Saturday, October 24, 2009

Basic Set Knight Template and a Short adventure


Another Basic Set compatible NPC, although you may want to get your hands on Dan Howard's article: "Chainmail -- Why bother?" for more details on the armor set up. Unless you want to wait till summer next year for GURPS 4E Low Tech. This is pretty accurate, up to the armor weights and historical load-out of the most common knight.

Simulating economic reach, plays very strongly in encounter generation. Most opponents will have low metal weapons that give them the most bang for buck - axes and spears. A

Quick Encounter. A knight, covered with the heraldry and fluff of a formidable house accosts the PCs while they are in transit. He demands them (if he is of a higher status) or beseeches them to talk, rest and exchange news.

He tells the PCs that he was traveling to one of his lord's villages to examine them for irregularities and to impress on the inhabitants his lord's generosity, justice, and care for them.

When night falls he offers and insists the PCs break bread and salt with him. He tells them all, they are all his guests. He proves great company, and offers some of his wine cooling by in a brook.

The night is uneventful, but on the break of dawn everyone stirs to find the Knights tent silent. On examination, the knight is found beneath his sheets with blood damping the tent's floor. His vallet, a tent opposite him, can be found purple with his tongue swollen sticking out of his mouth.

Further examination, stirs up:
  • Remnants of parchments underneath the camp fire with their wax blackened.
  • Several Wardrobes of foreign dress
  • there is $1,000,000 in gold under the tent soaked in blood.
Then in the distance, the thundering gallop of hooves...

Red Herrings Everywhere? - Could someone have sneaked into the camp? Was it suicide? Who was he really? What does this look like to the wrong people?

Possible Scenario. They needed a scape goat, and one that can completely clear the lord of any doubt of wrong doing. The knight discovered his lord's plot of treason in time to save him. To do this, he finds some random travelers.

He had stolen the evidence that incriminated his lord, he then sent a message to the Duke he has found evidence and to come in greatest haste. He then lures a group of strangers at ease and proceeds to burn the evidence, incriminate them, poison his vallet, killing himself in the end.
This was a hashed up plan, improvised out of a mad impulse. The knight really intended to destroy the evidence but was sure that it was enough. He planed to take the blame himself, but that also was not enough. In the very last minute, he hit on to this idea.
Knight Opponents. The Duke's men are Knights, with 3 remounts (war trained ponies at ST21, move 4/8, $3600) each. There are 3 off them, and they are smart enough to know, that if the something happens to them, everyone will be left in the dark. They with the remounts they can ride almost 50-70 miles in a day if they have to (killing the horses).
The Man-at-Arms
150cp (10cp left)
Attributes [80]: ST11 [10]; DX12 [40]; IQ11 [20]; HT11 [10]
Secondary Characteristics [0]: Dmg 1d-1/1d+1 [0]; BL 24 ([0]; HP 11; FP 11 [0]; Per 12 [0]; Will 12 [0]; Spd 5.75 (note: combat reflex, tactics) [0]; Move 5 [0]; Dodge (no shield) 9.
Social Background [5]: Cultural Familiarity (Norman) (Native) [0]; Language (French) (Speak and Read) (Native) [0]; Language (same alphabet) (English) (Accented) [2]; Language (same alphabet) (Latin) (Broken) [1]; Language (Speak and Read) (Greek) (Broken) [2].
Advantages [65]: Combat Reflex [15]; Status 2 (Warrior Class) [5]; Wealth (Wealthy) [20]; Patron (Liege Lord) (9) (Provides Equipment +50%) [15] [1].
Disadvantages [-75]: Duty, Hazardous (to Liege Lord) (12) [-10] Sense of Duty (Family) [-5].Choose -60 points from among the following: Callous (12) [-5]; Compulsive Behavior (12) [-5 to -15];; Discipline of Faith (Christian) [-5]; Code of Honor (Soldier) [-10]; Debt [-1 to -10]; Delusion (Mild) [-5]' Intolerance (Non-Christians) [-5]; Incurious (12) [-5]; Curious (12) [-5]; Insomniac [-10 to -15]; Enemies [-5 to -15]; Gregarious [-10]; Hidebound [-5]; Intolerance (Non-Nobles) [-5]; Impulsive (12) [-10]; Overconfident (12) [-5]; Honest (12) [-10]; Pacifism (Cannot Harm Innocents) [-10]; Greedy (12) [-15]; Lecherous (12) [-15]; Berserk (12) [-10]; Blood Lust (12) [-10]; Bad Temper (12) [-10]; Gluttonous (12) [-10]; Selfish (12) [-5]; Fanaticism (Religion or Person) [-15]; Obsession (Long-Term goal) (12) [-10]: Truthful (12) [-5].

Skill Total [65]
Primary Skills [32]:
Knightly Arms [14]:. Broadsword (A) DX [2]-12; Axe/Mace (A) DX [2]-12; Spear (A) DX [2]-12; Fastdraw (Sword) (E) DX [1]-13; Shield (E) DX+2 [4]-14; Knife (E) DX [1]-12; Wrestling (A) DX-1 [1]-11; Brawling (E) DX [1]-12.
Horseman [18]: Soldier (A) IQ+2 [8]-13; Riding (A) DX [2]-12; Hands-free Riding (H) Riding+0 [4]-12; Animal handling (Horses) (A) IQ-1 [1]-10; Packing (A) IQ-1 [1]-10; Savoir-Faire (Warrior) (E) IQ [1]-11; Tactics (Land) (H) IQ-2 [1]-9.

Secondary Skills [18]:
Commander [9]: Administration (A) IQ-1 [1]-10; Strategy (Land) (H) IQ-2 [1]-9; Intelligence Analysis (Military) (H) IQ-2 [1]-9; Leadership (A) IQ-1 [1]-10; Public Speaking (A) IQ-1 [1]-10; History (War) (H) IQ-1 [2]-10; Psychology (H) IQ-2 [1]-9; Hiking (A) HT-1 [1]-10.
Hunting [9]: Tracking (A) Per-1 [1]-10; Stealth (A) DX-1 [1]-11; Survival (Woodland) (A) Per-1 [1]-10; Animal Handling (Dogs or Falconry) (A) IQ-1 [1]-10; Bow (A) DX+1 [2]-12 or Crossbow (E) DX+1 [2]-12; Running (A) HT-1 [1]-11; Climbing (A) DX-1 [1]-11; Swimming (E) HT [1]-12; .

Background Skills [15]:
Noble Background [9]: Literature (Folk Lore, Legends, Myths or Heroic Epics) (H) IQ-2 [1]-9; Theology (Latin Church of Rome) (H) IQ-2 [1]-9; History (Family) (H) IQ-2 [1]-9; History (Local) (H) IQ-2 [1]-9; Writing (A) IQ-1 [1]-10; Dancing (A) DX-1 [1]-11; Games (E) IQ [1]-11; Math (Applied) (H) IQ-2 [1]-9; ; Area Knowledge (Neighboring or Capital Region) (E) IQ [1]-11;
Social Skills [6]: Carousing (A) HT-1 [1]-11; Heraldry (A) IQ-1 [1]-10; Artist (Poetry, Drawing, or Composition) (H) IQ-2 [1]-9; Current Affairs (Politics) (E) IQ [1]-11; Diplomacy (H) IQ-2 [1]-9; Savoir-Faire (High Society) (E) IQ [1]-11.

Cavalry Load-Out:
Worn:
  • Arming Dress (Body) DR1 $30 4lbs
  • Clothes (Status 2) ($600) 2lbs
  • Leather Gloves $30, negligible weight.
  • Boots $80 3lbs
  • Total $140, 9lbs
Armored Worn:
  • Mail armor ("Chainmail -- Why bother?")
    • DR: 4 vs cutting, 2 vs crushing, 3 vs Impaling and Piercing
    • Hauberk (body, partial legs) $600, 15lbs
      • attacks at the legs ignore mail armor on 4-6 on 1d.
    • Sleeve (primary arm) $50 2.5lb
    • Total $650, 17.5lbs
  • Legionary Helm $150, 6lbs
  • Total $800, 23.5lbs
Carried:
  • Small Shield $40 8lbs
    • Skill-12, Block-11 (DB1, DR6, HP30, OP13)
    • Dmg thr 1d-1 cr
  • Cheap Broadsword $360 3lbs
    • Skill-12, Parry-11
    • Dmg thr 1d+1 imp / sw 1d+2 cut
  • Large Knife $40 1lb
    • Skill-12, Parry-10
    • Dmg thr 1d imp/ sw 1d-1 cut
  • Bottle, Ceramic (1L) 3lbs $3
  • Trail Ration $2 0.5
  • Total $445 15.5lbs
Total: $1,385 48lbs

Cavalry Loadout:
  • Fine Longspear $180 5lbs
    • Skill-12 (one handed), Parry-10U, Skill-10 on Ride by
    • Dmg thr 1d+2 imp, Reach 1,2,3
    • Dmg thr 2d-1 imp, Reach 1,2,3 on Ride by
  • Cavalry horse (ST22) $4000
    • Rider and Equipment 198lbs
    • Equestrian Gear and Load
      • Bit and Bridle $35 3lbs
      • Horseshoes $50 4lbs
      • Saddle and Tack $150 15lbs
      • Stirrups $125 20lbs
      • Total $360 42lbs
    • Total Load 240lbs
    • Move 4.8 on a trot, Move 9 run.
  • Total $4,360
Group Travel Load Out:
  • a Squire or Vallet
  • 3 Saddle Horses $3500
  • 2 Small Mules $2000
    • 4 Saddle bags $400 12lbs
    • Tent, 4-Man $150 30lbs
    • Group Basics $50 20lbs
    • Portable Toolkit (Armoury) $300 20lbs
    • 2 Wine Skin (8 Liters)$20 18lbs
    • 2 Blanket $40 8lbs
    • Sleeping Furs $50 8lbs
    • Wardrobe ($1200) 20lbs
    • Tent, 1-Man $50 5lbs
    • 5 days Rations for 2 people $60 15lbs
    • Total $3120 156lbs
  • Total $6,620

[1] Patrons(B73) Typically a Knights Patron buys the services of the Knight with “gifts” of equipment roughly equal to his starting wealth. The “Powerful Individual” Patron (defaults a 10cp) is at Status 5 (Multimillionaire).

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