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STATINFO.TXT
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1991-08-09
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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.