ROLL UP: Choose a team name (The Blues, The Thugs, etc.) 15 characters maximum including spaces. You design a warrior by adding 14 points to the pre-rolled attributes, with no more than 6 points addition to any one attribute. The maximum that any one attribute may be is 21; the minimum is 3. Size may not be altered. You create 5 warriors using the sheet provided.
EXAMPLE ROLL UP:
NAME: Broke Stroker
FIGHTING STYLE: Parry-Strike
ST (Strength) 10 (add 6) 16
CN (Constitution) 10 10
SZ (Size) 10 10
WT (Wit) 9 (add 4) 13
WL (Will) 9 (add 4) 13
SP (Speed) 11 11
DF (Deftness) 11 11
Name each of your warriors (three part name maximum, single names preferred) 15 characters maximum, including spaces, and choose a fighting style.
FIGHTING STYLES: There are 10 different fighting styles to choose from. A warrior's fighting style is permanent (i.e. that's the way he will always fight).
The ten fighting styles are:
BASHING ATTACK -- A brutal, physical, brawling attack style that relies on brute strength and greater mass. Executed by slamming into one's foe and raining blows on him until he falls to the ground. This style's greatest weakness tends to be a lack of mobility and ability to dodge blows. Classic weapon - Mace; general weapon type - Any weapon that smashes into the target.
STRIKING ATTACK -- This very basic style is simply a striking attack which is usually a downward stroke, swung with the most economy of motion. Execution of this style takes many forms, with the simple intent to strike (and occasionally parry) with a minimum of wasted effort. Historically one of the most common fighting style, this method's virtues are that it saves endurance and stamina and that it perhaps the most wide range of effective weapons to choose from. Classic weapon - Broadsword; general weapon type - almost any.
SLASHING ATTACK -- A whirling attack executed with one's body tilted forward, sword arm extended and wrist bent, attempting to slash your opponent. The style gains attack ability at the loss of parrying ability. While a very effective style, users of this style seldom come out of a fight unscathed. Classic weapon - Scimitar; general weapon type - any weapon that slashes.
PARRY-STRIKE STYLE -- This style is simply the striking attack style with more attention paid to economy of motion in parrying. Execution is a simple shift from parry to strike to parry as circumstances arise. The more passive version of the striking style also saves endurance and stamina, and is perhaps the most crafty balance of parrying style ( to wear out your foe while you save energy) and attack -- allowing for an effective, unfrantic attack plan. Classic weapon - shortsword; general weapon type - nearly any weapon that can make a simple striking attack , and effectively parry as well.
LUNGING ATTACK -- A frantic, jabbing and striking style in which one is constantly moving, presenting a difficult target to hit, while finding unexpected chances to strikes one's foe. Executed by keeping one's feet always moving, generally keeping one's weapon pointed at the foe's breast, and often fully extending one's body forward in a lunge to strike past a slow parry. The lunging is a devastating style, but requires a tremendous amount of endurance and stamina. Classic weapon - short spear; general weapon type - any jabbing weapon.
PARRY-LUNGE STYLE -- A combination of defensive parries mixed with lunging attacks (see lunging attack style) when an opening presents itself. Executed by coming from a slightly crouching, turned sideways parrying posture, to a fully extended lunge. Perhaps the best all around style for combining defense with sudden, total attack. Classic weapon - longsword; general weapon type - any weapon that can effectively parry and jab.
WALL OF STEEL STYLE -- This style effectively "surrounds" oneself within a whirl of a constantly swinging weapon. Executed by whirling your weapon over your head, or at your side, or at arms length in a flat arc in front of you. Your constantly moving weapon gives you many options to attack and parry, and also creates a very dangerous zone for foes to move into. This style's only basic weakness is that it requires a tremendous amount of stamina and endurance. Classic weapon - morning star; general weapon type - any weapon of medium to long length that can be somehow be swung in a continuos circle or arc.
TOTAL PARRY -- This style focuses on defense, in particular keeping a parrying weapon in front of oneself. Execution can vary by the weapon type, from the greatsword, which can be held motionless above your head (creating a parry in effect), to a modified , purely defensive "wall of steel" parry style with a scimitar. The principle use of this style is to best use the parrying advantages of a shield, while every once in a while striking with your primary weapon. This style is relatively effortless. Classic weapon - shield; general weapon type - virtually any weapon that can parry effectively.
AIMED BLOW ATTACK STYLE -- A very limited style which holds back blows until they can strike a predesignated body location (i.e. the target location - see basic rules overview), some chink in armor, or an easily struck and unprotected body location. Execution can be a modified attack of any type (strike, lunge, bash) with care taken to only attack when a good target presents itself. This is one of the oddest fighting styles to watch, as the aimed blow expert can appear a very inadequate duelist - allowing striking opportunities slip past (often standing nearly motionless while onlookers gape!), all the while steadily attacking a few chosen locations and in perfect control of the situation. It is a relatively effortless style. Classic weapon - Quarterstaff; general weapon type - any weapon that can be used with great precision. NOTE - the fist and kick are best used with this style, and an unarmed combat specialist must use it to be effectively.
PARRY RIPOSTE --This flashy style focuses of the riposte (counterstrike), utilizing one's foes errors. Execution most commonly takes the form of a rather stiff, formal En Garde position, with the elbow slightly more bent than in the classic parry-lunge style. This style is very unagressive, yet can be very dangerous against a clumsy foe ( or fighting style). It is also an untaxing style that husbands stamina. Classic weapon - epee; general weapon type - light, quick, thrusting weapons that can parry well.
ST (Strength) - Strength is of primary importance in determining your capability to be encumbered and your ability to do extra damage with blows. Strength also plays a part in your endurance, attack ability, ability to effectively wield heavy weapons, and in other situations where brute strength can give an edge.
CN (Constitution) - Constitution is of primary use in determining your endurance and your ability to take damage. It is also related to your encumbrance capability.
SZ (Size) - Size is most important in determining your ability to do extra damage with blows. However, large or small size can affect your ability to take damage, dodge and avoid blows, attack, and initiate action. Some large weapons will be better used by larger warriors, and will overbalance smaller warriors.
WT( Wit) - Wit is most concerned with your ability to learn from your experience (should you live that long). Wit is also related to your ability to initiate action and respond to action, avoid mistakes, and make intelligent dueling decisions. Some weapons are better used by brighter warriors.
WL (Will) - Will is the intangible factor. It relates to a lot of things in a general way. It is part of the ability to take damage, endurance, attack ability, parrying ability and general mental toughness.
SP (Speed) - Speed is primary in gaining the initiative. It is also important in the ability to riposte (counterstrike), dodge, parry well, and protect a chosen portion of your own body (see protect location -- basic rules overview).
DF ( Deftness) - Deftness is the primary requirement of the riposte (counterstrike), and is important in dodging, attacking skill, and precision in attacking. Deftness also is related to overall body control and balance. High deftness is required for effectively using some weapons.
BASIC RULES OVERVIEW:
The rules are very simple. The duel is reported in one minute segments. The fight goes on until one warrior cannot continue due to wounds, or exhaustion or death. For each fight you must equip your gladiator with weapon(s) and select armor and helm (or lack of them). You must select your warrior's Activity Level (s) for the entire fight. Also for each minute during the first five minutes you will select your warriors Attack and Protect Locations, Offensive and Defensive Tactics, Offensive Effort, and Kill Desire. The Activity Level is your warriors willingness to remain active during the fight. Generally, some fighting styles need less activity, requiring stability and balance (example Bashing Attack). Activity Levels range from 1 (very stable) to 10 (very active and mobile, but tiring). Attack and Protect Locations: your warrior will attempt to strike the attack location noted, and will try very hard to parry blows to his Protect Location. Offensive and Defensive Tactics are "tricks" that your warrior may attempt that minute. Offensive Effort ranges from 1 (making few attacks and conserving endurance) to 10 (continual attempts at attack, which is exhausting). Very high Offensive Effort attempt will subtract from your defensiveness. Kill Desire ranges from 1 (attempting not to kill) to 10 (very much trying to kill), to the extent that the higher Kill Desire attempt will subtract from your Defensiveness. This has been a rules overview only; a detailed turn form with instructions will be available when your character overviews are returned. On your character overviews will be a brief summary of your character's overall abilities and weaknesses.
SOME QUICK HINTS:
Think in terms two types -- big and strong or quick and deft. Odd and creative combinations of the two types are possible, if matched to a correct fighting style. While the Wall of Steel and the Lunging styles have perhaps the most to offer per stroke, they each have weaknesses, exhaustion being the worst. While a high attribute (say ST 19) can do great things for a character, this unavoidably means that other attributes are being ignored, and very low attributes (say SP 5) can do some generally bad things. In general, odd numbered attributes are better than even numbered attributes (due to roundups).
Good luck! May the best man always win (fat chance), and may cowards always die.
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