Abilities
Skill | Rank | Percent | Description |
---|---|---|---|
Combo | White Belt | 0% | Perform a swift combination of attacks. |
BodyBlock | Yellow Belt | 0% | Using your body to block blows. |
Evade | Green Belt | 66% | A block that attempts to completely avoid attacks. |
Slam | Blue Belt | 66% | The first of the throws. |
Dash | Orange Belt | 0% | Sprint in a particular direction. |
Wrench | Red Belt | 66% | A nasty throw that breaks the target's limbs. |
Dodging | Purple Belt | 33% | Avoid losing your balance from aggressors. |
Kipup | Purple Belt | 33% | Quickly return to your previous stance. |
Armblock | Purple Belt | 66% | A block that attacks the arms. |
Legblock | Purple Belt | 66% | A block that attacks the legs. |
Guarding | Bronze Belt | 33% | Guarding a body part and counterattacking. |
Feint | Silver Belt | 50% | Feint an attack to put your opponent off guard. |
Pinch | Silver Belt | 66% | A special and powerful block. |
Backbreaker | Gold Belt | 33% | The ultimate throw. |
Stances
Skill | Rank | Percent | Description |
---|---|---|---|
Horse | White Belt | 0% | The most basic stance. |
Eagle | Grey Belt | 0% | Stance of the soaring eagle. |
Cat | Green Belt | 0% | An agile, defensive stance. |
Bear | Blue Belt | 33% | A highly specialized stance, designed for punching. |
Panda | Orange Belt | 33% | A stance for the inebriated. |
Rat | Red Belt | 0% | A well-balanced stance. |
Scorpion | Purple Belt | 0% | A devastatingly powerful attack stance. |
Cobra | Purple Belt | 50% | A ranged stance for easier reactions. |
Phoenix | Bronze Belt | 50% | Improved clarity of mind. |
Tiger | Bronze Belt | 66% | Increase the chances of breaking limbs. |
Wolf | Gold Belt | 0% | A highly accurate stance. |
Dragon | Black Belt | 0% | The superior state of mind. |
Punches
Skill | Rank | Percent | Description |
---|---|---|---|
Jab | White Belt | 0% | A straight-forward punch. |
Hook | White Belt | 65% | A curving punch. |
Uppercut | Grey Belt | 66% | An upwards hooking punch. |
Palmstrike | Yellow Belt | 33% | Striking your opponent's nose, rendering him blind. |
Hammerfist | Yellow Belt | 66% | A strike with your fists to the legs. |
Spear | Orange Belt | 66% | A jabbing punch with an outstretched hand. |
Throatstrike | Purple Belt | 0% | Disable the vocal cords of your opponent. |
Bladehand | Silver Belt | 33% | A sudden strike to their shoulder. |
Kicks
Skill | Rank | Percent | Description |
---|---|---|---|
Sidekick | White Belt | 0% | A powerful thrusting kick. |
Snapkick | Grey Belt | 33% | A straight-forward kick. |
Roundhouse | Green Belt | 33% | A twisting kick. |
Sweep | Blue Belt | 0% | Attempting to sweep your opponent off his feet. |
Moonkick | Orange Belt | 33% | A powerful, curving kick. |
Cometkick | Red Belt | 0% | A bone-rattling kick aimed at the chest. |
Thrustkick | Red Belt | 33% | A kick designed to push your target away. |
Scythekick | Red Belt | 50% | A scything kick to destroy magical protection. |
Axe | Bronze Belt | 0% | A kick with a chance of breaking your target's neck. |
Whirlwind | Silver Belt | 0% | A whirling kick that strikes the face. |
Jumpkick | Gold Belt | 66% | Attack someone in an adjacent room with a flying kick. |
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 |
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. |
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. |
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. |
Dash | |
---|---|
Syntax: | DASH <direction> |
Description: | Your trained physique allows you to quickly dash in a particular direction, until there is nowhere
left to go. |
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. |
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. |
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. |
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. |
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. |
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. |
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. |
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. |
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. |
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% |
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% |
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% |
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% |
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% |
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% |
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 |
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% |
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% |
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% |
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% |
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% |
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. |
Hook | |
---|---|
Syntax: | HKP <target> |
Description: | The hooked motion of this punch plants your fist firmly into your opponent's torso. |
Uppercut | |
---|---|
Syntax: | UCP <target> |
Description: | In an upward punch, deal a mighty blow to your opponent's head. |
Palmstrike | |
---|---|
Syntax: | PMP <target> |
Description: | Using your palm, you can smash your opponent on the bridge of their nose, blurring their vision. |
Hammerfist | |
---|---|
Syntax: | HFP <target> [LEFT/RIGHT] |
Description: | With great hammering strength, you will bring your fist down directly on your opponent's leg. |
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. |
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. |
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. |
Sidekick | |
---|---|
Syntax: | SDK <target> |
Description: | Twist your body and kick sideways to deliver a solid blow high on your opponent's torso. |
Snapkick | |
---|---|
Syntax: | SNK <target> [LEFT/RIGHT] |
Description: | Snap your feet in a kick aimed directly at your opponent's legs. |
Roundhouse | |
---|---|
Syntax: | RHK |
Description: | This sweeping kick will strike everyone in present in your location, assuming they are within reach. |
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. |
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. |
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. |
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. |
Scythekick | |
---|---|
Syntax: | SCK <target> |
Description: | With an incredibly fast kick, you can shred away an opponent's magical shield with this scything
attack. |
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. |
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. |
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. |