Tekura (skill)

Revision as of 17:55, 25 September 2024 by Onu (talk | contribs)

General

Skill Rank Percent Description
Combo White Belt 0 % Perform a swift combination of attacks.
Bodyblock Yellow Belt 0 % Using your body to block blows.
Evadeblock 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.
Guarding Purple Belt 0 % Guarding a body part and counterattacking.
Kipup Purple Belt 33 % Quickly return to your previous stance.
Legblock Purple Belt 66 % A block that attacks the legs.
Armblock Purple Belt 66 % A block that attacks the arms.
Tripblock Bronze Belt 33 % A block that tries to trip outside attackers.
Feint Silver Belt 50 % Feint an attack to put your opponent off guard.
Pinchblock 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 % Strike your opponent on the solar plexus.
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.
Backfist Bronze Belt 66 % A backhanded blow to the head.
Bladehand Silver Belt 33 % Attempt to disarm your opponent.

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.
Thunderkick Red Belt 0 % A rolling kick that utilises momentum.
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.
Spinkick Gold Belt 0 % Spin in place and deliver a powerful kick.
Jumpkick Gold Belt 66 % Attack someone in an adjacent room with a flying kick.

Combo Perform a swift combination of attacks
Syntax: COMBO <target> <[ab] [param]> <[ab] [param]> <[ab] [param]>
Required:
Channels: {{{channels}}}
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against:
Cooldown:
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
Details: 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

Note: {{{note}}}

Bodyblock Using your body to block blows
Syntax: BDB and UNBLOCK BODY
Required:
Channels: {{{channels}}}
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against: Both players and NPCs
Cooldown:
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
Details: 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 adventurers and denizens.

Note: {{{note}}}

Evadeblock A block that attempts to completely avoid attacks
Syntax: EVB and UNBLOCK EVADE
Required:
Channels: {{{channels}}}
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against:
Cooldown:
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
Details: Your training in physical combat allows you a 3% chance to evade those that would try to

attack you, providing you are not prone. The focus this block requires is a constant drain on both your mental reserves and willpower.

Note: {{{note}}}

Slam The first of the throws
Syntax: SLT <target>
Required:
Channels: {{{channels}}}
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against:
Cooldown:
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
Details: 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.

Note: {{{note}}}

Dash Sprint in a particular direction
Syntax: DASH <direction>
Required:
Channels: {{{channels}}}
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against:
Cooldown:
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
Details: Your trained physique allows you to quickly dash in a particular direction, until there

is nowhere left to go.

Note: {{{note}}}

Wrench A nasty throw that breaks the target's limbs
Syntax: WRT <target> [<LEFT/RIGHT> <ARM/LEG>]
Required:
Channels: {{{channels}}}
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against:
Cooldown:
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
Details: 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 and crippling it in the process. If the limb is already broken, 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.

Note: {{{note}}}

Guarding Guarding a body part and counterattacking
Syntax: GUARD <limb> or GUARD NOTHING
Required:
Channels: {{{channels}}}
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against:
Cooldown:
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
Details: 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 become prone (see HELP PRONE). Being fallen is excluded from this list.

Note: {{{note}}}

Kipup Quickly return to your previous stance
Syntax: KIPUP
Required:
Channels: {{{channels}}}
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against:
Cooldown:
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
Details: You can kip up immediately into your last stance if someone trips you to the floor, even

if you are off balance.

Note: {{{note}}}

Legblock A block that attacks the legs
Syntax: LSB and UNBLOCK LEGS
Required:
Channels: {{{channels}}}
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against:
Cooldown:
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
Details: 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.

Note: {{{note}}}

Armblock A block that attacks the arms
Syntax: ASB and UNBLOCK ARMS
Required:
Channels: {{{channels}}}
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against:
Cooldown:
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
Details: 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.

Note: {{{note}}}

Tripblock A block that tries to trip outside attackers
Syntax: TRB and UNBLOCK TRIP
Required:
Channels: {{{channels}}}
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against:
Cooldown:
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
Details: Base chance: 10%

Assailants beware. With a bit of mental attention directed to your surroundings, should an opponent whom you haven't attacked tries to score a sly hit on you, you will try and counter by tripping them to the ground. It requires at least one free leg to act and will drain your mental reserves to upkeep.

This block will not work if you have recently fled combat, you must stand your ground.

Note: {{{note}}}

Feint Feint an attack to put your opponent off guard
Syntax: FEINT <target> <limb>
Required:
Channels: {{{channels}}}
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against:
Cooldown: 5 seconds
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
Details: By feinting an attack towards a particular limb, you can cause your opponent to shift

their parry and upset their balance in fear.

Note: {{{note}}}

Pinchblock A special and powerful block
Syntax: PNB and UNBLOCK PINCH
Required:
Channels: {{{channels}}}
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against:
Cooldown:
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
Details: 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.

Note: {{{note}}}

Backbreaker The ultimate throw
Syntax: BBT <target>
Required:
Channels: {{{channels}}}
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against:
Cooldown:
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
Details: If your opponent is on the ground, you may lift them into the air and bring them back

first down upon your knee, dealing powerful trauma to their torso. If they are suffering a crippled 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.

Note: {{{note}}}

Horse The most basic stance
Syntax: HRS
Required:
Channels: {{{channels}}}
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against:
Cooldown:
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
Details: 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%

Note: {{{note}}}

Eagle Stance of the soaring eagle
Syntax: EGS
Required:
Channels: {{{channels}}}
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against:
Cooldown:
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
Details: 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%

Note: {{{note}}}

Cat An agile, defensive stance
Syntax: CTS
Required:
Channels: {{{channels}}}
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against:
Cooldown:
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
Details: 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%

Note: {{{note}}}

Bear A highly specialized stance, designed for punching
Syntax: BRS
Required:
Channels: {{{channels}}}
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against:
Cooldown:
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
Details: 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 crippled arms. None. Punch damage: +20% Speed: -0.5s Block chance: +10%

Note: {{{note}}}

Panda A stance for the inebriated
Syntax: PDS
Required:
Channels: {{{channels}}}
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against:
Cooldown:
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
Details: 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%

Note: {{{note}}}

Rat A well-balanced stance
Syntax: RTS
Required:
Channels: {{{channels}}}
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against:
Cooldown:
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
Details: 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%

Note: {{{note}}}

Scorpion A devastatingly powerful attack stance
Syntax: SCS
Required:
Channels: {{{channels}}}
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against:
Cooldown:
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
Details: 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

Note: {{{note}}}

Cobra A ranged stance for easier reactions
Syntax: CBS
Required:
Channels: {{{channels}}}
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against:
Cooldown:
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
Details: 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%

Note: {{{note}}}

Phoenix Improved clarity of mind
Syntax: PHS
Required:
Channels: {{{channels}}}
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against:
Cooldown:
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
Details: 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%

Note: {{{note}}}

Tiger Increase the chances of breaking limbs
Syntax: TGS
Required:
Channels: {{{channels}}}
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against:
Cooldown:
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
Details: 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%

Note: {{{note}}}

Wolf A highly accurate stance
Syntax: WFS
Required:
Channels: {{{channels}}}
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against:
Cooldown:
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
Details: 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%

Note: {{{note}}}

Dragon The superior state of mind
Syntax: DRS
Required:
Channels: {{{channels}}}
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against:
Cooldown:
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
Details: 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%

Note: {{{note}}}

Jab A straight-forward punch
Syntax: JBP <target>
Required:
Channels: {{{channels}}}
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against: Both players and NPCs
Cooldown:
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
Details: 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.

Note: {{{note}}}

Hook A curving punch
Syntax: HKP <target>
Required:
Channels: {{{channels}}}
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against: Both players and NPCs
Cooldown:
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
Details: The hooked motion of this punch plants your fist firmly into your opponent's torso.
Note: {{{note}}}

Uppercut An upwards hooking punch
Syntax: UCP <target>
Required:
Channels: {{{channels}}}
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against: Both players and NPCs
Cooldown:
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
Details: In an upward punch, deal a mighty blow to your opponent's head.
Note: {{{note}}}

Palmstrike Strike your opponent on the solar plexus
Syntax: PMP <target>
Required:
Channels: {{{channels}}}
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against: Both players and NPCs
Cooldown:
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
Details: Using your palm, you can strike your opponent directly on their solar plexus. This will

cause them to lose the benefits of levitation.

Note: {{{note}}}

Hammerfist A strike with your fists to the legs
Syntax: HFP <target> [LEFT/RIGHT]
Required:
Channels: {{{channels}}}
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against: Both players and NPCs
Cooldown:
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
Details: With great hammering strength, you will bring your fist down directly on your opponent's

leg.

Note: {{{note}}}

Spear A jabbing punch with an outstretched hand
Syntax: SPP <target> [LEFT/RIGHT]
Required:
Channels: {{{channels}}}
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against: Both players and NPCs
Cooldown:
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
Details: 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.

Note: {{{note}}}

Throatstrike Disable the vocal cords of your opponent
Syntax: TSP <target>
Required:
Channels: {{{channels}}}
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against: Both players and NPCs
Cooldown:
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
Details: By forming a clawed fist, you can attack the throat of your opponent and dislodge their

larynx. This will cripple their throat and cause blurry vision.

Note: {{{note}}}

Backfist A backhanded blow to the head
Syntax: BFP <target>
Required:
Channels: {{{channels}}}
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against: Both players and NPCs
Cooldown:
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
Details: This backhanded blow aimed at their head will rattle your opponent and send their mind

into a short-lived state of turmoil, as well as dealing damage and a small amount of trauma.

During this time, any strike with Tekura will have a chance to become obscured as to which limb side was struck.

Note: {{{note}}}

Bladehand Attempt to disarm your opponent
Syntax: BLP <target> [LEFT/RIGHT]
Required:
Channels: {{{channels}}}
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against: Both players and NPCs
Cooldown:
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
Details: Hand flat like a blade, you can strike out at the arms of your opponent to try and disarm

them of their wielded items.

Note: {{{note}}}

Sidekick A powerful thrusting kick
Syntax: SDK <target>
Required:
Channels: {{{channels}}}
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against: Both players and NPCs
Cooldown:
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
Details: Twist your body and kick sideways to deliver a solid blow high on your opponent's torso,

dealing damage and trauma.

If their torso is broken, then the attack will upset their balance and equilibrium.

Note: {{{note}}}

Snapkick A straight-forward kick
Syntax: SNK <target> [LEFT/RIGHT]
Required:
Channels: {{{channels}}}
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against: Both players and NPCs
Cooldown:
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
Details: Snap your feet in a kick aimed directly at your opponent's legs, dealing some damage and

trauma.

If the struck leg is broken, then it will cause them to hobble when attempting to move.

Note: {{{note}}}

Roundhouse A twisting kick
Syntax: RHK
Required:
Channels: {{{channels}}}
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against:
Cooldown:
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
Details: This sweeping kick will strike everyone in present in your location, assuming they are

within reach.

Note: {{{note}}}

Sweep Attempting to sweep your opponent off his feet
Syntax: SWK <target>
Required:
Channels: {{{channels}}}
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against:
Cooldown:
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
Details: Quickly drop onto one palm and sweep the legs of your opponent out from under them,

knocking them to the ground, and injuring their ankle in the process.

Note: {{{note}}}

Moonkick A powerful, curving kick
Syntax: MNK <target> [LEFT/RIGHT]
Required:
Channels: {{{channels}}}
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against: Both players and NPCs
Cooldown:
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
Details: This kick, so called because the foot travels in the arc of a crescent moon, attacks the

arms of your opponent, dealing damage and trauma.

If the struck arm is broken, then it will weaken their grip on their wielded items, making them more vulnerable to disarming attempts.

Note: {{{note}}}

Thunderkick A rolling kick that utilises momentum
Syntax: TNK <target>
Required:
Channels: {{{channels}}}
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against: Both players and NPCs
Cooldown:
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
Details: By performing a flip into a roll, you can bring your leg over your head in quick motion

and deliver a deadly blow aimed at your opponent's head.

The attack will only land if both arms of your opponent are broken, but when it does, it will be incredibly decisive and knock them unconscious.

Note: {{{note}}}

Thrustkick A kick designed to push your target away
Syntax: THK <target> <direction>
Required:
Channels: {{{channels}}}
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against:
Cooldown:
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
Details: Using your great leg power, you will thrust your leg out to kick your opponent away in

the specified direction.

Note: {{{note}}}

Scythekick A scything kick to destroy magical protection
Syntax: SCK <target>
Required:
Channels: {{{channels}}}
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against: Both players and NPCs
Cooldown:
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
Details: With an incredibly fast kick, you can shred away an opponent's magical shield with this

scything attack.

Note: {{{note}}}

Axe A kick with a chance of breaking your target's neck
Syntax: AXK <target>
Required:
Channels: {{{channels}}}
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against: Both players and NPCs
Cooldown:
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
Details: 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.

Note: {{{note}}}

Whirlwind A whirling kick that strikes the face
Syntax: WWK <target>
Required:
Channels: {{{channels}}}
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against: Both players and NPCs
Cooldown:
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
Details: The most impressive of all kicks, this one is essentially a spinning crescent kick aimed

at the head of an unlucky opponent, dealing damage and trauma.

If they are fallen, then it will deal a slightly extra amount of damage to the head.

If the head is broken, then it will also stun them.

Note: {{{note}}}

Spinkick Spin in place and deliver a powerful kick
Syntax: SPK <target>
Required:
Channels: {{{channels}}}
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against: Both players and NPCs
Cooldown:
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
Details: Spin to generate momentum to release a powerful kick towards your opponent's torso,

dealing more health damage then Sidekick, but less trauma.

Note: {{{note}}}

Jumpkick Attack someone in an adjacent room with a flying kick
Syntax: JPK <target> [stance]
Required:
Channels: {{{channels}}}
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against:
Cooldown:
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
Details: By starting from an adjacent location, you can launch yourself into a flying kick that

will slam into your opponent's torso, knocking them to the floor, stunning them, and causing some trauma and bruising.

If they have recently fled from combat, then the stun will persist for longer.

If you specify a stance, then you will flow into it after your jump kick at no cost.

Note: {{{note}}}