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  1. WEAVING
  2. Charge A simple but deadly rush.
  3. Secondskin Armour is an unnecessary inconvenience.
  4. Cleave A sundering blow.
  5. Overhand Bring them down with a crushing blow.
  6. Hamstring They won't be walking that off.
  7. Entwine What a tangled web.
  8. Prepare Modify your creations.
  9. Lightsteal Darkness falls.
  10. Puncture A swift and precise jab.
  11. Sever A precise and deadly strike.
  12. Launch Bring them down to your level.
  13. Unweave From dust to dust.
  14. Deathblow Precision over power.
  15. Backhand His face was bad enough already.
  16. Invert A slight change of pace.
  17. Rally Let them know your fervour.
  18. Exsanguinate They'll never eat again.
  19. Flurry Onslaught unending.
  20. Deconstruct They are unfit for Creation.
  21. Miriad We are legion.
  22.  
  23. CHARGE
  24. Syntax:
  25. WEAVE CHARGE <target>
  26.  
  27. Works on/against:
  28. Adventurers and denizens
  29.  
  30. Cooldown:
  31. 2.30 seconds of balance
  32. Details:
  33. Charge at your target, and drive a spear into them, causing damage and
  34. some minor bleeding.
  35.  
  36.  
  37. SECONDSKIN
  38. Syntax:
  39. WEAVE SECONDSKIN
  40.  
  41. Works on/against:
  42. None
  43.  
  44. Cooldown:
  45. 3.00 seconds of balance
  46. Details:
  47. Weave a second skin over the top of your existing one, with
  48. significantly stronger composition(*).
  49.  
  50. * Grants resistance to all forms of damage.
  51.  
  52.  
  53. CLEAVE
  54. Syntax:
  55. WEAVE CLEAVE <target>
  56.  
  57. Works on/against:
  58. Adventurers and denizens
  59.  
  60. Cooldown:
  61. 2.30 seconds of balance
  62. Details:
  63. Using an axe, cleave through magical shields that protect your foe. If
  64. successful, you will also knock your target off their feet, proning
  65. them.
  66.  
  67.  
  68. OVERHAND
  69. Syntax:
  70. WEAVE OVERHAND <target>
  71.  
  72. Works on/against:
  73. Adventurers and denizens
  74.  
  75. Cooldown:
  76. 2.20 seconds of balance
  77. Details:
  78. Deliver a crushing overhand blow with a mace. If the target is already
  79. knocked to the ground, this blow will rattle their skull so much that
  80. they will become impatient; if they are not, they will be knocked to the
  81. ground and suffer from a bout of stupidity. In addition, impatience will
  82. be delivered if this blow also breaks the target's head with the strike.
  83.  
  84.  
  85. HAMSTRING
  86. Syntax:
  87. WEAVE HAMSTRING <target> [LEFT|RIGHT]
  88.  
  89. Works on/against:
  90. Adventurers and denizens
  91.  
  92. Cooldown:
  93. 2.30 seconds of balance
  94. Details:
  95. Using a dagger, you will slice at the hamstring in a target's leg. This
  96. will cause the leg to be broken if it's in a good condition(*), and
  97. cause the target to fall prone if it is not(**).
  98.  
  99. * Will deliver broken left or right leg if the targeted leg is not
  100. damaged to the point of requiring a restoration salve.
  101. ** Will knock them prone if the leg is damaged to the point of requiring
  102. a restoration salve.
  103.  
  104.  
  105. ENTWINE
  106. Syntax:
  107. WEAVE ENTWINE <target>
  108.  
  109. Works on/against:
  110. Adventurers
  111.  
  112. Cooldown:
  113. 2.30 seconds of balance
  114. Details:
  115. Using a whip, you may attempt to lash it about your target, entangling
  116. them. This only works against a target who is upon the ground; if
  117. they're still standing, you will tangle their feet and bring them down
  118. to the ground instead.
  119.  
  120.  
  121. PREPARE
  122. WEAVE PREPARE <DISRUPTION|LACERATION|DAZZLE|RATTLE|VAPOURS|NONE>
  123.  
  124. Works on/against:
  125. None
  126.  
  127. Details:
  128. You may now prepare a modification to future weaves. Preparing a
  129. modification lasts indefinitely: you do not need to re-prepare every
  130. time you seek to attack. Preparing a new modification will remove the
  131. previous one, and you may stop preparing any modifications at all by
  132. specifying to prepare NONE or NOTHING.
  133.  
  134. Disruption: this preparation will cause your attacks to give paralysis.
  135.  
  136. Laceration: this preparation will cause your attacks to give
  137. haemophilia.
  138.  
  139. Dazzle: This preparation will cause your attacks to give clumsiness.
  140.  
  141. Rattle: this preparation will cause your attacks to give epilepsy.
  142.  
  143. Vapours: this preparations will cause your attacks to deliver asthma.
  144.  
  145.  
  146. LIGHTSTEAL
  147. Syntax:
  148. WEAVE LIGHTSTEAL <target>
  149.  
  150. Works on/against:
  151. Adventurers and denizens
  152.  
  153. Cooldown:
  154. 2.30 seconds of balance
  155. Details:
  156. Using a dagger, slash your target across the eyes, blinding them(*). The
  157. length of this blindness is increased if they're upon the ground, and
  158. they will also suffer a short blackout in this instance.
  159.  
  160. * Delivers the true blind affliction.
  161.  
  162.  
  163. PUNCTURE
  164. Syntax:
  165. WEAVE PUNCTURE <target> [LEFT|RIGHT]
  166.  
  167. Works on/against:
  168. Adventurers and denizens
  169.  
  170. Cooldown:
  171. 2.30 seconds of balance
  172. Details:
  173. Using a sword, you will puncture the cluster of nerves just below the
  174. shoulder of your opponent(*).
  175.  
  176. * Delivers the weariness affliction.
  177.  
  178.  
  179. SEVER
  180. Syntax:
  181. WEAVE SEVER <target> [LEFT|RIGHT]
  182.  
  183. Works on/against:
  184. Adventurers and denizens
  185.  
  186. Cooldown:
  187. 2.30 seconds of balance
  188. Details:
  189. Using a sword, you will sever the muscles in one of your target's
  190. arms(*). If you do not specify an arm, this attack will always target
  191. the left by default.
  192.  
  193. * Delivers the clumsiness affliction.
  194.  
  195.  
  196. LAUNCH
  197. Syntax:
  198. WEAVE LAUNCH <target>
  199.  
  200. Works on/against:
  201. Adventurers
  202.  
  203. Cooldown:
  204. 2.30 seconds of balance
  205. Details:
  206. Launch a spear at a target flying above you or in the sky at an adjacent
  207. location, bringing them back to the ground.
  208.  
  209.  
  210. UNWEAVE
  211. Syntax:
  212. WEAVE UNWEAVE <target>
  213.  
  214. Works on/against:
  215. Adventurers
  216.  
  217. Cooldown:
  218. 2.30 seconds of balance
  219. Details:
  220. Begin the process of unweaving part of an individuals fundamental
  221. essence. Each type of unweaving has separate effects and the longer the
  222. unweaving process persists, the more deadly these effects become:
  223.  
  224. Body: health loss whenever the unweaving proceeds.
  225. Mana: mana loss whenever the weaving proceeds.
  226.  
  227.  
  228. DEATHBLOW
  229. WEAVE DEATHBLOW <target>
  230.  
  231. Works on/against:
  232. Adventurers and denizens
  233.  
  234. Cooldown:
  235. 2.20 seconds of balance
  236. Details:
  237. A deadly slash across the throat, this attack with a dagger will make it
  238. impossible for a target to breathe (*), as well as inflicting them with
  239. a bad case of excessive bleeding (**).
  240.  
  241. * Delivers asthma.
  242. ** Gives bleeding, which is increased if the target is prone at the time
  243. of the attack.
  244.  
  245.  
  246. BACKHAND
  247. Syntax:
  248. WEAVE BACKHAND <target>
  249.  
  250. Works on/against:
  251. Adventurers and denizens
  252.  
  253. Cooldown:
  254. 2.30 seconds of balance
  255. Details:
  256. Deliver a vicious backhanded blow with a mace, shattering teeth and
  257. rattling your target. This attack delivers stupidity and dizziness, and
  258. if the unfortunate individual is prone with either one of these
  259. afflictions already, they will also be knocked off of focus balance.
  260.  
  261.  
  262. INVERT
  263. Syntax:
  264. WEAVE INVERT <target>
  265.  
  266. Works on/against:
  267. Adventurers
  268.  
  269. Cooldown:
  270. 2.30 seconds of balance
  271. Details:
  272. Invert your unweavings on a target, swapping one weaves status for
  273. another. For instance, invert your targets body and spirit weaves, and
  274. the spirit weave gains the progression of the body weave and the body
  275. weave gains the progression of the spirit weave.
  276.  
  277.  
  278. RALLY
  279. Syntax:
  280. WEAVE RALLY
  281.  
  282. Works on/against:
  283. None
  284.  
  285. Cooldown:
  286. 2.30 seconds of balance
  287. Details:
  288. Weave power into your very voice, enabling you to shout a rallying
  289. cry(*), healing yourself for a large amount of health(**). You can only
  290. do this every so often, as it is somewhat taxing.
  291.  
  292. * This uses your warcry if you have one set.
  293. ** This can push your health above your maximum.
  294.  
  295.  
  296. EXSANGUINATE
  297. Syntax:
  298. WEAVE EXSANGUINATE <target>
  299.  
  300. Works on/against:
  301. None
  302.  
  303. Cooldown:
  304. 2.30 seconds of balance
  305. Details:
  306. By driving your blade into the guts of your foe, you'll ravage their
  307. internal organs, making them violently sick(*). If they're already
  308. bleeding significantly
  309. then they'll alsolose any desire (or ability) to eat(**).
  310.  
  311.  
  312. * Gives nausea.
  313. ** Gives anorexia.
  314.  
  315.  
  316. FLURRY
  317. Syntax:
  318. WEAVE FLURRY <target>
  319.  
  320. Works on/against:
  321. Adventurers and denizens
  322.  
  323. Cooldown:
  324. 2.60 seconds of balance
  325. Details:
  326. Deliver a flurry of strikes with a sword, rending your foe with a
  327. devastating onslaught. The more unwoven their spirit is, the more blows
  328. you will be able to slip past their guard.
  329.  
  330.  
  331. DECONSTRUCT
  332. Syntax:
  333. WEAVE DECONSTRUCT <target>
  334.  
  335. Works on/against:
  336. Adventurers
  337.  
  338. Cooldown:
  339. 2.30 seconds of balance
  340. Details:
  341. If at least two of your target's mind, body and spirit are both
  342. unravelled at least three times each, you may utterly deconstruct that
  343. person, slaying them instantly.
  344.  
  345.  
  346. MIRIAD
  347. Syntax:
  348. WEAVE MIRIAD
  349.  
  350. Works on/against:
  351. Adventurers
  352.  
  353. Cooldown:
  354. 2.30 seconds of balance
  355. Details:
  356. The ultimate expression of weaving: weaving copies of your own person
  357. into being. These copies shall attach themselves to random targets in
  358. your location, and whenever you hit an individual those copies shall
  359. copy you on their relevant targets. You do not get to choose the targets
  360. and the miriads will only work when they can see both you and their
  361. target(*). Miriads do the same limb damage and afflictions as you, but
  362. their health damage is significantly reduced(**).
  363.  
  364. * You must be in the same room as the target of the miriad.
  365. ** 50% of base values.
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