Blademaster
This specialization of Knighthood concentrates on one-handed bladed weapons. This bloody skill can not only sever arteries and tendons, but cut off parts of the opponent, like the ear or scalp. The higher the skill, the more deadly and varied the effects. |
Blademastery | Master | Mastery of the one-handed sword weapons. |
ArmArtery | Master +25% | Strike the main artery of the arms. |
LegArtery | Inept +50% | Strike the main artery of the legs. |
Maneuvers | Master +75% | Refine your attacks with more focus. |
SliceForehead | Gifted | Slit the forehead open. |
PierceArm | Gifted +25% | Stick the arm with the point of your blade. |
PunctureLung | Gifted +50% | Poke a hole in a lung. |
OpenGut | Gifted +75% | Split open the gut. |
SliceEar | Expert | Chop off an ear. |
PunctureChest | Expert +20% | Poke a hole in the chest. |
SepticWound | Expert +40% | A deep wound into the bowels. |
Scalp | Expert +60% | Cut the scalp from the head. |
PierceLeg | Expert +80% | Open a large hole in the leg. |
SeverNerve | Virtuoso | Cut apart a main nerve. |
CollapseLungs | Virtuoso +20% | Completely ruin the lungs. |
Lunge | Virtuoso +40% | A forceful strike that bypasses defenses. |
SlitThroat | Virtuoso +60% | Incapacitate communication by opening the throat. |
GashChest | Virtuoso +80% | Slash the chest to stun your bleeding target. |
PinLeg | Fabled | Impale a leg and hold it in place. |
CollapseNerve | Fabled +20% | Send the nervous system into complete disarray. |
Impale | Fabled +40% | Impale someone to the hilt of your sword. |
Coule | Fabled +60% | Respond to a parry with a blow to the hands. |
Rend | Fabled +80% | Viciously rip an impaled blade from your target's body. |
LegTendon | Mythical | Cut apart the leg tendons. |
Disembowel | Mythical +25% | Remove someone's innards. |
HeartPierce | Mythical +50% | Strike your enemy's most vital organs. |
Behead | Mythical +75% | Remove someone's head. |
Haymaker | Transcendent | Strike with a flurry of blows. |
Blademastery
You are now a master of one-handed sword weapons, and you will notice a drastic improvement while using them. See Knighthood's slashing and targetting abilities for information on how to use cutting weapons.
ArmArtery
Bodypart: Arm Minimum Wound State: Negligible |
Cutting a major artery in the arm induces major bleeding.
LegArtery
Bodypart: Leg Minimum Wound State: Negligible |
Cutting a major artery in the leg induces major bleeding.
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.
SliceForehead
Bodypart: Head Minimum Wound State: Negligible |
Deeply slicing into the forehead not only causes major bleeding but will hinder an opponent's ability to hit you due to the flow of blood into the eyes.
PierceArm
Bodypart: Arm Minimum Wound State: Light |
Cutting a nerve in the arm will slow the balance of that arm.
PunctureLung
Bodypart: Chest Minimum Wound State: Light |
A punctured lung will cause the victim to consume endurance at a very rapid rate.
OpenGut
Bodypart: Gut Minimum Wound State: Light |
One of the surest ways to hinder an opponent is to slice open their gut. The bleeding from this wound may cause them to slip in their own blood.
SliceEar
Bodypart: Head Minimum Wound State: Light |
A favorite maneuver for a few infamous warriors who like collecting trophies is cutting off an opponent's ear, which also fills the ear canal with blood causing bouts of vertigo.
PunctureChest
Bodypart: Chest Minimum Wound State: Medium |
Running a blade into your opponent's upper chest will induce bleeding and occassional blackouts.
SepticWound
Bodypart: Gut Minimum Wound State: Medium |
Twisting your blade in the gut can cause the intestines to rupture, polluting the bowels and resulting in dysentery.
Scalp
Bodypart: Head Minimum Wound State: Medium |
Cutting the scalp off the head of your opponent not only causes major bleeding but nets you a rather gruesome trophy.
PierceLeg
Bodypart: Leg Minimum Wound State: Medium |
Cutting a nerve in the leg will cripple an opponent.
SeverNerve
Bodypart: Arm Minimum Wound State: Medium |
A precision strike to the nerve bundle near the shoulder can paralyse one side of the body.
CollapseLungs
Bodypart: Chest Minimum Wound State: Heavy |
If one lung is already punctured and the chest has taken heavy wounds, there is a chance of collapsing both lungs, causing the victim to use up far more endurance than normal, as well as giving them the inability to smoke.
Lunge
Syntax: |
LUNGE <target> <body part> |
Power: 2 (Any) |
This precision strike will avoid most of your opponent's combat defences such as rebounding, and stances, and it will do more wounding than normal. This counts as a jab.
SlitThroat
Bodypart: Head Minimum Wound State: Heavy |
Slitting the throat causes tremendous bleeding as well as preventing the capability to eat or speak.
GashChest
Bodypart: Chest Minimum Wound State: Medium |
Gashing the chest will briefly stun your target as well as causing them to bleed.
PinLeg
Bodypart: Leg Minimum Wound State: Heavy |
Running your blade through the foot of an opponent will literally pin him or her to the floor, making it impossible to flee. The sword that you use for this pinning maneuver will not be able to be swung during this time.
To remove your sword, you may use the following syntaxes:
WITHDRAW
WITHDRAW LEFT HAND
WITHDRAW RIGHT HAND
CollapseNerve
Bodypart: Arm Minimum Wound State: Heavy |
This strike can only be performed on a person whose nervous system has already been exposed with a severed nerve. By striking into the shoulder to tear apart the exposed nerves, you can send the nervous system into complete disarray, which will cause periodic seizures until healed.
Impale
Bodypart: Gut Minimum Wound State: Heavy |
This maneuver will drive a blade completely through your opponent's gut and impale him or her into the ground.
To remove your sword, you may use the following syntaxes:
WITHDRAW
WITHDRAW LEFT HAND
WITHDRAW RIGHT HAND
Coule
If you succeed in fully parrying an attack, your blade will automatically slide down the shaft of your opponent's weapon and strike their arms. This counts as a swing.
Rend
Syntax: |
REND |
Instead of withdrawing your blade from your opponent, you can viciously rend it out of them, causing massive bleeding. In addition, venoms from your blade might afflict your victim.
LegTendon
Bodypart: Leg Minimum Wound State: Critical |
Severing the tendon of the leg just above the ankle is a vicious maneuver that will knock your foe down and prevent him from standing up.
Disembowel
Bodypart: Gut Minimum Wound State: Critical |
Disemboweling is a mortal wound which will result in death if not immediately treated.
HeartPierce
Bodypart: Chest Minimum Wound State: Critical |
A strike that nicks your foe's most vital organ will cause a significant burst of damage in one blow.
Behead
Bodypart: Head Minimum Wound State: Critical |
If you manage to get your opponent's head in critical condition, you have a chance of severing the head from the body. Needless to say, this results in instant death.
Haymaker
Syntax: |
MAKEHAY <target> [<bodypart>] |
Power: 10 (Any) |
You will need both blade-wielding arms in balance to execute the infamous haymaker maneuver. In a spurt of preternatural speed, you will twirl your swords in a blaze, attempting to strike your opponent four times. This counts as a swing. It will also strip any rebounding aura you might encounter.