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Old 11-07-2009, 09:08 PM   #1
Agemegos
 
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Default Trials of ability at Thundering Vale

In my usual fantasy setting there is a feature called "Thundering Vale", which is a little bit complicated, but which you can think of as a sort of Shao-lin Temple for hunters and outdoorsmen. Thundering Vale has a system of competence-based ranks and a prestige system that are based on demonstrating various competences in standardised tests, called "trials". When a member succeeds at a trial he is granted the right to wear a standardised tattoo signifying that specific competence. These tattoos are termed "testamurs".

I have a set of procedures for resolving the trials under ForeSight/HindSight, my standard fantasy RPG of the time when I first designed this stuff. But I'm shifting over to using GURPS now. What would be the most appropriate methods for resolving the variaous trials under GURPS? Would any be problematical? That is, would any be trivial or impossible?
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Old 11-07-2009, 09:15 PM   #2
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Default Re: Trials of ability at Thundering Vale

TRIALS & TESTAMURS

The First Trial of Archery

The First Trial of Archery is a simple test of marksmanship with the longbow. It is conducted on the shooting-range at Thundering Vale at odd intervals— whenever there are a few candidates who want to try it and a trio of examiners who are prepared to conduct it. This rarely amounts to anything more often than once per month.

The examiner must be a huntmaster with the testamur of the Second Trial of Archery, and there must also be two adjuvants with the testamur of the First Trial of Archery present as assistants and witnesses.

Small targets are set up at the half-way mark on the shooting-range (ie. at a range of fifty metres from the shooting-mark), and each candidate looses ten shafts at his target. A candidate who hits with all ten passes the trial.

Testamur: a green parrot, on the ‘off’ forearm.

The Second Trial of Archery

The Second Trial of Archery is a more testing trial of marksmanship with the longbow. It is conducted on the shooting range at Thundering Vale annually, during the festival of Trevethan, and is open to all who have passed the First Trial of Archery. The examiner is the Housemaster of Seven Arrows: two huntmasters with the testamur of the Second Trial of Archery assist and witness.

Small targets are set up at the end of the shooting range (ie. at a range of 100 m from the shooting-mark), and each candid ate each looses twenty shafts at his target. Any candidate who hits with all twenty passes the trial.

Testamur: a poinciana tree or flower, on the back of the ‘off’ hand.

The Trial of the Deer

The Trial of the Deer is represented as a trial of stealth, but in practice it also requires speed, strength, the ability to track, and skill at wrestling. The trial requires a huntmaster and two adjuvants as witnesses, but it may be attempted at any time. Candidates often try it when suitable circumstances present themselves on a hunt, and when the hunt master is prepared to risk losing a deer.

The examiner and witnesses having been alerted, the candidate must do away all his weapons, tools and clothes. Then, naked and sans all equipment, he must capture a healthy, grown, wild deer alive and carry it back to his lodge.

Testamur: a deer, on the ‘off’ hip.

The Trial of Dreams

The Trial of Dreams is a test to determine that the candidate has the mystic discipline Dreaming. It is conducted when the Housemaster of Greymane directs, which is to say when there is a candidate who seems likely to pass and who wishes to take the trial. The examiners are the housemaster of Greymane, another adept of Greymane, and one person who has not passed the Trial of Dreams—usually a student or junior member of Greymane Lodge, one who seems most unlikely to command any mystic disciplines.

The Housemaster gives a secret message to a junior examiner. The other adept of Greymane gives a secret message to the candidate. The candidate must use his powers to enter the dreams of the junior and exchange messages. The usual drugs may be used. If the candidate can tell the housemaster his secret message, and the junior examiner can tell the other adept his secret message, the candidate passes.

Testamur: a boat sailing in the sky, on the right pectoral muscle, with an anchor dangling in a landscape near the liver.

The Trial of the Eagle

The Trial of the Eagle is a test of tracking ability. It is conducted at the discretion of the Gamekeeper, and since only one candidate can be tested at a time, and the trial takes a whole day, the Gamekeeper will only allow an attempt if he thinks the candidate is up to scratch. If any candidate fails the Trial, the Gamekeeper will usually not permit another attempt for a year.
A large python captured in the wild, and the Gamekeeper studies it so that he will know it again. The python is released into the water at the Pavilion of the Falls at sunset, and a party is held in the pavilion with music and dancing. The candidate starts out from the pavilion the next dawn, in company with a huntmaster, who carries equipment for catching a snake. The candidate must find the python by sunset, when the examiner catches it, and they bring it back to the Cottage for the Game keeper to confirm that it is the right snake.

Testamur: an eagle, on the ‘off’ shoulder.

The Trial of Endurance

The Trial of Endurance is intended to be what its name suggests, but it is so designed that strength is also an important factor. Indeed, in practice the feat is scarcely possible for a man of average strength. The Trial of Endurance is much in demand, and is conducted every month, with the Steward acting as examiner, at least one other huntmaster supervising at the river, and various adjuvants keeping an eye on events on the course.
The trial starts at dawn at a certain point on the river, at its nearest approach to the Pavilion of the Winds. Each candidate has two amphoras of forty litres capacity. By sunset, he must fill a 2500 litre tun with water from the stream. The tuns are in the Pavilion of the Winds, two stades (400 m) from the stream, and at the top of a path and stairway with an average grade of 20%. During the trial the candidate may not eat, though he may drink water, and he must remain on his feet.

Candidates may use a yoke and carry two amphoras at once, if they wish. They may also have friends at the river fill one amphora for them while they are carrying the other, but they must pick the amphoras up from the water while no-one is touching them. (Note: the amphoras weigh 3 kg empty).

Testamur: a conventionalised heart, over the heart.

The Trial of the Falcon

The Trial of the Falcon is a rite of Skywalker Lodge, but adjuvants of other lodges are also permitted to attempt it, at the discretion of the Chief Falconer. The Trial of the Falcon takes a year to complete. It is begun whenever candidates and fledglings are available.

First, potential candidates must pass a viva voce examination in the care and training of falcons, conducted by the Chief Falconer and two other huntmasters with the testamur of the Trial of the Falcon. Candidates who pass this are each given a fledgling hawk or falcon to train, which they must do themselves and unassisted. One year later, they demonstrate the bird’s abilities to the Chief Falconer and two other huntmasters who have passed this trial. The examiners also check that the bird is in good health. It the bird is healthy and performs correctly, the candidate passes, and keeps the bird as his personal falcon.

Testamur: a falcon, inside the ‘off’ biceps.

The Trial of Fire

The Trial of Fire is a test of fieldcraft—particularly: trapping or fishing, and the ability to make a neat camp that doesn’t spoil the forest. It is much in demand, and even though it is run every month the Gamekeeper must forbid any candidate who fails it to attempt it again for a year, to keep the numbers down. The Trial of Fire is conducted in a section of forest near Thundering Vale chosen by the Gamekeeper. It requires the Gamekeeper, and one adjuvant as examiner for each candidate, for two days, and all the companions of the college for one day.

One the first day of the trial, the candidates, each accompanied by his examiner, go into the area designated by the Gamekeeper. In each pair, the candidate chooses a site and builds a camp. Then the candidate must catch a fish or small animal and gather some other food, and prepare a meal adequate for himself and his examiner. They sleep in the camp that night, and in the morning the candidate must make tea, and then clean up the campsite. At mid-morning the companions sweep the area, accompanied by the Gamekeeper and the examiners. If they find a campsite, they call the Gamekeeper, and the examiners declare whose camp it was. Candidates whose campsites are not discovered, and whose examiners were reasonably comfortable and adequately well fed, pass.

Testamur: a campfire, on the lower back, above the right buttock.
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Old 11-07-2009, 09:19 PM   #3
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The Trial of the Flag

The Trial of the Flag is a test of cross-country running speed. It is conducted every month, with three huntmasters as the examiners. Many companions attempt the trial, as well as members. A candidate who fails the trial can keep trying every month until he succeeds.

On the day of the Trial of the Flag, one of the examiners takes a number of scarlet flags equal to the number of candidates, and paints a symbol of his choice on each one. He then takes them to the top of a certain hill twelve stades from the Pavilion of Fire. The candidates assemble at the pavilion, and when the chief examiner sees the flags appear at the hilltop, he gives the signal for the candidates to start. The candidates have an hours and a quarter to run to the hill, get a flag, and bring it back to the pavilion. This is timed on the clock at the pavilion.

Now, 4.8 km in an hour and a quarter is only walking speed. But the terrain of the course is such that this trial is in fact quite testing.

Testamur: a flag, or a runner carrying a flag on the ‘on’ thigh.

The Trial of Fleetness

The Trial of Fleetness is intended as a test of speed and endurance in cross-country running. But its design is such that it also requires navigational skill. The trial is conducted annually, supervised by the Master of Hounds, with the assistance of a huntmaster (called the Starter) and several adjuvants. The course runs from the Temple of Elman & Demoleon in Heresketh to the Pavilion on the Dam at Thundering Vale, a distance of about 100 km.

The Starter, a few adjuvants who have passed this trial, and all the candidates go to Orio a few days before the event. At dawn on the appointed day, the Starter gives the signal, and the candidates set off to run to Thundering Vale.

There are three popular routes. The short route involves 50 km though farm land and 50 km of mountainous jungle. The middle course involves 90 km through farmland and 30 km through mountainous jungle. The long course involves 80 km of running on beaches, 30 km through farmland, and 30 km through the jungle. The long course is considered easiest, if the tide is right.
Near the end of the course, there is a short cut that will cut out five km of jungle, but requires that the candidate make a dangerous climb. At the end, candidates can cut two kilometres off the course by diving off the cliff into the plunge pool of the Roaring Falls—but if they have to be helped out of the water they fail.

At the end, the candidates must reach the Pavilion on the Dam before the rays of theSun sets as seen from the Pavilion of Fire. Success is as judged by the Master of Hounds.

Testamur: a leopard, on the ‘on’ hip.

The Trial of the Forest

The Trial of the Forest is a test of knowledge of botany and zoology and forest lore. It is conducted in the forest near Thundering Vale, at intervals as directed by the Gamekeeper. Which amounts to, within a month after a candidate applies to the Gamekeeper for his Trial to be held. If a candidate fails the Trial of the forest, the Gamekeeper will not allow him another attempt for at least a year.

Each candidate goes on a field trip with two examiners; in a part of the forest the examiners choose. During the one clear day in trip, the candidate must identify 100 species of plants and fungi, and 50 species of mammals and birds, without errors or corrections. He must correctly answer the examiners’ questions about each of these species, indicating a knowledge of their habits, uses, edibility, etc.

Testamur: on the back, a forest tree, with epiphytes and animals.

The Trial of Fortitude

The Trial of Fortitude is a stringent test of the ability to resist fatigue and pain. It is conducted in a grove of giant stinging-trees in Thundering Vale, with the Seven Arrows housemaster as examiner, assisted by adepts of that lodge. The Trial of Fortitude is held annually, on the night after the Trial of Endurance has been held for the last time that year.

Candidates for the Trial of Fortitude must pass the Trial of Endurance, repeating it if they already have the testamur. After filling their tun, they must remain at the Pavilion of the Winds until the Trial of Fortitude begins. They may drink water during this time, but may not eat or take drugs, and must remain standing.

When the lower limb of the sun touches the horizon, the chief examiner gives a signal. The candidates must run from the pavilion to the grove of stinging-trees, and climb naked up one of the trees, before the sun has finished setting. Then the candidate must remain up the tree without eating or drinking all night. If he does not give up or fall out of the tree before the rising sun shines on him, he passes.

Testamur: a wreath of thorns around the (tattooed) heart.

The Trial of the Harp

The Trial of the Harp is a rite of Gemini lodge, intended to demonstrate supreme musical skill, but they allow members of other colleges to take it. It is held at the discretion of the housemaster, in their Lodge or in the theatre, at a time arranged between the housemaster and the candidate. The Housemaster and all the adepts of Gemini Lodge are the examiners.

In the trial, the candidate may accompany himself with a musical instrument, but may not be accompanied by anyone else. Within such time as the examiners think reasonable, the candidate must display, to their satisfaction, one of the abilities of spellsinging.

Testamur: a harp, below the left collarbone.

The Trial of the Jar

The Trial of the Jar is a rite of Gemini Lodge, intended to show that the candidate commands the mystic discipline of Distant Death. It is held in the theatre, at the discretion of the Gemini Housemaster, with an adept of that lodge who has passed the trial as examiner. If the candidate fails, the housemaster will rarely authorise another attempt in less than a year.
An old amphora is set up on a small pedestal, and the examiner checks that it is steady. The candidate stands six metres from the pedestal. On receiving a signal from the examiner, the candidate attempt up to five times to strike the jar a psychic blow. If the jar breaks, the candidate passes.

Testamur: a death’s-head, below the left collarbone.

The First Trial of the Javelin

The First Trial of the Javelin is a basic test of marksmanship with the javelin. It is conducted once per month, in the gymnasium at Thundering Vale, the examiner being a huntmaster who has passed the Second Trial of the Javelin, assisted by three adjuvants who have passed this trial. Because the testamur is much in demand, and the trial is rather time-consuming, a candidate who fails is not permitted to attempt the trial for a year.

A large (hoplon-sized) target is set swinging like a pendulum, twenty metres from the throwing-line. Each candidate throws javelins at it until either he has hit it ten times without a miss (in which case he passes) or he misses (in which case he fails). After each cast, any javelin is removed from the target, and its motion is restored.

Testamur: a man throwing a javelin, on outside of the ‘on’ thigh.

The Second Trial of the Javelin

This trial is one of the rites of Tamé’s lodge, but they allow adjuvants from other lodges to attempt it. The examiner for the trial is an adept of Tamé’s lodge appointed by the housemaster, and he is assisted by another person who has passed the First Trial of the Javelin, but not this trial. The trial is held at the discretion of the housemaster, generally within a week of his receiving a request from an approved candidate.

The candidate stands at a place appointed by the examiner, which must be level and afford good footing. The examiner’s assistant, standing on the same level and at a range of twenty metres, throws three javelins at the candidate at deliberate intervals, and from a standing throw. If the candidate is able to catch all three javelins before they hit him or touch the ground, he passes. The trial is stopped if the candidate is misses a catch. This trial is rather dangerous. Candidates are often wounded and sometimes killed.

Testamur: A cord wound three times around the ‘on’ forearm.
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Old 11-07-2009, 09:22 PM   #4
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The Trial of the Pavilion of Fire

The Trial of the Pavilion of Fire is a simple test of the mystic discipline of Heroic Leaping. It is a lesser rite of Gemini Lodge, but they allow any member to attempt it. The trial is conducted at the Pavilion of Fire in Thundering Vale, with the Master of Hounds as examiner. The trial is held at the discretion of the examiner, usually within a week of his receiving an application from a suitable candidate.

The candidate stands on a certain flagstone in the court of the Pavilion of Fire. When the examiner gives a signal, he must jump to the roof of the pavilion, which is six metres high, from a standing start (ie. without touching the ground outside the edge of his flagstone). The candidate may make five attempts.

Testamur: a scarlet frog, on the right buttock.

The Trial of the Python

The Trial of the Python is intended as a test of stealth and the ability to travel without leaving tracks, but in practice candidates sometimes pass it partly because they can outrun pursuers through the forest. It is held once per year by each lodge, at Thundering Vale. The Housemaster is the chief examiner He is assisted by five hunt masters or adepts whom he chooses.

The candidates gather at the Pavilion of the Winds before dawn. At the moment when the sun first appears above the horizon, the housemaster gives a signal, and they set off, making for the forest. The assistant examiners then bring up the companions of the lodge. They are given tea, and one hour after dawn they are sent forth to find the candidates. The companions search all day, in any manner they wish. If one of the companions finds and touches a candidate, the candidate fails.

At sunset one of the assistant examiners leads sixteen of the companions to each of the following locations—the lodge house, the Pavilion on the Dam, the Pavilion of the Falls, The Pavilion of the Winds, and the Pavilion of Fire, where they take a meal. The companions then resume the search, or guard their station, in whatever manner seems good to them. Any candidate who makes it to one of the five stations between midnight and sunrise, without having been touched by one of the companions, passes the trial.

Testamur: a python, on the ‘off’ thigh.

The Trial of Roaring Falls

The Trial of Roaring Falls is one of the rites of Seven Arrows, but they allow approved members of other lodges to attempt it. Candidates for the Trial of Roaring Falls must have passed the Trial of Fortitude, and only receive permission to take part if the Seven Arrows Housemaster is satisfied that they command the mystic discipline of Yoga. The Trial of Fortitude is held annually at Roaring Falls, as part of the festival of Trevethan.

The candidates gather, together with the housemaster and adepts of Seven Arrows, at the top of the cliff beside Roaring Falls. One by one, the candidates are seized by two adepts, stabbed in the abdomen with a dagger by a third, and then thrown off the cliff into the plunge pool 20 metres below. Candidates who get out of the pool by themselves, and recover from their injuries within twenty-four hours without the assistance of a healer pass.
This trial is dangerous. Although the housemaster stands by to countermand the throwing of the candidate off the cliff if he thinks fit, although swimmers stand by to pull the candidate out of the pool if he seems likely to drown, and although a healer is on hand during the trial, candidates sometimes die.

Testamur: a dagger through the heart.

The Trial of the Star

The Trial of the Star is part of the rites of Skywalker Lodge, a test of knowledge, and reason. But they let members of other lodges attempt it who seem likely to succeed. The trial takes place in the theatre at Thundering Vale, with three adepts of Skywalker Lodge as the examiners. The trial is held at the discretion of the housemaster (who also appoints the examiners), usually within a month of receiving an application from a likely candidate.

The Trial of the Star consists simply of a prolonged and searching viva voce examination in astronomy, the zoology of the magical fauna, and knowledge of the supernatural. A candidate passes if all three examiners agree that his knowledge of these subjects is sufficient.

Testamur: a star, below the left collarbone.

The Trial of the Summoner

The Trial of the Summoner is part of the rites of Skywalker Lodge, a test of the mystic discipline Spiritualism. But they let members of other lodges attempt it if they seem likely to be able to succeed. The examiners are three people who have passed this trial, appointed by the Housemaster of Skywalker Lodge, and the Trial takes place at a time and place arranged by the examiners and the candidate.

In the trial, the candidate must cause a daimon to manifest itself, to the satisfaction of the examiners. The candidate may use the usual drugs, but the examiners will not.

Testamur: a thorn-apple plant, on the left abdomen.

The Trial of the Tiger

The Trial of the Tiger is one of the traditions of Tamé ’s Lodge, but it may be administered by any huntmaster at any time, so long as there are two adjuvants to witness it. Opportunities to attempt the Trial of the Tiger are not common, and when one occurs it is up to the huntmaster in charge of the current hunt to determine who will make the attempt.

When an adult tiger has been located, the candidate, with the approval of the huntmaster, must attempt to kill it without assistance. Any weapons may be used, including a shields and a bow, and the candidate may string nets or have assistants do so. But a tiger in a pitfall or other trap does not count. If the huntmaster judges that the candidate is in difficulties, or has lost the tiger, he will order the other hunters to intervene. Even so, this trial is extremely dangerous, and candidates are often killed before they can be rescued.

Testamur: a tiger, on the shoulder of the primary arm.

The Trial of the Wolf

The Trial of the Wolf is one of the rites of Greymane Lodge, but they allow huntmasters of other lodges to attempt it when the opportunity arises and there are wolf cubs to spare. The Trial is held when either Greymane Lodge has robbed a wolf-den, or when another lodge has done so and given Greymane the cubs. The housemaster decides which candidates will receive cubs, and the adepts of Greymane are the examiners. Candidates who fail are held in great disapprobation by Greymane Lodge, and may not be allowed another attempt for many years, if at all.

The candidate has one year to raise his wolf-cub into a functional and co-operative hunter, and well-behaved pack member, according to the standards of Greymane Lodge. It must understand certain gestures and spoken commands, must drive or ambush game as directed, must bring game to its owner and eat only on command, and must be gentle and tractable.

Testamur: a wolf, inside the elbow of the primary arm.

The Trial of the Wolfpack

The Trial of the Wolfpack is part of the mysteries of Greymane. Only members of that lodge who have completed the other requirements to become adepts get to attempt it. The Trial is conducted after the candidate’s instructor in the mysteries has advised the housemaster that the candidate is ready for a trial. The Housemaster of Greymane conducts the examination in the shrine of Greymane, guarded by the adepts and initiates of the lodge. The trial always takes place on a night of the new moon.

The trial itself consists of a viva voce examination in the secrets of Greymane. If the candidate passes, he is taken to a secret place, shown secret things, and told the holiest secret of the cult.

Testamur: a pack of wolves bringing down a stag, on the upper abdomen.
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Old 11-07-2009, 09:36 PM   #5
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Default Re: Trials of ability at Thundering Vale

Things to keep in mind with the 'firing' range tests is that usually, there is a positive Task Difficulty Modifier when not shooting at live targets who shoot back. This is usually +4 to +6, but can go up to +10 for the best possible conditions. Moving targets, like the javelin test, would be slightly lower than still ones.

Aiming for three seconds will net the character Acc+2 and being able to AoA (Determined) means another +1.

I'd say that the basic tests are likely to require skill 12 or so, right? And in order to reliably hit 10 out of 10 shots, one needs about effective skill 16 (15 in a pinch and 14 if one got lucky).

The Acc score for muscle-powered ranged weapons in GURPS is completely unrealistic. This is to make it feasible to play low-tech snipers without having to spend far more points than melee fighters for comparable ability. If you're trying to model realistic archers and javeliners, you might want to cut all Acc scores by half, rounding up. Otherwise, archery is far too easy and starting characters might be able to perform some pretty unrealistic feats with just a few points.

With RAW, the 20 yard javelin test would be -6 (range), -1 (SM), +3 (Acc), +2 (Aiming), +1 (AoA) and +4 or so (TDM). That's skill +3 or 15 for anyone with a professional level of competence. With my rules for Acc (which I hope made it into Low-Tech, so that they'll be canonical as an Optional Rule), that would be one less.
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Old 11-07-2009, 11:05 PM   #6
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Default Re: Trials of ability at Thundering Vale

I guess that the running trials would probably be problematical, too.

Perhaps the best thing is just to be vaguer about the distances.
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