Swashbuckler
Dashing rogues, gallant courtiers, outlaw kings, pirates, kensai, duelists, and dockside troublemakers all find a home in the Swashbucklers. They trust quick feet, light armor, a ready blade, a better insult, and the kind of nerve that turns a bad room into a story.
In Play
A Swashbuckler is at home in courts, taverns, alleys, ships, forts, and any place where someone important thinks they are safe. The guild fights in the open, usually with a jest on the tongue and a blade already moving.
A Swashbuckler steals the room. The guild wins by making the fight public, personal, flamboyant, and just a little haunted.
- Choose a proper blade
- Start one or more techniques
- Build Flair by holding the fight, landing criticals, and wielding named weapons
- Spend Flair on quick pressure or a decisive push
- Challenge, charm, parley, skulk, or toss a doubloon when the room turns ugly
- Steal attention with a flourish, insult, named blade, or ghostly echo
- Name the weapon that survives long enough to deserve it
Blades
Many Swashbuckler powers require a blade: knives, daggers, rapiers, sabres, cutlasses, short swords, katanas, and other light or one-handed swords. A good blade is more than a damage number. It has weight, balance, edge, story, and the right sort of arrogance in the hand.
sevaluate reads a weapon without making it magical. It tells the Swashbuckler
what the blade is good for, whether it suits slashing or thrusting, and whether
it has oddities worth noticing.
Finesse
Finesse measures how much blade work a Swashbuckler can keep alive at once. A young Swashbuckler handles one technique. A seasoned one layers styles until the fight looks unfair.
Technique strain comes from:
- Technique weight
- Blade type
- Armor weight
- Current tempo
- Charm and reputation
- Multiple offensive techniques
- Multiple defensive techniques
Too much strain makes the dance ugly. A good Swashbuckler knows when to add another flourish and when to stop before the feet get tangled.
Rank and Flow
Swashbuckler Rank is open-ended and earned through GXP from qualifying kills,
active combat windows, and triggered techniques. Ability Tier is
1 + floor(2 * sqrt(rank - 1)); it synchronizes the legacy guild level so
existing abilities, titles, and rooms remain compatible.
Flow rises by 5 on eligible combat heartbeats, to a maximum of 100. It holds for six seconds after combat ends, then falls by 10 per heartbeat. Flow discounts positive technique SP costs by up to 50%. At full Flow, each eligible combat round has a 5% chance to steal one guaranteed weapon hit. At Tier 15 and full Flow, Dance of Death can separately and very rarely make the next paid triggered technique free.
An effect that prevents fleeing does not disable in-room attacks such as Slip, Press, Wound, Sap, Thrust, or Flank. Physical restraint still blocks those maneuvers, while Skulk retains the fleeing/movement check because it actually changes rooms.
Flair
Flair is the visible part of Swashbuckler skill: the glove slap, the impossible bow, the lucky coin, the cutting joke, the named blade held high while someone bleeds on the floor. In combat, it is also a spendable momentum resource.
Flair starts at zero, decays outside combat, and caps at 10 + CHR/10. Each
active combat round offers a chance to gain Flair. Wielding a named weapon
provides an additional opportunity, and Flourish improves both chances. A
critical hit grants one Flair, at most once per combat round.
Flair spenders currently include:
| Skill | Guild level | Cost | Effect |
|---|---|---|---|
slip <foe> | 3 | 2 Flair, no SP | Makes a quick strike with a slashing or piercing main-hand weapon; uses a micro damage timer |
press <foe> | 8 | 8 Flair, no SP | Presses a controlled current foe: own Challenge grants a full round, hard control a main-weapon sequence, and soft control one swing plus four seconds of Exposed |
Techniques
Techniques are blade styles. Some trigger when the right moment appears. Others
pull effort every round. They can be started and stopped with starttech and
stoptech.
| Technique | What it does |
|---|---|
| Parry | Deflects the force of incoming blows |
| Slash | Trades refinement for direct power, scaling at each character-level bracket |
| Dodge | Lets footwork carry the Swashbuckler out of danger |
| Offensive Spin | Hides true attacks behind spinning steel |
| Called Shot | Finds weak places in armor and guard, scaling at each character-level bracket |
| Disarm | Relieves an enemy of a weapon |
| Riposte | Answers an incoming blow with a quick strike |
| Critical Strikes | Drives the blade deeper when a clean opening appears |
| Weapon Break | Catches a weapon and ruins it with a sharp twist |
| Phantom Strikes | Calls fallen brethren to lash through the enemy's defense |
| Impale | Follows through with deep piercing wounds, scaling at each character-level bracket |
| Flurry | Guarantees one extra swing when triggered; Hero and Legend levels unlock rank-heavy chances for a second and third extra swing |
| Flourish | Mesmerizes with beautiful, dangerous blade work |
| Thousand Blades | Buries the real attack inside false ones |
| Dance of Death | Full Flow can steal a weapon hit; Tier 15 adds the rarer chance for one free triggered technique |
| Spectral Siphon | Drains up to 12 SP and restores exactly what was drained |
Dance of Death is passive at Tier 15; sdance remains reserved only for
compatibility messaging. Spectral Siphon unlocks at Tier 18.
Phantom Brethren
The Order keeps company with its dead. Old duelists, drowned pirates, vanished kensai, and nameless bladesmen linger around the guild's flashiest work. They answer best when a Swashbuckler fights with a named weapon, holds the center of the room, or risks everything on a beautiful mistake.
The ghostly side stays concrete. phantom calls fallen brethren into the
attack. Black Flag Bravado leans harder into drowned pirates and haunted
boarding work. Named weapons and the Dance of Death give those echoes style
and timing while phantom remains the main ghostly technique.
Tricks
Swashbucklers are duelists. Style counts. So does leaving a room before anyone notices, buying luck with coin, insulting a foe into standing still, and talking a brawl into a truce.
| Trick | What it does |
|---|---|
| Challenge | Insults a foe into staying for the fight |
| Charm | Draws every eye in the room and sharpens presence |
| Kiss of True Love | Restores a little health to the Swashbuckler and another out-of-combat player |
| Parley | Negotiates a truce in the room |
| Skulk | Enters or leaves a room unnoticed |
| Doubloon | Offers coin for a lucky defensive charm |
| Slip | Spends a little Flair for a quick weapon strike |
| Press | Spends heavy Flair to exploit Challenge or another crowd-control opening |
| Flank | Sidesteps into extra blade work |
| Thrust | Finishes a wounded foe with precise force |
| Wound | Opens a cut that keeps bleeding |
| Sap | Drains dexterity through a ghostly blade cut |
| Stagger | Turns unsteady movement into a brief reset |
| Flame | Burns a target using intoxication, with a chance of a five-tick self-burn |
| Defensive Spin | Uses a slashing weapon to counter attackers for 60 seconds |
Some of the guild's theater is practical. Some of it is simply necessary. A dramatic bow, a glove slap, a carved initial, a lucky coin, and a weapon juggled while waiting all belong to the same tradition.
Named Weapons
Naming a weapon begins as style. It becomes history when the blade survives duels, escapes, wounds, insults, impossible victories, humiliations, and recoveries. The name makes the weapon personal.
Named blades can remember:
- Notable opponents
- Favorite techniques
- Public challenges
- Parley victories
- Broken weapons
- Lost duels
- Recoveries after embarrassment
Bravados
Bravado is a polished flavor of trouble. A Swashbuckler learns a Bravado from a branch, keeps one polished at a time, and can retrain when another kind of trouble calls louder.
Each Bravado gives one signature trick and nudges a small set of existing techniques. The core guild stays the same: blades, Finesse, tricks, named weapons, and nerve.
| Bravado | Learned from | Signature |
|---|---|---|
| Candlelight | Darkwind Order | Charm, challenge, or skulk can open a cleaner first cut |
| Spirit Mask | Kerei Kensai | Phantom and flourish can leave a short bad-luck mark |
| Firedance | Souvrael Desert Legion | A prepared blade can catch fire for short burning work |
| Buckler | Hyperborean Cave | Buckler work improves parry, riposte, and shield-side counters |
| Black Flag | Haunted coasts and the Fallows | Phantom attacks gain drowned-pirate bite during flurry or boarding-style attacks |
Advancement
Swashbucklers advance through Finesse, technique mastery, duels, daring escapes, public victories, blade work, and a reputation that can survive being seen.
| Rank | Opens |
|---|---|
| Novice Fencer | Parry, skulk, slice, name weapon, evaluate weapon |
| Mischievous Scoundrel | Slash, sharpen, candle, early roguish work |
| Merry Outlaw | Dodge, offensive spin, slip, better Finesse |
| Daring Desperado | Challenge, charm, first public tricks |
| Courtly Adventurer | Called shot, Swashbuckler call, better teamwork |
| Thrillseeking Explorer | Disarm, insult, locate Swashbucklers |
| Infamous Soldier of Fortune | Riposte, trouser-cutting humiliation |
| Dashing Courtier | Parley, press, thrust, cleaner duel control |
| Beguiling Rogue | Critical strikes, weapon break |
| Famed Swashbuckler | Phantom strikes, impale, doubloon |
| Legendary Duellist | Flurry, wound, chosen weapon |
| Paragon of Swashbucklers | Flourish, thousand blades, sap, inspire |
| Blademaster | Passive Dance of Death, blademaster line, legendary style |
| Tier 16 | Flame |
| Tier 17 | Defensive Spin |
| Tier 18 | Spectral Siphon |
Deck Commands
| Command | Use |
|---|---|
sb, esb, swash, eswash | Speaks or emotes on the Swashbuckler channel |
sbhist | Reviews recent Swashbuckler channel history |
swashies, swho, sbwho | Lists active Swashbucklers |
sbskills, sbhelp | Shows skills or help |
starttech <technique> | Starts a blade technique |
stoptech [technique] | Stops one technique or all techniques |
challenge <foe> | Challenges a foe to stay and fight |
charm, parley, skulk <direction> | Uses social or escape tools |
sbkiss <player> | Shares a small out-of-combat heal with another player |
sevaluate <weapon> | Studies a weapon |
sbsharpen <weapon> | Improves a suitable blade |
nameweapon <weapon> to <name> | Names a weapon |
bravado | Reviews or trains the active Bravado |
doubloon | Creates a lucky defensive charm from coins |
slip <foe>, press <foe> | Spends Flair for immediate blade pressure |
sbflank <foe>, sthrust <foe> | Uses position or thrust attacks |
wound <foe>, ssap <foe>, stagger | Uses dirty blade work |
flame <foe>, dspin [off] | Uses post-Blademaster fire and defense |