Iksakku

(A spirit awakened bamboo bo adds +1 dice to any Iksakku rolls)

**✧✧ Mahasu Qatu/Hand Smite (min Melee 3)** Dex + Melee (Diff 7) When being attacked by someone using another melee weapon, the character may opt to make a parry that also doubles as an attempt to dislocate the attacker's wrist. This not only knocks the oncoming attack away, but also potentially disables the opponent. The defender makes an Dexterity + Isakku (or Melee) roll (difficulty 8). If the number of successes exceeds the attacker's successes, then the attack is not only successfully deflected, but the attacker's wrist becomes dislocated and he may no longer use that hand until he heals (the equivalent of healing a level of bashing damage).

**✧✧ Tammabukku Istu Kur/Dragon Emerges for the Mountain (min Melee 3)** Dex + Melee (Diff 6) Damage: +2) As a sudden departure from the usual series of wings, the character suddenly thrusts the staff forward as he would a spear. This blow is aimed at the face and may not be attempted more than once in a row.

**✧✧ Tabalur Kur/Take away the Land (min Melee 3)** Dex + Melee (Diff 8) With a sweep of the staff, the attacker may attempt to trip his opponent, forcing him to the ground. The attacker rolls Dexterity + Iskakku (or Melee) (difficulty 8) while the defender resists with a Dexterity + Athletics (difficulty 7). If the attacker has more successes, then the defender falls. Otherwise he remains standing.

**✧✧✧ Isten Kima Ummanate/One as an Army (min Melee 3)** Dex + Melee (Diff 6) Damage -1 dice) The staff can be wielded in such a way that both ends may be used to attack in quick succession. When using the technique, the character splits his attack dice in half, using the first (and larger if not evenly split) pool for his initial attack and the second pool for another attack. When these attacks aren't as threatening as full swing, it tends to force the opponent to defend himself from the flurry of blows just to avoid being hit. All damage done with these attacks is one die less.

**✧✧✧✧ Sepu Istu An/Foot from Heaven (min Melee 5)** Dex + Melee (Diff 7) Damage: Strength +3) The character uses his staff to vault himself through their and deliver a powerful kick to his opponent. The attacker first must have a little running room, and then roll his Strength + Athletics (difficulty 5) to determine if he can vault far enough to his opponent. The distance vaulted is up to 8 feet per success. Upon landing, he rolls Dexterity + Brawl (difficulty 7) to deliver a powerful kick to his opponent. Regular combat rules apply to this attack.

Actions: 2

**✧✧✧✧ Sepsu Sepu/Powerful Foot (min Melee 5)** In addition to the extra attack allowed by Isten Kima Ummanate, the character may now divide his attack dice into three pools and use the third attack for a kick. Using all three blows is usually reserved for fighting lots of untrained combatants.

**✧✧✧✧✧ Adannu Lukur Daku/Appointed time of the enemies demise (min Melee 5)** Dex + Melee (Diff 8) The master of Iskakku often ends the fight before it really begins. He stands in wait for his opponent's first attack; he parries with one end of the staff while moving past his opponent and then delivers a powerful blow to the back of the head with the other end. If struck with precision, the blow to the cerebellum is enough to knock nearly anyone unconscious. The defender must first make a successful parry (difficulty 7) and then make a Dexterity + Iskakku roll (difficulty 8) to attack. If successful, the damage dealt is not applied as health levels of damage but is compared to the opponent's Stamina. If the damage is greater than his Stamina, the opponent is rendered unconscious. This imaginary damage cannot be soaked.
Actions: 2