Weaving
The art of Weaving is twofold: first and foremost, it is the practice of forging weapons from the substance of Creation, calling to your hand a blade or mace and dismissing it as soon as its work is done.
Second, it is the means by which a practitioner may begin the return to Creation of a foe, unweaving their mortal shell and consigning them to a grim fate.
The skill of Weaving is available to members of the Psion class, along with Psionics and Emulation.
Abilities in Weaving
Charge | A simple but deadly rush. | |
Syntax: | WEAVE CHARGE <target> | |
Works against: | Adventurers and denizens | |
Cooldown: | 2.30 seconds of balance | |
Details: | Charge at your target, and drive a spear into them, causing damage and some minor bleeding. |
Secondskin | Armour is an unnecessary inconvenience. | |
Syntax: | WEAVE SECONDSKIN | |
Cooldown: | 3.00 seconds of balance | |
Details: | Weave a second skin over the top of your existing one, with significantly stronger composition(*). * Grants resistance to all forms of damage. |
Cleave | A sundering blow. | |
Syntax: | WEAVE CLEAVE <target> | |
Works against: | Adventurers and denizens | |
Cooldown: | 2.30 seconds of balance | |
Details: | Using an axe, cleave through magical shields that protect your foe. If successful, you will also knock your target off their feet, proning them. |
Overhand | Bring them down with a crushing blow. | |
Syntax: | WEAVE OVERHAND <target> | |
Works against: | Adventurers and denizens | |
Cooldown: | 2.20 seconds of balance | |
Details: | Deliver a crushing overhand blow with a mace. If the target is already knocked to the ground, this blow will rattle their skull so much that they will become impatient; if they are not, they will be knocked to the ground and suffer from a bout of stupidity. In addition, impatience will be delivered if this blow also breaks the target's head with the strike, or if their head is already broken. |
Hamstring | They won't be walking that off. | |
Syntax: | WEAVE HAMSTRING <target> [LEFT|RIGHT] | |
Works against: | Adventurers and denizens | |
Cooldown: | 2.30 seconds of balance | |
Details: | Using a dagger, you will slice at the hamstring in a target's leg. This will cause the leg to be broken if it's in a good condition(*), and cause the target to fall prone if it is not(**). * Will deliver broken left or right leg if the targeted leg is not damaged to the point of requiring a restoration salve. |
Entwine | What a tangled web. | |
Syntax: | WEAVE ENTWINE <target> | |
Works against: | Adventurers | |
Cooldown: | 2.30 seconds of balance | |
Details: | Using a whip, you may attempt to lash it about your target, entangling them. This only works against a target who is upon the ground; if they're still standing, you will tangle their feet and bring them down to the ground instead. |
Prepare | Modify your creations. | |
Syntax: | WEAVE PREPARE <DISRUPTION|LACERATION|DAZZLE|RATTLE|VAPOURS|NONE> | |
Details: | You may now prepare a modification to future weaves. Preparing a modification lasts indefinitely: you do not need to re-prepare every time you seek to attack. Preparing a new modification will remove the previous one, and you may stop preparing any modifications at all by specifying to prepare NONE or NOTHING. Disruption: this preparation will cause your attacks to give paralysis. |
Lightsteal | Darkness falls. | |
Syntax: | WEAVE LIGHTSTEAL <target> | |
Works against: | Adventurers and denizens | |
Cooldown: | 2.30 seconds of balance | |
Details: | Using a dagger, slash your target across the eyes, blinding them(*). The length of this blindness is increased if they're upon the ground, and they will also suffer a short blackout in this instance. * Delivers the true blind affliction. |
Puncture | A swift and precise jab. | |
Syntax: | WEAVE PUNCTURE <target> [LEFT|RIGHT] | |
Works against: | Adventurers and denizens | |
Cooldown: | 2.30 seconds of balance | |
Details: | Using a sword, you will puncture the cluster of nerves just below the shoulder of your opponent(*). * Delivers the weariness affliction. |
Sever | A precise and deadly strike. | |
Syntax: | WEAVE SEVER <target> [LEFT|RIGHT] | |
Works against: | Adventurers and denizens | |
Cooldown: | 2.30 seconds of balance | |
Details: | Using a sword, you will sever the muscles in one of your target's arms(*). If you do not specify an arm, this attack will always target the left by default. * Delivers the clumsiness affliction. |
Launch | Bring them down to your level. | |
Syntax: | WEAVE LAUNCH <target> | |
Works against: | Adventurers | |
Cooldown: | 2.30 seconds of balance | |
Details: | Launch a spear at a target flying above you or in the sky at an adjacent location, bringing them back to the ground. |
Unweave | From dust to dust. | |
Syntax: | WEAVE UNWEAVE <target> <BODY|MIND|SPIRIT> | |
Works against: | Adventurers | |
Cooldown: | 2.30 seconds of balance | |
Details: | Begin the process of unweaving part of an individual's fundamental essence. Each type of unweaving has separate effects and the longer the unweaving process persists, the more deadly these effects become: Body: health loss whenever the unweaving proceeds. |
Deathblow | Precision over power. | |
Syntax: | WEAVE DEATHBLOW <target> | |
Works against: | Adventurers and denizens | |
Cooldown: | 2.20 seconds of balance | |
Details: | A deadly slash across the throat, this attack with a dagger will make it impossible for a target to breathe (*), as well as inflicting them with a bad case of excessive bleeding (**). * Delivers asthma. |
Backhand | His face was bad enough already. | |
Syntax: | WEAVE BACKHAND <target> | |
Works against: | Adventurers and denizens | |
Cooldown: | 2.30 seconds of balance | |
Details: | Deliver a vicious backhanded blow with a mace, shattering teeth and rattling your target. This attack delivers stupidity and dizziness, and if the unfortunate individual is prone with either one of these afflictions already, they will also be knocked off of focus balance. |
Invert | A slight change of pace. | |
Syntax: | WEAVE INVERT <target> <old weave> <new weave> | |
Works against: | Adventurers | |
Cooldown: | 2.30 seconds of balance | |
Details: | Invert your unweavings on a target, swapping one weaves status for another. For instance, invert your targets body and spirit weaves, and the spirit weave gains the progression of the body weave and the body weave gains the progression of the spirit weave. |
Rally | Let them know your fervour. | |
Syntax: | WEAVE RALLY | |
Cooldown: | 2.30 seconds of balance | |
Details: | Weave power into your very voice, enabling you to shout a rallying cry(*), healing yourself for a large amount of health(**). You can only do this every so often, as it is somewhat taxing. * This uses your warcry if you have one set. |
Exsanguinate | They'll never eat again. | |
Syntax: | WEAVE EXSANGUINATE <target> | |
Works against: | Adventurers and denizens | |
Cooldown: | 2.30 seconds of balance | |
Details: | By driving your blade into the guts of your foe, you'll ravage their internal organs, making them violently sick(*). If they're already bleeding significantly then they'll also lose any desire (or ability) to eat(**). * Gives nausea. |
Flurry | Onslaught unending. | |
Syntax: | WEAVE FLURRY <target> | |
Works against: | Adventurers and denizens | |
Cooldown: | 2.60 seconds of balance | |
Details: | Deliver a flurry of strikes with a sword, rending your foe with a devastating onslaught. The more unwoven their spirit is, the more blows you will be able to slip past their guard. |
Deconstruct | They are unfit for Creation. | |
Syntax: | WEAVE DECONSTRUCT <target> | |
Works against: | Adventurers | |
Cooldown: | 2.30 seconds of balance | |
Details: | If at least two of your target's mind, body and spirit are both unravelled at least three times each, you may utterly deconstruct that person, slaying them instantly. |
Miriad | We are legion. | |
Syntax: | WEAVE MIRIAD WEAVE MIRIAD DISPERSE MIRIADS | |
Works against: | Adventurers | |
Cooldown: | 2.30 seconds of balance | |
Details: | The ultimate expression of weaving: weaving copies of your own person into being. These copies shall attach themselves to random targets in your location, and whenever you hit an individual those copies shall copy you on their relevant targets. You do not get to choose the targets and the miriads will only work when they can see both you and their target(*). Miriads do the same limb damage and afflictions as you, but their health damage is significantly reduced(**). * You must be in the same room as the target of the miriad. |