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.