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- Regular Moves
- (Moves that are not associated with Shen Fist styles. Most of Woshou’s ‘Regular Moves’ come from Monk and Sacred Fist traditions, and his elemental bloodline.)
- (Note that the bonus to attack speed form ‘Master of Many Paths’ and some of its meta moves do not apply to non-kung-fu moves, and so only apply to Shen Fist, Monk Sacred Fist action commands -and Mystic Fist as well, if Woshou possessed that class. ‘Master of Many Paths’ meta moves cannot select or target other Master of Many Paths action commands, and they technically are not Kung Fu moves for the purposes of any interactions- they are only nominally Kung Fu moves).
- Strikes
- Fire Breathing (Requires Brewer)
- Cone AOE, Medium Stamina, High Cooldown
- Can only be used after imbibing alcohol while wielding a fire source. Exhale flames in an AOE cone in front of you, dealing fire damage with a chance to inflict burning. Fire damage and chance to inflict burning increases based on the quality of the alcohol consumed.
- Low Kick
- Melee range, Low Stamina, Low Cooldown
- An attack that otherwise deals normal damage, except that it deals additional damage proportional to the weight of the target and you, dealing more damage the heavier the target is.
- Lava Spout (Requires Fire Elemental or Earth Elemental)
- Medium Range, Very High Stamina, Very Long Cooldown
- Thrust fist into ground and unleash rock melting heat into it. Moments later, a lava plume erupts beneath the target location. Deals Extreme fire damage with guaranteed [Burning] proc in a large AOE. Those within the area continue to take fire damage for a duration, and may continue to receive [burning] procs.
- Fire Punch (Requires Fire Elemental)
- Melee, Low-Medium Stamina, Low Cooldown
- Deal a regular attack, plus additional fire damage. Has a chance to inflict [Burning].
- Ember Shot (Requires Fire Elemental)
- Medium Range, Low Stamina, Low Cooldown
- Deal fire damage against target with a chance to inflict [Burning]. Uses Natural Weapon Proficiency.
- Intensify Flames (Requires Fire Elemental)
- Long Range, Low Stamina, Low Cooldown
- Can only target a character that is [burning]. Add another instance of [burning] to that character, and reset the duration of all [burning] instances on target.
- Two Students Cross Paths (Requires Master of Many Paths)
- Special, Special, Special
- Select two kung fu action Strikes you possess; this action command gains the effects of both of those action commands. It takes on the longest range, the combined stamina cost, and the combined cooldown of both of those action commands. If there are contradictory effects on the move, you pick the ‘highest’ value (whether good of bad). Both of those action commands are placed on their normal cooldown when selected with this action.
- Stunning Fist (Requires Monk)
- Melee, Low Stamina, Medium Cooldown
- Attempt to inflict [Stun] on the target. Chance to [Stun] increases the lower the current stamina is.
- Quivering Palm (Requires Monk)
- Melee, Medium Stamina, High Cooldown
- As Stunning Fist, but inflicting [Paralysis] on the target instead of [Stun].
- Flying Jump Kick (Requires Monk)
- Short-Medium Range, Medium Stamina, Low Cooldown
- Jump towards a target and deal Very High Damage with a Very High chance to [stagger]. If you miss the target, you take half the damage you would have otherwise dealt.
- High Flying Jump Turning Kick (Requires Monk)
- Medium-Long Range, High Stamina, Medium Cooldown
- Jump towards damage, and deal Extremely High Damage with a 100% critical hit chance and Extremely High chance to [Knock Out], [Stun] and [Stagger]. If you miss, you are rendered [Prone] and deal the full damage to yourself, however you do not crit yourself or apply any of the other conditions.
- Brick Break (Requires Sacred Fist)
- Melee Range, Medium Stamina, Very Low Cooldown
- A standard attack that has the added benefit of destroying magical barriers, such as [Light Screen] and [Wall of Force]. Can be used to just break a barrier, or to attack a character behind a barrier while also breaking that barrier.
- Power Up Punch (Requires Sacred Fist)
- Melee Range, Low Stamina, No Cooldown
- A standard attack that will also slightly increase the users attack when used. The attack increase stacks, lasts a short duration, that refreshes each time this attack lands.
- Stone Shattering Strike (Requires Sacred Fist)
- Melee range, Medium Stamina, Low Cooldown
- An attack that ignores the structural and material hardness of the target. This attack can target worn equipment. Can also be used against automatons and golems to deal increased damage while bypassing critical resistances.
- Steel Splitting Strike (Requires Sacred Fist)
- Melee Range, High Stamina, Medium Cooldown
- An attack that deals double damage to inanimate objects while ignoring their structural and material hardness. This attack can target worn equipment. Can also be used against automatons and golems to deal greatly increased damage while bypassing their critical resistances and immunities.
- Focus Punch (requires Sacred Fist)
- Melee, Special Stamina, Low-Medium Cooldown
- Channel Stamina into you fist, charging up a powerful attack. The longer you charge the attack, the faster stamina is absorbed, and the more damage the attack deals per stamina spent- this attack can easily cause an instant kill on even a tough opponent after a 10s charge. There is no maximum damage on the amount of damage this punch can do beyond stamina, but the user cannot move while charging this technique- meaning it can be defeated by the target simply moving out of the way or preparing a counter. Creatures that do no expend stamina or that have infinite stamina cannot use this technique, and methods and abilities that restore stamina used on or by the user fail while this technique is charging. Stamina Reducing effects do not affect either the charge time, the amount of stamina stored, or the amount of stamina lost in any way.
- Counters
- Flame Body (Requires Fire Elemental)
- Melee Range, Low Stamina, Medium Cooldown
- Target who struck you is afflicted with [Burning], and suffers a reduction in Physical Attack for as long as they are continue to [Burn].
- Defensive Roll (Requires Evasion)
- Self, Medium Stamina, Long Cooldown
- If an attack would drop your vitality to 0 or less, you may reduce that damage to ¼.
- Disparate Houses Combine for Defence (requires Master of Many Paths)
- Special, Special, Special
- Select two kung fu action counters, or one kung fu counter and one kung fu strike, that you possess; this action command gains the effects of both of those action commands. It takes on the longest range, the combined stamina cost, and the combined cooldown of both of those action commands. If there are contradictory effects on the move, you pick the ‘highest’ value (whether good of bad). Both of those action commands are placed on their normal cooldown when selected with this action.
- Aerosault (Requires Monk)
- Self, Low Stamina, Medium Cooldown
- If you would be knocked-down, knocked-back or knocked-up, you immediately regain your footing and stand up.
- Double Horse Kick (Requires Monk)
- Melee, Medium Stamina, Medium Cooldown
- Can only be used against a melee attacker that is attacking from behind. Make two attacks against that opponent, each with increased bludgeoning damage and a chance to inflict [Knock Out]; resolve both attacks and knock out chances separately. If one attack misses, you stagger yourself; if both attacks miss, you become prone and deal standard damage to yourself.
- Ki Block (requires Monk)
- Self, Medium Stamina, Long Cooldown
- Become briefly immune to any non-physical damage and effects from ranged or AOE Action Commands.
- Flesh over Steel (Requires Sacred Fist)
- Self, Medium Stamina, Medium Duration
- Briefly gain an additive 50% damage reduction. Weapons that strike you take damage equal to 50% of the damage they dealt, bypassing their own damage reduction.
- Life Mimicry (Requires Shen Fist)
- Perceptual Range, Medium Stamina, Very Long Cooldown
- Upon observation of an action command- including Strikes, Counters and Boosts but not Stances or Passives- gain limited access to that action command for one use; when you use that action command, lose access to it. Cannot be used to mimic action commands you already possess; if you would otherwise gain access to a command that you are currently mimicking, first lose access to it via ‘Life Mimicry’ before gaining access to it through other means. Only one action command can be mimicked by this ability at a time: if you mimic a new command, lose access to the previous command.
- Synchronize (Requires Shen Fist)
- Perceptual range, Very-Low Stamina, Long Cooldown
- When target activates a boost, you gain the effects of that boost for half the usual duration.
- Regular Boosts
- Controlled Breathing
- Self, No Stamina, Special Cooldown, Instant
- Instantly restore 15% of your maximum stamina. This move can only be used once between short rests (a short rest can only be used out of combat).
- Speed Boost I-IV
- Self, Low to High Stamina, Low to High Cooldown, Medium Duration
- Increase your movement speed. Movement speed increase is higher based on the level of Speed Boost used.
- Hair of the Dog (Requires Brewer)
- Self, Low Stamina, High Cooldown, Instant
- Requires the consumption of alcohol to activate. Gain a high chance to remove the effects of each [Poison], [Disease] and [Slow] effect upon you, checking once for each effect. Chance becomes guaranteed if a quality enough brew is ingested.
- Evasion Boost I-IV (Requires Evasion)
- Self, Low-High Stamina, Low-Medium Cooldown, Medium Duration
- Further reduce the damage you take from AOE. The damage reduction increases to 60-90%, depending on the level of Boost used.
- Blaze Bright (Requires Fire Elemental)
- Self, Low Stamina, Medium Cooldown, Short Duration
- Increase all Fire damage you deal by a percentage amount equal to the amount of health you are missing.
- Inner Fire (requires Fire Elemental)
- Self, Low Stamina, Very Long Cooldown, Long Duration
- Become immune to the [Frozen] condition. Take 75% less damage cold damage from attacks that do not directly target you, and suffer no penalties from environmental cold.
- Temples Combine Arms (Requires Master of Many Paths)
- Self, Low (Continuous), Long Cooldown, Indefinite Duration (as long as stamina upkeep is maintained)
- Select one Kung Fu Stance you possess; this boost gains the effects of that stance. You may use this boost while using a stance.
- Techniques Evolve Across Masters (requires Master of Many Paths)
- Self, Low Stamina, Long Cooldown, Medium Duration
- If you use a kung fu strike, boost or counter of a particular school or style while within a stance of a different style, the damage, effects and effect chance of that strike, move or counter is increased by 20%.
- Attack Speed Boost I-IV (Requires Sacred Fist)
- Self, Low-High Stamina, Low-Medium Cooldown, Medium Duration
- Further increase your attack speed from the Sacred Fist class feature. Bonuses increase the higher the level of Attack Speed Boost used.
- Regular Stances
- Sense Ki
- Cast out extra-senses to espy the martial ability and life force of those around you. You become aware of creatures with an ML around you: the distance in metres from which you are aware them directly corresponds to 2 times their ML, eg you can detect ML 115 characters from 230m away. You discern the martial level of those you detect, in addition to their positions, but can detect little else about their character- with the exception that a Shen Fist can also discern any action commands being taken. This is a divination effect and is normally blocked by some divination blocking abilities, but if a character executes an action command while within range then this detection will bypass most divination immunities and counters protecting that character for as long as they are executing that command.
- Utter Recklessness
- Action Commands you use that deal damage to you, or have a chance to deal damage to you, based on the damage they deal, deal double damage.
- Drunken Stagger (Requires Brewer or Monkey Fist)
- Your physical commands become impossible to predict, unless those trying to predict your actions can best you in an opposed ML check.
- Battle Awareness (Requires Evasion + Shen Fist)
- You take no damage or negative effects from the AOE of attacks, abilities, action commands and spells of your allies.
- Flash Fire (requires Fire Elemental)
- Absorb all fire damage from attacks and the environment, and if you do, boost your Agility by an amount proportional to the fire damage absorbed since the stance was enacted.
- Posture that Bespeaks Killing Intent (Master of Many Paths)
- When using a kung fu strike or counter, do not apply any non-damaging effects; increase the damage of those techniques by a percentage amount, depending on the effect not applied (eg, a [Stagger] effect is likely a small increase, a [stun] effect is a moderate increase, and a [death] effect is a great increase). Non-damaging effects includes critical chance, but not critical damage.
- Convalescence (Requires Monk)
- Sit and meditate, taking an extended action to begin channelling ki to heal yourself. Gain Regeneration and treat your CON as x3 for as long as you maintain this stance, and suspend the effects of any DOT you are receiving (the DOT duration does not run, but no damage is dealt). You cannot take any other actions while maintaining this stance.
- Crane Moves
- (In qigong, Crane represents the metal element. Represents autumn, the large intestine, and the lungs. Likened to a prime minister. Emotion is sadness. Associated with the most material part of the soul. Has a lot of different kicks. Soft and unyielding. Is the adaptor to change, is flexible, and has an association with emptiness of stance. Amongst the animal styles, it is one of the most defensive, and has one of the strongest arrays of defensive counters in the game).
- Crane Strikes
- Beak Pierces Scaled Underbelly
- Range, Low Stamina, Low Cooldown Cooldown
- An attack that deals additional sonic damage, and has a chance to inflict [Silence] and [Deafen]
- Qigong Metal Strike
- Melee Range, Very low Stamina, Very Low Cooldown
- Deals regular damage, half piercing and half sonic, with a chance to inflict [Deafen]
- Flick Mud from Talon
- Melee Range, Low Stamina, Medium Cooldown
- A high kick that has a chance to stagger, and inflicts additional damage.
- Take to Morning Sky
- Close Range, Medium Stamina, Long Cooldown
- Jump towards target while flapping arms to distract them to reduce their ability to counter, before attacking with 2 high kicks that each have an increased chance to stagger and deal additional damage.
- Crane Counters
- Crane Raises Wing
- Melee (attacking target), Low Stamina, Medium Cooldown
- Inflict an additive +100% miss chance on the target for an extremely brief period
- Turning Crane Wing
- Any Range (Attack targeting you), Medium Stamina, Very Long Cooldown
- Instantly Negate Target Attack, negate all of that attack’s effects, and prevent all damage dealt by the attack. Will not work against super spells, daily abilities or auras.
- Crane Dances to the Side
- Self (When targeted for an attack), Low Stamina, Medium Cooldown
- Gain an additive +100% Evasion for an extremely brief period
- Crane Raises Talons
- Melee (Attacking Target), Medium Stamina, Medium Cooldown
- Make a double-speed standard attack against attacking target with an outward rising circle kick, and inflict an additive 100% miss rate on the target for an extremely brief period
- Dancing Crane Kick
- Melee (Attacking Target), Low Stamina, Medium Cooldown
- Gain an additive +100% evasion for an extremely brief period, and make a double-speed standard attack against attacking target.
- Crane Boosts
- Crane Boost I
- Self, Low Stamina, Low Cooldown, Medium Duration
- Increase dodge and parry chance. Multiple Crane Boosts do not stack.
- Crane Boost II-IV
- As Crane Boost I, but with increasing effects, stamina cost, and cooldown.
- Crane Stances
- Crane Strides through Silt
- Ignore the effects of difficult terrain
- Crane Battle Stance
- Increase Agility and Supernatural Resistance
- Minister Spars with Wind
- Gain the proficiency to wield fans as a weapon, and gain a bonus to Physical Defence and Magical Defence when doing so.
- Mantis Moves
- (I’m going to steal some qigong aspects of Bear and use them here. Bear has the organs of spleen and stomach. It is associated with digestion and with concentration (so probably a good fit for mantis, with the long time praying and contemplating and all). Big digestion and acid vibe from Bear, which is good because I was planning on putting that stuff into Mantis. Associated with late Summer. Bears movements are generally wide and strong, but that is going to be supplanted by Mantis being quick and narrow in this adaptation. Mantis is has a lot of crossing a central line, in order to best control, and counters that are simultaneously strikes. Mantis is a difficult to master 1v1 style, combining blistering speed with precision strikes).
- Mantis Strikes
- Claw to Vital Point
- Melee Range, Medium Stamina, Medium Cooldown
- An attack that deals additional acid damage, and damages the targets stamina as well as their vitality.
- Qigong Earth Strike
- Melee range, Very low Stamina, Very low Cooldown
- Deals regular damage, half piercing and half acid, with a chance to inflict [Corrosion].
- Mantis Kisses Lover
- Requires grappled or helpless target or stopped target, High stamina, High cooldown
- Devour the target’s neck with acid, decapitating them. Inflict extreme acid damage to target and their head equipment, and inflict them with [Death].
- Flurrying Mantis Strike I
- Melee Range, Low Cooldown, Low Stamina
- Make 3 strikes in the space of time for 1. Each of the 3 strikes deals 50% normal damage, are harder than normal to counter, and are affected by counters independently.
- Flurrying Mantis Strike II
- Melee range, Medium Cooldown, Medium Stamina
- As Flurrying Mantis Strike I, except with 4 attacks that deal 60% damage each.
- Flurrying Mantis Strike III
- Melee Range, High Stamina, High Cooldown
- As Flurrying Mantis Strike I, except with 5 attacks that deal 70% damage each.
- Mantis Pressure Point Combination I
- Melee range, Medium Cooldown, Medium Stamina
- As Flurrying Mantis Strike I, except each attack deals damage to the target’s stamina equal to the damage dealt to health.
- Mantis Pressure Point Combination II
- Melee range, High Cooldown, High Stamina
- As Flurrying Mantis Strike II, except each attack also deals damage to the target’s stamina equal to the damage to the target’s health.
- Mantis Counters
- Killer Insect Catches Bug
- Target that is moving away from user or teleporting, Very low stamina, Medium Cooldown
- Strike the target for regular damage, and attempt a grapple. Deal double damage if target is unaware of user.
- Deflect Claw with Claw I
- Melee (Attacking Target), attacking target, Very Low Stamina, Low Cooldown
- Receive 80% of damage from targets attack, and reflect the rest of the damage into target’s weapon or limb with a high chance of inflicting [Corrosion].
- Deflect Claw with Claw II
- Melee (Attacking target), Low stamina, Low-Medium Cooldown
- As Deflect Claw with Claw I, except as noted above, and receiving 60% damage and reflecting 40% damage.
- Mantis Boosts
- Mantis Boost I
- Self, Low Stamina, Low Cooldown, Medium Duration
- Increase Attack Speed and Critical Chance
- Mantis Boost II-IV
- As Mantis Boost I, but with increasing effects, stamina cost and cooldown.
- Mantis Stances
- Still Mantis on Branch
- Stand so still that you blend in with your surroundings. Gain a large increase to your stealth bonus, become immune to passive detection, and gain a moderate bonus to your own perception.
- Mantis Battle Stance
- Increase Attack Speed and Physical resistance.
- Poison Flower Staff
- Gain the proficiency to wield a staff, and gain an increased attack speed and parry chance when doing so.
- Monkey Moves
- (In qigong, the monkey is associated with the fire element, the heart, and the small intestine. Associated with the ‘Emperor’. Emotion is Joy. One phrase is “Clears the mind by shifting the branch, then grabbing the peach of heaven”, which is a move in qigong. It also has simultaneous strikes and deflections though unlike mantis it does not do both with the one arm.)
- Monkey Strikes
- Monkey Snatches Peach
- Melee, Medium Stamina, Medium Cooldown
- An attack that deals additional fire damage, and has a chance to for target to drop a random item from their inventory
- Qigong Fire Strike
- Melee, Very Low Stamina, Very Low Cooldown
- An attack that deals standard damage, half fire and half bludgeoning, with a good chance to inflict [Burning]
- Monkey Kick Flip
- Melee, Medium Stamina, Medium Cooldown
- Kick off from the target, dealing regular damage, fire damage, and launching yourself a moderate distance directly away from the target.
- Cunning Monkey Tricks Foe I
- Melee, Low Stamina, Long Cooldown
- Make 1 Illusory attack, followed by 1 real attack. The illusory attack deals fire damage, and while it can be countered, the effects of counters against the attack or you are negated. The real attack deals standard damage.
- Monkey Counters
- Naughty Monkey Endures Spanking
- Self, Low Stamina, Medium Cooldown
- Convert 50% of the damage from next attack received into damage over time, taking effect over the next minute.
- Iron Monkey Defies Heaven
- Self, low stamina, Very Long cooldown
- Convert 100% of the damage from next instance received into damage over time, taking effect over the next minute.
- Kicked Monkey Rolls Back
- Self (When Attacked), Medium Stamina, Long Cooldown
- Convert 50% of damage taken from next instance into damage over time, taking effect over the next minute, then roll backwards onto feet a short distance away from target.
- Wise Monkey Tells Joke
- Target making an attack or casting a spell, Low Stamina, Low Cooldown
- Gain 50% concealment against target. This is an illusory effect.
- Monkey Boosts
- Monkey’s Mischief
- Close ranged Target, Low Stamina, Low-Medium Cooldown, Instant Duration
- Tumble to within melee range on one side of target, while an illusory copy of yourself mirrors your movement and tumbles to the other side of the target. The Illusory copy lasts only a few moments- about long enough for a standard attack, which it mirrors; if directly targeted for an action before then, it will disappear. Effectively grants concealment.
- Monkey’s Mischief, Greater
- Medium Ranged Target + all characters in a medium ranged AOE around target, Low-Medium Stamina, Medium Cooldown, Instant Duration
- As Monkey’s Mischief, but in addition to an illusory image landing the other side of the target, two images tumble to either side of all other eligible targets within the AOE. All illusions last the same duration, and mirror the same moves.
- Cunning Monkey Tricks Foe II
- Melee, Low Stamina, Long Cooldown, Medium Duration or until discharged
- As the Strike, Monkey Tricks Foe I, but instead applying the illusory effect to any attack you next make within the duration.
- Monkey Boost I
- Self, Low Stamina, Low Cooldown, Low Duration
- Increase your Physical Defence and Physical Attack power.
- Monkey Boost II-IV
- As monkey boost I, but with greater effects, durations, cooldowns, and stamina costs. Monkey Boosts do not stack.
- Monkey Stances
- Monkey’s Road
- You can move rapidly by brachiating through an appropriate environment. This uses less stamina than running and is almost as fast, and bypasses difficult terrain. This movement requires amenable terrain, such as a forest or urban environment. Climb Speed in increased, and suffer no penalties when attacking or being attacked while climbing.
- Monkey Battle Stance
- Increase Agility and Physical Defence.
- Emperor wields Ocean’s Column
- You gain notable proficiency with staves while in this stance. While using a staff, gain cleave and a massive bonus to reach, and gain a greatly increased jump height and jump distance.
- Panther Moves
- Panther Strikes
- Leopard Claws Open Throat
- Melee, Medium Stamina, Long Cooldown
- An attack that inflicts [bleed], and has a significant additional chance to critically hit; on a critical hit, damage is doubled and two additional [bleed] instances are inflicted
- Claw at the Moon
- Flying Target, Low Stamina, Low Cooldown
- Leap a great height, and strike the target for bonus damage with a high chance to inflict knockdown.
- Cat Claw Swipe
- Melee, Low Cooldown, Low Stamina
- A standard attack with slightly increased crit chance that also inflicts [Bleed].
- Retreating Cat Swipe
- Melee Target, Low Cooldown, Low Stamina
- Make a standard attack against target, then immediately make a move in any direction.
- Claws Rake Eyes
- Melee, High Stamina, High Cooldown
- An attack with a high chance to critically hit that also inflicts [Blind].
- Patched Cat’s Hidden Claw
- Melee, Low Stamina, Low Cooldown
- Make an invisible, silenced attack against the target. This movement gives no visible tell (although ‘see invisibility’, Shen Fist prediction and similar abilities can detect it coming). This may cause counters to fail.
- Panther Style Lateral Throat Swipe
- Melee, Medium Stamina, Low Cooldown
- Make a strike that inflicts additional slashing damage and inflicts [Silence]
- Panther Counters
- Snatch Flying Bird
- Ranged, Low-Moderate Stamina, Medium Cooldown
- Used when a target is airborne and performs an action at least 2m above the ground. Leap to the target, deal regular damage and grapple them.
- Cat Batters Mouse
- Melee, Low Stamina, High Cooldown
- This attack has priority. Attack a moving limb of attacker, dealing regular damage with a chance to [stagger].
- Leopard Evades Lion
- Self, Low Stamina, Medium Cooldown
- You Jump. If you have Evasion, this movement has priority, and you may apply your Evasion against the attack if the movement would take you out of the attacks range.
- Cat Scratch Fever
- Melee, Medium Stamina, Very-Long Cooldown
- Combine the effects of Cat Batters Mouse and Leopard Evades Lion, making a standard attack against the attacker and also making a standard jump.
- Patched Predator Evades Sight
- Self, Low Stamina, Medium Cooldown
- Gain extremely momentary invisibility against attacker.
- Panther Boosts
- Leopard Ambushes Gazelle
- Self, Very-Low Stamina, Low Cooldown
- You leap at 300% speed, and reduce damage incurred from this leap as though the distance was 1/3. This leap counts as a running leap, but otherwise the distance is not increased, only the speed of the action.
- Panther Boost I
- Self, Low Stamina, Low Cooldown, Medium Duration
- Increase Movement Speed, Jump Height and Distance and Critical Damage Multiplier. Multiple Panther Boosts do not stack.
- Panther Boost II-IV
- As Panther Boost I but with increasing effects, stamina cost and cooldown.
- Panther Stances
- Cat Like tread
- Gain the ability to move silently, even when charging or otherwise moving quickly, and increase your stealth skill by +10. Additionally, gain [low light vision].
- Panther Battle Stance
- Increase Agility and Critical Chance.
- Panther Fang Stance
- You can use your counter moves in response to the opponent’s counter moves; when doing so, your counter moves have priority.
- Lone Feline with Sharp Claws
- Gain the proficiency to use a sword, and gain an increase in critical chance and status chance when doing so.
- Phoenix Moves
- (In Xingyiquan, it covers penetrating between an opponent’s limbs and into their body. Some straight takedowns are present in this school. Also called Goshawk or Sparrowhawk; basically a mish mash of any non-raptoral predatory bird. Xingyiquan has repeating 180 degree turns in Sparrowhawk style. One phrase I’ve heard was “folds it’s wings, pierces the sky, flips over”- which is well interpreted by elbow into palm strike into flipping the other guy, by the way, so put in a throw or two. I looked it up, and turns out the hawk style has to do with both fire pounding and water drilling, wood bursting and a little bit of metal chopping but not too much. A little different to monkey, another fire ki style, it turns the whole body more, arms are bent more like wings, and it is a standing low to high rather than high with some crouching to make the attacks low. It being a pay to win Ygg SAC, it gives an unfair amount of aerial movement alongside).
- (Also, some Phoenix moves inflict [Immolation]. [Immolation] is just to [Burning] what Primal Fire is to Fire. Most effects that interact with [Burning] do not interact with [Immolation], and [Immolation] does not require air to burn, and so is not put out through immersion or burial in a liquid or other substance).
- Phoenix Strikes
- Flaming Bird Ascension
- Range based on ML, Low Stamina, Low Cooldown
- Soar straight into the air at great speed, up to ML metres. Deal Primal Fire damage to targets within a short radius from of your movement. Stop harmlessly if you hit a ceiling or other obstacle directly above you.
- Flaming Bird’s Descent
- Maximum range is distance to the ground, Medium Stamina, 8 Hour Cooldown
- Dive straight down to the ground. Deal Primal Fire damage in a radius on landing; damage and radius scale directly with distance travelled. User takes full damage form the fall, which cannot be prevented though double jumping or [feather fall] or similar; if fatal damage is received and user has Shining Bird Embraces Heaven daily uses remaining, user can avoid death by expending a daily use, simultaneously inflicting the daily move’s primal fire damage with added [Immolation] across Flaming Bird’s Descent’s area, in an implosion that follows the initial radial damage.
- Sparrow-Hawk Sonic Strike
- Long Range, Low Stamina, Moderate Cooldown
- A gap closing technique, the user leaps high into the air before swooping into the target across a distance at great speed.
- Talons pierce Pidgeon
- Close range, High Stamina, High Cooldown
- Attempt to pierce the target’s rib cage and pierce their vital organs. Inflict standard damage and [Death] on the target. This technique has significant attack speed, but also significant end lag- this move is immune to counters, but the user cannot use their own counters for 10 seconds after employing the technique.
- Phoenix Spreads Wings
- Two Targets within Melee Range, Medium Stamina, Long Cooldown
- Step between two targets and perform a flaming upward palm strike with both hand. Inflict Primal Fire damage to both targets, with a chance to inflict [Stun] and [Immolation] to both.
- Qigong Primal Fire Strike
- Melee, Very Low Stamina, Ver Low Cooldown
- Attack the target for standard damage, half-Primal Fire and half-Physical, with a chance to inflict [Immolation].
- Phoenix Counters
- Flaming Wing Blocks Path
- Melee or Ranged Attack, Low Stamina, Long Cooldown
- Reduce damage taken by 40% and inflict [Immolation] on the attacker.
- Hawk Catches Prey in Flight
- Melee, Low Stamina, Long Cooldown
- Intercept and throw attacker before attack lands; if throw successful, negate the attack and inflict [Knock Down] on attacker.
- Bird of Prey Circles Tree
- Melee, Low Stamina, Medium Cooldown
- Grab attacking weapon or limb and turn, swapping positions with target and moving the both of you away from each other; depending on relative speeds between you and attacker, this may interrupt and prevent the attack.
- Phoenix Boosts
- Hawk Turns in Flight
- Self, Low Stamina, Low Cooldown, Instant Duration
- You can use this technique to turn up to 180 degrees midair, changing facing and direction of momentum while preserving velocity. Can be used to protect against falling damage, or to change the direction of a technique like Flaming Bird Ascension.
- Phoenix Boost I
- Self, Low Stamina, Low Cooldown, Medium Duration
- Elemental Damage and Jump Height and Jump Speed increased
- Phoenix Boost I-IV
- As Phoenix Boost I, but with increasing effects, stamina cost and cooldown.
- Hawk’s Manoeuvrability I
- Self, Very Low Stamina, Low Cooldown, Instant Duration
- Jump while in mid-air. Can be used before landing to prevent fall damage.
- Phoenix Stances
- Phoenix Soars Over Earth
- Gain the ability to fly. Flying costs stamina, with the stamina cost increasing the longer spent in the air.
- Phoenix Battle Stance
- Gain additional Magical Attack and Physical Attack while in this stance.
- Heavenly Courtier’s Gleaming Talons
- Gain the proficiency to use Claw Weapons, and gain additional physical armour penetration and attack speed when doing so.
- Snake Moves
- (I’m stealing a lot of these qigong things from Deer; I’m working under the assumption people won’t use a deer stance or particularly mind. Anyway, so Deer is associated with the kidneys, the bladder, and with joy. Associated with birth and growth (and rebirth, I guess, if we take skin-shedding from Snake). Is associated with Winter. In Shaolin kung fu, in addition to the snake ‘fist’, the entire arm is treated as the snakes body- when blocking, the arm is curved around the attackers limb to bind it in place. The snake has an emphasis on swift movements and strikes, locking coils, and sensing enemies).
- (The snake’s emphasis on awareness, particularly how it can sense an opponent’s movements through the vibrations of their body, means some moves have [true strike]. [True Strike] is like [True Seeing] for your fists, in that it lets your attacks ignore bullshit like concealment, invisibility, illusions, evasion, high speed, some counters, etc. [True Strike] is normally very rare, but the Snake Style has greater access to it than most).
- (A few other snake moves inflict [seal]. Seal prevents the target limb or weapon from being used for a duration. Arms, legs, and weapons can be sealed. A head cannot normally be sealed, though it varies with physiology).
- Snake Strikes
- Qigong Water Strike
- Melee, Very Low Stamina, Very Low Cooldown
- Deal regular damage, half ice and half piercing, with a chance to inflict [Slow]. On a critical hit, has a chance to inflict [Freeze] as well.
- Viper Raging River Strike
- Melee, High Stamina, High Cooldown
- Inflict High Damage, High Ice Damage, a High chance to inflict [Slow] and a High chance to Critically Hit. On a critical hit, inflict [Freeze] on target. Counters used against this strike have a high chance of failing. If you are grappling the target while using this ability, this attack possesses [True Strike].
- Serpent Chokes Limb
- Melee, Low-Medium Stamina, Medium Cooldown
- Inflict bludgeoning and additional cold damage to target, then attempt to grapple them. If grapple successful, [Seal] one of the target’s limbs or weapons as long as grapple continues.
- Heavy Serpent Crushes Limb
- Melee, Medium Stamina, Medium-Long Cooldown
- Can only be used on a grappled target whilst you are grappling them. Inflict Heavy Bludgeoning and Heavy Cold Damage to target, with a high chance to [Seal] a targeted limb for a Medium Duration and a high chance to inflict [Slow].
- Snake Counters
- Serpent Coils Along Arm
- Melee, Low Stamina, Medium Cooldown
- Seal target’s attacking limb or weapon briefly. This may interrupt or cancel the opponent’s attack.
- Python Returns Petting
- Melee, Low Stamina, Medium Cooldown
- After an attack lands, attempt to grapple target with greatly increased accuracy and true strike.
- Snake Flows Over Rock Like Water
- Melee range, Low Stamina, Long Cooldown
- Attempt a priority grapple against an opponent that is attacking you; this move may interrupt the attack
- Snake Reverses Hold on Crocodile
- Melee Range, Low Stamina, Medium Cooldown
- If you are targeted for an action by a character that is grappling you, or if a grapple is attempted against you, you can attempt a priority grapple against the grappler, or else attempt to gain dominance in the grapple.
- Snake Boosts
- Snake Tastes Air
- Large radius, low stamina, low cooldown, Instantaneous
- Flick tongue in and out to gain precision awareness of all living things in the area, and the positions of all living things and where they have been within the past 5 minutes. Can discern between each living things.
- Viper Jaws Track Mouse
- Close Range, Medium Stamina, Very Long Cooldown, Short Duration or until discharged
- Your next attack gains [True Strike].
- Snake Coil I
- Self, Medium Stamina, Low Cooldown, Medium Duration
- The user increases their accuracy, physical attack and physical defence simultaneously.
- Snake Coil II-IV
- As Snake Coil I, except with greater effect, stamina cost and cooldown
- Shed Skin in Spring
- Self, High Stamina, High Cooldown, Instantaneous
- Heal self a moderate amount, and remove all damage over time effects on your self
- Snake Stances
- Slithering Serpent
- Gain no penalty for fighting from the ground, fighting while prone, or fighting while in water. Can slide across the ground as easily as running, and can swim through water as easily as running.
- Snake Battle Stance
- Your grapple chance increases, and opponent’s chance to escape decreases.
- Snake Listens to Air Flow
- Gain [Tremorsense].
- Farmer wields Poison Staff
- Gian the proficiency to wield a spear, and gain additional accuracy and attack speed when doing so.
- Tiger Moves
- (In Qigong, Tiger is also liver, gallbladder, blood. It houses the soul. Likened to a general. Its emotion is anger. Its element is Wood. Grasping. Reaching up to draw down heaven (lightning), and reaching down to draw up Earth. Shouting, and balance. Its season is spring. If you’re the kind of guy who responds to aggression with fury, then Tiger might be for you. Tiger moves have notably higher stamina costs and are the least subtle and precise attacks, but tend to inflict significantly more damage than other animal styles)
- Tiger Strikes
- Tiger Draws Forth Earth
- Melee, Low Stamina, Medium Cooldown
- Leg Sweep the to target to inflict medium damage and knockdown.
- Claws of the Striped Death
- Melee, Medium Stamina, Low Cooldown
- Strike target for increased physical damage, inflicting [Bleed] with a chance to inflict [Stagger].
- Tiger Echoes Black Sky
- AOE Cone, Medium Stamina, Long Cooldown
- Deal lightning damage with a chance to [Stun] in a cone in front of you.
- Qigong Wood Strike
- Melee, Very Low Stamina, Very Low Cooldown
- Deal standard attack damage, half electricity and half slashing, with a chance to inflict [Stun]
- Tiger Claws down Heavens
- Random Targets within a Large Circular AOE, Extremely High Stamina, Extremely High Cooldown
- Bring down a barrage of many lightning bolts on random targets in the area over the duration with a dramatic, overhead claw swing. The individual lightning bolts deal relatively low damage and have an insignificant chance to inflict [stun], but overall damage output is extreme and a [stun] instance is almost guaranteed. Lightning bolts are randomly distributed among the target in the area, meaning the less targets there are, the more damage each target is likely to take and the higher the chance to stun. Can hit both friendly targets and targets that are not visible to the user. Will work indoors, will notably avoid hitting trees and wooden structures, and will favour targets wearing and wielding more metal. This is a supernatural attack.
- Thunderous Roar of the Tiger
- Burst AOE, Medium Stamina, High Cooldown
- Inflict [Fear] on all targets in an AOE around you that can hear you.
- Strike of Striped Lightning
- Melee, Medium-High Stamina, Low-Medium Cooldown
- A mighty swing that deals twice the standard damage, an equal amount of electricity damage, a high chance to inflict [Stun] and a chance to inflict [Paralysis].
- Tiger Counters
- Tiger Greets Foe
- Ranged (target moving toward you), Low Stamina, High Cooldown
- When a target moves directly towards you, briefly reduce their movement speed by 90%, inflict electricity damage to them with a chance to inflict [Stun]
- Tiger Counterattacks Boar
- Melee, Medium Stamina, Medium Cooldown
- After taking damage, strike target hard enough to send them flying away- damage, distance and chance to [stagger] increases directly with the amount of damage received, and is increased proportional to how much stronger user is than target.
- Striped Predator Hunts Prey
- One target moving away, Low Stamina, Medium Cooldown
- You move towards a target that is moving away from you at 300% increased speed for a short duration, and if you reach target you strike at with and a chance to inflict [Knockdown]; damage and chance to inflict knockdown are increased based on speed target is moving. This may be used against a target moving away under its own power, or a target being forcefully moved (eg, with Tiger Counterattacks Boar).
- Tiger Boosts
- Tiger Hurls Tree
- Melee, Low Stamina, Low Cooldown, Instant Duration
- Move target directly away from you. Distance increases based on relative strength.
- Tiger Boost I
- Self, Low Stamina, Low Cooldown, Short Duration
- Increase Damage, Critical Damage, and chance to [Stagger] with attacks.
- Tiger Boost II-IV
- As Tiger Boost I, but with greater effects, greater stamina costs, and greater cooldowns.
- Tiger Stances
- General Brandishes Sceptre
- Gain the proficiency to wield Heavy Clubs, and gain increased damage and chance to stagger when wielding a heavy club.
- Tiger Battle Stance
- Physical Attack and Physical Defence increases.
- Tiger Claws Up Ground
- Go down to a stable, all fours stance. Become greatly resistant to stagger and knockdown, and gain an increased stagger chance on your own strikes.
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