Thursday, June 26, 2014

Dwarven Loadouts, Encounters, and Mass Combat Encounter

My dwarves are a bit shorter, but wider in proportions compared to humans. So they even out a bit but clothing and armor that has a "dwarven" descriptor cannot be worn by humans, but have enough material to be adjusted for humans. Evening-out is important because it saves the GM tons of calculations.


Dwarves


Dwarven template plus social background even out to zero cost template.

Dwarf Template


-15 points


  • Slow Move - They begin with Move 4 instead of Move 5
  • Lifting  Strength +3 – Calculate Basic Lift for Dwarves, as though they have 3 levels greater ST.
  • Night  Vision 9 – Dwarves have excellent night vision, negating 9 levels of darkness penalties.
  • Extended Lifespan – Dwarves are long lived and slow maturing, they become a young adult at around 36 years, an adult at around 60 years, middle aged at around 100 years, old at around 120 years, and Venerable at around 140 years.
  • Workaholic – Dwarves are hardworking to a fault, they are so single minded with their work their relationships suffer. They suffer -1 reaction penalty with those who are affected by it.  
  • Stubborn – Dwarves unusually stubborn people, it takes a great amount of effort to change a Dwarves mind. Double the time and resources it takes to argue an opposing point across to a Dwarf. Because of this inherent nature Dwarves are get along better with each other intoxicated or not minding the business of others. Often the Dwarf suffers a -1 reaction penalty to anyone affected by their stubborn nature.
  • Taciturn – Dwarves are a naturally grumpy, cranky, and taciturn people. Other peoples find these offensive and rude. The Dwarves suffer a -1 reaction penalty to other races.
  • Elven Ire – Dwarves have don't get along with Elves in many levels.
  • Social Stigma: Minority Group – Dwarves are a Minority Group, they suffer -2 reaction penalty to other races and +2 reaction bonus to their own.
  • Features:
    • Stocky and Heavy Build (Height x0.85, Weight x1.3 of a human of the same strength).
    • Male facial hair grows faster than head hair.

Dwarven Social Background

15 points
  • Language Speak/Comprehend Dwarven (Native) [0]
  • Cultural Familiarity: Dwarven (Native) [0]
  • Literate in Dwarven (Native) [3]
  • Cultural Familiarity (Imperial) [1]
  • Language Speak/Comprehend Common (Fluent) [3]
  • Language Read/Write Common (Fluent) [3]
  • Numerate [5]

These dwarves have all the traits of a strong culture, that is destined to self destruct lolz. Because of magic, consider them at TL3+2 economically and infrastructure. In this setting dwarves have evolved separately from humans but can breed with them (the evolutionary difference between neanderthal and humans, you can say that dwarves are more neanderthal like descendants with their obscene strength that it bends/deforms their bones - hence the squat nature of dwarves). 

In this setting elves are superior because of magic and intelligence, and humans are their vassals, slaves, and playthings (the way modern fantasy gamers would see goblins and kobolds). They interact so much that some humans can "appear" attractive to elves. Elves in this setting are Iron alergic, and they use their magic to affect the economy - banning the use of Iron and lead and requiring all metal to be bronze and copper (see GURPS magic notes: earth spells; its possible to have a high tonnage bronze industry see Chinese dynasties before Qin and add magic) and have TL2+4 level of economy and quality of life because of their magic. (the elves are inspired by John Wicks' Ven)  

Dwarven Archer


Equipment   $7,061,  59.65lbs lbs
  • [Body] Winter Clothing DR0 (+1 vs cut), $90, 5lbs
  • [Skull 3-4] Med Plate Helm DR6 $600 4.8lbs 
  • [Face 5] 1d6 
    • 1-3 Nasal, Cheek and Ear Guards DR6F
    • 4 Fine Mail Ventail DR4 (-2 vs cr) $27, 0.45lb
  • [Neck 17-18] Fine Mail Aventail DR4 (-2 vs cr) $45 0.75lbs (covers the rear of the face) 
  • [Torso 9-11] Medium Lamellar DR4F (-1 vs cr) $275, 12lbs
  • [Arms Right 8, Left 12] 1d6
    • 5-6 Medium Lamellar Pauldaons  $110 4.8lbs 
    • 1-3 Medium Lamellar Vambraces $137 6lbs
  • [Hands 15] Gloves and Light Mail DR3 (-2 vs cr) $80, 1.2lbs
  • [Legs Right 6-7; Left 13-14] 1d6
    • 5-6 Medium Lamellar Fauld DR4F (-1 vs cr) $69 5.4lbs     
  • [Feet 16] Shoes DR2, $40, 2lbs
  • [Pouch] Wooden 1 Quart Water 3lbs $15
  • [Primary Weapon] Composite Bow $4,500 2.5lbs 
    • Bow-14, Acc4
    • Dmg 2d-1 impaling 
    • 60 arrows, $154 8.5lbs (Quiver is 2.5lbs see LT34 containers)
    • Bow Holster $34 2.5lbs (Quiver is 2.5lbs see LT34 containers)
  • [Secondary] Fine Balanced Axe 
    • Axe-12, Parry-11U (3base, 6skill, 1cr, 1db) $750, 4lbs
    • Axe Dmg 2d+2 cutting



Dwarven Horse Archer




Equipment
$10,017,  45.65 lbs
  • [Body] Light Leather DR0 (+1 vs cut), $360, 5lbs
  • [Skull 3-4] Light Plate Helm DR4 $240 3lbs
  • [Face 5] 1d6
    • 1-3 Nasal, Cheek and Ear Guards DR3
    • 4 Fine Mail Ventail $27, 0.45lbs
  • [Neck 17-18] Fine Mail Aventail $45 0.75lbs
  • [Torso 9-11] Light Lamellar DR3 (-1 vs cr) $160, 8lbs
  • [Arms Right 8, Left 12] see body
  • [Hands 15] Gloves and Light Mail DR3 (-2 vs cr) $80, 1.2lbs
  • [Legs Right 6-7; Left 13-14] see body
  • [Feet 16] Boots DR2, $80, 3lbs
  • [Pouch] Wooden 1 Quart Water 2.5lbs $15
  • [Primary Weapon] Composite Bow $4,500 2.5lbs
    • 60 arrows, $34 8.5lbs (Quiver is 2.5lbs)
    • Bow Holster $34 2.5lbs
  • [Secondary] Fine Balanced Axe and
    • Axe-13, Parry-11U (3base, 6skill, 1cr, 1db) $750, 4lbs
    • Axe Feint-17
    • Axe Dmg 3d-1 cutting
  • [Shield] Metal Heavy Small Shield $160 4.5lbs
    • Shield-12, Block-11 (3base, 6skill, 1cr, 1db)
    • Shield Dmg 1d crushing DR4/HP15/OP7


War Pony $1800 (Move 6/12)
264lbs Carrying Capacity (Move 3/7)
Rider 180lbs, Rider Gear 51lbs, Horse Gear $425, 27lbs, 258lbs/264lbs
Stirrups $125. 5lbs; Horseshoes $50, 4
lbs; Riding Saddle $150, 15lbs, Saddlebags $100, 3lbs



Dwarven Scout

Equipment: 
$2,778; 45.7lbs
  • [Body] Winter Camouflage Clothing DR0 (+1 vs cut), $360, 5lbs
    • Camouflage Cloak $40, 2lbs
  • [Skull 3-4] Light Plate Helm DR4  $240, 3lbs 
    • [Face 5] 1d6 
    • 1-3 Nasal and Cheek Guards DR3F
  • [Neck 17-18]  Fine Mail Aventail DR4 (-2 vs cr) $45 0.75lbs
  • [Torso 9-11] Fine Mail DR4F (-2 vs cr) $450, 7.5lbs
  • [Arms Right 8, Left 12]  see body
  • [Hands 15] Gloves and Light Mail DR3 (-2 vs cr) $80, 1.2lbs
  • [Legs Right 6-7; Left 13-14] see body 
  • [Feet 16] Shoes DR2, $40, 2lbs
  • [Pouch] Wooden 1 Quart Water 3lbs $15
  • [Primary Weapon] Composite Bow $900 2.25lbs
    • Bow Case $34 2.5
    • Quiver of 60 Arrows $154, 8.5lbs 
  • [Secondary] Balanced Axe $200, 4lbs
  • [Shield] Heavy Small Steel Shield $220 4.5lbs
    • DR4/HP15/OP7   
    • Rim Edge Cutting Sw-2

Dwarven Heavy Infantry

Equipment  $5,268;  71.7lbs
  • [Body] Winter Clothing DR0 (+1 vs cut), $90, 5lbs
  • [Skull 3-4] Med Plate Helm DR6 $600 4.8lbs 
    • [Face 5] 1d6 
    • 1-3 Nasal, Cheek and Ear Guards DR6F
    • 4 Fine Mail Ventail DR4 (-2 vs cr) $27, 0.45lb
  • [Neck 17-18] Fine Mail Aventail DR4 (-2 vs cr) $45 0.75lbs (covers the rear of the face) 
  • [Torso 9-11] Medium Lamellar DR4F (-1 vs cr) $275, 12lbs
  • [Arms Right 8, Left 12] 1d6
    • 5-6 Medium Lamellar Pauldaons  $110 4.8lbs 
    • 1-3 Medium Lamellar Vambraces $137 6lbs
  • [Hands 15] Gloves and Light Mail DR3 (-2 vs cr) $80, 1.2lbs
  • [Legs Right 6-7; Left 13-14] 1d6
    • 5-6 Medium Lamellar Fauld DR4F (-1 vs cr) $69 5.4lbs 
    • 1-3 Medium Lamellar Greeves DR4F (-1 vs cr) $69 5.4lbs 
  • [Feet 16] Shoes with Lamellar Sabatons DR4 (-1 vs cr), $95, 4.4lbs
  • [Pouch] Wooden 1 Quart Water 3lbs $15
  • [Primary Weapon] Very Fine Balanced Axe $2,700 4lbs 
    • Axe-16, Feint-20, Parry-U
    • Dmg 3d-1 cutting  
  • [Secondary] Fine Balanced Large Heavy Steel Shield $1035 15lbs
    • Shield-13, Block-13
    • DR4/HP22/OP9   
    • Rim Edge Cutting 1d+2 cutting

Dwarven Sapper

Sappers are not supposed to be near the front lines. No armor to conserve fatigue which is their most precious asset to activate their gauntlets of shape earth and stone. 

Equipment   14lbs
  • [Body] Winter Clothing DR0 (+1 vs cut), $90, 5lbs
  • [Skull 3-4, Face 5] None
  • [Neck 17-18] Beard Notch of Earth to Stone (M51)
  • [Torso 9-11] see Body
  • [Arms Right 8, Left 12] See Body
  • [Hands 15] Gauntlets of Shape Earth and Shape stone  4lbs (M50-51)
  • [Legs Right 6-7; Left 13-14] See Body
  • [Feet 16] Shoes 2lbs
  • [Pouch] Wooden 1 Quart Water 2.5lbs $15
  • [Primary Weapon] Gauntlets
  • [Secondary] Very Fine Balanced Small Knife $720 0.5lbs

Dwarven Encounter

Maul'doon's Mountain
Appearance: Heavily terraced mountains, sculpted with decades of work to serve as a stronghold and home. 
Population: ~100,000 or ~20,000 dwarven families. 15,000 human servant and slave population. 
Land: 8,000 Mountainous Acres (3,200 ha)
Economy: Annual Administrative Revenues of $72M; 15% is in reserve, 40% is in military upkeep, 20% is Administration and the rest is maintenance and public services (25%). The treasury has $42M reserves in gold surplus for the past 10 years. 
Because of earth spells, the dwarves have made the mountain into a kind of Arcology. The level of agricultural productivity and the population need to support this is similar to TL3+2 despite terrain (the food technology would be considered TL3+4), with a large specialist, merchant, and military population. This is effectively a city, drawing raw materials in human settlements and cities, selling high quality durable hard goods to humans in return for slaves (human cast-offs), fodder, hardwoods, metal ores, textiles, and surplus food. 
of the 5,000 dwarves standing force the mountain can mobilize 5,000 reserve and 2000 support personnel. 
of the Standing 5,000 force they are divided into bands/battalion of 500 and rotate paroling operations.  

A battalion of 500 dwarves is made up of 10 50-dwarf companies. 10% of the force is made up mountain horse archers (mountain ponies), 40% Scouts, 20% Archers, and 30% Heavy Footmen. All of them are Mountain Terrain feature and the Scouts and Horse Archers have Woods terrain feature. Among the reserve force are the Sappers - which is a humble term for Engineers who are armed with Gauntlets of Shape Earth and typically do full time work building and maintaining infrastructure. 

A Battalion is made up of men and women of a clan, who typically have steadings, terraces carved out of the mountain or large cave complexes, to oversee when in reduced readiness.  Dwarves use human servants and slaves as sharecroppers and factory laborers. 

Mountain Pony - this is not a horse, but a large Goat able to bear a rider and gear that has been domesticated. It has lost its horns in the domestication but most of its instincts are like those of goats, but its size and strength are comparable to ponies. Its called a mountain pony because of their appearance from a distance, but up close the goat-ness is unmistakable. 

The Hook
The dwarves of Mauldoon have made a few human settlements near by practically economically dependent on them. It has brought these settlements wealth and population, growing to small towns and the dwarves even helped them build their roads and walls. This is pissing the elven overlords mightily. 

Elven overlords have found dwarven trade disruptive to their economy, and despite treaties dwarves continue to circulate Iron and Steel into their Vassal economies (Iron is banned).  The town of Versef, a mere 60 miles (100km) away is being audited, and the Elven auditor is not satisfied with the results - this "village" is as wealthy as a town and should be taxed as such. Many of the stead holders are contesting as they have lived to the letter of their oaths and the dwarven merchant families who have their second home there are caught up in the argument.  In the middle of the auditor and its arguments, is a dwarven canal carved into the mountains (built to bear to bear 10dton flatbottom boats) that lead to the Versef. Once finished will give the Versef more access to dwarven goods which they can resell to its neighbors. 

The sides are - the Auditor (elves), The humans (who may want no trouble or want more prosperity), the Dwarves (who want to keep their trading partners) . 

Dwarves
5 Fine Horse Archers TS20 (F, Rec, Cv, Wood, Mountain)
20 Good Scouts TS30 (Rec, Wood, Mountain)
15 Fine Hvy Infantry TS120 (Mountain)
10 Fine Archers TS40 (F, Mountain)

Dwarven Mass Combat Encounter

Crap has hit the Fan and the Imperial Elves mobilize human vassal armies against the dwarves. The dwarves have holed up in Versef and a relief force is being assembled. Still a vasal human brigade of 3,000 men (20% light cavalry, 40% heavy infantry, 20% archers, 20% light infantry) have camped nearby.

60 Light Cavalry TS120 (Cv, Rec, Wood)
120 Hvy Infantry TS480 (Wood)
60 Bowmen TS120 (F, Wood)
60 Scouts TS120 (Rec, Wood)




Tuesday, June 24, 2014

GURPS Magic Notes: Low Tech Long Distance Comm

This is basically looking at the Long Distance Communication Options found in GURPS Magic.

Avian Messengers

Animal Spells create the most sustainable and long term logistics for communications. Animal Handling and Naturalist combined with Beast Soother, Animal Control, and Master can create the foundations for a discipline of messenger birds. This can even go so far as breeding for complete domestication of such. Even when the mage who helped create the breed and techniques is gone its utility in managing much of administration would keep the discipline alive even after several generations. 

Of course the best candidate for such domestication is actually the Raven and Homing Pigeon. If you have magic, then you can prefer the raven because it has less predators. There are other birds of great migratory endurance, like the Bar-Tailed Godwit which has the amazing endurance of 11,000km (6,800miles) that can be bred with a lot of effort for particular purpose. 

In the end you need just One Animal Specialist Mage to get the ball rolling and you would have created a very useful communications network. Merchant would probably get into it, using such to coordinate in their pursuits. 

Special Cyphers and Codes can be used to make communication more efficient and with greater meaning within the text. Specialist cyphers scribes with reading glass (as early as 11C or TL3) can create a large amount of information and detail into a small piece of paper, silk, or cloth. Note that there

Encrypt M135, mind control spell, will be very useful for such purposes.
Self-destruct Messages uses Delay (set some conditions; M131) which has Maintained (M128) with a spell like Ignite. So before reading a secret message, better cast memorize first.  

Spells in Communication

Many communication spells follow the B241 or M14 Long Distance Modifier, which is x3.3 per increment. In Low Magic setting where it would be rare to have a mage with skill-15 in such distances, you would require ceremonial magic and the generous use of energy paying 20fp to cast a spell at 500% the energy cost to send a small message of 1 minute long 100 miles (160km) without risking critical backfire. In such low magic settings, as long as there is a companion or ability to cast ceremonial magic, the mage can Burn extra FP to offset the difficulty of the casting. 

Communication and Empathy is the Diplomat's Specialty college. Not only is the diplomat able to influence social occasions, they can read and search minds, hide their intentions, compel truth, and have the ability to report their efforts to their superiors. 
All such spells are better when you know who you are contacting and know where they are. 

Dream Sending M45, count-4 Long-Distance. Needs subject to sleep, and can have miscommunication. 
Dream Projections M46, count-4, Long-Distance. Clearer, but needs the subject to be asleep. 
Mind Sending M47, count-4, Long-Distance. Clear as thought and can be pretty expensive. 
Telepathy M47, count-5, Long-Distance. Two way communication.
Message M174, count-7, Long-Distance. 15 second message per energy spent. 
Communication M48, count-9, Long-Distance. Tele-conferencing even allowing other senses.



 

Friday, June 20, 2014

Warring States Map and how I did it with a Note 10.1

The (hypothetical) Huang-Jin Valley for the Warring States game.
Sorry I have to really fudge some details lost in the last 2500 years.

import the map into s note. turn of rotation.

 draw the basics and make notes on how I'm going to do the other features. Brush tool for the rivers at the smallest setting and pencil for the smaller rivers. Wheat goldish for the"farms lands"
 Ouch its getting dizzying with the google map and the drawing.  The dark green preset color for the forests. This is 2500 years ago, and there were WAAAAAAY more forest. Varying pencil thickness for the forests to represent grades of density. Green for hills. 
 This is fine, its not like its my profession to draw maps. The freedom of being a GM is the much lower standard I judged as an artist lolz. 
Some names and places using GIMP. Need to throw this into Roll20 and scale the hexes.

Basically this is between the Wei, Zhao, Qi, and Chu territories. Yan and Han are close enough to meddle. Still accessible by Qin. 

Made 3 LARGE Families the Players will have to gather information about from their Initial "Calibration" on Friday night EST 7pm. Then they travel from where ever they come from to the region. This is low level and the families they deal with is of lower rank, just Vassal families whose loyalty and status is ambigous. Players are survivors of the Jin & Zhi Massacre (either retainers or secondary-tertiary family members).  

Thursday, June 19, 2014

Female Armor Notes; Sword Sisters Dilemma

Female armor choices suck. after this video I had to rethink a lot of female armor even the ones found in women in reasonable armor. I'm more conscious of the sternum. If you think women have it hard, what if your ST13 character has Terry Crews pecks getting in the way of his two handed sword use. Recently the obyrn mountain fight highlights the importance of breastplate tailoring (watch it again and see how his arms move, take note of what the video below highlights).

 

Skallagrim is a good follow.



  • Breast plates has to be limited to the width of the sternum, and has to be articulated or flexible from that point.  
  • because of the sternum problem, female armor will be more reliant on Pauldron armor (the shoulder armor) 
  • Mail is a woman's best armor, if you watched the video.   
  • "Sword and Board" or Pole-Arms/Spears are ideal, hence the popularity of Nagijustsu or Yari jutsu among samurai ko and "shield maids".    

This is actually a female character, but one should not be able to tell anyway.
Her character sheet is here.


















Equipment $2,457.5; 57.7/58lbs

  • [Body] Winter Clothes (DR1 vs cutting) 5lbs
    • Light Cloak $20, 2lbs
  • [Head 3-4] Light Plate Pot Helm w/ Brim, Cheek, Ear, and Nasal Guards with padding and with… DR4
    • [Face 5] 1-5/d6 DR 3
      • 1-3 Cheek Plates
      • 4 Brim
      • 5 Heavy Mail Ventail DR5 (-2 vs cr)
    • Perforated Ear Guards, Hard of Hearing penalty reduced by 2 (only -2 penalty).
    • $334 3.7lbs
  • [Neck 17-18] Light Mail Aventail DR3 (-2 vs cr)   $25, 0.6lbs
  • [Torso 9-10; Groin 11] Cheap Heavy Mail DR4F (-2 vs cr) $450, 9lbs
  • [R. Arm 6-7; L. Arm 12]  R. Arm Only Light Mail $125 3lbs; 1-3/d6 L. Arm Light Mail $67.5 1.5lbs
  • [R. Leg 8; L. Leg 13-14] Front Cheap Heavy Mail Leggings DR4 (-2 vs cr) $450 9lbs
  • [Hands 15] DR3 (-2 vs cr) Light Mail $50, 1.2lbs
  • [Feet 16] Shoes and Sabatons DR3 (-2 vs cr) $90, 3.2lbs
  • Balanced Metal Heavy Medium Edged Rim Shield ($60*CF +4 metal, +4 balanced, +0.5 Rim Edge) $570 427.5; 10.5lbs
  • Fine Balanced Spear ($40*CF +4 Balanced, +2 Fine) $280; 4lbs
  • Hip Quiver 2x Javelins $75, 5lbs
  • Small Knife $30 0.5
  • Pouch and Wooden Water Bottle 1L $16 2.5lbs

Equipment $1,553; 56.2/58lbs

  • [Body] Winter Clothes (DR1 vs cutting) 5lbs
    • Light Cloak $20, 2lbs
  • [Head 3-4] Light Lamellar Pot Helm w/ Brim, Cheek, Ear, and Nasal Guards with padding and with… DR4 (-1 vs cr)
    • [Face 5] 1-5/1d6 DR3
      • 1-3 on the skull DR3 (-1 vs cr)
      • 4 on Lamellar Ventail DR3 (-1 vs cr)
      • 5 hits Brim
    • Perforated Ear Guards, Hard of Hearing penalty reduced by 2 (only -2 penalty).
    • $106 5.3lbs
  • [Neck 17-18] Light Lamellar Aventail DR3 (-1 vs cr)   $16, 0.8lbs
  • [Torso 9-10; Groin 11] Light Lamellar Cuirass DR3F (-1 vs cr) $160, 8lbs
  • [R. Arm 6-7; L. Arm 12]  R. Arm Only Light Lamellar $80 4lbs; L. Arm Light Lamellar $40 2lbs
  • [R. Leg 8; L. Leg 13-14] Front Legs 1-4/d6 Light Lamellar $88 4.4lbs
  • [Hands 15] DR3 (-1 vs cr) Light Lamellar $32, 1.6lbs
  • [Feet 16] Shoes DR2 $40, 2lbs
  • Balanced Metal Heavy Medium Edged Rim Shield ($60*CF +4 metal, +4 balanced, +0.5 Rim Edge) $570 427.5; 10.5lbs
  • Fine Balanced Spear ($40*CF +4 Balanced, +2 Fine) $280; 4lbs
  • Hip Quiver 2x Javelins $75, 5lbs
  • Small Knife $30 0.5
  • Pouch and Wooden Water Bottle 1L $16 2.5lbs

Adventure Seed: Sword sisters

Warrior women would face a lot of trouble in a setting that takes account the same factor that have marginalized women in history. In such a setting, like Game of Thrones, having such NPCs would be rare and would require a lot of interesting things to happen. Organizationally, they have what more open and communicative culture - more organized, independent thinking, and very quick to harness its numbers and collective strength. It would require and engender very good leaders, because it will live and die by the will power of its leaders because of how easily assaulted such an organization both physically and socially. Such a group would draw a lot of Ire from the church, men, and most painfully their loved ones.

Still such a group of women adventurers in a harsher setting would be very interesting and more amazing even if their life span would be relatively short. An adventure seed is putting PCs in a tight spot if the PCs are of a goody or at least a conflicted nature. Either killing the "Witches and Whores" as many of the people would brand such women would quickly make a one sided judgement for the PCs (the GM makes everyone the PCs meet gossip and disparage, playing on the natural biases of the PCs). if the PCs happen to be Open Minded, play to the consequences of such Dangerous notions (hit the PCs where it hurts - the Pocket, they lose a deal because they are thought to be sympathizers).

Note that its common to attribute disasters and catastrophe to women thinking for themselves and upsetting the status quo. If you think the terrible things that happen in modern times is upsetting and can turn your stomach, a GM with sense of history and horror would easily find more terrifying things color such a situation.
 It would be a wonderful tragedy if the PCs would be killing them, the female warriors, only to realize they were all women (since they would be in armor) and play to the weakest (and morally corruptible of the Playe..ehem) PCs. One constant inspiration are Nuns who are constantly thrown under the bus by various popes and who fight the real internal corruption (like the sexual abuse) only to be beaten and bowed. If you want an exhilarating underdog get a bunch of sisters (nuns) and have them be under assault , burned in the stake as witches, after having saved a town - like convincing a Cathar-like town to pretend to re-converted but the cat is out of the bag because their overseeing priest sees through the rouse and some glory seeking knights have some indulgences to win by slaughtering heathens. PCs as mercenaries to kill the sword sisters and the cathar town.
Never let a good deed go unpunished.
  • Everyone disparages the Sisters, the GM plays to the natural intolerance of the PCs
  • If the PCs are goody, then they get the butt end of the deal and someone uses it to remove the PCs out of the "game". 
  • If PCs end up in the killing side of the Sisters, they choose either be the one to kill them or let the Knights and mercenaries Rape, Torture and Kill them. There are no Prisoners - they are witches and heretics. the best the PCs can hope for his giving them clean deaths, not extended suffering and tragedy. 
  • If the PCs end up helping the sisters, which is very unlikely if the GM is doing his job right, - the Odds are against are great and they will have forfeited their reputation. If they manage to survive, its only to embarrass the Princes of the Church enough to earn the full force of an army to descend on them. 
Side Notes about Social Issues
Hopefully this is constructive enough not to count as a rant. Basically in low tech settings there is an opportunity to deal with inequality, racism, poverty and various other social and psychological concerns. Its a game, where we can be comfortable and always step out of character when some "simulated" injustices disturb us. Its part of the story to have such elements appear, as much as "evil exists" in the game.
I find it strange when "evil exists" in some social accepted form, while the past is re-envisioned with various evils removed (like when WW2 re-en-actors are not allowed to have "german soldiers" as part of the re-enactment or to downplay misogyny and intolerance in settings which match and already downplay the dehumanization). The dangers of "evil in a social accepted form" are plenty - from revisionism to creating an engine for demonization and propaganda.
What I find even more disturbing is that it ROBS (as in a violent theft) female heroes of the challenges that made their success and survival even more amazing - and it is replaced by exaggerating what the hero has accomplished to compensate (my disposition after watching too many Chinese movies with propaganda inserted and the sad state of philippine cinema lolz).
Let it turn your stomach, if you get disturbed that means your are in the right place and you are not some monster. In the game of imagined worlds it sharpens your ability to see the nuances since it places you in a "safe" place to view it and actually play out the consequences. The same reason Drama and Tragedy can be entertaining, emotional and allows us to project our own challenges in conflict in a different and comfortable form... if your up to that kind of game lolz.

Oh how rewarding it is for me when emotions get complicated in the game, and people remember that they are in a comfortable gaming environment where they can play it out with no ill consequences. In that zone, Imagination takes a life of its own and empathy channels it and allows us to predict the human consequences of various paths (for me at the least lolz).

Tuesday, June 17, 2014

GURPS Basic Set Load-Outs

If you just began with the GURPS Basic Set and you want to just build a game around just that before investing in other source books, here are useful notes that will help you equip your NPCs and PCs.

As much as I love GURPS Low Tech and its series, I don't want a person to feel like they have to buy something when arranging whats already in the Basic Set will suit their needs.

Note on Scale. Its interchangable with Lamellar in weight and DR. Lamellar is better because it doesnt have a leather or cloth backing that will wear out quickly over time, use, sweat and grime. If you research more about lamellar it is a kind of armor that is easy to repair (VERY easy compared to mail) and with little specialized tools.


Lighter Shields (and more realistic shields). There are rules for making Lighter Shields found in the Basic set is just by making some. Fortunately this is why I'm writing this
in B483, under detailed HP calculation you can calculate your shields HP based on its weight. Since DR is based on thickness just apply the same modifier (1/2, 1/3, or 1/4), the same goes to Cost and Weight. Shields grant a DR that is based on Over-penetration (B408).

Large Metal Shield (1/4) DB3, DR5, HP18, OP10. 12.5lbs
1/4 the Thickness translates to 1/4 DR, 1/4 Weight and Cost, and recalculate HP and Over-penetration (B408) based on new Weight. note the alternate Blunt Trauma vs Edge weapon rules should apply to this one too as it is a metal shield. Apply the DR modifier last.

  • Large Shield (1/2) DB3, DR4, HP18, OP8. 12.5lbs  (10sq ft or 0.93sqm)
  • Medium Shield (1/2) DB2, DR3, HP16, OP7. 7.5lbs  (7sq ft or 0.65sqm)
  • Medium Metal Shield (1/4) DB4, DR2, HP16, OP8, 7.5lbs  (7sq ft or 0.65sqm)
  • Small Shield (1/2) DB1, DR3, HP12, OP6, 4lbs (5sq ft or 0.46sqm) 
  • Small Metal Shield (1/4) DB1, DR4, HP12, OP7, 4lbs. (5sq ft or 0.46sqm)
  • Light Shield DB1, DR2, HP10, OP4, 2lbs. (correction since the light shield has more HP than its supposed to by its weight). 3sq ft or 0.28sqm shield. 
  • Light metal Shield (1/2) DB1, DR4, HP10, OP6, 2lbs. (3sq ft or 0.28sqm)  
Its odd that the penalty of using a Large Shield is in B547 and no where else I can find. There is a remedy that offsets this disadvantage officially, or you can just make it an average difficulty technique.

Layering Armor 

To layer or not to layer. In B286. -1 DX translates to a lot to your speed becoming 4.75, your move becoming 4 and your dodge from 8 (or 9 from combat reflex) going down from a notch. If you are Lightly encumbered then your move drops to 3, and Dodge is down two notches. Typically Layering armor will bring you down to Med. Enc. and that translates to Move 2, Dodge -3, and 2FP of loss per activity. But your DR is at least 5 or 7 if you optimize (mail and light scale highest DR to weight ratio).

Hit-Location.

Hit-Location by Surface area distribution appears in GURPS Low Tech, but we can infer some basic things.

B556 has the Hit location Table. You will notice that the Torso and Groin make up a lot of the chances to be hit (36%). No more groin Hit location! In low tech there is no more groin Hit location, torso is 9-11. I think this is a rule that can be carried over to basic set. So ignore the "groin" part of all the armors and assume any torso armor covers the groin.

Variable Pieces of Armor. Be flexible with the coverage of certain armors by dividing them up by 6, so that you can determine if the armor protects within a value of d6. So armors covering only half the arm will have 1-3 out of a d6 to tell if the blow landed on an armored portion.

Front Armor

Front only armor was very common, Its about half (50%). A lot of eras have front only armor. You can use a much lighter armor as "back" armor (like a Cloth armor).

The two armors on top is front only, while the armor below is an example of an armor that is front and back. All such armor have limited protection in the chest and compensate with pauldrons that overlap. This is because the forward rotation of the shoulders requires less rigid or less armor on the chest, limiting it to the sternum. Pauldrons and Ventail make up the difference, overlapping with the chest armor. 

Neck Protection. Again we use the B282 illustration. If we were to guess the added weight for having a mail or armor extend to protect the neck, how much would that be based on the illustration?
Compared to the groin, it would be around ~20% of Torso Armor. Layering armor rules allow a character to have Armor Stack without penalty except encumbrance on the head. If you have Low Tech, the helmet above is considered a "bascinet" as it covers what would be the "face" location in the rear of the head. If just the conical top it would be considered a "pot helm". Lets just round it off to the next half lb, and assume it covers the lower face (which would make it a "ventail". Since its both the ventail and aventail, consider it Partial 1-3/d6 face protection.
  • Light Scale Aventail, ~20% that would be 3lbs and attached to a pot or legioniaire's helm. To 
  • Mail Aventail ~20% would be 3lbs and attached to a pot or legionnaire's helm
  • Double Mail Aventail ~ 20% is 6lbs (which is appropriate since it is double)

The part that covers the mouth and lower face is called the "Ventail" in Low Tech.

Alternate Blunt Trauma and Edged Weapon Rules 

These rules are found in Low Tech LT102, to reflect the vast difference between DR from metallic armor and non-metallic armor. Since we are thinking up rules to allow you to have have fun with just Basic Set, here is a simple rule:

Metal Edged Weapons vs Metal Armor. When edged metal weapons penetrate the DR of Metal armor the Wearer rolls his armors HT+DR - the penetrating damage. On a success he takes crushing damage only, on a fail he takes the appropriate dmg modifier.

Ragnar the Vik, slashes with 12 cutting damage against Olaf the Sax who is in Mail armor. He stops 4 points of dmg, leaving 8 points penetrating. Olaf has average armor with HT12 plus 4 DR for 16 minus 8 penetrating damage. if Olaf rolls 8 and below he only takes 8 points of crushing damage (his armor held), if his armor fails he takes 8 cutting damage which becomes 12 points of damage. Even if Olaf is spared cutting damage, he has to roll vs Knockback from the large amount of crushing damage. 

Note. Since Armor in Basic Set are much heavier than those in Low Tech, you can give a 2 "reinforcement" bonus to the armors heavier than light scale, mail, and double mail to the check (like the scale, the plate armors). So Basic Set armors which is not as great DR to Wt ratio to LT converts more of the damage to crushing as a trade-off.

Hauberk and Haubergeon

You will notice that the Mail Hauberk and Shirt have a big difference in weight. Lets make Hauberk extend to 5-6/d6 (1/3) of the legs and from the shoulder to upper arm 4-6/d6. 9lbs or 36% of the weight of the Hauberk is these extra coverings.

Working backwards the Double Mail hauberk has the same coverings. This makes a Double Mail Shirt or Haubergeon  29lbs. this makes the difference of Mail to Double Mail - double mail is x1.8 in weight and x2.2 cost of regular mail.

Other Inferences. If Mail Leggings is 15lbs and Mail Shirt is 16lbs, can I assume light scale leggings are about the same weight. How about making mail sleeves and light scale sleeves the same weight?

Non-Rigid Helms. A coif of light scale would be roughly proportional to a a coif.

Light Scale Coif 4lbs
Double Mail Coif 7.3lbs 

LOAD OUTS

Load-out Type 1 Scale for ST13
[Body] Clothes 2lbs
[Skull 3-4; Face 5] Legionnaire Helmet 4lbs **
[Neck 17-18] Light Scale Aventail 3lbs **
[Torso 9-11] Scale Armor 16lbs **
Leather Armor DR2B  5lbs
[R-arm 8, L-arm 12]  Light Scale Sleeves 9lbs **
[hands 15] Gauntlets 2lbs **
[R-leg 6-7, L-leg 13-14] Scale Front 1/2 (1-3/d6) 5.25lbs**
Heavy Leather Rear 1/2 1lbs
Heavy Leather 1/2 (4-6/d6) 2lbs
[feet 16] Shoes 2lbs
49.25lbs

[Primary Weapon] Halberd  12lbs
[Secondary Weapon] Large Knife 1lb
[Pouch] Water Bottle 3lbs

Totals 68/68lbs
**blunt trauma-edge weapon rules

Loadout Type 1 Mail for ST13
[Body] Clothes 2lbs 
[Skull 3-4; Face 5 Legionnaire Helmet 4lbs **
[Neck 17-18] Mail Aventail 3lbs **
[Torso 9-11] Double Mail Shirt Front 14.5lbs **
Leather Armor DR2B 5lbs
[R-arm 8, L-arm 12]  Mail Sleeves 9lbs **
[hands 15] Gauntlets 2lbs **
[R-leg 6-7, L-leg 13-14] Double Mail 5-6/d6 6.5lbs
Heavy Leather Rear 1/2 1lbs
Heavy Leather 1/2 (4-6/d6) 2lbs
[feet 16] Shoes 2lbs
51lbs

[Primary Weapon] Maul 12lbs
[Secondary Weapon] Large Knife 1lb
[Pouch] Water Bottle 3lbs

Totals 67/68lbs


**blunt trauma-edge weapon rules

Load Out Type 2A Scale for ST12
[Body] Clothes 2lbs
[Skull 3-4] Legionnaire Helmet 4lbs **
[Neck 17-18] Light Scale Aventail 3lbs **
[Torso 9-11] Scale Armor  16lbs **
[R-arm 8, L-arm 12]  Light Scale Sleeves 9lbs ** 
[hands 15] Leather gloves 
[R-leg 6-7, L-leg 13-14]  Light Scale Leggings Front 1/2 (1-3/d6)  3.75lbs **
Heavy Leather Rear 1/2  1lb
Heavy Leather 1/2 (4-6/d6) 2lbs
[feet 16] Shoes 2lbs 
42.75lbs

[Primary Weapon] Great Axe 8lbs
[Secondary Weapon] Good Large Knife 1lb
[Pouch] Bottle (1L) 3lbs

Totals 54.75/58lbs
**blunt trauma-edge weapon rules


Load Out Type 2B for ST12
[Body] Clothes 2lbs
[Skull 3-4, Face 5] Legionnaire Helmet 4lbs **
[Neck 17-18] Light Scale Aventail 3lbs **
[Torso 9-11] Scale Armor Front 16lbs **
[R-arm 8, L-arm 12]  R-Arm Scale Sleeve 7lbs**
Other arm protected by shield
[hands 15] Leather gloves 2lbs
[R-leg 6-7, L-leg 13-14] Scale Leggings (Front Only) 1/2 (1-3/d6) 5.25lbs**
Heavy Leather Rear 1/2 1lb
Heavy Leather 1/2 2lbs
[feet 16] Shoes DR2* 2lbs
44.25lbs

[Shield] Small Shield (1/2) DB1, DR3, HP12, OP6. 4lbs 
[Primary Weapon] Cheap Broadsword 3lbs
[Pouch] Bottle (1L) 3lbs

Totals 54.25/58lbs
**blunt trauma-edge weapon rules


Load Out Type 2C for ST12
[body] Clothes 2lbs
[Skull 3-4, Face 5] Legionnaire Helmet 4lbs **
[Neck 17-18] Mail Aventail 3lbs **
[Torso 9-11]Mail Shirt Front 9lbs **
[R-arm 8, L-arm 12]  R-Arm Mail Sleeve 4.5lbs**
Other arm protected by shield
[hands 15] Leather gloves 
[R-leg 6-7, L-leg 13-14] Mail Leggings (Front Only) 1/2 (1-3/d6) 3.25lbs**
Heavy Leather Rear 1/2 1lb
Heavy Leather 1/2 2lbs
[feet 16] Shoes DR2* 2lbs
30.75lbs

[Shield] Large Shield (1/2) DB3, DR3, HP16, OP7. 12.5lbs 
[Primary Weapon] Axe or Spear 4lbs
[Secondary Weapon] Large Knife 1lb
[Ranged Weapon] 2x Javelin 4lbs
[Pouch] Bottle (1L) 3lbs

Totals 55.25/58lbs
**blunt trauma-edge weapon rules

Load Out Type 3A for ST11
[Body] Clothes 2lbs (armor over clothes)
[Skull 3-4, Face 5] Legionnaire Helmet 4lbs **
[Neck 17-18] Light Scale Aventail 3lbs **
[Torso 9-11]Light Scale Armor Front 7.5lbs **
[R-arm 8, L-arm 12]  Heavy Leather 2lbs
[hands 15] Leather gloves 
[R-leg 6-7, L-leg 13-14]  Studded Leather Skirt Front 2lbs
[feet 16] Shoes 2lbs
22.5 lbs

[Shield] Medium Shield (1/2) DB2, DR3, HP15, OP7, 7.5lbs 
[Primary Weapon] Spear or Axe 4lbs
[Secondary Weapon] Large Knife 1lb
[Ranged Weapon] 2x Javelins 4lbs
[Pouch] Bottle 3lbs

Totals 42lbs / 48lbs
**blunt trauma-edge weapon rules

Load Out Type 3A Mail for ST11
[Body] Clothes 2lbs
[Skull 3-4, Face 5] Legionnaire Helmet 4lbs **
[Neck 17-18] Mail Aventail 3lbs **
[Torso 9-11] Mail Shirt  Front 8lbs **
[R-arm 8, L-arm 12]  Heavy Leather 2lbs
[hands 15] Leather gloves 2lbs
[R-leg 6-7, L-leg 13-14]  Studded Leather Skirt Front 2lbs
[feet 16] Boots  2lbs
25lbs

[Shield] Medium Shield (1/2) DB2, DR3, HP15, OP6, 7.5lbs 
[Primary Weapon] Spear 4lbs
[Secondary Weapon] Large Knife 1lb
[Ranged Weapon] 2x Javelins 4lbs
[Pouch] Bottle 3lbs

Totals 44.5/48lbs
**blunt trauma-edge weapon rules


Load Out Type 4A  for ST10

[Body] Clothes 2lbs

[Skull 3-4, Face 5] Legionnaire Helmet 4lbs **

[Neck 17-18] none

[Torso 9-11] Light Scale Armor 7.5lbs **

[R-arm 8, L-arm 12]  none

[hands 15] none 

[R-leg 6-7, L-leg 13-14] Studded Leather Skirt Front 2lbs  

[feet 16] Shoes 2lbs

17.5lbs 


[Shield] Medium Shield (1/2) DB2, DR3, HP15, OP6. 7.5lbs

[Primary Weapon] Shortsword 2lbs

[Secondary Weapon] Large Knife 1lb

[Ranged Weapon] 2x Javelins 4lbs

[Pouch] Bottle 3lbs

Totals 35lbs

**blunt trauma-edge weapon rules

Load Out Type 4A for ST10

[body] Clothes 2lbs 

[Skull 3-4, Face 5] Legionnaire Helmet 4lbs **

[Neck 17-18] none

[Torso 9-11]Mail Shirt Front 8lbs **

[R-arm 8, L-arm 12]  none

[hands 15] none 

[R-leg 6-7, L-leg 13-14] Studded Leather Skirt 2lbs  

[feet 16] Shoes 2lbs

18lbs


[Shield] Medium Shield (1/2) DB2, DR3, HP15, OP6. 7.5lbs

[Primary Weapon] Shortsword 2lbs

[Secondary Weapon] Large Knife 1lb

[Ranged Weapon] 2x Javelins 4lbs

[Pouch] Bottle 3lbs

Totals 34.5lbs / 40lbs

**blunt trauma-edge weapon rules


Load Out Type 5A Peltas for ST11

[Body] Clothes 2lbs

[Skull 3-4, Face 5] Leather Helmet 0.5lbs 

[Neck 17-18] none

[Torso 9-11]Leather Armor  (front only) 5lbs 

[R-arm 8, L-arm 12]  none

[hands 15] none 

[R-leg 6-7, L-leg 13-14] none  

[feet 16] Sandals 0.5lbs

8lbs


[Shield] Small Shield (1/2) DB1, DR3, HP12, OP15, 2lbs 

[Primary Weapon] Large Knife 1lb

[Ranged Weapon] 4x Javelins 8lbs

[Pouch] Bottle 3lbs ...16lbs

Totals 22lbs / 24lbs


Load Out Type 5B Skirmisher for ST11

[Body] Clothes 2lbs

[Skull 3-4, Face 5] Leather Helmet 0.5lbs 

[Neck 17-18] none

[Torso 9-11]Leather Armor (front only) 5lbs 

[R-arm 8, L-arm 12]  none

[hands 15] none 

[R-leg 6-7, L-leg 13-14] none  

[feet 16] Sandals 0.5lbs

8lbs


[Shield] Light Shield  DB1, DR2, HP10, OP3, 2lbs 

[Primary Weapon] Large Knife 1lb

[Ranged Weapon] Longbow 3lbs 

Quiver (each with 20 arrows) 3lbs

Quiver (each with 20 arrows) 3lbs 

[Pouch] Bottle 3lbs 

Totals 23lbs / 24lbs



You may want to check out these series from 1-6. I don't know of a western equivalent that goes to this much detail and period analysis. if you know of one, :D share pls. 

Low Tech Notes. SPOILERS (high light to see)
Armor in Basic Set is much cheaper than Low Tech. It qualifies as "Cheap" armor quality and would have much less DR for the Light Scale and Medium. While the Scale armor would be considered a "Hauberk" by its weight except that the 1-3/d6 leg armor only covers front.  The Lorica Segmentata would have less DR because of cheap quality and protects the shoulder part of the arm. The Legionnaire and Leather Helm could only protect as much as 1/2 the face. The leather helm would be ~9x heavier! 
So many armor changes that you would have to make a new load out list.