
|description = | |||
With the clarity of the Phoenix, you can focus your mind and fluidly incorporate the Telepathic and | |||
Kaido arts into your fighting style. There is some trade off however. | |||
Tekura Modifiers: | |||
Pros Cons | |||
-------------------- -------------------- | |||
Kick speed: -0.5s None. | |||
Punch speed: -0.5s | |||
Telepathy speed: -0.25s | |||
Max kai energy: +20 kai | |||
Block chance: +20% | |||
}} | }} | ||
{{AB | |||
|skillname = Tiger | |||
|syntax = TGS | |||
|description = | |||
The tiger bites hard and deep. With this stance you can inflict greater damage to their limbs and | |||
muscles. However, your kicks will be weaker then other stances, and your throws will slightly | |||
suffer. | |||
Tekura Modifiers: | |||
Pros Cons | |||
-------------------- -------------------- | |||
Kick speed: -0.5s Kick damage: -10% | |||
Punch speed: -0.5s Throw speed: +0.5s | |||
Block chance: +5% | |||
Limb damage: +20% | |||
}} | }} | ||
{{AB | |||
|skillname = Wolf | |||
|syntax = WFS | |||
|description = | |||
When you are in the Wolf stance, canine precision and execution allow you to greatly increase your | |||
accuracy against effects that might normally make you miss. | |||
Tekura Modifiers: | |||
Pros Cons | |||
-------------------- -------------------- | |||
Kick damage: +20% None. | |||
Kick speed: -1s | |||
Punch speed: -1s | |||
Throw speed: -0.3s | |||
Accuracy: +20% | |||
}} | }} | ||
{{AB | |||
|skillname = Dragon | |||
|syntax = DRS | |||
|description = | |||
The superior stance in all around power, speed, and reflexes. More of a state of mind than physical | |||
prowess, the Dragon is the culmination of the Tekura fighting art to provide the most balanced | |||
fighting style to the master. It replaces the intermediate Rat stance in all around usefulness. | |||
Tekura Modifiers: | |||
Pros Cons | |||
-------------------- -------------------- | |||
Damage resist: +10% None. | |||
Kick damage: +15% | |||
Kick speed: -1s | |||
Punch damage: +10% | |||
Punch speed: -1s | |||
Throw speed: -0.1s | |||
Block chance: +15% | |||
}} | }} | ||
{{AB | {{AB | ||
|skillname = Jab | |||
|syntax = JBP <target> | |||
|description = | |||
Throw your arm forward in a quick jab at your opponent. | |||
This punch may be used with the TARGET ability in Weaponry to attack any part of the opponent's | |||
body. | |||
}} | }} | ||
{{AB | |||
|skillname = Hook | |||
|syntax = HKP <target> | |||
|description = | |||
The hooked motion of this punch plants your fist firmly into your opponent's torso. | |||
}} | }} | ||
{{AB | |||
|skillname = Uppercut | |||
|syntax = UCP <target> | |||
|description = | |||
In an upward punch, deal a mighty blow to your opponent's head. | |||
}} | }} | ||
{{AB | |||
|skillname = Palmstrike | |||
|syntax = PMP <target> | |||
|description = | |||
Using your palm, you can smash your opponent on the bridge of their nose, blurring their vision. | |||
}} | }} | ||
{{AB | |||
|skillname = Hammerfist | |||
|syntax = HFP <target> [LEFT/RIGHT] | |||
|description = | |||
With great hammering strength, you will bring your fist down directly on your opponent's leg. | |||
}} | }} | ||
{{AB | |||
|skillname = Spear | |||
|syntax = SPP <target> [LEFT/RIGHT] | |||
|description = | |||
This punch is used with a rigid 'spear' hand. With your knowledge of musculature, you're able to | |||
hit just the right spot on your opponent's arms to damage them. | |||
}} | }} | ||
{{AB | |||
|skillname = Throatstrike | |||
|syntax = TSP <target> | |||
|description = | |||
By forming a clawed fist, you can attack the throat of your opponent and dislodge their larynx. | |||
They will be unable to speak or use their throat for certain abilities until it is cured. | |||
}} | }} | ||
{{AB | {{AB | ||
|skillname = Bladehand | |||
|syntax = BLP <target> | |||
|description = | |||
Hand flat like a blade, you strike out at the vulnerable artery near the neck and shoulder. This | |||
attack does not damage them, but the brief loss in blood flow will cause short-lived turmoil within | |||
their mind. | |||
During this time, any strike with Tekura will have a chance to become obscured as to which limb | |||
side was struck. | |||
}} | }} | ||
{{AB | |||
|skillname = Sidekick | |||
|syntax = SDK <target> | |||
|description = | |||
Twist your body and kick sideways to deliver a solid blow high on your opponent's torso. | |||
}} | }} | ||
{{AB | |||
|skillname = Snapkick | |||
|syntax = SNK <target> [LEFT/RIGHT] | |||
|description = | |||
Snap your feet in a kick aimed directly at your opponent's legs. | |||
}} | }} | ||
{{AB | |||
|skillname = Roundhouse | |||
|syntax = RHK | |||
|description = | |||
This sweeping kick will strike everyone in present in your location, assuming they are within reach. | |||
}} | }} | ||
{{AB | |||
|skillname = Sweep | |||
|syntax = SWK <target> | |||
|description = | |||
Quickly drop onto one palm and sweep the legs of your opponent out from under them, knocking them | |||
to the ground. | |||
}} | }} | ||
{{AB | |||
|skillname = Moonkick | |||
|syntax = MNK <target> [LEFT/RIGHT] | |||
|description = | |||
This kick, so called because the foot travels in the arc of a crescent moon, attacks the arms of | |||
your opponent. | |||
}} | }} | ||
{{AB | |||
|skillname = Cometkick | |||
|syntax = CMK <target> | |||
|description = | |||
By launching a powerful kick at the ribcage, you can rattle your opponent's chest. The resulting | |||
shock will cause your opponent's lung to collapse, providing both their arms are crippled. | |||
}} | }} | ||
{{AB | |||
|skillname = Thrustkick | |||
|syntax = THK <target> <direction> | |||
|description = | |||
Using your great leg power, you will thrust your leg out to kick your opponent away in the | |||
specified direction. | |||
}} | }} | ||
{{AB | |||
|skillname = Scythekick | |||
|syntax = SCK <target> | |||
|description = | |||
With an incredibly fast kick, you can shred away an opponent's magical shield with this scything | |||
attack. | |||
}} | }} | ||
{{AB | |||
|skillname = Axe | |||
|syntax = AXK <target> | |||
|description = | |||
Like the swing of an axe, this head-aimed kick is somewhat slow but with an emphasis on power. Your | |||
opponent must be upon the ground, else you will miss your attack. If the opponent is suffering from | |||
a mangled head, then the blow will snap the neck and instantly kill them. | |||
}} | }} | ||
{{AB | |||
|skillname = Whirlwind | |||
|syntax = WWK <target> | |||
|description = | |||
The most impressive of all kicks, this one is essentially a spinning crescent kick aimed at the | |||
head of an unlucky opponent. If they are fallen, then it will deal a slightly extra amount of | |||
damage to the head. | |||
}} | }} | ||
{{AB | |||
|skillname = Jumpkick | |||
|syntax = JPK <target> [stance] | |||
|description = | |||
By starting from an adjacent location, you can launch yourself into a flying kick that will slam | |||
into your opponent, knocking them to the floor and stunning them briefly. If you specify a stance, | |||
then you will flow into it after your jump kick at no cost. | |||
}} | }} |
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