| Roll | Effect |
|---|---|
| Critical failure | Their entire being (True Name) splits in half and they die, with their half-souls being destroyed as well; the attempt to split something fails; their gun breaks |
| Exceptional failure | The base stat they rolled is permanently halved and their soul is cut in half; they barely survive and must find a way to restore their soul or lose their entire being; the attempt to split something fails; their gun breaks |
| Special failure | The base stat they rolled is permanently halved; the attempt to split something fails; their gun breaks |
| Normal failure | The base stat they rolled is temporarily halved; they must rest for a number of days equal to the difficulty they rolled against without using their power; the attempt to split something fails; their gun breaks |
| Tie | The base stat is temporarily halved; they must rest for a number of days equal to half the difficulty they rolled against without using their power; the attempt to split something fails; their gun breaks |
| Normal success | The base stat is temporarily halved; the target is split in two; they must rest for a number of days equal to half the difficulty they rolled against without using their power |
| Special success | The base stat is unaffected; the target is split in two; they must rest for a number of days equal to half the difficulty they rolled against without using their power |
| Exceptional success | The base stat is unaffected; the target is split in two; they must rest for a number of hours equal to the difficulty they rolled against without using their power |
| Critical success | The base stat is unaffected; the target is split in two; they must rest for a number of hours equal to half the difficulty they rolled against without using their power |
In the distant past, warriors learned that the act of ritual conflict would generate an energy that would allow them, their weapons, and their armies to grow stronger, faster, and more capable of warcraft. Thus were founded the first weaponmasters, as they honed their abilities with their specific weapons to become supernaturally excellent with them.
Every weaponmaster has a specific weapon they focus on. While use of a specific kind of sword can translate into many other kinds of swords, after their first year of training, a weaponmaster will always be better at their specific chosen weapon. For instance, they learn to use broadswords rather than just swords, or ngaos instead of polearms, or recurved bows instead of bows, etc. So while a khopesh-user might share similar skillsets with a tulwar-user, the prowess substat for a khopesh-master will be higher than their skill for using any other slashing blade. They will still have a higher skill in the tulwar or falchion than the rapier or longsword, however.
The rituals of conflict that generate and wield the energy used by weaponmasters vary by weapon type, but they all contain the following:
At this time, if their combat met the criteria needed, the energy is captured within the defined space. All participating (and surviving) warriors may then re-enter the space, touch the spilled blood, and absorb the power. However, in many such contests, it is agreed before hand that only the winner(s) will do this. When a warrior absorbs the power from the spilled blood, the blood vanished. In order to use the power, the warrior must be thinking of what they wish to improve about themself while doing it (adding to strength, speed, etc.). If they wish to improve a weapon (or armor or tool), they must touch the weapon (or armor or tool) to the blood. If the power is not absorbed within seven hours or before another ritual takes place there, it will dissipate.
These rituals invoke the seven qualities of a great warrior:
Typically, it is these areas warriors choose to improve after a ritual.
If these are all met during the ritual, the energy will make the spilled blood glow a bright, burning red. Some actions can generate more energy if done in certain ways: the better the display of weapon skill, the more intimidating the war cry, taking a handicap as a sign of bravery, using speed or wit more effectively, etc. The safer a ritual is, the less energy it will produce; the fewer actions taken, the less it will produce. These two sometimes run counter to one another - a dangerous battle may end swiftly if the more dangerous opponent proves how dangerous they are.
In game mechanics terms, every conflict action (hit/parry, hit/dodge, etc.) taken during the fight counts as a point of energy to be absorbed afterward. If a warrior makes a special parry, dodge, or hit, an extra +1, and +2 for exceptional. If a warrior's weapon or armor are damaged, the extent of damage adds +1 per grade of damage (minor/tie, moderate/normal, significant/special, unrepairable/exceptional).
For the display of weapon skills, a quality roll is made - an extra point of energy is produced per level above base (1-2 above gives +0, 3-5 above is +2, 6-10 above is +3) per warrior performance.
Similarly, if a warrior's war cry succeeds in intimidating their opponent (intimidation vs. WIL), the level of success provides further bonuses, but so does failure. If a war cry is laughed at or makes the enemy more confident, points of energy are lost: exceptional failure (confidence +1 PRO bonus to enemy for one action) is -3; special failure (mockery -1 PRO penalty to warrior for one action) is -2; normal failure (no effect) is -1; tie (no effect) is +0; normal success (LNA to enemy) is +1; special success (LNA and -1 PRO for first action) is +2; and exceptional success (Lose Two Actions and -2 PRO for first two actions) is +3. Because warriors are almost always both performing war cries, they are often rolled against one another instead of against WIL.
The difference in skill, strength, and speed between warriors also affects the number of energy points. A gap of +6 or more will add +1 to every conflict between those stats. For example, a warrior with PRO 13 vs. a warrior with ATH 9 will mean that every time the warrior with ATH 7 tries to dodge, there is a +1 to the points created by that action. This is sometimes exploited by warriors who take a handicap by fighting with a blunted or old or otherwise defective weapon or armor, tying hands behind their back, going in blindfolded, always doing called shots, allowing themselves to be wounded, drawing a deep wound on their initial sacrifice of blood, etc. Anything to expand the gap while prolonging the fight. (Adding to the gap by becoming much better than the opponent too often leads to battles ending quickly or failing because of too many pulled shots, though wearing or using better armor does sometimes help prolong things.)
If a warrior fails to help their fellow warriors when they could do so during a ritual conflict, they will lose points equal to the degree of hit, wound, or stun experienced by the fellow warrior (whichever is highest) - tie is no modifier; normal wound/stun/hit is -1; special is -2; exceptional is -3.
The end results could be enormous gains for a warrior. The best matches tend to do things the old-fashioned way: equally skilled warriors engaging in a prolonged fight due to neither having an advantage. Counterattacks add up.
When a weaponmaster absorbs the energy from a ritual conflict and apply it to a stat, skill, ability, power, diversity, or object, the stat increases based on how much beyond the species/national base for that stat the warrior already is. For instance, an average human has an 8 PRO. If someone with this PRO participates in a ritual conflict successfully and takes up the energy afterward, they will gain more than a human with 19 PRO. The scale is thus:
| Modifier to Base |
Increase Per Point |
|---|---|
| -7 | +3 |
| -6 | +2 |
| -5 | +1 |
| -4 | +.5 |
| -3 | +1/3 |
| -2 | +1/4 |
| -1 | +1/6 |
| 0 | +1/7 |
| 1 | +1/14 |
| 2 | +1/21 |
| 3 | +1/28 |
| 4 | +1/35 |
| 5 | +1/42 |
| 6 | +1/49 |
| 7 | +1/56 |
And so on. The amount of energy generated by skilled warriors becomes much more important, as they will gain very slowly if they do not generated enough in the ritual. Therefore, they make tweaks to the ritual as they become more skilled to increase danger, prolong the match, etc.
Most mortals cannot go above a 42 base, and very few can handle greater than 25.
Weaponmasters in training have regular ritual matches in order to build their skills, but due to the physical damage done to them, they often have to take long breaks because magical healing will negate the effects of the energy.
Weaponmasters almost always improve themselves with the energy, but the same rituals can be used to provide a war mage with power, for instance. War mages build up the energy within themselves to unleash as fire, lightning, magical arrows, magical shields, etc. A weaponmaster may choose to do this as well, in rare cases, though this is rare and often only resorted to in times of dire need for some kind of more esoteric defense/attack.
Every weaponmaster eventually settles not just on a specific weapon type, but an individual weapon that they prefer. It is not uncommon for them to name their weapons. Weapons that do not have a repeated use (bombs, grenades, projectiles that cannot be recovered) are obviously not so personalized, though sometimes they hold one in reserve or as a "lucky charm" to represent the bond.
Some weaponmasters choose their fists, feet, body in general, or special powers such as breath weapon to master. In these cases, powers such as retrieval may actually be used to restore or heal the part or power in question.
A weaponmaster's primary personal weapon must be cared for meticulously. Due to the added power of energy, if the weapon is not well tended or given esoteric protections, it will fall apart faster, as it hits much harder or sees more use. Furthermore, a poorly maintained weapon can mean the weaponmaster fails to meet the standards necessary for ritual or maintaining energy.
Some weapons may require slight adjustments. A rapier-master will have more speed than strength. An archer more speed and perception. And so on.
PRO +2 Weapon Type +3 Specific Weapon +4 Personal Weapon +6 ATH +2 STR +2 AWA +1 WIL / PRS -2 STH +/-2
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