Bonecrusher
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. |
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 |
A bloody nose, while rarely fatal, will result in a loss of blood.
BreakJaw
Bodypart: Head Minimum Wound State: Light |
A person with a broken jaw will take damage while eating.
BreakNose
Bodypart: Head Minimum Wound State: Light |
A broken nose not only bleeds heavily but will stun an opponent.
Maneuvers
Syntax: |
MANEUVER CREATE <name> MANEUVER LIST |
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 |
Fracture the arms, slowing the balance on that arm.
Wind
Bodypart: Gut Minimum Wound State: Medium |
Knocking the wind out of an opponent will cause him or her to lose balance.
SlapKnuckle
Bodypart: Arm Minimum Wound State: Light |
Slapping the knuckles with your bludgeoning weapon may make a wielded item be unwielded.
BreakChest
Bodypart: Chest Minimum Wound State: Medium |
Fracturing the ribs of your opponent will briefly stun and reduce endurance.
FractureSkull
Bodypart: Head Minimum Wound State: Medium |
Fracturing the skull will cause some brain damage.
KnockDown
Bodypart: Leg Minimum Wound State: Medium |
Sweeps the legs out from under your opponent, knocking him or her to the ground and stunning.
BreakArm
Bodypart: Arm Minimum Wound State: Heavy |
Break the bones of the arms with a thrusting attack with your bludgeoning weapon.
CrushWindpipe
Bodypart: Head Minimum Wound State: Heavy |
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 |
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 |
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 |
Blackening your opponent's eye will cause blindness and a chance of a blackout.
BreakLeg
Bodypart: Leg Minimum Wound State: Heavy |
Break the bones of the legs with your bludgeoning weapon.
BreakWrist
Bodypart: Arm Minimum Wound State: Critical (unless arm i |
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 |
Completely crush the legs into pulp.
Concussion
Bodypart: Head Minimum Wound State: Critical |
An opponent with a concussion will be at a great disadvantage.
BurstOrgans
Bodypart: Gut Minimum Wound State: Critical |
A burst organ is a mortal wound, which will lead to certain death if not treated immediately.
BashBrain
Bodypart: Head Minimum Wound State: Critical |
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.