                       
                       * The Make-up of a Warrior *
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The qualities 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 mainly, upon how much time he is willing to spend
in training. 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 3) 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 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 average 
Warrior's rating.

Dexterity

This is a measure of the Warrior's hand-and-eye coordination. This governs
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 more a measure of a Warrior's body-control,
and encompasses such skills 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 punishment the Warrior's body can withstand
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 berserking, 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
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 defense 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 can 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 makes errors in judgement and probably
executes his attacks poorly.

Will

This is a measurement of a several 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, Strength, or Will can vanquish an opponent you cannot hit!
Weaponsmasters 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.

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; but 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:
while it requires a much higher degree of training and timing, it is 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 in 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 and lying 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. Luck is nice to have but 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.

