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- Melee!
-
- First, the burning questions: "What is MELEE?" and "Where did it come
- from?" and "How did you get here?"
-
- And the answers:
-
- In the early 2000s, shortly after the turn of the century, MELEE was
- originally known as the "Sport of Felons." Late in the 1990s, American soc-
- iety realized that rehabilitation of hardened criminals--murderers, sociopaths,
- rapists and child molesters--was a waste of time, effort and money. By that
- time so many people had become victims of serious crime that the expression
- "criminals' rights" was almost an extinct term. Then capitalism stepped into
- the picture, offering a solution which benefitted everyone to the problem of
- overcrowded jails.
- Gladiatorial combat as a spectator sport was re-introduced after
- eighteen hundred years of dormancy. Convicts who volunteered to enter the
- arena stood a chance to win, if they could survive long enough to enjoy it,
- assignment to the relative freedom of "The Island," a man-made, floating
- isle of 430 acres, anchored several miles off the coast of New Hampshire.
- Once there, the only authority the felons had to endure was that which they
- implemented themselves--something which made it a highly desirable objective.
- While there was no escape from The Island, there was no government or super-
- vision either.
- It was only a short time before MELEE became bigger business for
- bookies than horse racing, dog racing and organized sport combined. Once that
- point had been reached it was only another small step before literally every-
- one realized there was too much money in MELEE to limit participation to
- criminals. At that time limited openings were made for those of the general
- public who thought they could live long enough to collect fame and fortune.
- It was the perfect answer to a society where life had become so
- controlled, so safe, that only death sports could satisfy the publics need
- for excitement. For those tired of the psuedo-violence of television's
- mediocre programming and bored by the limited "combat" of traditional sports,
- MELEE was made to order. In 1997, those who spilled other's blood got executed;
- in 2007, they were worshipped.
-
- Now, in the year 2112, MELEE is run by the U.S. Government and the
- Warriors' Guild.
-
- To a man (or woman), Gladiators are members of the Warrior' Guild--
- a very limited society which has accumulated the knowledge of the ages with
- regard to the martial arts. There are only two ways to get into the Guild,
- aside from being convicted of a heinous crime. These are by birth, since any
- child born to a Warrior becomes a charge of the Guild until his or her
- eighteenth birthday (unless they fail the aptitude tests administered at at
- the age of fifteen, at which point the failures are refused further training
- and put out into the dreariness of the commoners' world), and by being drawn
- via a bi-annual lottery.
-
- The Guild has complete authority over who may fight whom, who shall
- televise it, and what the winner shall receive. It keeps fights honest, and
- ensures that a Blood Match Challenge issued from a low-ranked Warrior toward a
- Warrior of more status is never refused without dire penalty. Warriors
- who fail to meet such challenges are stripped of their title and fame and
- cast out into the streets, there to survive as best they can amid the certain
- public derision their cowardice has earned them.
-
- You have been accepted into the Guild. With the membership will come
- responsibilities, dues, and other costs which will be made known to you as
- they come due. Also come the benefits, among which can be listed: Fame (for
- the skilled), Wealth (for the victorious), Excitement, and the Thrill of
- besting an opponent on the hot sands of the Arena, in front of hundreds of
- thousands of screaming, adoring worshippers.
- This is no sport for the stupid, or the clumsy. Every attribute you
- possess will need to be maximized if you hope to be victorious in the Arena.
- You will need Strength, both to wield your weapon and to bear your armor with-
- out being slowed down; Agility and Dexterity, to give you the quickness to
- evade another's attack and to launch your own attacks with accuracy; Intelli-
- gence, so you can profit from your training faster than your competitors;
- Charisma, as it can be the difference between the crowds giving your opponent
- the "thumbs up" or the "thumbs down" if he ever gets you down on the sand and
- defenseless. You will need to develop your civilization-dulled Awareness, to
- you can detect the minor clues which telegraph an enemy's actions; too, you
- must build your Endurace, so you can press the attack without tiring too
- rapidly, and enhance your ability to withstand pain, so you can continue to
- fight long after a weaker Warrior would have collapsed to the sands.
- You will need to develop Weapons Skill, and Blocking, Parrying, and
- Countering Skills. You will have to select Weapons Proficiencies, and then
- learn to excel with your chosen weapon. You will have to select a terrain
- proficiency, such as the Beam, or the Mud Pit, or The Cage, since not all
- combats take place on the Arena Sands, and anyone who challenges you to a
- Blood Match Challenge will have to fight you on the terrain you choose.
- You will have to decide what you want out of your armor: protection, or
- lightness and speed. You will have to decide how much time you spend training,
- and how much you spend fighting on the sands, and how much gold you spend in
- hiring the weapons and armor smiths to improve your equipment, as compared to
- how much you spend on advanced training and self-enhancement. And all along
- you have to retain sight of the goal: to be the best in the nation.
-
- In MELEE, if you fight your way to the top of your own Arena, you will
- get a chance to journey to other Arenas, there to fight the Warriors of other
- Guilds, in other cities. And throughout your journeys, you will acquire fame
- as long as you keep winning, and you will become recognized for your exploits.
- And, if you're good enough to become the best of the best, you may even make
- it into the national Hall of Fame, compiled of the most famous Warriors to
- ever grace the Arena. Then, even after you've aged and retired (or died) your
- name will live on, a Hero to a people for whom life's only excitement was
- watching you triumph in the most lethal sport ever invented.
-
- The Equipment.
- In the following paragraphs, the equipment in MELEE is described for the
- uninitiated. Each item of equipment has numerous facets by which it can be
- compared to like pieces. Aside from cost (or value), the most important
- global variable is Quality. The wise Warrior will always strive to improve
- the quality of his equipment, even though at times it's an expensive propo-
- sition. Few things are more disheartening, or potentially fatal, than having
- one's weapon shatter beneath the blow of a superior weapon....
-
- Equipment Abbreviations.
- When you go to purchase a weapon, you will be shown a table which contains
- valuable information about each piece of equipment. The information displayed
- can go a long way toward helping you, the Warrior-trainee, in selecting the
- weapon, armor, shield, or helm that best suits you. A little deduction will
- help a lot in figuring out what the abbreviations mean, but for those to whom
- deduction does not easily come, the following list of abbreviations are
- provided.
- Weapons: WS = Weapon Speed WIM = Weapon Initiaitive Modifier
- WW = Weapon Weight WDM = Weapon Damage Modifier
- WQ = Weapon Quality WPM = Weapon Parry Modifier
- WC = Weapon Cost WB = Weapon Balance
-
- Armor: AQ = Armor Quality AF = Armor Fit
- AS = Armor Shape ABC = Armor Body Cover Value
- AW = Armor Weight AAC = Armor Arm Cover Value
- AB = Armor Bonus ALC = Armor Leg Cover Value
- AC = Armor Cost
-
- Shields: SQ = Shield Quality SS = Shield Shape
- SB = Shield Bonus SW = Shield Weight
- SC = Shield Cover Value
-
- Helms: HQ = Helm Quality HS = Helm Shape
- HB = Helm Bonus HW = Helm Weight
- HC = Helm Cover Value
-
- With perserverence, many of the qualities inherent in a piece of
- equipment can be improved, oftimes to the point where a weakness can be
- completely neutralized. The result can be a piece of armor whose qualities
- are almost unrecognizable in comparison to its off-the-shelf values. Your
- only limits are your imagination.... and time.... (few people want to go into
- the Arena while their armor, or weapon, is in the shop being enhanced, eh?)
-
- The Weapons.
- Everything that the ancients ever learned about the art of weaponsmithing
- has been revived now that there is again a call for weapons of exquisite
- quality.
- Among MELEE afficionados, weapons are described in absolute variables and
- relative variables. Absolute variables are those which can be referenced by a
- common measurement. These include Weight, and Cost/Value. The relative
- variables are much more important to the Warrior who is fighting for his life
- on the Arena sands. The relative variables are those whose value is relative
- to a hypothetical "average" weapon. If a weapon is less effective than this
- hypothetical average weapon, then it is assigned a negative value, and con-
- versely, if the weapon is above average in a particular area, then it receives
- a positive rating. The relative variables are weapon speed, initiative
- modifier, damage modifier, quality, balance, parry modifier, and the to-hit
- modifier.
- In order to clear this up for the novice, we'll examine a two-handed
- sword. At purchase, the sword can be assumed to do more damage than a long
- sword, due to its greater weight and leverage, but it will also be slower.
- It's lack of speed will also probably give it a negative rating in the area
- of balance, initiative, and to-hit advantages. It is up to the Warrior to
- determine what he wants out of his weapon. The speed factor is the only one
- which never receives negative values. With speed, a lower value indicates a
- faster weapon!
- It must be noted that with the wonders of modern day technology, the
- weaknesses inherent in a particular weapon of average quality can be more than
- compensated for, if the Warrior can afford to commission the best smiths in
- the land. Indeed, with enough time and money spent on a weapon, one might be
- able to hone a two-handed sword to the point where it is superior in all ways
- to an average quality long sword.
-
- The Armor.
- Armor is rated based upon a number of qualities. Most important among
- these are overall quality, fit, shape (armor must be continually repaired in
- order to remain serviceable), weight, body/shoulder protection, arm protection,
- and leg protection.
-
- The Helm.
- Head protection is imperative, and a wise Warrior will protect his head
- as soon as he can afford to buy a helm. Helms are rated based on their quality,
- shape (they an oft-times take a beating!), weight, and how well they protect
- the head.
-
- The Shield.
- For the Warrior who choose a one-handed weapon, a shield is a wise invest-
- ment. Shields are rated simply on their quality (which determines how long the
- shield holds together before its hacked to pieces), weight, and how much they
- protect (usually a function of size, although weight can play a part of this).
- It is often said that a good sword is something that can be passed down through
- the generations, from father to son; but a man can count himself lucky if his
- shield lasts through a single drawn-out battle....
-
-