Raekal
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(11/1/05 9:35 pm)
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WS (weapon skill) System
BAND OF THE RED HAND/LAND/SHAYOL GHUL/WARDERS
WS System
The system runs on a value of numbers, the lowest number being 1, and the highest being 20. WS advancement rules:
From 1: Weapon Selection/Handling: Learning which weapon you will be using primarily, and how to properly hold and or care for that weapon.
2: Basic Moves: Learning the basics of combat. Foot work, simple slashes, parries, and thrusts.
3: Basic Fitness: Getting in shape! Light, man, you can’t be round and use a sword well, now can you?
4: Survival: Learning how to survive on your own in the wilderness. Without money, food, water. All things needed to live must come from one’s self.
5: Basic Forms: Learning the first out of the many, many, many swordforms that define blademasters in Randland.
6: Intermediate Forms: Expanding on what you have learned prior to this.
7: Selecting a “Path”: Paths are what define a Swordsman’s life and their spirit. See “Path Selection” for the details on the paths.
8-20: Path training. Advancement from here on out will be determined by a Path Master, who will deem when you are ready to advance, based on RP activity and how well you accomplish different training requirements.
Path Selection:
Path of Wind
Descrip:
Path of Wind disciples like to follow the natural course of things. Where they are blown, they go. When something gets in their way, they have a tendency to give it a bad time for being there, but end up going around it, even if it means battering themselves, or killing themselves, to try. All in all, however, these disciples are naturalists. They do not fight against where fate pushes them, but accept it. They are strong, especially when together, and do not often yield.
Requirements:
1) Meditation: To be able to go where fate pushes one, one must first be able to understand and follow their heart.
2) Advanced Forms: All blademasters know all of the forms.
3) Way of the Wind: An art taught only to these disciples, cannot be learned or understood by others who have not mastered the Meditation training and understand the heart of what it is to be Path of Wind.
4) Balance and Agility: Perfecting your balance in the oddest of places, such as a rolling log in the middle of a river, and enhancing agility skills to adapt to the mind-demanding Path.
PATH BONUS
+1 WS bonus for every additional Path of Wind disciple around fighter in combat. (i.e.: Random Disciple WS: 17 [+2 others in area] = WS: 19)
Path of the Blade
Descrip:
Disciples of the Path of the Blade are more weapon than they are human anymore. They focus so intently on their training that they lose a part of themselves, a part of who, what, they are, and become more than anything else a warrior, driven to fight, driven to win. Not one aspect of these disciples is harmless once they have mastered the Path itself. They are extremely able fighters, but oftentimes like to fight alone rather than with others, preferring the odds stacked against them.
Requirements:
1) Speed: To be a weapon, one must be fast, beyond normal levels.
2) Endurance: To be a warrior of unfathomable skill, one must be able to take a hit in battle and use it to fuel themselves onward rather than let it detract from their concentration. It is common to see a Path of the Blade disciple collapse after the battle is already over from their wounds, rather than during it, as some others would.
3) Kiserai al’Manshima (Glory of the Sword): To perfect one’s form, there is no greater opponent than one’s self.
4) Advanced Forms: Since all blademasters know all of the forms.
PATH BONUS
+4 bonus when fighting alone against multiple opponents, +2 bonus when fighting alone one-on-one. (i.e.: Disciple WS: 18 [facing 3 opponents +4] = WS: 22 [facing one opponent +2] = WS: 20)
Path of the Water
Descrip:
Path of the Water disciples are a mixture of the prior two. While naturalists, going where fate leads, they are stronger about it. They are extremely powerful when in numbers, though they perfect skills that allow them to fight alone against the odds as well. They, like the water, wear things down and away with powerful endurance rather than letting things slide past. They are the common warriors, the everyday soldiers that follow orders, or give them.
Requirements:
1) Meditation: To be able to go where fate pushes one, one must first be able to understand and follow their heart.
2) Advanced Forms: Since all blademasters know all of the forms.
3) Kiserai al’Manshima (Glory of the Sword): To perfect one’s form, there is no greater opponent than one’s self.
4) Power Endurance: To be able to wear opponents down, they rely on their strong endurance, usually gained through long hours of swordwork, swimming against the current for many long hours, or some such arduous task done over and over again to tone their body into being able to take it.
PATH BONUS
+4 bonus when fighting with two other Path of Water Disciple (i.e.: Disciple WS: 17 [fighting with two other Disciples in area +4] = WS: 21)
Path of Balance
Descrip:
Path of Balance is the highest school known to blademasters. It is a highly rare, yet effective, deadly Path. The only way to learn this path is to be taught directly by a Path Master, and a Path Master will only teach those that have risen above their station, proved themselves to be the best among their peers. Path of Balance requires it's disciples to become mentally and physically honed, beyond the prior requirements. One must be able to see through deception, see beyond flesh, and endure impossible scenarios. They are a mix of all styles and all Paths, masters of all and of nothing.
Requirements:
1) The foremost requirement is to have a WS of 20, and be recognized as a Path Master.
2) Power Endurance x 2.
3) Meditation x 2.
4) Focus training.
5) Speed x 2.
6) Balance and Agility x 2.
PATH BONUS
Since Path of Balance takes a disciple beyond their physical limits, it results in more than a temp WS boost. For each Requirement completed, a +1 WS boost will be permanently added to your WS, resulting in a possible WS of 26. (WS 26 = you being able to beat the Creator in a swordmatch.)
(Raekal Dunshain) -- First Stormleader Asha'man Bonded to Brenna Selanos (Saker Mandell) -- King of Manetheren (Rahien Shan) -- King of Arafel (Kylan Du'Val) -- Dreadlord of Mesaana Edited by: Raekal at: 4/11/06 1:16 pm
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