Difference between revisions of "Tekura"

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(updated new template...added "belts")
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  |target=Self
  |target=Self
  |cooldown=2.00 seconds of balance
  |cooldown=2.00 seconds of balance
  |detail=<p>The first stance any practitioner of tekura becomes proficient in, the horse stance is ideal for striking. This is demonstrated in the fact that in this stance alone, you are able to perform standard strikes in conjunction with the slam and wrench throws.</p><p>Additionally, due to the firm grounding of your feet in this stance, you are able to leap over obstructions in a given direction, although this will naturally break your stance.</p><p>Note that usually entering a tekura stance consumes and requires balance. However, those skilled in tekura are able to transition into a new stance immediately following a tekura kick or punch, although this will make your recovery period slightly slower.</p>
  |detail=The first stance any practitioner of tekura becomes proficient in, the horse stance is ideal for striking. This is demonstrated in the fact that in this stance alone, you are able to perform standard strikes in conjunction with the slam and wrench throws.<p>Additionally, due to the firm grounding of your feet in this stance, you are able to leap over obstructions in a given direction, although this will naturally break your stance.</p><p>Note that usually entering a tekura stance consumes and requires balance. However, those skilled in tekura are able to transition into a new stance immediately following a tekura kick or punch, although this will make your recovery period slightly slower.</p>
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  |target=Self
  |target=Self
  |cooldown=1.00 seconds of balance
  |cooldown=1.00 seconds of balance
  |detail=<p>At the cost of a constant mana drain, this block attempts to stop or reduce physical damage aimed at your body.</p><p>With any block, you may UNBLOCK <block> to lower it. Alternatively, you may UNBLOCK ALL to lower all of your blocks.</p>
  |detail=At the cost of a constant mana drain, this block attempts to stop or reduce physical damage aimed at your body.<p>With any block, you may UNBLOCK <block> to lower it. Alternatively, you may UNBLOCK ALL to lower all of your blocks.</p>
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  |target=Self
  |target=Self
  |cooldown=1.00 seconds of balance
  |cooldown=1.00 seconds of balance
  |detail=<p>At the cost of a regular mana and willpower drain, this will increase your effective avoidance skill.</p><p>This block will convey a greater benefit when in the eagle stance.</p>
  |detail=At the cost of a regular mana and willpower drain, this will increase your effective avoidance skill.<p>This block will convey a greater benefit when in the eagle stance.</p>
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  |target=Adventurers
  |target=Adventurers
  |cooldown=3.00 seconds of balance
  |cooldown=3.00 seconds of balance
  |detail=<p>This throw targets the head of the subject. When executed, it shall cause their brains to be scrambled for a time, removing their ability to naturally reject your mental locks.</p><p>It can only be used against a prone opponent, and the effect will last longer if the target's head is already damaged when the slam is performed.</p>
  |detail=This throw targets the head of the subject. When executed, it shall cause their brains to be scrambled for a time, removing their ability to naturally reject your mental locks.<p>It can only be used against a prone opponent, and the effect will last longer if the target's head is already damaged when the slam is performed.</p>
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  |target=Self
  |target=Self
  |cooldown=2.00 seconds of balance
  |cooldown=2.00 seconds of balance
  |detail=<p>This stance is geared toward superior accuracy, and is favoured by many for the purposes of facing those with superior avoidance. It also allows the tekura practitioner to block more often, granting superior defence.</p><p>However, that accuracy comes with a cost. Kicks and punches performed from this stance will be slower than many other stances.</p>
  |detail=This stance is geared toward superior accuracy, and is favoured by many for the purposes of facing those with superior avoidance. It also allows the tekura practitioner to block more often, granting superior defence.<p>However, that accuracy comes with a cost. Kicks and punches performed from this stance will be slower than many other stances.</p>
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  |target=Adventurers
  |target=Adventurers
  |cooldown=4.00 seconds of balance
  |cooldown=4.00 seconds of balance
  |detail=<p>This specialised throw can only be targeted against a limb that is already damaged. Unlike the other throws in tekura, this does not require the target to be prone.</p><p>Depending on the limb targeted, various different effects will occur:</p><p>Head: after wrenching someone's head, they will periodically suffer from epilepsy for a time after the injury.<br>Torso: the target's ribs shall become bruised.<br>Either arm: you shall yank the target off balance and throw them to the ground.
  |detail=This specialised throw can only be targeted against a limb that is already damaged. Unlike the other throws in tekura, this does not require the target to be prone.<p>Depending on the limb targeted, various different effects will occur:</p><p>Head: after wrenching someone's head, they will periodically suffer from epilepsy for a time after the injury.<br>Torso: the target's ribs shall become bruised.<br>Either arm: you shall yank the target off balance and throw them to the ground.
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  |target=Adventurers and denizens
  |target=Adventurers and denizens
  |cooldown=6.50 seconds of balance
  |cooldown=6.50 seconds of balance
  |detail=<p>This powerful kick is highly inaccurate and can only be landed against a prone opponent. However, it does extremely high damage to the target's head.</p><p>If used against a target who suffers from a concussion, it shall deliver a severe blackout.</p>
  |detail=This powerful kick is highly inaccurate and can only be landed against a prone opponent. However, it does extremely high damage to the target's head.<p>If used against a target who suffers from a concussion, it shall deliver a severe blackout.</p>
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  |target=Adventurers
  |target=Adventurers
  |cooldown=
  |cooldown=
  |detail=<p>This ability is similar to, but an improvement on, the parrying ability that those with sufficient skill in weaponry can use. It allows you to not only guard a single location on your body against attack, but counter any attacks made to there by automatically throwing your opponent from his mount and stunning him.</p><p>When in the cat stance, you may switch which limb you are guarding while off balance.</p>
  |detail=This ability is similar to, but an improvement on, the parrying ability that those with sufficient skill in weaponry can use. It allows you to not only guard a single location on your body against attack, but counter any attacks made to there by automatically throwing your opponent from his mount and stunning him.<p>When in the cat stance, you may switch which limb you are guarding while off balance.</p>
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  |target=Self
  |target=Self
  |cooldown=2.00 seconds of balance
  |cooldown=2.00 seconds of balance
  |detail=<p>A truly lethal stance, the scorpion sacrifices defence for offense. Punches and kicks will both deliver enhanced damage(*), and your kicks and punches will be executed at the fastest possible speed. You will however find that you are able to block far less often in this stance.</p><p>(*) Note that this does not change how quickly you may break a target's limbs, only how much health damage they take from your attacks.</p>
  |detail=A truly lethal stance, the scorpion sacrifices defence for offense. Punches and kicks will both deliver enhanced damage(*), and your kicks and punches will be executed at the fastest possible speed. You will however find that you are able to block far less often in this stance.<p>(*) Note that this does not change how quickly you may break a target's limbs, only how much health damage they take from your attacks.</p>
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  |target=
  |target=
  |cooldown=4.00 seconds of balance
  |cooldown=4.00 seconds of balance
  |detail=<p>The ultimate throw, this attack will deliver significant damage. The damage is increased the more that an opponent's torso is damaged. This attack only works against prone opponents.</p><p>If you are able to perform four(*) backbreakers in quick succession, a subject shall find that their spine shall give way, and they shall perish instantly.</p><p>(*) If the target suffers from the bruised ribs affliction, this number is reduced to three.</p>
  |detail=The ultimate throw, this attack will deliver significant damage. The damage is increased the more that an opponent's torso is damaged. This attack only works against prone opponents.<p>If you are able to perform four(*) backbreakers in quick succession, a subject shall find that their spine shall give way, and they shall perish instantly.</p><p>(*) If the target suffers from the bruised ribs affliction, this number is reduced to three.</p>
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  |target=Self
  |target=Self
  |cooldown=
  |cooldown=
  |detail=<p>You have reached such mastery of Tekura that you are now ready to advance to a new school of martial study if you so desire. Be warned. Doing so will put you back to inept in your primary skill and you will need to learn the new skill again. Additionally, Shikudo is a far more complex school, and should only be considered by the advanced.</p><p>You will be able to return to Tekura and retain your skill investment, but there is a cooldown on switching of 24 hours and a cost of 100 lessons.</p>
  |detail=You have reached such mastery of Tekura that you are now ready to advance to a new school of martial study if you so desire. Be warned. Doing so will put you back to inept in your primary skill and you will need to learn the new skill again. Additionally, Shikudo is a far more complex school, and should only be considered by the advanced.<p>You will be able to return to Tekura and retain your skill investment, but there is a cooldown on switching of 24 hours and a cost of 100 lessons.</p>
}}
}}


[[Category:Skills]]
[[Category:Skills]]
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