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ADVENTURE SKILLS:
CAREER SKILLS: SCHOLARLY SKILLS:
COMBAT SKILLS:

RACIAL SKILLS:
 ¤ The Well (Delfae)
 ¤ Stone Meld (Dwarf)
 ¤ Lifesong (Elf)
 ¤ The Sneaking (Goblin)
 ¤ Skilled (Human)
 ¤ The Gift (Minotaur)
 ¤ The Sensing (Misharr)
 ¤ Sundance (Ss'tiss)

 

These are a pair of a long kind of sword with a single edge. Each blade is crescent-shaped, and the handle is actually embedded as part of the non-sharp edge of the blade. The handle is on the inside of the curve near one end, and the blade is the outside of the curve. When grasped normally, the tip of the blade extends about a dagger-length above the foreclaw, and the rest of the blade follows the forearm and extends past the elbow sort of like a wing. The blade is roughly as long as a ss'tiss' arm, and a pair of them are weilded at a time. The blade is one-handed, two-handed for any race other than minotaur or ss'tiss (which makes it much less useful.) The blade may be reversed and wielded like a scimitar as well. Generally, though, this is done for a single overhand blow, such as a mercy blow.

The Sunblades are used almost as an extension of the arm, a razor-sharp edge along your forearm. Fighting with these weapons is a spinning, flowing style, which can both bring the tail into play and allows you to face multiple opponents more easily. The blades can be used as sheild as well, to block many attacks.

In addition, this martial art provides one of the few protections a ss'tiss may have against the mystical arts. A ss'tiss who learns this martial art learns to still his mind and to ward his thoughts against those who might ill-affect them. Such protections engage automatically while fighting in this style, and may be deliberately invoked when not fighting though it is more difficult. If not deliberately invoked and maintained or if the character is not fighting in this style, this discipline offers no protection. Note that this protects only against specific mental effects; a clever mind-mage can find his way around this skill.

At first level, a ss'tiss merely invokes unnatural calm which enables him to bring all the powers of his mind to bear on his task, increasing his concentration, his accuracy and his reaction time. At second level, a ss'tiss gains the clarity of insight to see through illusions wrought from mind-magic. Third level renders him fearless from natural or magically-induced fear, as well as other emotions. A ss'tiss mind remains a sea of calm. At Expert, a ss'tiss's mind is protected from magical command, and the ss'tiss may not be forced to do anything against his will.

 

 

 

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