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#1 | |
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Join Date: Mar 2005
Location: Maitland, NSW, Australia
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Quote:
Cuchulain is said to be wearing 27 cneslenti. Old works translate this as "hide tunics" but it is more likely describing a garment made of 27 layers of linen. The word "leinte" is a likely derivative of "linen". IIRC his chariot driver had leather armour. Last edited by DanHoward; 10-12-2011 at 01:15 AM. |
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#2 |
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Join Date: Oct 2005
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Is there any chance that those are multiple layers of softer, thinner leather from local cattle or even sheep?
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An ongoing narrative of philosophy, psychology, and semiotics: Et in Arcadia Ego "To an Irishman, a serious matter is a joke, and a joke is a serious matter." |
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#3 |
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Join Date: Jan 2005
Location: Gothenburg, Sweden
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Fantasy has a professional warrior for 75 points. Martial Arts has one for 100 points. It's not easy but it's doable.
__________________
“When you arise in the morning think of what a privilege it is to be alive, to think, to enjoy, to love ...” Marcus Aurelius Author of Winged Folk. The GURPS Discord. Drop by and say hi! |
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#4 |
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Wielder of Smart Pants
Join Date: Aug 2004
Location: Ventura CA
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#5 |
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Banned
Join Date: Apr 2008
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Core:
Knife DX+2 [4] (Long Knife, Wt=1.5, $120) Fast Draw:Knife DX [1] Feint [2] Spear DX+1 [4] (Spear, Wt=4, $40) Grip Mastery: Spear [1] Shield DX+2 [4] (Lt Shield. Wt=2, $25) Options: Throw (Spear) DX +2 [4] (Spear) Throw (Knife) DX+2 [4] (Cheap Throwing Dagger x4, Wt=1, $32) Sling DX [4] (+20 bullets, Wt=1.5, $30) Brawling DX+1 [2] Professional Skill (Soldier) IQ [2] The core package is only [16], $185, Wt 7.5. If you take the whole package, you get a broadly competent Low-tech combatant for 32 points, $247, and 10lb. Drop it in to a non-fighter build like a thief, or a merchant, or healer and you can consider yourself tough. Or drop Sling, and use the package as the secondary competencies of an archery specialist or ranger. Or Drop Spear throwing and use it as the secondary competencies of a Staff specialist. Or drop something to DX +1 and take a Fine Long Knife $480 as Sig Gear [1] (TL3) plus a Weapon Bond [1]. |
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#6 |
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Join Date: May 2010
Location: Japan
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Hello again,
had a busy weekend, with lots of back and forth regarding the campaign. We've agreed on a set of character generation guidelines, which I'm including below in case anyone is interested. These aren't final yet, but pretty close ... and pretty detailed. I've even included the perk-limitations as suggested. Hal et al. were of course right on Illiteracy and Innumeracy. We've agreed that they are common disadvantages, but that they WILL count against the disadvantage-limit. The same goes for the following mandatory disadvantages (the idea is to keep the number of social/personal disadvantages low): - Duty (oath-sworn to warlord, 5 pts) - Social Stigma (in the campaign proper, characters will be foreign mercenaries; a tiny minority group in an unknown land, so 10 pts) - Code of Honor (Soldier, 10 pts) Comments welcome, as ever. My questions: Is the disad-limit too strict now, given that 25 points are already pre-spent? Am I right to exclude Judo, Karate and Sumo Wrestling? What would an iron age warrior's code of honor look like? Also, please take a look at the four character sheets I have so far. Thanks. -------------------------------------------------------------------------- Character-Generation Rules All characters are built with 100 CPs, and up to 50 CP in disadvantages (including quirks). Advantages, Disadvantages and Skills designated as cinematic or supernatural or applicable to TL3 or above are not available. Likewise, basic attributes must follow the guidelines for a realistic campaign; i.e.: - HP may not exceed ST by more than 30% - Speed may not be increased / decreased by more than 2 pts - Move may not be increased by more than 3 yds Characters’ age should be around 25 +/- ten years. Characters must be male. The characters native language and culture is Saxon; illiteracy (a disadvantage worth 3 points) is common but does count against disadvantage limit. Other languages spoken in the campaign are Brythonic and Irish (which default to each other at -2), Latin and Pictish. Of these, only Latin and Brythonic will be available at the start of the campaign, and only at broken level (1 point). Characters cannot take variant TL or cultural familiarity dis/advantages. Starting wealth is $750 (silver pieces, for convenience). Characters cannot take Wealth dis/advantages, but may increase their starting wealth in 1 CP / 75$ increments for up to 10 CP (the equivalent of Comfortable at 10 CP, for twice starting wealth). Characters may take Status, Social Regard or Reputation, but only with the limitation of “among Saxons”, and not for more than +/- 5 points. Status of 1 would be the son of a famous warrior or lesser warlord, negative status would be the son of a serf out to prove himself. Characters cannot take Rank, as they start out as oath-sworn members of a war-band. Characters cannot have allies, contacts, enemies, dependants or patrons. Advantages Characters cannot take cinematic, exotic or supernatural advantages such as Arm DX and ST, Damage Resistance, Enhanced Defenses and Enhanced Move, Extra Attack, Rapier Wit, Striking ST and Trained by a Master. Furthermore, the following advantages are also not available because they are not suitable to the setting, plot or play-style: Claim to Hospitality, Clerical Investment, Gadgeteer or Gizmos, Luck (and it’s opposite, Unluckiness) and Serendipity. Houserule: In place of Luck, all players may spend one CP to buy one re-roll, once per roll. They must take the re-roll’s result. This only affects their own rolls, not those made against them. Given the frequency of combat, the following advantages will be particularly useful and are recommended: Acute Senses, Combat Reflexes, Fearlessness, Fit, Hard to Kill/Subdue, High Pain Threshold and Rapid Healing. The Weapon Master advantage is available, but only for weapon-and-shield styles. Perks: Shield-wall training (1 pt) is mandatory, Teamwork is suggested but requires a total of 20 points invested in combat skills (see “Skills” below). Disadvantages The limit is 50 points. This includes negative attributes and mandatory disadvantages, as well as Illiterate or Innumerate. It also includes Quirks. Mandatory disadvantages are: Duty-Oath-sword to warlord (5 pts), Code of Honor-Soldier (10 pts) and Social Stigma (foreign mercenaries in an unknown land; tiny minority, 10 pts). Other disadvantages of the same type as these are not available. Characters cannot take cinematic (Destiny, Secret etc), exotic or supernatural disadvantages (Weirdness Magnet), nor those pertaining to a different kind of setting (i.e. Non-Iconographic, Xenophilia) and to age or disease (Chronic Conditions, Short Lifespan, Terminally Ill). Unluckiness is also not available. Further, they cannot have any disadvantage that would render the character unfit to serve in a war-band, such as Blindness and Deafness, Combat Paralysis, Cowardice or Fearfulness, Lame or similar disfigurements. If the character incurs any of these during play, he will be retired. Suitable and/or common disadvantages include Bad Temper, Berserk, Bloodlust, Bully, Callous, Compulsive Carousing or Gambling (requires at least one point in related skill), Illiteracy in your native language (3pts), Dyslexia (house-rule: reduced to 5 pts), Impulsive, Innumerate, Intolerance, Overconfidence, Sense of Duty (adventuring companions) and minor Vows. Skills Only skills appropriate to the tech-level and cultural environment of the European Dark Ages are available. In particular, fighting styles from other parts of the world and cinematic, magical or fantastic abilities (Enthrall, anything requiring Unusal Backgrounds or Trained by a Master ) are not available. Furthermore, the following skills will be unavailable at the outset for meta-game reasons, but will become available as the game progresses: Area Knowledge, Current Events, Geography and Heraldry (characters are leaving their homes behind and setting out for the unknown). House Rule: Fast-Draw is considered a technique of the respective weapon skill and can be improved as such. As full-time warriors and members of a war-band, characters must acquire the following mandatory skills: Soldier – at least one point Hiking – at least one point Shield – at least level 12 Spear – at least one point Thrown Weapon: Spear – at least one point A level of at least 12 must be reached on a one-handed melee Weapon such as Axe/Mace, Broadsword, Knife, Spear or Shortsword. At least one point must be spent on either Boxing, Brawling or Wrestling; other unarmed combat skills are not available. In total, at least 10 CP must be spent on combat skills. Characters must also take the Shield-wall Training perk; this represents their basic training. For access to the teamwork perk, which represents longer membership in this war-band, characters must spend at least 20 CP on combat skills. Suitable and common non-combat skills are all physical abilities, like Climbing, Jumping, Lifting, Riding, Running, Swimming, Stealth, Throwing and Tracking; as well as the more common social skills Carousing, Dancing, Gambling or Games, Savoir Faire (only available type is high society – for use with chieftains and leaders of a war-bands), Singing and Public Speaking. Specialist characters should also consider skills such as Camouflage, First Aid, Gesture, Interrogation, Intimidation, Knot Tying, Search and Survival. Characters with Status or aspiring to a leadership role may also consider higher levels of Savoir Faire and Public Speaking as well as Diplomacy, Leadership, Strategy, Tactics and Teaching. Suitable background skills include Animal Handling, Farming, Fishing and Gardening as well as Carpentry, Crewman (Seamanship), Leatherworking, Masonry, Merchant, era-appropriate Professional Skills and Smith. Techniques Techniques from the Basic Set as well as from Martial Arts are available, provided the prerequisite skill is known to the character. Styles are TBD. |
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#7 |
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Join Date: May 2010
Location: Japan
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Here's the final version of the Bruiser; a front-line sword-and-board guy, focused on durability and damage-dealing.
Attributes [64] ST 14 [40], DX 11 [20], IQ 10, HT 11 [10] HP 16 [4], Will 10, Per 10, FP 11 Damage 1d/2d Basic Speed 5 [-10] Basic Move 5 Advantages [34] Combat Reflexes [15] Fearlessness (2) [4] Fit [5] High Pain Threshold [10] Perks [2] Shield-Wall Training [1] Teamwork [1] Disadvantages [-38] Appearance (Unattractive) [-4] Code of Honor (Soldier's) [-10] Compulsive Behavior (Carousing) (12 or less) [-5] Duty (Oath-sworn to Warlord) (9 or less (fairly often)) [-5] Illiterate [-3] Overweight [-1] Social Stigma (Foreign Mercenary (small minority)) (-2) [-10] Skills [38] Brawling DX/E - DX+3 14 [8] Carousing HT/E - HT+0 11 [1] Hiking HT/A - HT-1 10 [1] Seamanship/TL2 IQ/E - IQ+0 10 [1] Shield (Shield) DX/E - DX+3 14 [8] Shortsword DX/A - DX+3 14 [12] Soldier/TL2 IQ/A - IQ-1 9 [1] Spear DX/A - DX+1 12 [4] Swimming HT/E - HT+1 12 [1] includes: +1 from 'Overweight' Thrown Weapon (Spear) DX/E - DX+0 11 [1] Stats [64] Ads [34] Disads [-38] Quirks [0] Skills [38] = Total [100] |
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#8 |
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Join Date: May 2010
Location: Japan
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Here's a more balanced spearman; not quite as tough, but with a wider array of weapons and skills.
Attributes [87] ST 11 [10], DX 13 [60], IQ 10, HT 12 [20] HP 12 [2], Will 10, Per 10, FP 12 Damage 1d-1/1d+1 Basic Speed 6 [-5] Basic Move 6 Advantages [24] Combat Reflexes [15] Fearlessness (2) [4] Fit [5] Perks [2] Shield-Wall Training [1] Teamwork [1] Disadvantages [-38] Bloodlust (12 or less) [-10] Code of Honor (Soldier's) [-10] Duty (Oath-sworn to Warlord) (9 or less (fairly often)) [-5] Illiterate [-3] Social Stigma (Foreign Mercenary (small minority)) (-2) [-10] Quirks [-2] Chauvinistic [-1] Proud [-1] Skills [27] Axe/Mace DX/A - DX-1 12 [1] Brawling DX/E - DX+1 14 [2] Carousing HT/E - HT+0 12 [1] Farming/TL2 IQ/A - IQ-1 9 [1] First Aid/TL2 (Human) IQ/E - IQ+0 10 [1] Hiking HT/A - HT-1 11 [1] Knife DX/E - DX+1 14 [2] Shield (Shield) DX/E - DX+1 14 [2] Sling DX/H - DX-1 12 [2] Soldier/TL2 IQ/A - IQ-1 9 [1] Spear DX/A - DX+2 15 [8] Survival (Hills) Per/A - Per-1 9 [1] Thrown Weapon (Spear) DX/E - DX+2 15 [4] Stats [87] Ads [24] Disads [-38] Quirks [-2] Skills [27] = Total [100] |
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#9 | ||
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Join Date: Oct 2007
Location: Vermont
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Quote:
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My ongoing thread of GURPS versions of DC Comics characters. |
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#10 | |
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Join Date: Oct 2007
Location: Vermont
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Quote:
E.G. Soldier's Code of Honor OR one of Secret (Dishonorable) OR Reputation (Dishonorable). A code of honor is a feature of the setting, but not everyone buys into the social/moral standards of their day. Probably not. The Combat Wrestling style in MA was certainly around in dark ages Europe and it includes Judo. Similarly many "folk wrestling" styles in the real world (like Glima) seem to include something like Judo Sport. Sumo is just being good at shoves and slams, I'd say it could be picked up from combat experience or any number of games and sports. Karate is the only one I'd consider banning, but it's not out of the realm of possibility that that a character with more exotic history might have encountered Pankration or Kalaripayit in their travels. Nor is it out of the question that some form of now unknown prize-fighting included effective striking techniques that could be represented by Karate. At any rate, no unarmed combat skill is going to be very useful, much less game breaking in a campaign featuring armed and armored warriors. Judo and Wrestling both retain some usefulness against armored foes, however. Never refuse a challenge to single combat by a social equal. Never show cowardice or flee/retreat without orders. Honor your clan/liege lord/faith-and defend that honor with your life. Never harm someone in your home who has tasted your bread nor someone who is granting you there hospitality. [EDIT] A note on the characters: they look great for the most part, but they all expose a pet peeve of mine--- [rant] How does a character end up with Brawling but not Wrestling, Judo, or the Clinch perk? How does anyone learn to fight without learning to grapple outside of a formal martial art? [/rant] In real fist fights, grappling comes as naturally as striking and is probably just as common. In northern Europe, both in the Dark Ages and today, wrestling was common sport. In life and death struggles with people in armor, grappling is a LOT more useful.
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My ongoing thread of GURPS versions of DC Comics characters. Last edited by aesir23; 10-17-2011 at 09:00 AM. |
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