                       
                       * The Make-up of a Warrior *
=========================================================================
     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 coordina-
tion. 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 War-
rior'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 robust-
ness 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 judge-
ment 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.

