Difference between revisions of "Bonecrusher"

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This specialization of Knighthood concentrates on one-handed blunt weapons. As the name of the specialization suggests, Bonecrushers train in breaking bones, sometimes crushing them to a pulp. The higher the skill, the more deadly and varied the effects.
Bonecrush Master Mastery of the one-handed bludgeoning weapons.
BloodyNose Master +25% Minor wounds to the nose.
BreakJaw Master +50% Major wounds to the jaw.
BreakNose Master +75% Major wounds to the nose.
Maneuvers Gifted Refine your attacks with more focus.
FractureArm Gifted +25% Minor wounds to the arms.
Wind Gifted +50% Knock the wind out of your opponent.
SlapKnuckle Gifted +75% Knock loose someone's grip on items.
BreakChest Expert Major wounds to the chest's ribs.
FractureSkull Expert +20% Minor wounds to the head.
KnockDown Expert +40% Send a person tumbling to the ground.
CrushWindpipe Expert +60% Inhibit communication and swallowing.
BreakArm Expert +80% Major wounds to the arms.
ShieldSmash Virtuoso Heavily damage shields by striking them directly.
CrushChest Virtuoso +25% Devastating wounds to the chest's ribs.
VomitBlood Virtuoso +50% Serious internal organ damage.
Crush Virtuoso +75% A stronger strike.
BlackEye Fabled Impairment of the visual senses.
BreakLeg Fabled +25% Major wounds to the legs.
BreakWrist Fabled +50% Major wounds to the wrists.
Riposte Fabled +75% Respond to a parry with a swift strike.
CrushLeg Mythical Devestating wounds to the legs.
Concussion Mythical +25% Major wounds to the head.
BurstOrgans Mythical +50% Complete internal organ failure.
BashBrain Mythical +75% Crushing the skull and that which it contains.
Pulp Transcendent The strongest strike of all.
A True Bonecrusher (by Sid)

Bonecrush

You are now a master of one-handed bludgeoning weapons, and you will notice a drastic improvement while using them. See Knighthood's bashing and targetting abilities for information on how to use one-handed bludgeoning weapons.

BloodyNose

Bodypart: Head

Minimum Wound State: Negligible
Maneuver: Jab, one-handed bludgeon weapon class

A bloody nose, while rarely fatal, will result in a loss of blood.

BreakJaw

Bodypart: Head

Minimum Wound State: Light
Maneuver: Jab, one-handed bludgeon weapon class

A person with a broken jaw will take damage while eating.

BreakNose

Bodypart: Head

Minimum Wound State: Light
Maneuver: Swing, one-handed bludgeon weapon class

A broken nose not only bleeds heavily but will stun an opponent.

Maneuvers

Syntax:
MANEUVER CREATE <name>

MANEUVER LIST
MANEUVER DROP <name>
MANEUVER DEVELOP ACTION <maneuver> <attack>
MANEUVER DEVELOP WOUNDS <maneuver> <wound list, up to fifteen>
MANEUVER SHOW <maneuver>
MANEUVER PERFORM <maneuver> <inputs to maneuver's attack>

You are now able to develop your own fighting maneuvers. You start with being able to develop a limited amount of maneuvers and gradually increase the number of maneuvers as your training in Combat and Knighthood specializations increase. Each maneuver consists of two variables: the action and the wounds. The action is the attack verb (slash, smash, strike, etc.) that will be executed during the maneuver. The wounds are a list of the specific wounds you are attempting to inflict. (Please note that it does not determine if you are able to execute the action or inflict the wound until you perform the maneuver.)

When you perform a maneuver, you will focus all your mental attention on the wounds specified in the maneuver. This has two benefits. First, you will only inflict wounds from that list. So if you want to always inflict a lower level wound even if the target body part is in critical condition then a maneuver consisting only of that lower level wound will do just that. Secondly, provided your wound list is small, you will be able to concentrate more than normal on perfectly executing the attack. This increases your chance of exeuting that wound. Thus if you use a maneuver that consists only of a critical level wound, you lose the ability to do the lower level wounds, but in exchange you increase the likelihood of successfully making that critical wound happen.

FractureArm

Bodypart: Arm

Minimum Wound State: Medium
Maneuver: Swing, one-handed bludgeon weapon class

Fracture the arms, slowing the balance on that arm.

Wind

Bodypart: Gut

Minimum Wound State: Medium
Maneuver: Jab or swing, one-handed bludgeon weapon class

Knocking the wind out of an opponent will cause him or her to lose balance.

SlapKnuckle

Bodypart: Arm

Minimum Wound State: Medium
Maneuver: Jab, one-handed bludgeon weapon class

Slapping the knuckles with your bludgeoning weapon may make a wielded item be unwielded.

BreakChest

Bodypart: Chest

Minimum Wound State: Medium
Maneuver: Jab or swing, one-handed bludgeon weapon class

Fracturing the ribs of your opponent will briefly stun and reduce endurance.

FractureSkull

Bodypart: Head

Minimum Wound State: Medium
Maneuver: Swing, one-handed bludgeon weapon class

Fracturing the skull will cause some brain damage.

KnockDown

Bodypart: Leg

Minimum Wound State: Medium
Maneuver: Jab or swing, one-handed bludgeon weapon class

Sweeps the legs out from under your opponent, knocking him or her to the ground and stunning.

BreakArm

Bodypart: Arm

Minimum Wound State: Heavy
Maneuver: Swing or jab, one-handed bludgeon weapon class

Break the bones of the arms with a thrusting attack with your bludgeoning weapon.

CrushWindpipe

Bodypart: Head

Minimum Wound State: Heavy
Maneuver: Jab, one-handed bludgeon weapon class

A crushed windpipe will prevent swallowing and speaking.

ShieldSmash

Syntax:
SHIELDSMASH <target>

This does no damage against an opponent, but is aimed to splinter and destroy his or her shield.

CrushChest

Bodypart: Chest

Minimum Wound State: Heavy
Maneuver: Swing, one-handed bludgeon weapon class

If the ribs are already fractured, this will cause them to splinter. The result is the same as fractured ribs, except amplified much, much worse.

VomitBlood

Bodypart: Gut

Minimum Wound State: Heavy
Maneuver: Jab or swing, one-handed bludgeon weapon class

Internal organs are damaged, causing the vomiting of blood.

Crush

Syntax:
CRUSH <target> <body part>
Power: 2 (Any)

You will cause more deep wounds and increase your chance of specialty results with this targetted, crushing attack that bypasses defenses such as stances and rebounding. This counts as a jab.

BlackEye

Bodypart: Head

Minimum Wound State: Heavy
Maneuver: Swing, one-handed bludgeon weapon class

Blackening your opponent's eye will cause blindness and a chance of a blackout.

A brilliant arc of white light erupts across the firmament, heralding the return of the Even Bladed to mortal perception.

BreakLeg

Bodypart: Leg

Minimum Wound State: Heavy
Maneuver: Swing or jab, one-handed bludgeon weapon class

Break the bones of the legs with your bludgeoning weapon.

BreakWrist

Bodypart: Arm

Minimum Wound State: Critical (unless arm i
s broken, which makes the wrist more vulnerable to additional breaking) Maneuver: Swing, one-handed bludgeon weapon class

No matter what abilities an opponent may have, he or she will not be able to wield anything with a broken wrist.

Riposte

You will make an automatic strike back against a parry that succeeds in fully blocking an attack. This counts as a swing.

CrushLeg

Bodypart: Leg

Minimum Wound State: Critical (unless leg i
s broken, which makes it more vulnerable to being crushed) Maneuver: Swing, one-handed bludgeon weapon class

Completely crush the legs into pulp.

Concussion

Bodypart: Head

Minimum Wound State: Critical
Maneuver: Jab, one-handed bludgeon weapon class

An opponent with a concussion will be at a great disadvantage.

BurstOrgans

Bodypart: Gut

Minimum Wound State: Critical
Maneuver: Jab, one-handed bludgeon weapon class

A burst organ is a mortal wound, which will lead to certain death if not treated immediately.

BashBrain

Bodypart: Head

Minimum Wound State: Critical
Maneuver: Swing, one-handed bludgeon weapon class

If you manage to get your opponent's head in critical condition, you have a chance of splattering his or her brains from here to kingdom come. The result is an instant death.

Pulp

Syntax:
PULP <target> <body part>
Power: 4 per hand that hits (Any)

You will cause more deep wounds and increase your chance of specialty results with this targetted attack aimed to turn your opponent into pulp. This counts as a swing.