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Duel2 - Arena 93 Newsletters

A compilation of Noblish Island Articles


The Arcane Slasher

I love the Slashing Style! Slashers are finesse artists, but they're much more aggressive than your aimed-blow. Well-designed slashers are formidable opponents; they are as ready to defend as to attack, though they prefer the latter. Fate has been kind to this style, perhaps too kind. Even a badly-designed slasher may do well in basic, prompting many well-intentioned managers to promote questionable set-ups as "the slasher ideal." After reading another `Eureka!' article, I am compelled to add my 2 cents. I've learned how to design great slashers, and I'd like to pass on my ideas to the rest of Alastari. I can't tell you how to keep them alive (in four years I've only gotten one to ADM) but I can outline guidelines for creating a spooky character that will win for you--until they die or get to ADM. Just remember that decent opportunities to make a slasher aren't very common!

WT, WL, & DF--15 pts each at least. Period. If you don't have it, you don't have a great slasher. Believe me, you can't afford to skimp anything here!

ST--Anything from 7-11 is fine. The smaller the character the higher the number, but anything with a +9 size can get by with a 7 ST. For light armor use an epee, for anything heavier use a pair of hatchets, a scimitar, or a broadsword, depending on ST.

CN & SP--Ideally, both are single-digit; if your con is high you're probably looking at a WASTE. Whatever else you do, don't add them.

SZ--Since this is something we can't change anyway, don't worry about it. The bigger they are the less points to spread around to other areas, though.

My slashers come up with the best overviews when I follow these guidelines. Most earn at least four wit statements; about 50% either start out with an Expert or two, or they pick them up within a couple of skills. One of my very best died in a tourney: 6-3-11-15-21-11-17. He started out doing good damage; picked up Experts in att, init, def, and rip. in two skills or less. This is an extreme example, but it seems to me that the well-designed slasher gets more than their fair share of luck on their overview. I've run one a lot worse that did fairly well--a winning record, until he was killed by a veteran lunger: 11-7-14-15-15-7-15, good bases in attack and init, four wit statements, great damage.

Running them?

Start out with an offensive effort of 10, and never let the OE drop below 7. How quick you taper down depends on the endurance rating. Slashers burn endurance very quickly; if you don't have good endurance drop right away from 10 to 7 and leave it there unless desperate, then go back to 10. Otherwise try 10, then 9, then 7. Remember, these are aggressive beasts; keep 'em on the offensive!

Keep the activity level fairly low except in the very beginning, when you should be running 10. Then drop to 5 or 6, then 3 or 4m then 1. Go back up to 7 or 10 in desperation.

Match your kill desire to your offensive effort, always.

Summary: 10-10-10, 9-5-9*, 7-3-7, 7-1-7 across. Desperation: 10-10-10 or 10-7-10.

Avoid armor unless you MUST, but no higher than ARM and H.

Don't use tactics--they seem to inhibit the slasher's ability to riposte and respond well to their opponent. Exception: to take out scum pick the heaviest weapon your character can lift and use the slash tactic--go for the legs or the arms: 7-1-7. Slash all the way!

These `rules' have worked for me. The biggest problem I've had is that my slashers rise too high too quickly. Within five or six fights they're fighting warriors with 15 fights' experience.

-- The Arcane Kid, of Astral Kin, Osksi DM-3