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- THE MAKE-UP OF A WARRIOR
-
- Those things that differentiate one Warrior from another can be
- broken down into four categories. This first of these are the Warrior's
- physical attributes. Many of them can be increased by intense, focused
- training either WITH assistance--if the Warrior is not wise in the ways
- of the body--or without it. The next category is less tangible, but no
- less important. These areas are indicative of the Warrior's spirit. Little
- can be done to affect the Warrior's abilities in these areas, although
- there are some who say they can develop how well the Warrior makes use
- of these abilities, stating that no one uses one hundred percent of his
- mind's power. The third category which separates the bumbling novice from
- a true weapons-master is the skill he has developed in his profession. How
- skilled a man may become is dependent partially upon his physical and
- spiritual abilities, but also (and mainly) upon how much time he is willing
- to spend in training to be the best. The last category is the least easily
- defined; it is a measure of the intangibles which are brought into the
- world with a person upon birth. Few people have these to any great degree,
- but history is filled with legends of those who have either been born with
- these attributes, or who have managed to develop them through arcane rites
- or interaction with the Ghods. These encompass such things as luck and
- psionic abilities and extra-sensory perception.
-
- THE PHYSICAL ATTRIBUTES
-
- Strength - Quite simply, this is a measure of the Warrior's brute,
- physical power. It is of prime importance in that it will determine 1) how
- much armor the Warrior can wear without being slowed by its encumbrance; 2)
- how well the Warrior can wield heavy weapons and shields, and how quickly
- he can move the weapon to the enemy. While a weaker warrior can excel, can
- become famous, it will be a long, cruel climb and he will be limited to the
- lighter weapons and armor, and will have to depend on his dexterity and
- keenness of eye to inflict damage with his weapons. He will have to depend
- on his agility to avoid being smashed to the ground by more powerful
- opponents.
-
- Initiative - This is a measure of the Warrior's quickness and his
- reflexes. If a Warrior's initiative rating is low, he will have to be a
- sturdy one indeed in order to survive, as he will usually end up granting
- the first attack to his opponent, and will normally only get his blows in
- after either taking a hit from another or blocking the enemy's attack.
- Those with high initiative ratings have a much better chance of
- substantially increasing their parrying and countering skill to levels far
- above the normal Warrior's rating.
-
- Dexterity - Quite simply, this is a measure of the Warrior's
- hand-and-eye coordination. This will govern the Warrior's ability to place
- is attacks exactly where he wishes, and will allow him to do harm to even a
- well-armored enemy by using well-timed and well-coordinated attacks to
- bypass both active and passive defensive measures.
-
- Agility - Somewhat akin to dexterity, but this is more a measure of a
- Warrior's body-control, and encompasses such variables as balance,
- acrobatic skill, dodging ability, and the coordination needed to press an
- attack home using footwork and maneuvering.
-
- Wounds - This is a measure of how much the Warrior can withstand, how
- much punishment his body can take before failing him. It can be developed
- through long, hard, and intelligent training, but such development is a
- slow, constant process and failure to maintain a training regimen can
- result is a Warrior losing everything he's managed to gain.
-
- Fatigue - This is a quantification of the Warrior's endurance level.
- Its importance varies depending on the Warrior's combat strategies and how
- evenly matched he is with his opponent. While the Warrior with an average
- level of training can sustain the level of energy needed for most combats,
- some techniques, such as berserking, or combination attacks, drain
- energy at a prodigious rate. Having the endurance to employ, or defend
- against, a berzerking, hacking/slashing attack can sometimes mean the
- difference between walking out of the arena when matched with someone of
- superior skill, and being carried out, or dragged lifeless from the sands.
-
- Constitution - This is a comparative rating of the health and
- robustness of the Warrior. A Warrior with a high constitution stands a
- better chance of recovery from what might otherwise be maiming or crippling
- wounds. He will tend to heal quicker, and more thoroughly than someone
- who's constitution is weak. Warriors with an exceptionally high
- constitution may even regain Fatigue points while in combat, due to their
- recuperative powers.
-
- THE SPIRITUAL ATTRIBUTES
-
- Intelligence - This quality will determine how well the Warrior learns
- from his lessons. It can also determine, with experience, how well the
- Warrior can recognize and capitalize on an enemy's mistakes. There are many
- who say that a good, smart Warrior will beat a good, stupid Warrior every
- time. ...then again, there are those who say this is rubbish, but they are
- not to be counted among the wise....
-
- Awareness - This is an evaluation of the Warrior's ability to detect
- minutiae. It is something that can be (and usually NEEDS to be) developed
- by training. Many of the older Warriors say this is the most important
- characteristic a Warrior can develop. High awareness will often enable a
- Warrior to pick up the tell-tale clues which signal an impending attack,
- and thus allow preparation, and perhaps an effective counter for that
- attack. Such things as the enemy's breathing, minor tensing of some
- muscles, dilation of pupils prior to commitment are the minutiae which can
- telegraph an action.
-
- Cool - This is an estimate of the mental control a Warrior can
- maintain even in the most pressing, desperate situations. A Warrior who
- an keep his cool may be able to salvage victory where another might make
- bigger and more severe, and perhaps even fatal, mistakes. A Warrior who
- loses his cool when he's tired or badly wounded, is a Warrior who is about
- to begin making errors in judgement, and will probably execute his attacks
- poorly. This value often fluctuates based on how a melee is going.
-
- Will - This is a measurement of a couple important abilities. Primary
- among them is how much further the Warrior can push his body past its
- normal limitations, how far he can push himself beyond exhaustion, how long
- he can remain on his feet, and perhaps even fight, when he's been wounded
- past the point of normal surrender or unconsciousness.
-
- THE SKILLS
-
- Weapons Skill - This is the basic degree of proficiency a Warrior has
- with the tools of his chosen profession. Without this, everything else is
- moot, as no amount of endurance, or strength, or will power will vanquish
- an opponent you cannot hit! Weapons masters (those in the upper
- percentiles) may even develop such abilities as: disarming an opponent; the
- ability to employ weapons outside of their proficiency with competence; the
- ability to place attacks with deadly accuracy, allowing them to take
- advantage of weaknesses in their enemy's armor; and other phenomenal feats
- of mastery.
-
- Blocking Skill - This is an evaluation of how well the Warrior can
- catch an opponent's attacks with his weapon, thus blocking them. It is the
- most basic of defenses, and the easiest to develop. While necessary to the
- survival of the novice combatant, it serves as nothing more than the most
- basic of defenses. The block is the most destructive to one's own
- equipment, as more often than not the full force of the blow is accepted
- onto the shield or weapon. It is also risky, as attempting to block a more
- powerful opponent's blow can actually result in damage, or destruction, of
- your own weapon or shield.
-
- Parrying Skill - It is often quoted by the masters that a Novice
- blocks; an Intermediate-level Warrior blocks or parries, then counters; an
- Advanced Warrior parries and counters simultaneously; and a Master merely
- counters. Parrying skill is a rating of the effectiveness a Warrior has in
- deflecting another's attacks. Parrying is much more advantageous compared
- to blocking in that, while it requires a much higher degree of training and
- timing, it is much, much less damaging to one's equipment. Additionally, a
- cunning parry can draw the enemy off balance, setting him up for a
- potentially killing stroke.
-
- Countering Skill - This skill encompasses the ability to take
- advantage of the opening inherent in any attack, and counter it without
- deigning to cross blades with the enemy. It is a skill of masters, and
- requires exquisite timing, awareness, and fluid coordination and a great
- deal of experience with arms. One who is an expert in this aspect of combat
- is as exhilarating to watch as he is terrifying to meet on the sands of the
- arena.
-
- THE INTANGIBLES
-
- Luck - This needs little explanation. Luck can mean the difference
- between dying with a mortal wound and having your armor just catch an
- attack enough to keep your head on your shoulders. It can mean the
- difference between slipping in the sand to lie defenseless and at the mercy
- of your opponent or tumbling beneath an attack and finding yourself able to
- thrust up underneath your opponent's guard. This is nice to have. Only a
- fool depends on it.
-
- Charisma - How attractive the Warrior is, both physically and
- personality-wise, to others. It can mean the difference between capturing
- the attention of the masses and climbing in fame easily, or having to work
- for every ounce of recognition. For the loser of a fight, at the mercy of
- the crowds and the enemy, it can mean the difference between a verdict of
- thumbs up... and thumbs down.... Only a fool scoffs at those whom the
- crowds love.
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