Swordsman



Description:
Devoting one's life to the way of the sword describes the swordsman best. There are many techniques of the blade in the world to choose from meaning that playing the swordsman will give you a choice of style, and weapon, encompasing any edged weapon regardless of weather or not it's actually a sword. Remmeber to choose your particular disciplin. For instance you may choose that your character is devoted to wielding an axe and as such this is what he/she will be best at. Swordsmen because of the danger of their style start with a leather armor chestplate.

Abillities:

Meditate/pray: A swordsman is tought to be clear of mind and when confused or suffering from severe mental effects they can return to a state of normalcy through the disciplin of the sword. Your character's alignment, style and story will determine who you meditate or pray.

Special Move:
A swordsman can through experiance in questing aquire new, unique attacks with their weapon that goes beyond the normal limitations of human physical abillity, borderlining on the supernatural.

For each quest completed a swordsman can devise one new move. There are two methods of doing this. Taught, and self devised.

Self devised moves which can be developed for the weapon used most during the quest.

New moves however are less than perfect and won't always work out exactly right without more practice. So long as the move is used at least once in the next quest it will be perfected by the end regardless of weather or not the quest is successful.

Taught moves are aquired by learning a sword move from another swordsman. Sometimes this is another player, other times it may be an NPC encountered in a quest. A move passed on from another swordsman is easier to master and will be aquired at the end of the quest regardless of success or failure, so long as it was taught during the course of that quest. Furthermore a taught move is already perfected sicne someone else has already gone through the trouble of working out the exact mechanics. It is possible to gain two new moves per quest by devising one move and learning another.

Please keep a record of sword moves aquired in your sig under "Skills record" Both a name and brief description (no more than one line) need to be included. A swordsman starts with one special move already devised. Special Level Up:
Sometimes veriety is called for but other times specialization is the key. A swordsman may at the end of a quest choose rather than to devise a new special move, to level up an existing one. At the first level a special move is an amazing feat in its self, At the second level the near physically impossible can be done, and at the third level the normal limits of reason are outright defied, by utilizing the connection between swordsman and weapon to perform feats of such incredible power, strenght, speed, and agillity that they rival even what can be done through the use of magic.
An example would be: These are of course only examples. Special moves may be more or less complex depending on the player's prefference. A swordsman may devise TWO new special moves or level up specials if they complete a quest leveled "epic"

Qaulities:

Physical Prowess:
Being a swordsman requires strength to weild a long piece of sharpened metal so as a result swordsmen are rather athletic. Not so much as a slayer but still quite strong, and posessing great stamina.

Hightened Mind:
Swordsmen through intense training have honed their spiritual edge as well as physical. This gives a swordsman the abillity to resist mind control be it telepathic or magical.


Style Reading:
When two swordsmen meet they size each other up. Years of dueling give the swordsman the capacity for feeling out an oponent's style of attack. This makes extended battles more favorable to a swordsman as he will subconciously pick up on the fighting style of an enemy and become able to defend more quickly and dodge more effectively.
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