Kick command
| Brawling maneuver that kicks an opponent, dealing impact damage at a heavy cost in fatigue. It is also a role-playing command for kicking yourself, throwing a temper tantrum, or splashing water. |
| KICK <self> (while standing or lying down) You see: Kicking yourself? Aww...it can't be that bad, can it? KICK <person> KICK <person> (while lying down) KICK (in water) KICK <person> (in water) KICK <item> (not worn or held) |
The KICK command attacks by kicking your foot at the enemy. It can be done with both hands full. Out of combat it is also a role-playing verb, with separate messaging for kicking yourself, kicking another character, throwing a tantrum while lying down, and splashing about in water.
Syntax
- KICK
- Attack the enemy you are already engaged with, or pick a new one if you are not engaged.
- KICK <enemy>
- Attack the indicated enemy.
- KICK <enemy> <body part>
- Attack the indicated enemy, aiming for the named body part.
- KICK HELP
- Basic syntax help. KICK HELP FULL gives the maneuver's mechanical profile, and KICK HELP LIST lists the other combat options.
- KICK <person>, KICK <item>, KICK
- Out of combat, the role-playing forms. Many verby items have custom responses.
Detailed Information
Kick is a brawling maneuver.
Kick tends to be a extremely fatiguing maneuver. Attacking again too soon can make this worse.
Kick tends to be unbalancing.
Kick is a quick maneuver, but heavy or unbalanced weapons can slow the attack further.
Kick is more accurate than most maneuvers, and is best suited to impact weapons and least suited to both puncture and slice weapons.
Kick temporarily penalizes all defenses, but is best suited for parry defenses and least suited for shield defenses.
Notes
- Kick is the most fatiguing and the slowest of the brawling attacks, with a 3 second minimum roundtime. See Roundtime.
- Kick cannot be used while grappled.
- Armor adds a small amount of damage based on its type, but only if you are wearing armor on your legs. Brawling items such as footwraps override that bonus and convert the damage type.