West End of Montmartre: Family-rented house. Wynter's mind was going 100mph as it finally began to sink in that she was a part of the now started war. She thought back to the preparations she had made on her father's behalf to begin working out a plan. It was common knowledge that three powerful mages would be participating, but she didn't have access to their names, which scared her greatly. Since Archer was summoned with his own weapon(s), she decided to take the gun used as the summoning catalyst (a Colt 1851 Navy Revolver) and hide it on her person. Taking the lead on things was new to her and although she was a fast learner her inexperience only brought more worry to her.
... She should probably learn to use it soon, but that was pushed aside in favor of scoping out the local area for other Masters and Servants. Then again, perhaps they should simply use the night catching Archer up on details of the city?
"Hey, Archer? What do you think we should do?" She didn't want to just force him to go along with her nor did she have the confidence to do so, so she simply gave away the decision making to him. She was far too stressed to make a sound decision.
"Now here now." he interrupted the girl.
"First of all you need to decide if I’m your pardner, or I’m your servant. Don’t ask me what to do without offering nothing if I’m your pard. If I’m your servant be a bit more firm, yeah? Let’s start with that first. I’m not gonna be able to help make your decisions as much as you’d want when it comes down to the guns. I’ll help a’course, but servants are fast, servants are quick. Did I say they’re swifty too? Well, it doesn’t matter if it’s about magic or ghosts or just running from the law. You need to be able to trust your guts and learn to move and think."
"That said there’s a few things we definitely need."
"One, we need a good place to call home during this war. I forgot if you said that we still needed to find a good magical place, or if this house is a place you can work with but... You said you’re not much of a mage right? Well I’m not one either, so let’s find a place that’s alrady good for that kind of place. If you’re not good enough to build something from scratch then let’s find a good place that’s already up. It’s a big city right? There’s bound to be something big.”
At that he took a look up at the towering buildings and the skyline of paris, poking his head out of a window. The sight was something that took his breath away, even if it also invited a small touch of unease among the wonder. “Yeah, it really is big…” Compared to the frontier in actual volume and size it was nothing. But the overwhelming humanness and the jam packed nature of an old city and the modernity of humanity was in of itself massive.
“Second, we gotta work on your aim. You’re good at shooting with spells right? Then we’ll make that even better. You’ve never really fought much before right? I’ll drill ya until you could even outdo that old Pat Garret.”
He paused for a moment and then leaned in for a closer look at the girl that was the supposed mage that his time in Europe was tied to.
“Mhm, you said you never could cast a single darn spell save for that one? Is that even a thing? A one trick pony they’d call you. But the mistake is that maybe you’re not a horse or a pony at all. Maybe you’re a camel, maybe you’re even a coyote? Well, what I’m saying is maybe you’re going about it all wrong. Why is it that this spell is the only one that works? It’s a spell where you point at people and shoot right? And no other spell from your family works, right? Maybe all your magic’s in your fingers. Or maybe…”
He whips out his gun for a moment right before Wynter. The gust of wind blows her hair out of her face and he spins it in his hands before re-holstering it before she could see it, only her knowledge of his gun allowing her to recognize what he'd done and what happened.
“You’re a shooter? You got someone like me off a random old gun after all. You sure it even works as a catalyst? I don’t know how much studying it takes but we can try a few things. At the least I'll promise you'll hit your target with what you got even if we don't find nothing good or new. Now, want to take a look at the town? I haven't seen much yet. We can go after a quick bit of drilling... now where's a good empty can?"
Rank: (Your capability as a Magus in the eyes of the Mages Association. This will be given to you on approval.)
Objective for the Grail: Sent on a mission by the lord he serves to claim the position of victor in the Grail War, and of course, the land of Paris, in his lord’s name.
Personality: An unbending, unrelenting man who walks a proper path. Propelled by his environment, the expectations of his family and the crest engraved into his body
His conduct and self is that which would be called pure. An ideal who manages to struggle without faltering.
Polite, well-mannered. Yet there’s a touch of well-meaning self-centeredness in his view. His instinct and his manner of thinking is that that flows from himself and what he could do. A person who would beat himself up that he himself did not prevent a tragedy, a person who would think of all problems in the lens of how he could solve it first and foremost.
A person who expects the world to be something to be solved by him, and a person who expects highly of himself. An extension into self-sacrifice which one must question the roots of whether it is truly a matter of goodness, or some touch of narcissism. Without thinking on that he continues to walk his path, conquering what lies ahead.
Bio (Family): A family said to hold a legendary lineage, although its start was not all that connected to the path of a magus. The progenitor of the Triswich is believed, by the family to be none other than the Knight of the Round Table of the Sun, Gawain. While it lies as an unconfirmed fact, it is not something that others find all too much a thing to dispute, and some even see it as plausible. The beginnings of the Triswich either way hold a peculiar direction. Taking the symbol of the knight's failure, the Sash given by Lady Bertilak, and making it their magic crest. While not holding the powers she had claimed, it was nonetheless a icon with mystery that served them as the base of their crest. A mystery to hold their knowledge, and a perfect means to pass down their drive for their ideals and the adherence to the path passed down.
While at first a family of druids and magi that could be called to be more along the line of hermits that lived in the forests after the ebbing of civilization and the tragedy of their progenitor. The history and legacy of the knights has become more of a guiding aspect in their direction in the last number of centuries with the progression of civilization and modernity.
Falling under the banner of the Barthomeloi Faction and tying themselves to one of the lords of the Clocktower to establish their position in exchange for serving the lord. The Triswich have, with their legacy, age and current standing become a respectable and known family. A standing that they live up to with talent, expertise and knowledge. In their eyes what they recieve by serving their lord is more than worth the time and risk involved.
However despite that, while some may call them knights of the Aristocratic faction. Others call them tree-planters who decided to try and brush up and present themselves nice to play at being lapdogs.
Bio (Noon): One day a Triswich visited the land of the sun. There he met a shaman girl at a shrine dedicated to a sun god, found her bewitching, and fell in love. Together the two had a child of mixed blood and mixed suns.
Living his early years in Japan, when the Triswich family moved back to their ancestral lands in Britain, young Akira, then dubbed Noon found himself in a foreign strange land so different from what he thought of as home. A foreigner, and seen as a strange oddity, or even a blight upon an ancient family by bringing in outside blood and being seen as the folly and whim of his father, the Clock Tower and English lands looked upon him unkindly as it did with any regarding those who came from what was considered a backwater savage land.
Yet despite his part Japanese blood, and his unfamiliarity he endured. Following in his father’s footsteps, delving into the path of a Triswich and soon becoming more English and western than someone who was pure in the words of some. Dissent and opposition was silenced by his conduct as he proved himself a worthy heir twice over to make up for the prejudice he faced.
While he holds enemies, both as a result of his lord and the position of his family, along with his blood. He now pursues the advancement of the Triswich while serving his lord dutifully as his personal knight, distinguishing himself enough to be accepted as a respectable heir to his father.
Now he is sent to Paris to claim the land for his lord.
Ah? The wish? He hasn’t thought about what it’d be used for. His lord didn’t seem to have that much interest and said he could have it but…
Really, what is such a thing good for?
--- Magic Circuit Switch: The sensation of flames bathing his hands.
Number of Magic Circuits: C
Quality of Magic Circuits: A
---
Elemental Affinity: Fire and Earth
Magecraft:
General Magecraft: As a magus his knowledge covers what is expected and basic as par for course.
Fire and Earth Magic: The abilities of Noon when it comes to elemental magic are rather standard. However the power behind his flames are quite notable.
His earth magic is more well suited for out of combat applications.
Sorcery Trait: Stardawn Glow
For most mages their circuits rotate and mimic the flow of the earth leylines and tectonic movements. However the magic circuits of the Triswich are instead aligned to the sun.
At the eponymous time when the sun is at its zenith, Noon’s circuits glow as a mirror to the sun.
Druidism: Walking among the forest, utilizing the bounty of nature, sacrificing to the gods and communing with the land. It is the famed art and discipline passed down from the gaelic cultures and covers most of the magecraft based in those traditions. However the focus is especially on the manipulation of the environment and nature.
Working with materials to create various medicines, poisons and even items. Both of natural properties resulting from the ingredients, and items and medicines based off celtic legend and traditions, is possible.
Allows also to a degree of working with spiritual matters and healing. Something helps for the creation of his familiars.
The ability to work with trees includes growing, manipulating, utilizing the meaning of trees and wood, and establishing a forest as a fairy forest.
Fairy (False): Familiars: The creation and utilization of familiars that take upon the shape, and to an extent, the powers and nature of faeries. Replicating a fairy is impossible, but using the familiars, certain spells and tricks that invoke and use the idea of faeries become possible.
And of course what is a knight without faeries? Or a druid without a relation to the touch of the land? Combining those two facets, it then is no surprise that the Triswich embarked on the path of creating a stand-in for such companions and benefactors.
The make-up of these familiars are that of suitable spirits given a surface layer and shape of a fairy. The spirits at times color, yet give power to the resulting fairy. Those faeries are then given more specialized roles.
Bounded Fields/Territory Creation: The arts of druidism, the establishment of a “castle” or study as a knight.
The Triswich, and Noon by extension are experts at bounded fields. Both in the creation of false faerie forests that confuse and reject trespassers and hide things. Sanctifying places as lakes and dealing with atmosphere, and of course, establishing a “fairy-made home”. The idea of the chalky white walls of Camelot is something that is a dream, but that dream holds power when used as an concept by the Triswich.
Self-Suggestion: While not exactly magecraft, the base and origins of the Triswich is shame, and of a resolution brought by it. The moment they chose the Sash as their magic crest they have decided to live and embody the meaning of the story of the Sun Knight and his humbling.
They must excel, they must live up to, and exceed the perfect knight. A mystic code dyed in the sun and in the promise over generations. Just as the Triswich shaped what became of the sash, so did it shape them.
Noon, along with the other heirs of the Triswich has in his very blood a strong conditioning and ability for self-hypnosis. To live up to the standards they set to themselves, to live properly. It is something that they use to keep themselves on a rightful path, and also to exceed their limits when that path brings them into hardship.
The true Noon could be said to only come forth when he becomes a focused existence that dedicates his breath and life to a important task.
Contracts and Hospitality: Geases, magecraft that have to do with oaths, deals and contracts are another talent of Noon due to the base of his magic crest. This also extends to an extent magecraft that deals with the idea of hospitality which exists plenty in the magic of his homeland.
Crest: 12 generations
Weapon/Mystic Codes:
Sunsworn Green:
If the Sash of Bertilak is a false protection, then the conceptual formalwear worn as Noon’s garments for battle and formal occasions as a modern knight and magus are a mystic code passed down through the family line that is their armor to make up for that lie.
A protective wear that extends its protection beyond the skin it covers. In a sense a conceptual formalwear rather than something that relies primarily on its physical attributes to block against physical attacks. It's protection is at the level of E rank.
Other than being a defense it also has float spell functions and the ability to give Noon a sudden burst in speed. Often he combines these for sudden swift acceleration with a jump, to surprise his foes, or add more power to a big blow.
L{ogres}.ayer.D{olorous} Restrict: Glorypledge
A massive blade that is in truth a collection of arms designed to be put together as one blade passed down the Triswich line To prevent it from being too unwieldy a weight-reduction enchantment is part of it.
While each one is a high quality magical weapon the mystic code as a whole is considered to be the collection rather than the individual pieces.
Containing magical energy, holding supernatural sharpness, flexibility and hardness, from the point of having a blade the weapons within them are top of the line.
However their true use is in syncing with the family speciality of self-suggestion and oaths.
Each arm named after a knight of the round, they are sealed for normal use, only allowed and utilized when the condition attached to that weapon are met. A one-sided self made promise with the knight the arm represents. To use it is to hold one’s conduct and circumstances and think of how that knight may judge them.
The moment he takes it in hand all doubts melt away.
Bedivere: (A broadsword) Palamedes: (A swordstaff that can switch between spear and sword) Lancelot: (A arming sword) Mordred: (A silver axe) Galahad: (A lance) Gaheris: (A pair of gauntles) Gareth: (A shield) Agravain: (A mace) Kay: (A scythe) Ywain: (A spear) Gawain: (A massive longsword) Arthur : (A even more massive sword)
The oaths are omitted for narrative purposes from the public sheet.
As a side note the sheath (named Logres) is a conceptual round table, a place where knights gather. Other than being a good sheath and that it doesn't have too much an effect, other than preserving the blade.
Extra Sword: STAIN
A rusted sword that is technically part of the collection. However in it's current state it's nothing more than a stain. The name it has was engraved but it's covered up. ***ST*IN is all that's legible.
Familiar Creation Reagents: Various reagents and ingredients, including contained wraiths and grudges for the purpose of familiar creation. Noon has enough for 30 faeries brought with him to France.
Druidic Ingredients and Medicines: Tree seeds, adder stones, resins, sidhe dirt, mushrooms, leaves, mistletoe, and all the sort of things a druid needs is required.
Also includes some already complete antidotes, healing potions and other medicine.
Some of it even is good for cooking.
Other Skills:
Cooking: EX Ability to cook on a level unmatched by any other. No matter what he makes it will always be at that impossible to achieve level, every dish reaching the same zenith possible to Noon. There is no better or worse examples. Every dish he makes is of the same quality as the last.
Martial Ability: Best with swords and spears (along with staves.) However Noon is adept at all sorts of combat with weapons. However when it comes to unarmed combat he is not as much of an expert as a focused practitioner. That said his brawling and completeness as a fighter is without question. His kicks are also quite dangerous and he's notable at being overbearing with strength and speed. An aggressive fighter all in all.
His level of swordsmanship is something that approaches the skill of a knight captain.
He also has been dabbling in, and can execute moves based on Iaijutsu. The pursuit is less about the philosophical zen, but instead due to a personal fancy. However the art syncs up very well with his family's practices and his own nature.
Riding: As a knight and sometimes Chauffer, Noon is a talented and experienced rider of horses, bikes and cars. Has entered a few races before. However his raw ability as a driver is not enough to overcome professionals through technique alone.
Personality: Someone who lives for freedom. Tactful, and someone who knows how to avoid trouble after a rocky beginning. Living outside of the law, skirting the boundaries between the frontier wilds and man who was settling it. The symbol who embodied the wild west.
Independent Action: A It is possible to take action even without a Master. However, to use Noble Phantasms of great magical energy consumption, backup from the Master is necessary. At Rank A, it is possible for a Servant to stay in the world for about a week without a Master
Magic Resistance: N/A As a modern hero with no real ability to defend against magic, his skill in this is essentially nonexistent even with his class container.
Personal Skills:
Riding C+: The ability to ride horses with exceptional ability. However he is unable to ride other living beings.
Marksmanship A++: The ability and talent with firearms that marks him as a once a century genius. Includes things such as trickshots. Quick Draw A+: A specialized/expanded upon technique. The ability of Billy to see his enemy draw, draw in response and have time to spare. Similar to the Boar Huntress's ability to check others and act in response to them. Eye of the Mind (False) C: A natural talent to sense danger through intuitionand a sixth sense. Seeing through motions of the enemy, analyzing the battle and forging a way to victory. Whether that be escape or killing the enemy are all enhanced so long as it's possible.
Noble Phantasm:
Name: Thunderer Title: Thunderclap of Breaking Sound Rank: C++ NP Type: Anti-Unit Range: 1-100 Maximum Number of Targets: 1
Description: A counter-like three-burst shot by means of a Colt M1877 double-action revolver (nicknamed "Thunderer"), whose use Billy the Kid is said to have favored. The anecdotes associated with him turned into a Noble Phantasm. To be exact, it is not like the revolver is a Noble Phantasm, and if you comprehensively look at the whole of "Billy the Kid's marksmanship when he holds this revolver", it seems more of a Personal Skill than a Noble Phantasm. The most devious aspect of this Noble Phantasm is its low prana consumption, derived from the fact that the concept of Noble Phantasm is incorporated into the greater section called "technique". In specific terms, it is no more than the same extent of consumption of employing a E Rank Noble Phantasm.
In function the perception of time slows for Archer. Grasping the location of his enemies and awareness of his surroundings, he dodges and fires three shots aiming for the vitals as a counter attack. However in the end even with this Noble Phantasm something that is impossible to dodge for Archer cannot be turned into something that is avoided.
Rank: (Your capability as a Magus in the eyes of the Mages Association. This will be given to you on approval.)
Objective for the Grail: Sent on a mission by the lord he serves to claim the position of victor in the Grail War, and of course, the land of Paris, in his lord’s name.
Personality: An unbending, unrelenting man who walks a proper path. Propelled by his environment, the expectations of his family and the crest engraved into his body
His conduct and self is that which would be called pure. An ideal who manages to struggle without faltering.
Polite, well-mannered. Yet there’s a touch of well-meaning self-centeredness in his view. His instinct and his manner of thinking is that that flows from himself and what he could do. A person who would beat himself up that he himself did not prevent a tragedy, a person who would think of all problems in the lens of how he could solve it first and foremost.
A person who expects the world to be something to be solved by him, and a person who expects highly of himself. An extension into self-sacrifice which one must question the roots of whether it is truly a matter of goodness, or some touch of narcissism. Without thinking on that he continues to walk his path, conquering what lies ahead.
Bio (Family): A family with a legendary lineage, although its start was not all that connected to the path of a magus. The progenitor of the Triswich is none other than the Knight of the Round Table of the Sun, Gawain. Descendants holding his blood took the symbol of his failure, the Sash given by Lady Bertilak, turned it into their magic crest. While not holding the powers she had claimed, it was nonetheless a icon with mystery that served them as the base of their crest. A mystery to hold their knowledge, and a perfect means to pass down their drive for their ideals and the adherence to the path passed down.
While at first a family of druids and magi that could be called to be more along the line of hermits that lived in the forests after the ebbing of civilization and the tragedy of their progenitor. The history and legacy of the knights has become more of a guiding aspect in their direction in the last number of centuries with the progression of civilization and modernity.
Falling under the banner of the Barthomeloi Faction and tying themselves to one of the lords of the Clocktower to establish their position in exchange for serving the lord. The Triswich have, with their legacy, age and current standing become a respectable and known family. A standing that they live up to with talent, expertise and knowledge. In their eyes what they recieve by serving their lord is more than worth the time and risk involved.
However despite that, while some may call them knights of the Aristocratic faction. Others call them tree-planters who decided to try and brush up and present themselves nice to play at being lapdogs.
Bio (Noon): One day a Triswich visited the land of the sun. There he met a shaman girl at a shrine dedicated to a sun god, found her bewitching, and fell in love. Together the two had a child of mixed blood and mixed suns.
Living his early years in Japan, when the Triswich family moved back to their ancestral lands in Britain, young Akira, then dubbed Noon found himself in a foreign strange land so different from what he thought of as home. A foreigner, and seen as a strange oddity, or even a blight upon an ancient family by bringing in outside blood and being seen as the folly and whim of his father, the Clock Tower and English lands looked upon him unkindly as it did with any regarding those who came from what was considered a backwater savage land.
Yet despite his part Japanese blood, and his unfamiliarity he endured. Following in his father’s footsteps, delving into the path of a Triswich and soon becoming more English and western than someone who was pure in the words of some. Dissent and opposition was silenced by his conduct as he proved himself a worthy heir twice over to make up for the prejudice he faced.
While he holds enemies, both as a result of his lord and the position of his family, along with his blood. He now pursues the advancement of the Triswich while serving his lord dutifully as his personal knight, distinguishing himself enough to be accepted as a respectable heir to his father.
Now he is sent to Paris to claim the land for his lord.
Ah? The wish? He hasn’t thought about what it’d be used for. His lord didn’t seem to have that much interest and said he could have it but…
Really, what is such a thing good for?
--- Magic Circuit Switch: The sensation of flames bathing his hands.
Number of Magic Circuits: C
Quality of Magic Circuits: A
---
Elemental Affinity: Fire and Earth
Magecraft:
General Magecraft: As a magus his knowledge covers what is expected and basic as par for course.
Fire and Earth Magic: The abilities of Noon when it comes to elemental magic are rather standard. However the power behind his flames are quite notable.
His earth magic is more well suited for out of combat applications.
Sorcery Trait: Overflow Third For any living being and magus there is a time that marks their peak. However due to a special constitution passed down from their progenitor that element is exaggerated and amplified in the Triswich. In the day, especially During the hours between 9 and 12, and 3 and sunset. The magical energy of Noon is greatly enhanced. Flames can be brought forth with greater ease, and his body can be enhanced in a somewhat similar, but different way from that of half-breeds. At the eponymous time which is his greatest peak, Noon glows like a small sun, a star descended upon the earth.
Druidism: Walking among the forest, utilizing the bounty of nature, sacrificing to the gods and communing with the land. One can manipulate the environment, nature and of course plant trees. Mixed in is the knowledge of medicine, poisons and animals.
Fairy (False): Familiars: The creation and utilization of familiars that take upon the shape, and to an extent, the powers and nature of faeries. Replicating a fairy is impossible, but using the familiars, certain spells and tricks that invoke and use the idea of faeries become possible.
And of course what is a knight without faeries? Or a druid without a relation to the touch of the land? Combining those two facets, it then is no surprise that the Triswich embarked on the path of creating a stand-in for such companions and benefactors.
Furthermore the idea of faeries as the touch of the world is utilized to make them an extension of the territory of the Triswich. A false creation that expands and extends from a false world. These faeries are perhaps as much the Triswich as Noon himself.
Holy Arms Image: Projection of an image using the fairy as a stand in for the planet/touch of the planet. Jewel as the body of the planet/metal.
The greatest blades, the symbol of the greatest of knights, Holy Swords. An object of such power is something that cannot be made in the age of man, and the Triswich do not have the ability to replicate them.
However what they can do is mimic the creation of one, to use the image and idea of one as something to bring out arms based upon legendary items.
Mixing one of their faeries (the will of the planet) and using materials such as jewels or metal (the body of the planet) they bring forth an image of a item “created by the planet”.
Maybe it’s more accurate to say that a familiar utilizes reagents to transform into an image of a holy item, infusing and placing the shell of the intended arm on top of the materials as a layer.
Related to projection magecraft.
Bounded Fields/Territory Creation: The arts of druidism, the establishment of a “castle” or study as a knight.
The Triswich, and Noon by extension are experts at bounded fields. Both in the creation of false faerie forests that confuse and reject trespassers and hide things. Sanctifying places as lakes and dealing with atmosphere, and of course, establishing a “fairy-made home”. The idea of the chalky white walls of Camelot is something that is a dream, but that dream holds power when used as an concept by the Triswich.
Self-Suggestion: While not exactly magecraft, the base and origins of the Triswich is shame, and of a resolution brought by it. The moment they chose the Sash as their magic crest they have decided to live and embody the meaning of the story of the Sun Knight and his humbling.
They must excel, they must live up to, and exceed the perfect knight. A mystic code dyed in the sun and in the promise over generations. Just as the Triswich shaped what became of the sash, so did it shape them.
Noon, along with the other heirs of the Triswich has in his very blood a strong conditioning and ability for self-hypnosis. To live up to the standards they set to themselves, to live properly. It is something that they use to keep themselves on a rightful path, and also to exceed their limits when that path brings them into hardship.
The true Noon could be said to only come forth when he becomes a focused existence that dedicates his breath and life to a important task.
Contracts and Hospitality: Geases, magecraft that have to do with oaths, deals and contracts are another talent of Noon due to the base of his magic crest. This also extends to an extent magecraft that deals with the idea of hospitality which exists plenty in the magic of his homeland.
Crest: 12 generations
Weapon:
Various Jewels and prepared metal rods: The basis for Holy Image:Armory along with his faeries. Various prepared natural jewels, and metals put into the shape of ritualistic metal rods are carried for the purpose of use for forming the images. However at rare times he also utilizes them for other rituals.
Battlewear: Sunsworn Green If the Sash of Bertilak is a false protection, then the conceptual formalwear worn as Noon’s garments for battle and formal occasions as a modern knight and magus are a mystic code passed down through the family line that is their armor to make up for that lie.
A protective wear that extends its protection beyond the skin it covers. Enemy attacks are reduced or even negated, and even magic and debuff effects are protected against.
Finally it holds a regenerative quality, exceeding the standard curse of restoration, that cleanses the body and mind of the one who dons it.
The protection of faeries, the blessings of the land, the healing arts of those who walk the forests. Mixing those three together may the one who wears it walk a hallowed path.
Other Skills:
Cooking: EX Ability to cook on a level unmatched by any other. No matter what he makes it will always be at that impossible to achieve level, every dish reaching the same zenith possible to Noon. There is no better or worse examples. Every dish he makes is of the same quality as the last.
Martial Ability: Best with swords and spears (along with staves.) However Noon is adept at all sorts of combat with weapons. However when it comes to unarmed combat he is not as much of an expert as a focused practitioner. That said his brawling and completeness as a fighter is without question. His kicks are also quite dangerous and he's notable at being overbearing with strength and speed. An aggressive fighter all in all.
His level of swordsmanship can be said to be enough to spar with a Knight Captain.
Exceptional Benefit: Meant to be a representation of the special situation inherent to a specific Master. You may pick one, and it must be justified and work logically for your character.