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Experience etc. =============== Each fight will earn you XPs or eXperience Points. How much you get depends on whether you won and lost and if your enemy was more or less experienced than you and by what degree. Once you collected a certain amount of experience (every few fights, at least in the beginning) you will receive a note from the GameMaster informing you that your fighting skills have increased, or it will be mentioned at the end of the fight, where the XP rewards are listed. This is represented by two increases to your attributes. Weaponskill is always increased, plus you may choose one other attribute that you'd like to train in. You may increase Endurance, Strength, Tactics, Wounds and Fatigue. Willpower may be changed by +/- 1 for no charge, if you want to. Your GM may also give you an option to change your Willpower inbetween, like after some really devastating fight or something. Willpower is always free, it's just that you shouldn't be allowed to change it too much too often. For increase purposes, attributes are divided into three categories. The first one contains only Fatigue and 1 increase will grant you +1 on this attribute. Fatigue may never exceed 60 points. Second category features everything else, i.e. Strength, Endurance, Tactics and WeaponSkill and Wounds. Here you will have to collect 2 Increases to have them boosted by 1. The attributes can not exceed 20, WeaponSkill is, as you have already seen and will see in more detail below, rated a little bit different. The third category includes Wounds. As long as you have less than 20 Wounds, increasing it costs 2 Increases as all other attributes. After that, the prize is 3 Increases. That means, if you have 19 Wounds, you have to collect 2 Increases to raise it to 20. You have to collect 3 more to bring it to 21. Wounds can rise up to 25. Now that you have understood this, back to the Weaponskill. Increases in Weaponskill are different as Weaponskill is not rated in a single value. Instead, you can choose between different types of increases to this one. They are: Reduce Risk This reduces your risk of fumbles, but doesn't actually increase your fighting abilities. Get Steady If you choose this increase, you will not get much better, but you will make less bad and weak attacks, and exchange those for medium ones. New Moves With this, you don't work on your weak spots, but instead try to make more good manoevres. So be sure to have a good, solid base to build from before you tackle too much of this. Fancy Tricks For the pros. Fancy tricks, fantastic attacks and brilliant moves CAN make the difference in a fight. But again, if you have no solid base to build on, it's a game of chance with a high risk. Better get a little training in the lower classes first. One fancy move won't save your day if you go fumbling around the rest of the time. You will be informed by your GameMaster if you cannot choose a certain in- crease. This does NOT mean that you are at your limit there, most of the time it means that you haven't sufficient foundation to build up from. If e.g. you cannot learn New Moves, and instead you decide on a Get Steady course, you may be able to learn New Moves with your next increase. Now, finally, I will also tell you how your Weaponskill is used in the game, so that you know what the numbers on your character status mean. Weaponskill is divided into five categories that show your chances for (in this order) fumbles, weak actions, medium actions, good actions and finally fancy tricks or brilliant actions, whatever you want to call the later. The beginning values for every Gladiator (except if you used your 55 Pts. to increase from the start on) are: Weaponskill 15% 40% 30% 10% 5% Now it will become clearer why sometimes you cannot take certain increases, that is because you can never get below 5% anywhere. Final note: Remember, there are TWO increases - one on WeaponSkill and one that can be choosen from the other attributes. Your GameMaster may also allow you to earn money with increases, especially if he decided not to work with gold, rewards etc. in his league. One increase should then yield you 50 Gold. Click here to get back to the Player's Guide