Thursday, February 22, 2018

The Dragon Tablets: Iteration Two – Adventuring Gear

Gamemastery Item Cards - 2007 by Vincent Dutrait

We’re continuing with the posts on gear. And having posted about weapons and armor already, we’re looking at adventuring gear this time. GURPS Action 1: Heroes, GURPS Dungeon Fantasy 1: Adventurers, GURPS Monster Hunters 1: Champions, and GURPS Low-Tech all have lists of such gear. The Elder Scrolls and other fantasy works may have additional items of use to add to the list. This gear list will not include alchemy and crafting, those systems will get their own posts in a later iteration.

Modifiers

Cheap: Uses the rules from Low-Tech Chapter One.
Disguised: Expensive: Uses the rules from Low-Tech Chapter One.
Expensive: Uses the rules from Low-Tech Chapter One.
Quality: Uses the rules from Low-Tech Chapter One.
Rugged: Uses the rules from Low-Tech Chapter One.
Styling: Uses the rules from Low-Tech Chapter One and Chapter Three.

Basics

Fairly realistic items, available in most cities and good-sized towns.

Camping and Survival Gear

Backpack, Frame: DF 23. $100, 10 lbs.
Backpack, Small: DF 23. $60, 3 lbs.
Blanket: DF 23. $20, 4 lbs. Canteen: DF 23. $10, 3 lbs.
Fishhooks and Line: DF 23. $50, 0.1 lb.
Group Basics: DF 23. $50, 20 lbs.
Personal Basics: DF 23. $5, 1 lb.
Pouch or Purse: DF 23. $10, 0.2 lb.
Pouch or Purse, Large: Made of leather. Holds 12 lbs. $30, 0.5 lb.
Pouch or Purse, Small: Made of leather. Holds 1 lb. $5, 0.1 lb.
Rations: DF 23. $2, 0.5 lb.
Sleeping Fur: DF 23. $50, 8 lbs.
Sundial, Miniature: DF 23. $40, 1 lb.
Tent, 1-Man: DF 23 $50, 5 lbs.
Tent, 2-Man: DF 23 $80, 12 lbs.
Tent, 4-Man: DF 23 $150, 30 lbs.
Tent, 20-Man: DF 23 $300, 100 lbs.
Tent, Legionary: LT 32 $225, 45 lbs.
Wineskin: DF 23. $10, 0.25 lb.

Combat Accessories

Hip Quiver: DF 24. $15, 1 lb.
Hip Quiver, Large: DF 24. $20, 2 lbs.
Lanyard, Chain: DF 24. $15, 0.5 lb.
Lanyard, Leather: DF 24. $1, 0.1 lb.
Shoulder Quiver: DF 24. $10, 0.5 lb.
Whetstone: DF 24. $5, 1 lb.

Containers

Barrel: LT 34. Various sizes, costs, and weights.
Basket: LT 34. Wicker Baskets of various sizes, costs, and weights.
Bottle: LT 34. Glass Bottles of various sizes, costs, and weights.
Bottle, Small: DF 24. $2, 0.5 lb.
Bucket: DF 24. $15, 4 lbs.
Chest, Wooden: LT 34. Wooden Boxes of various sizes, costs, and weights.
Metal Boxes: LT 34. Various sizes, costs, and weights.
Sack: LT 34. Cloth Bags of various sizes, costs, and weights.
Strongbox, Iron: DF 24. $250, 15 lbs.
Vial, Crystal: DF 24. $5, 0.25 lb.

Games and Toys

Cards: $400, 0.5 lb.
Dice: LT 39. Dice with two, four, six, or twenty sides. $6, neg.
Tiles: LT 39. Dominoes set $22, 1.5 lbs. Mah jong set $44, 3 lbs.

Grooming

Brush: LT 36. $6, 0.5 lb.
Comb: LT 36. $3, 0.2 lb.
Razor: LT 36. $18, 0.2 lb.
Soap: LT 36. $27, 1 lb.
Tweezers: LT 36. $5, neg.

Light Sources

Candle, Beeswax: DF 24. $5, 1 lb.
Candle, Tallow: DF 24. $0.5, 1 lb.
Lantern: DF 24. $20, 2 lb.
Oil: DF 24. $2, 1 lb.
Torch: DF 24. $3, 1 lb.

Medical Gear

Bandages: DF 24. $10, 1 lb.
First Aid Kit: DF 24. $50, 2 lbs.
Litter: DF 24. $50, 25 lbs.
Surgical Instruments: DF 24. $300, 15 lbs.

Miscellaneous Hardware

Cord, 3/16": DF 24. $1, 0.5 lb.
Iron Spike: DF 24. $1, 0.5 lb.
Ladder, 10': DF 24. $25, 15 lbs.
Pole, 6': DF 24. $5, 3 lbs.
Pole, 10': DF 24. $8, 5 lbs.
Rope, 3/8": $5, 1.5 lbs.
Rope, 3/4": $25, 5 lbs.

Musical Instruments

Drum: DF 24. $40, 2 lbs. It can be used to send messages too.
Harp or Zither: DF 24. $250, 3 lbs.
Horn: DF 24. $100, 2 lbs.
Stringed: DF 24. $150, 5 lbs.
Whistle: DF 24. $5, 0.1 lb.
Woodwind: Includes Fife. DF 24. $40 1 lb.

Tools

Balance and Weights: LT 44. $35, 6 lbs.
Crowbar: DF 24. $20, 3 lbs.
File: DF 24. $40, 1 lb.
Hatchet: DF 24. $15, 2 lbs.
Mallet: DF 24. $15, 3 lbs.
Needle, Sewing: LT 29. $3, neg.
Pickaxe: DF 24. $15, 8 lbs.
Saw: DF 24. $150, 3 lbs.
Shovel: LT 30. $12, 4 lbs or $18, 5 lbs or $25 6 lbs depending on if they are completely wooden, metal-edged, or completely metal. The metal shovel can maintain a standard digging pace, while the other two are slower.
Tool Kit, Backpack: Stoneworker’s Kit is $600, 40 lbs. Armoury Kit is $600, 20 lbs. Carpenter’s Kit and Smith’s Kit are $300, 20 lbs each. Alchemist’s Kit is $150, 20 lbs. Tailor’s Kit and Fletcher’s Kit are $150, 5 lbs each.
Wheelbarrow: DF 24. $60, 18 lbs.

Transportation

Skis: LT 133. $174, 10 lbs.
Snowshoes: LT 133. $100, 5 lbs.

Equines

Bridle and Bit: LT 134. $35, 3 lbs.
Horseshoes: LT 134. $50, 4 lbs.
Saddle, Riding: LT 134. $150, 15 lbs.
Saddle, War: LT 134. $250, 30 lbs.
Saddlebags: LT 134. $100, 3 lbs.
Spurs: LT 134. $25, neg.
Stirrups: LT 134. $125, 5 lbs.

Writing Equipment

Paper: LT 46. $6, 1 lb.
Scribe’s Kit: DF 24. $50, 2 lbs.

Special Orders

These items have limited availability after the start of the game.

Adventure-Wear

Anti-Garrote Collar: DF 25. $35, 1 lb.
Delver’s Webbing: DF 25. $160, 3 lbs.
Helmet Lamp: DF 25. $100, 2 lbs.
Potion Belt: DF 25. $60, 1 lb.
Quick-Release Backpack: DF 25. $300, 3 lbs.

Arson

Accelerant: 1 gallon. $3, 6 lbs.

Camping and Survival Gear

Alchemist’s Matches: DF 25. $15, 0.25 lb.
Compass: DF 25. $50, 5 lbs.
Elven Rations: DF 25. $15, 0.5 lb.
Ogre Rations: Use Dwarven Rations. DF 25. $5, 1 lb.
Timed Candle: DF 25. $5, 1 lb.

Combat Accessories

Bandoleer: DF 25. $60, 1 lb.
Crossbow Rest: DF 25. $40, 2 lbs.
Crossbow Sight: DF 25. $100, 1 lb.
Crossbow Sling: DF 25. $200, 2 lbs.
Halfling Whetstone: Use Dwarven Whetstone. DF 25. $€00, 1 lb.

Covert Ops and Security Gear

Bit and Brace: DF 25. $120, 5 lbs.
Caltrops: DF 25. $5, 0.5 lb.
Climbing Spikes: DF 25. $400, 4 lbs.
Disguise Kit: DF 25. $800, 10 lbs.
Giant Spider Silk Cord: DF 25. $100, 0.5 lb.
Grapnel: DF 25. $80, 2 lbs.
Housebreaker’s Kit: LT 126. $255, 16 lbs.
Lockpicks: DF 25. $50, 0.1 lb. Good, $250, 0.5. Fine, $1,000, 2 lbs.
Nageteppo, Flash: DF 25. $40, 0.2 lb.
Nageteppo, Smoke: DF 25. $40, 0.2 lb.
Padlocks: DF 26. Cheap: $20, 1 lb. Good: $$00, 2 lbs. Fine: $8,000, 2 lbs.
Portable Ladder: DF 26. $200, 10 lbs.
Portable Ram: DF 26. $150, 35 lbs.
Shackles: DF 26. $200, 2 lbs.
Snorkel: DF 26. $20, 1 lb.
Spy’s Horn: DF 26. $100, 2 lbs.
Traps: Mini: $80, 2.5 lbs. Man: $180, 6 lbs. Monster: $230, 11 lbs.

Esoteric Supplies

Backpack Alchemy Lab: DF 26. $1,000, 10 lbs.
Healer’s Kit: DF 26. $200, 10 lbs.
Holy Symbol: DF 26. $50, 1 lb.
Holy Symbol, True: It cannot be crafted. An invested cleric, holding one dedicated to his own deity, can create a new one dedicated to the god of the recipient, who must be another invested cleric, apparently out of nothing. It should be given as a gift. If sold, it will instantly melt away like ice in a desert. It can give a bonus to Exorcism, True Faith, and other faith-based rolls, but not clerical spells. +1 cost 1 point, +2 cost 2 points, +3 cost 4 points, and +4 cost 8 points.
Holy Water: DF 26. $15, 1 lb.

Information

Manual: DF 26. $100, 6 lbs.
Map: DF 26. $100+, 0.1 lb.
Tome: DF 26. $500, 12 lbs.

Light Sources

Fireseed: Throw it. When it collides with something of substantially higher mass, it flares up into a campfire sized fire. It does 1d fire damage to anyone caught in the flare-up.

Optics

Bull’s-Eye Lantern: DF 26. $100, 2 lbs.
Burning Glass: DF 26. $40, 0.25 lb.
Corrective Spectacles: DF 26. $150, 0.5 lb.
Eyeglasses: LT 42. $100, 0.25 lb.
Mirrors: DF 26. Hand, $15, 1 lb. Tall, $125, 10 lbs.
Telescope: DF 26. $500, 6 lbs.
Tinted Goggles: DF 26. $150, 0.5 lb.

Transportation

Glider: A hang glider or similar. $2,000, 60 lbs.
Parachute: B288. $1,000, 30 lbs.

Thursday, February 15, 2018

The Dragon Tablets: Iteration Two – Weapons & Armor

Crafted Weapons and Shields by Bethesda

Having talked about rules and races and exploits, we have come to the topic of gear. There will be a couple of posts on gear. And this one will be about weapons and armor. As heroes and adventurers, this is something that will keep you alive when trouble comes knocking. In other words, it is essential to your survival.

In this post, I’m using GURPS Basic Set, GURPS Dungeon Fantasy 1 Adventurers, and GURPS Low-Tech for my gear and refer to them as Basic Set, Dungeon Fantasy, and Low-Tech.

Weapons

I’ve taken weapons from the Basic Set and from Low-Tech. The descriptive text and stats are listed there. These weapons may represent more than one real-world weapon or could be complete fantasy. Some weapons may come in a number of varieties and are listed below to show what stats they are using in each variety. Some weapons may not be listed in either volume or might have different stats from those listed, these are listed in the weapon tables below.

Weapons marked with an asterisk (*) come from Marshlands exclusively. Most of the other weapons may have been developed in more than one place.

Axe-Hammer: An Axe-Hammer is similar to a short handled Poleaxe with an axe head on one side and a hammer head on the other.
Axe-Pick: An Axe-Pick is a weapon similar to an axe or a short handled polearm. At the end of the stick, there is an axe head on one side and a pick head on the other.
Cane: A walking stick. Treat it as a Light Club, perhaps with a crook. A lighter cane is treated as Short Staff.
Flying Dart: A throwing blade. Depending on its size, treat it as a Small Throwing Knife or a Large Throwing Knife.
Hammer-Pick: A Hammer-Pick is similar to a hammer, but one of the sides of the head is replaced by a pick.
Metsubushi*: Treat it as a Blowpipe that only can shoot powders at one yard. It’s too fiddly to reload in combat.
Partisan: A spear with spikes at the base of the head that prevents impaled foes from closing with the wielder by running themselves through. Treat it as a Spear that cannot be thrown.
Scimitar: A curved sword. Depending on its size and curvature, treat it as a Shortsword, Cavalry Saber, or a Thrusting Broadsword.
Tachi: A cavalry sword forerunner of the Katana. Depending on its size, treat it as a Cavalry Saber or a Katana.

Modifiers

Balanced: It works as Balanced from Dungeon Fantasy Chapter Five.
Cheap: It works as Cheap from Low-Tech Chapter Five.
Dragonbone: Melee weapons have the same weight and have a +1 bonus to skill and +2 bonus to damage. It also gives -3 reactions from dragons. +29 CF.
Dragonsteel: Metal weapons weigh the same as steel and have a +1 bonus to skill and +2 bonus to damage. It also gives -3 reactions from The Knights of Celemana and the friends and family of the rightful owner. +29 CF.
Elven: Elven melee weapons and bows have range and damage as if the wielder had +2 to ST.
Entercian Silver: Metal weapons can be made of Entercian Silver to exploit monster Vulnerability, +19 CF. These weapons have normal weight.
Fine: It works as Fine from Dungeon Fantasy Chapter Five.
Horn: It works as Horn from Low-Tech Chapter Five.
Gnomish: It works as Fine and Orichalcum from Dungeon Fantasy Chapter Five.
Iron: Not affected by Fine and better quality. Always considered cheap.
Matruskan Steel: It works as Orichalcum. It never dulls. It has half the weight of steel. And gives a +1 bonus to skill and damage. +43 CF.
Meteoric: It works as Meteoric from Dungeon Fantasy Chapter Five.
Ornate: It works as Ornate from Dungeon Fantasy Chapter Five.
Poorly Balanced: It works as Cheap from Low-Tech Chapter Five.
Very Fine: It works as Very Fine from Dungeon Fantasy Chapter Five.
Wood: It works as Wood from Low-Tech Chapter Five.

Dragonbone, Dragonsteel, Entercian Silver, Gnomish, Horn, Iron, Matruskan Steel, Meteoric, and Wood are mutually exclusive. Cheap, Fine, and Very Fine are mutually exclusive. Balanced and Poorly Balanced are mutually exclusive. Demonic, Elven, and Gnomish are mutually exclusive.

Melee Weapon Table

Listed weapons are divided according to the skill needed to wield it competently. Those weapons that are exactly as in the books only have their names listed. While weapons that have been invented or changed have a full table workup.

Weapons marked with an asterisk (*) come from Marshlands exclusively. Most of the other weapons may have been developed in more than one place.

Axe/Mace

Weapons from the books: Axe, Hatchet, Khopesh, Knobbed Club, Mace, Pick, Sickle, Small Axe, Small Mace, Small Throwing Axe, and Throwing Axe.

Weapon Damage Reach Parry Cost Weight ST Notes
Axe-Hammer
or
sw+3 cut
sw+3 cr
1
1
0U
0U
$100
-
6
-
12
12
Axe-Pick
or
sw+2 cut
sw+2 imp
1
1
0U
0U
$80
-
5
-
10
10
[3, 4]

Hammer-Pick
or
sw+3 cr
sw+2 imp
1
1
0U
0U
$100
-
6
-
12
12
[3, 4]


Brawling, DX

Weapons from the books: Backsword, Blackjack, Combat Fan and Cutlass.

Brawling, Karate, DX

Weapons from the books: Tonfa*.

Broadsword

Weapons from the books: Backsword, Cavalry Saber, Dao*, Edged Rapier, Jian*, Jo*, Katana*, Khopesh, Large Falchion, Late Katana*, Light Club, Thrusting Bastard Sword, Thrusting Broadsword.

Flail

Weapons from the books: Bolas, Flail, Morning Star, Nunchaku*, and Weighted Scarf.

Garrote

Weapons from the books: Garrote and Weighted Scarf.

Jitte/Sai

Weapons from the books: Sai*.

Knife

Weapons from the books: Dagger, Kukri, Large Knife, Long Knife, Main-Gauche, Short Baton, Small Knife, and Wooden Stake.

Kusari

Weapons from the books: Chain Whip, Kusari*, and Kusarigama*.

Lance

Weapons from the books: Lance.

Main-Gauche

Weapons from the books: Main-Gauche and Sai*.

Polearm

Weapons from the books: Dueling Glaive, Dueling Halberd, Glaive, Halberd, Naginata*, Oar, Poleaxe, Pollaxe.

Rapier

Weapons from the books: Jian*, Edged Rapier, Light Edged Rapier, Light Rapier, and Rapier.

Saber

Weapons from the books: Saber.

Shield

Weapons from the books: Shield Bash, Long Spike, Sharp Edge, and Spike.

Shortsword

Weapons from the books: Baton, Cutlass, Falchion, Long Knife, Short Baton, Shortsword, and Small Falchion.

Smallsword

Weapons from the books: Dress Smallsword, Short Staff, and Smallsword.

Spear

Weapons from the books: Heavy Spear, Javelin, Long Spear, Pike, Short Spear, Spear, Trident.

Staff

Weapons from the books: Dueling Polearm, Jo*, Long Staff, Quarterstaff.

Tonfa

Weapons from the books: Tonfa.

Two-Handed Axe/Mace

Weapons from the books: Great Axe, Long Axe, Mace, Maul, Scythe, Throwing Axe, Warhammer.


WeaponDamageReachParryCostWeightSTNotes
Tow-Handed Axe-Hammer
or
sw+3 cut
sw+4 cr
1
1
0U
0U
$120
-
7
-
12‡
12‡
Two-Handed Axe-Pick
or
sw+3 cut
sw+4 imp
1
1
0U
0U
$100
-
7
-
12‡
12‡
[3, 4]

Two-Handed Hammer-Pick
or
sw+4 cr
sw+4 imp
1
1
0U
0U
$100
-
7
-
12‡
12‡
[3, 4]


Two-Handed Flail 

Weapons from the books: Flail and Three-Part Staff.

Two-Handed Sword

Weapons from the books: Jo*, Katana*, Late Katana*, Naginata*, Quarterstaff, Thrusting Bastard Sword, and Thrusting Greatsword

Whip

Weapons from the books: Light Whip and Whip.

Ranged Weapon Table

Listed weapons are divided according to the skill needed to wield it competently. Those weapons that are exactly as in the books only have their names listed. While weapons that have been invented or changed have a full table workup.

Weapons marked with an asterisk (*) come from Marshlands exclusively. Most of the other weapons may have been developed in more than one place.

Blowpipe

Weapons from the books: Blowpipe

Bolas

Weapons from the books: Bolas

Bow

Weapons from the books: Longbow, Reflex Bow, Regular Bow, Short Bow, Straight Composite Bow, Tubular Bow

Cloak

Weapons from the books: Heavy Cloak and Light Cloak.

Crossbow

Weapons from the books: Composite Crossbow, Crossbow, Fowling Crossbow, Hunting Crossbow, Military Crossbow, Pistol Crossbow*, Repeating Crossbow*, Siege Crossbow

Net

Weapons from the books: Large Net and Melee Net.

Sling

Weapons from the books: Heavy Sling, Sling, and Staff Sling.

Thrown Weapon (Axe/Mace)

Weapons from the books: Hatchet, Mace, Small Mace, Small Throwing Axe, and Throwing Axe.

Thrown Weapon (Dart)

Weapons from the books: Throwing Dart

Thrown Weapon (Harpoon)

Weapons from the books: Harpoon

Thrown Weapon (Knife)

Weapons from the books: Dagger, Large Knife, Large Throwing Knife, Sai*, Small Knife, Small Throwing Knife, and Wooden Stake.

Thrown Weapon (Shuriken)

Weapons from the books: Spike Shuriken*, Star Shuriken*.

Thrown Weapon (Spear)

Weapons from the books: Javelin and Spear.

Thrown Weapon (Stick)

Weapons from the books: Boomerang and Throwing Stick.
Heroic Armor set by JophieIS

Armor

The Elder Scrolls have a lot of different types of armor that at various times have been classified in various ways. GURPS have different types of armor too, though not as many, and I want those two lists to work together. One way to do that would be to make GURPS rules for each of the armors in TES. That seems like too much work to me. Especially in this step by step, iteration-based, creative process that I’m using. So let’s not do that.

Another way would be using the more limited list of GURPS stated armors while giving the player freedom enough to define what that means. Or in other words, to some extent, design their own armor. Buy something on the list, use its DR, cost, and weight, but decide for yourself what the armor looks like. This way, TES armors that look different and have different names, but have similar stats, can be covered by one GURPS armor set.

Secondly, allowing armors of other materials than ordinary cloth/fur, leather, and steel will change the stats of those armors and allow them to fulfill the roles of additional armor.

Modifiers

Demonic: It works as Dwarven from Dungeon Fantasy Chapter Five, but it works up to DR +4 which weighs 1.8 times as much and is CF +4.
Dragonbone: It works as Dragonhide from Dungeon Fantasy Chapter Five, for any plate armor.
Dragonhide: It works as Dragonhide from Dungeon Fantasy Chapter Five, for all hard leather armors and all scale armors.
Dragonsteel: It works as Dragonhide from Dungeon Fantasy Chapter Five, but for all metal armor and gives -3 reaction from Knights of Celemana and friends and family of the rightful owner instead of from dragons.
Entercian Silver: It works as Thieves’ from Dungeon Fantasy Chapter Five, but it ignores encumbrance for all reasons, +9 CF.
Elven: Any armor can be Elven. If the base armor has divided DR, Elven armor uses the higher DR for all damage. Other armor has +1 DR. All Elven armor has 3/4 normal weight. Split DR armor is +12 CF and other armor is +49 CF.
Fine: It works as Fine from Dungeon Fantasy Chapter Five.
Giant Spider Silk: It works as Giant Spider Silk from Dungeon Fantasy Chapter Five.
Gnomish: Any metal armor can be Gnomish. It either works as Orichalcum from Dungeon Fantasy Chapter Five or it doubles the DR for +99 CF.
Iron: Any metal armor can be made of iron. It has the listed weight, but counts as cheap.
Matruskan Steel: Any metal armor can be made out of Matruskan Steel. It otherwise works as Orichalcum from Dungeon Fantasy Chapter Five.
Meteoric: It works as Meteoric from Dungeon Fantasy Chapter Five.
Ornate: It works as Ornate from Dungeon Fantasy Chapter Five.
Spiked: It works as Spiked from Dungeon Fantasy Chapter Five.

Dragonhide, Dragonsteel, Enterican Silver, Giant Spider Silk, Gnomish, Iron, Matruskan Steel, and Meteoric are mutually exclusive. Demonic, Elven, and Gnomish are mutually exclusive. Armor made of Entercian Silver cannot be Ornate.

Armor Table

The following table presents the stats for available armor. The first line is cost, the second is weight. In Low-Tech, only the cost and weight for the torso is listed and there’s a table with percentages to calculate weight and cost for the rest of the body. For ease of use, I have made those calculations already. Though I have made all armors lighter than they were in Low-Tech.
Armor: The type of armor.
DR: How much the armor protects. This is not listed for armors taken from the books to avoid fair use issues. This is just a tool to help those that have the books, they are not supposed to supplant them.
Head: Covers the entire head, except the face. Unless the full face is included.
Body: Covers neck, torso, and groin. Breastplates cover only from the front and are half price and weight.
Arms: Covers the arms.
Hands: Covers the hands.
Legs: Covers the legs.
Feat: Covers the feet. If the shin cost and weight is included, the boots end just below the knees.
Suit: Covers your entire body.
Page: The page in Low-Tech where you can find this type of armor in the armor table. The DR and notes may be the most interesting as those are not listed here.
On Your Own: Arms, Hands, Legs, and Feet come in pairs. If you only want one of them, you can get them for half cost and weight.
Description: You buy the armor and you determine what it looks like. Some of the modifiers mentioned above may limit your design options.

Armor DR Head
(Full Face)
Body Arms Hands Legs Feet
(+ Shins)
Suit Page
Padded Cloth
or Fur

$10 (+$5)
1 (+ 0.5)
$53
5.3
$25
2.5
$5
0.5
$50
5
$5 (+$25)
0.5 (+ 2.5)
$150
15
LT110
Medium Leather
Weight
$20 (+$10)
2 (+1)
$105
10.5
$50
5
$10
1
$100
10
$10(+$50)
1 (+5)
$300
30
LT110
Light Layered
Cloth
$30 (+$15)
2 (+1)
$158
10.5
$75
5
$15
1
$150
10
$15(+$75)
1 (+ 5)
$450
30
LT110
Light Layered
Leather
$24 (+$12)
2.4 (+ 1.2)
$126
12.6
$60
6
$12
1.2
$120
12
$12(+$60)
1.2 (+ 6)
$360
36
LT110
Medium Hardened Leather
$25 (+$13)
2.5 (+ 1.3)
$132
13.2
$63
6.3
$13
1.3
$125
12.5
$13(+$63)
1.3 (+ 6.3)
$375
37.5
LT110
Light Mail
Weight
$100(+$50)
2 (+ 1)
$525
10.5
$250
5
$50
1
$500
10
$50(+$250)
1 (+ 5)
$1,500
30
LT110
Light Scale
Weight
$64 (+$32)
2.6 (+ 1.3)
$336
13.7
$160
6.5
$32
1.3
$320
13
$32(+$160)
1.3 (+ 6.5)
$960
39
LT110
Heavy Leather
Weight
$40 (+$20)
3.2 (+ 1.6)
$210
16.8
$100
0.8
$20
1.6
$200
16
$20(+$100)
1,6 (+ 8)
$600
48
LT110
Jack of Plates
Weight
$60 (+$30)
3 (+ 1.5)
$315
15.8
$150
7.5
$30
1.5
$300
15
$30 +$150)
1.5 (+ 7.5)
$900
45
LT110
Heavy Hardened
Leather
$50 (+$25)
4 (+ 2)
$263
21
$125
10
$25
2
$250
20
$25(+$125)
2 (+ 10)
$750
60
LT110
Horn
Weight
$50 (+$25)
4 (+ 2)
$263
21
$125
10
$25
2
$250
20
$25(+$125)
2 (+ 10)
$750
60
LT110
Light Segmented
Plate
$120(+$60)
2.6 (+ 1.3)
$630
13.7
$300
6.5
$60
1.3
$600
13
$60(+$300)
1.3 (+ 6.5)
$1,800
39
LT111
Light Brigandine
Weight
$180(+$90)
1.6 (+ 0.8)
$945
8.4
$450
4
$90
0.8
$900
8
$90(+$450)
0.8 (+ 4)
$2,700
16
LT111
Light Plate
Weight
$200(+$100)
1.4 (+ 0.7)
$1,050
7.4
$500
3.5
$100
0.7
$1,000
7
$100(+$500)
0.7 (+ 3.5)
$3,000
21
LT111
Fine Mail
Weight
$180 (+$90)
2.5 (+ 1.3)
$945
13
$450
6.3
$90
1.3
$900
12.5
$90 (+$450)
1.3 (+6.3)
$2,700
37.5
LT111
Heavy Layered
Leather
$106 (+$53)
6 (+ 3)
$551
31
$263
15
$53
3
$525
30
$53 (+$263)
3 (+ 15)
$1,575
90
LT110
Heavy Layered
Cloth
$120 (+$60)
4.8 (+ 2.4)
$630
25
$300
12
$60
2.4
$600
24
$60 (+$300)
2.4 (+ 12)
$1,800
72
LT110
Heavy Mail
Weight
$240(+$120)
2.6 (+ 1.3)
$1260
13.7
$600
6.5
$120
1.3
$1,200
13
$120(+$600)
1.3 (6.5)
$3,600
39
LT111
Mail and Plates
Weight
$200(+$100)
3.2 (+ 1.6)
$1,050
16.8
$500
8
$100
1.6
$1,000
16
$100(+$500)
1.6 (+ 8)
$3,000
48
LT111
Heavy Scale
Weight
$220(+$110)
6.4 (+ 3.2)
$1,155
33.6
$550
16
$110
3.2
$1,100
32
$110(+$550)
3.2 (+ 16)
$3,300
96
LT110
Heavy
Segmented Plate
$240(+$120)
5.2 (+ 2.6)
$1260
27.3
$600
13
$120
2.6
$1,200
26
$120(+$600)
2.6 (+ 13)
$3,600
78
LT111
Medium Brigandine
$360(+$180)
3.2 (+ 1.6)
$1,890
16.8
$900
8
$180
1.6
$1,800
16
$180(+$900)
1.6 (+ 8)
$5,400
48
LT111
Jousting Mail
Weight
$300(+$150)
4.8 (+2.4)
$1,575
25.2
$750
12
$150
2.4
$1,500
24
$150(+$750)
2.4 (+ 12)
$4,500
72
LT111
Medium Plate
Weight
$500(+$250)
3.2 (+ 1.6)
$2,625
16.8
$1,250
8
$250
1.6
$2,500
16
$250(+$1,250)
1.6 (+ 8)
$7,500
48
LT111
Heavy Plate
Weight
$800(+$400)
5.2 (+ 2.6)
$4,200
27.3
$2,000
13
$400
2.6
$4,000
26
$400(+$2,000)
2.6 (+ 13)
$12,000
78
LT111

How to Dress in Town

Most heroes are prudent enough to wear armor in the field, but wearing armor in town is asking for trouble. Unless you have a job that requires you to wear armor in town. Wearing any armor in town gives you -1 penalty to reactions. If the armor is made of metal or your face is covered, that becomes -2. And if both of those are true, the penalty becomes -4.

Shields

As with the armor section, there are various kinds of shields both in TES and in GURPS and we are going to use the same method as for the armors when we design them. And in the same way, players will get to determine what they look like.

Modifiers

Balanced: It works as Balanced from Dungeon Fantasy Chapter Five.
Demonic: It works as Dwarven from Dungeon Fantasy Chapter Five.
Dragonhide: It works as Dragonhide from Dungeon Fantasy Chapter Five, but for hide shields.
Dragonsteel: It works as Dragonhide from Dungeon Fantasy Chapter Five, but for metal shields and gives -3 reaction from Knights of Celemana and friends and family of the rightful owner instead of from dragons.
Elven: Shields have +1 DR and 3/4 normal weight for +49 CF.
Fine: It works as Fine from Dungeon Fantasy Chapter Five.
Giant Spider Silk: It works as Giant Spider Silk from Dungeon Fantasy Chapter Five, but for cloaks.
Gnomish: It works as Orichalcum from Dungeon Fantasy Chapter Five.
Laminated: It adds 20% to HP for +1 CF.
Matruskan Steel: It works as Orichalcum from Dungeon Fantasy Chapter Five.
Meteoric: It works as Meteoric from Dungeon Fantasy Chapter Five.
Mirrored: It works as Mirrored from Dungeon Fantasy Chapter Five.
Ornate: It works as Ornate from Dungeon Fantasy Chapter Five.
Spiked: It works as Spiked from Dungeon Fantasy Chapter Five, but for shields.

Shield Table

The following table presents the stats for available shields. The table headings have been taken from B287 and the shields themselves from Low-Tech. Most shields have had their weight altered.

Shield Cost Weight Notes
Argive Shield $120 12 [2]
Heater Shield $75 10 [3]
Kite Shield $120 14 [3]
Large Shield, Heavy $90 16 [2, 3]
Large Shield, Light $68 8 [1]
Medium Shield, Heavy $60 11 [2, 3]
Medium Shield, Light $45 6 [1]
Small Shield, Heavy $40 5 [2, 3]
Small Shield, Light $30 3 [1]

Thursday, February 8, 2018

The Dragon Tablets: Iteration Two – Exploits Continued

Now that the Exploits have been set and we know what can be done, let’s make a list of the traits needed to do those things. This will be an aid in template creation as well as for players and GMs in selecting what traits their PCs and NPCs should have.

Exploits mentioned that there is a form of Fast Travel in The Dragon Tablets, it will be covered in another post.

Attributes

DX: Increasing jumping distance. Use a bow or crossbow as “brass knuckles.” Hit someone with a crossbow. Showing people into stuff. Smashing people into stuff. Flip a weapon to your hand. Run, jump, and attack. Bring your client to the ground.
ST: Damage enemy in a choke hold. Boosting someone to reach a high area. Forcing a door open. Lifting things. Showing people into stuff.
IQ: Pray for guidance.

Secondary Characteristics

Perception: To avoid surprise while standing watch. Keep watch. Verifying ID. Hearing: Hearing what is being said. Vision: Find secret doors. Seeing what people do.

Advantages

Acute Taste and Smell: Spot gunk.
Acute Vision: Find traps. Spot gunk. Find gizmos in plain sight.
Ally: Help you find a job.
Ambidexterity: You can use any weapon in any hand.
Appearance: Bonus to reaction roll when selling stuff.
Arm ST: Damage enemy in a choke hold.
Blessed: A vision that leads to a job. Ask the universe for clues.
Channeling: Can be used to interview dead people.
Charisma: Bonus to finding a sponsor. Bonus to reaction rolls. Bonus to reaction roll when selling stuff.
Clerical Investment: Start with holy water at a discount. Treated as higher wealth level, when selling things to the temple. Sanctify a shrine with Religious Ritual.
Common Sense: May be informed if forgotten crucial gear. Or failed “stealth mode”. Find flaws in weakness oriented plans to deal with monsters.
Contact: Use Streetwise to find gear on the black market. Help you find a job. Get information. Leave the body to someone you know to take care of.
Contact Group: Get information.
Cultural Adaptability: Remove the social penalty for dealing with non-human monsters.
Danger Sense: Sense danger. Spots trouble.
Eidetic Memory: Remembering the weaknesses of monsters.
Enhanced Dodge (Vehicular): Bonus to defend during a chase scene.
Gizmos: Use gizmos. Can become tools.
Healing: Heal injuries. Cure diseases and afflictions.
Heroic Archer: Add Acc or ignore Bulk with bows. Ignore the extra penalty when avoiding being hit. You can fire during any chase maneuver, except Hide.
High Manual Dexterity: Gives a bonus to picking locks. Disarming/rearming traps. Helps discover traps by touch.
Higher Purpose: Bonus to attack and damage vs. selected monsters.
Holy Might: Recognize curses. Remove a curse. Note blessed/cursed items. Bonus to pray for guidance.
Infravision: Helps being sneaky in darkness.
Intuition: Avoid missing clues.
Language: Communicating with others in a given language.
Lifting ST: Damage enemy in a choke hold. Forcing a door open. Lifting things.
Magery: Discover tricks. Spot magic potions. Note magical items. Note magic scrolls. Note potions.
Medium: Can be used to interview dead people.
Night Vision: Helps being sneaky in darkness.
Patron: Help you find a job. Ask a divine for clues.
Perfect Balance: You don’t have to roll to traverse something narrow.
Power Investiture: Recognize curses. Note blessed/cursed items. Bonus to pray for guidance.
Precognition: A vision that leads to a job. Ask the universe for a clue.
Prophetic Dreams: A vision that leads to a job.
Quick Gadgeteer: Instant jury-rigging.
Rank: Helps when requisitioning gear from your organization.
Rapid Healing: Recover from crippled limbs.
Regeneration: Recover from crippled limbs.
Serendipity: Turn success into critical success for Scrounging gear. Find a random clue, if there is one. Make sure that a victim remains at the site of a violent crime. You don’t have to roll Stealth to backstab in combat. Avoid being hit. Find acid that you can dissolve a body in. Gives you a suitable scenery in a chase. Find improvised tools.
Smooth Operator: Helps when requisitioning gear from your organization.
Social Chameleon: Bonus to reaction rolls.
Telescopic Vision: You can see further.
Trained by a Master: Special moves become available.
True Faith (Turning): Prevents some monsters from getting closer.
Wealth: Determines the price you get when selling stuff.
Weapon Master: Special moves become available.

Perks

Off-Hand Weapons Training: You can use weapons of one skill in the wrong hand.

Disadvantages

Absent-Mindedness: Forgetting to bring a piece of starting gear.
Dependent: Help you find a job.
Divine Curse (Monster Magnet): Gives you a job by coming after you.
Duty: Provides a job.
Enemies (Monster of the week): Gives you a job by coming after you.
Social Stigma (Excommunicated): Penalty to pray for guidance.

Skills

In some cases, Action, Dungeon Fantasy, and/or Monster Hunters don’t give complete lists of skills that can be used to accomplish a task. Thus this is not an exhaustive list.
Anyone who gets divine help through enlightenment or prayer, is advised to donate $1,000 to the temple next time you are in town or the helpline will be busy.

Accounting: Find clues in financial records. Forgery, if lower, to alter ledgers.
Acrobatics: To traverse something narrow. Dive through a narrow opening. Being boosted to a high area. Climbing by jumping back and forth between two objects. “Surf” down a handrail or similar. Face any direction after a full move. Avoid being hit. Perform a stunt in a chase. Make a sharp turn in a chase. Move bound arms from behind to in front.
Acting: Complementary skill roll to Interrogation for Good cop, Bad cop. Drawing enemies into an ambush. Pretending to be dead. Walk through a high-risk area as if you were someone else. Disguise, if lower, to pose as another specific person. Faking a heart attack.
Administration: Requisition gear from your organization. Impressing bureaucrats. Complementary skill to Diplomacy and Fast-Talk when dealing with officials. Complimentary skill in all social situations among the guilds. Forgery, if lower, to alter complex forms.
Alchemy: You can start with any chemical or potion you can craft at a cost modified by a skill roll. Spot acid, volatile oil, etc. gunk. Remove magic potions. Determine a magic items general abilities at the risk of destroying it. Determine a potion’s effect.
Animal Handling: Complimentary skill to Stealth, Camouflage, Holdout, Shadowing, Smuggling, and Teamster when being subtle with handler leading an animal. Allowing Stealth to just walk past when an animal is alone. Distract animals. Provoke animals to attack you. Feed a body to pigs or dogs. Find contraband. Track/attack person, risking that the animal freaks out.
Archaeology: Helps you find the way in tombs, tunnels, etc.
Architecture: Helps you find the way in buildings designed for habitation. To plan a mission to infiltrate a building.
Area Knowledge: Complementary skill to get started, if you know where to look. Selecting the optimal travel route in an area you know. Complementary skill for Chase rolls.
Armoury: You can start with any ordinary gear you can craft at a cost modified by a skill roll. Jury-rig weapons. Note better than average items.
Armoury (Body Armor): Adjust armor fit.
Biology: Further analyze samples after a Forensics roll. Research related information. Know about Know about dire/giant/warped animals, cryptids and parasites.
Boating: Travel faster in small water vehicles, at the risk of traveling slower. Chase roll.
Boating (Unpowered): Insertion by unpowered boat.
Body Language: Gives hints why a sentry doesn’t signal. Spot someone signaling, drawing a weapon, etc.
Body Sense: Avoids being disoriented after being transported.
Boxing: Shoving stuff into people.
Brainwashing: Brainwashing or reprogramming individuals.
Brawling: Use a bow or crossbow as “brass knuckles.” Hit someone with a crossbow. Shoving stuff into people. Smashing people into stuff.
Breaking Blow: To bash or force something open.
Camouflage: May give you a second chance to avoid surprise in camp. Hiding behind stuff. Getting close to someone without being noticed. Let’s you watch someone unnoticed. Hiding things outside. Concealing an outdoor trap. Hide a body outdoors. To hide your position.
Captivate: Perform mind tricks.
Carousing: Find rumors in a tavern. Impress people at a tavern or party. Complementary skill for words on the street. Complementary skill for Sex Appeal.
Cartography: Helps you figure out your map. Read maps and blueprints. Make a map of your journey after the adventure that can be sold.
Chemistry: Further analyze samples after a Forensics roll. Dissolve a body in acid.
Climbing: Climb stuff. Pull you up to something you can reach. Perform a stunt in a chase.
Connoisseur: Complementary skill for Sex Appeal. Determine what it is. Note something that could be a rare artifact.
Connoisseur (Wine): May impress high society types.
Counterfeiting: Debasing coin, at the risk of his coin and more. Altering bonds/stocks.
Criminology: Find clues at crime scenes, critical success gives clues to their identity. For lawmen to be ready to plan a mission against criminals.
Crossbow: Hit someone in melee with a crossbow.
Current Affairs: Search for overtly legitimate jobs. Complementary skill to get started by checking the news. Already heard a rumor. Find bad guys who advertise. Get leads on legitimate info. Determine if anyone in town is buying scrap.
Dancing: Perform for money, at the risk of being beaten. Complementary skill for Sex Appeal. Blend in at a dance hall.
Detect Lies: Figure out if your target is holding back information. Remove complementary skill penalties to Interrogation. Figure out if people lie.
Diagnosis: Find clues about cause of death in people. Know about parasites. Discover what’s wrong with someone. Avoid penalty when casting Cure Disease.
Diplomacy: Convince neutral NPCs to give information and perhaps minor aid. Making deals.
Disguise: Posing as monsters. Looking like no one in particular, but not yourself. Acting, if lower, to pose as another specific person.
Disguise (Animals): Posing as monsters. Pass uneaten.
Expert Skill (Military Science): Find clues from weapons.
Explosives (Demolition): Destroy evidence, distract bad guys, or render a target unsalvageable through arson.
Explosives (Fireworks): Destroy evidence, distract bad guys, or render a target unsalvageable through arson.
Escape: Squeeze through a narrow crack. Move bound arms from behind to in front. Escaping from ropes, shackles, leather belts, and clamps.
Esoteric Medicine: Administer truth serum. Perform first aid. Reduce the recovery time from crippled limbs. Treat supernatural afflictions. Might be used instead of magic to cure a diagnosed affliction. Drug someone safely and efficiently.
Exorcism: Remove a curse.
Fast-Draw: Flip a weapon to your hand.
Fast-Talk: Distracts guards or trick mooks to give you information or even let you pass. Duping others. Taunt those intelligent enough to understand. Complementary skill to stealing. Trick someone into lowering their guard. To pose as someone from a general class. Complementary skill to Acting for faking a heart attack.
Filch: Steal starting gear, at a risk of losing all of his gear! Take something that is just sitting there.
First Aid: Perform first aid.
Forced Entry: Improves damage when bashing a door or chest to destroy it rather than unlock it. Forcing a door open. Bashing something open will set off any traps on it. Accounting, if lower, to alter ledgers.
Forensics: Finds clues by collecting evidence. Finds clues by analyzing evidence. Plant false clues.
Forgery: Determine if a rare artifact is real or fake. Create fake IDs. Altering documents. Administration, if lower, to alter complex forms. Law (Police), if lower, to alter crime-scene reports.
Freight Handling: Packing delicate gear for travel or shipping. Load cargo quickly.
Gambling: Gambling for money, risking the money. Impress people at a gambling hall. Complementary skill to Fast-Talk for confidence scams. Complementary skill for Sex Appeal.
Gesture: Make simple silent signals. Communicate without a common verbal language.
Hazardous Materials (Magical): Removing magical potions. Extract any agent with weird magical powers.
Heraldry: Recognize bandits and others by their mark. Deduce the maker of an item based on marks left on it.
Herb Lore: You can start with any natural preparation or healing potion at a cost modified by a skill roll.
Hidden Lore: Determine which creature left tracks. Research related information. To fit into a suitable monster society. Discover Dread, Fragile, Revulsion, Susceptible, Uncontrollable Appetite, Vulnerability, Weakness, or similar weaknesses  that the monster possesses.
Hidden Lore (Cryptozoology): Know about cryptids.
Hidden Lore (Demons): Know about demons.
Hidden Lore (Elementals): Know about elementals.
Hidden Lore (Free Spirits): Know about free-willed spirits.
Hidden Lore (Magic Items): Identify legendary magical items.
Hidden Lore (Magical Writings): Discover properties, not content, of magical writings at the risk of activating bad effects.
Hidden Lore (Mummies): Know about mummies.
Hidden Lore (Psionics): Know about psis. Figure out what ability a colorful aura represents.
Hidden Lore (Restless Undead): Know about restless undead, such as ghosts, skeletons, and zombies.
Hidden Lore (Shapeshifters): Know about shapeshifters.
Hidden Lore (Vampires): Know about vampires.
Hiking: Travel faster on foot, at the risk of traveling slower.
Holdout: Hiding items on your body. Blend in on foot if you’ve taken something.
Housekeeping: Cleaning up so that others cannot see the results of foul play.
Hypnotism: Perform mind tricks. Fix mental damage.
*Intelligence Analysis: Find clues in military and espionage situations. To be ready to plan the mission.
Interrogation: Interview friendly/neutral individual. Interrogate subject.
Intimidation: Threatening a sentry’s life. A violent version of interrogation. Complimentary skill to Streetwise in relation to criminals outside the guilds. Drive off intelligent monsters. Threaten someone to come with you.
Judo: Grappling. Showing people into stuff. Stealthily subdue someone. Bring your client to the ground.
Jumping: Jump over or across something. Climbing by jumping back and forth between two objects. Increasing jumping distance. Run, jump, and attack. Perform a stunt in a chase.
Karate: Shoving stuff into people.
Knife: Complimentary skill to Interrogation for torture.
Knot-Tying: Bind someone. Estimate how much rope you need to bind someone.
Law (Criminal): Impress judges and city guards.
Law (Police): Complementary skill in social interaction between city guards and judges. Forgery, if lower, to alter crime-scene reports.
Leadership: To make a plan to command an NPC force. Help the group resist mind control and fear.
Lifting: Lifting things.
Lip Reading: To see what others are saying.
Lockpicking: Picking locks. Use Traps, if lower, when picking trapped locks, risking to activate the trap.
Machinist: Jury-rig hand tools. Assembles the missing piece for  weapons and vehicles.
Meditation: Ask the universe for a clue. Seek enlightenment for what to do next. Pray for guidance.
Melee Weapon: Attacking and damaging your foe.
Mechanic: Jury-rig vehicles.
Merchant: May roll for starting gear to get a modified price. Be impressive when money changes hands. Complimentary skill for all social situations among merchants. Determine what kind of gem it is. Determine the approximate value of a fully identified item. Treated as higher wealth level, risking being treated as lower.
Mimicry: Deliver prearranged signals. Distracting with voice and noise.
Mimicry (Animal Sounds): Lead animals away.
Musical Composition: Perform for money, at the risk of being beaten. Compose a ballad on your adventure.
Musical Influence: Perform mind tricks. Works on animals too.
Musical Instrument: Additional skill when performing for money.
Naturalist: Know about dire/giant/warped animals. Know what external animal parts are useful for raw materials or medicine.
Navigation: Selecting the optimal route for travel.
Observation: To avoid surprise while standing watch. Find secret doors. Reveals interesting details, patrol frequency, sentry placement. Keep watch. Spotting trouble. Verifying ID.
Occultism: Research related information. Can be used instead of Expert Skills (Psionics), Hidden Lore (any supernatural), Theology, or Thaumatology at a penalty. Recognize curses if there’s a relic to play with. Analyze curses. Know about weird creatures. Discover weaknesses of any monster. Discover those that are trying to watch you. Find gizmos in plain sight.
Panhandling: Beg for money, at the risk of being beaten.
Parachuting: Make a parachute jump. Use this if lower than attack skill when doing both at the same time.
Performance: Perform for money, at the risk of being beaten.
Persuade: Perform mind tricks.
Pharmacy: Make truth serum. Make antidotes to known poisons.
Physiology: Discover where a monster’s vitals are. Know what internal animal parts are useful for raw materials or medicine.
Pickpocket: Steal money from others, risking a beating. Take something off someone.
Piloting (Glider): Using a glider. Chase roll.
Poetry: Perform for money, at the risk of being beaten. Turn your adventure into an epic for sale.
Poisons: You can start with any poison you can craft at a cost modified by a skill roll. Spot toxic gunk. Make a poisoned blade do more poisoned damage than normal. Identify poison. Avoid penalty when casting Neutralize Poison. Milk toxins from mundane venomous creature.
Power Blow: To bash or force something open. To lift something.
Propaganda: Advertise your services. Find a buyer for your scrap through advertising. Orchestrating a cover-up.
Prospecting: Identify ore.
Psychology: Complimentary skill for Interrogation to interview. Complementary skill roll to Interrogation for Good cop, Bad cop. Distract things with a psychology. Fix mental damage.
Psychology (Monster): Exploit appetites and fears.
Public Speaking: Soapbox speaking for money, at the risk of being beaten. Stir up a crowd of neutrals so that you can hide among them or even cause a riot. Calm a riot. Complimentary skill to Propaganda for delivering a speech.
Religious Ritual: Provoke evil monsters. Lead a ceremony. Get the full details on blessed/cursed items through prayer. Sanctify a shrine with Clerical Investment. Lead a group in prayer for aid with a proper shrine.
Research: Complementary skill to get started, by checking records or books. Learning details about your target location. Go through blueprints, files, maps and such. Research related information.
Riding: Travel faster while mounted, at the risk of traveling slower. Chase roll.
Running: Face any direction after a full move. Chase roll.
Savoir-Faire: Search for a job through the appropriate social channels. Complementary skill to get started, by talking to friends. Find a merchant/noble sponsor for your quest. Find out if a bribe is insulting. Use instead of Diplomacy or Fast-Talk for your specialty. Walk through a high risk area as if you were someone else. Blending in at the ambassador’s ball after stealing.
Savoir-Faire (High Society):  to pass butler or maître d’. Servant to get upper class to overlook you. Complimentary skill for all social interactions with rich people, anyone who gets Status 2+ from their job, and anyone with Rank 5+ met socially.
Savoir-Faire (Mafia): Complimentary skill to all social interaction with criminal guilds.
Savoir-Faire (Military): Complimentary skill to all social interaction with the military.
Savoir-Faire (Police): Complimentary skill to all social interaction with city guards.
Savoir-Faire (Servant): To get your client moving.
Scrounging: Finding nonmagical items worth no more than $10 or more than that with a critical success. Go through someone’s trash. Get the needed materials for jury-rigging replacement parts. Determining if the junk they brought with them has any value. Find improvised tools.
Seamanship: Travel faster in large water vehicles, at the risk of traveling slower.
Search: Finding clues that have been deliberately hidden. Find things hidden on the subject’s body. Find hidden gizmos.
Sex Appeal: Impress those whose type you are. Complementary skill to Fast-Talk for distraction. Distract. Convince doorman to let you in. May convince someone to leave their post and/or set up for Pickpocket. Show some leg. Complementary skill to stealing. Letting you through the door to chat.
Shadowing: Tail someone subtly in an occupied area. Hiding in a crowd. Getting close to someone without being noticed. Let’s you watch someone unnoticed. Blending in in generic crowded places.
Singing: Perform for money. Taunt foes smart enough to understand what you’re singing.
Skiing: Travel faster while skiing, at the risk of traveling slower. To cross ice or similar. “Surf” down a handrail or similar on skis. Use this if lower than attack skill when doing both at the same time. Chase roll.
Sleight of Hand: Cheating at Gambling for a bonus, risking both money and being beaten. Swap something for an item of similar size and appearance.
Smuggling: Leaving town with stolen starter gear or lose all gear. Avoids having illegal gear they travel with or ships from being confiscated. Hiding items in a vehicle or a room. Concealing an indoor or vehicular trap. Hide a body indoors. Blend in with something stolen in your vehicle.
Soldier: Bonus when keeping watch.
Spear: Striking with the butt of a long weapon.
Speed-Reading: Read quickly. Shorten the time to evaluate magical writings.
Staff: Striking with the butt of a long weapon.
Strategy: To make a plan to command an NPC force. Figure out the enemy’s general plan.
Stealth: Tail someone subtly if no one is around. Be sneaky when moving. Sneaking up on a sentry. Getting close to someone without being noticed. Let’s you watch someone unnoticed. Hide in shadows. Be a sniper. Disappear during combat. Avoid alerting guards. Move a body and burry it or toss it into water. Hide from others. To stow away on a vehicle. Hide in a chase. Hide from a guard.
Streetwise: Search for illegal jobs. Find starting gear on the black market, at a risk of 10% of your starting money. Complementary skill to get started, by talking to friends. Find a criminal sponsor for your quest. Avoid losing money when making an illegal bribe. Get leads on underworld info. Complementary skill to Diplomacy when dealing with criminals. Complimentary skill in all social dealings with criminals outside the guilds. To make a plan to strike against a street gang. Treated as higher wealth level selling on the black market, risking being treated as lower or losing the item(s).
Suggest: Perform mind tricks.
Sumo Wrestling: Grappling. Showing people into stuff. Smashing people into stuff.
Surgery: Complementary skill to Diagnosis to find clues about cause of death. Complimentary skill to Interrogation for torture. Reduce the recovery time from crippled limbs. Reattach limbs. Repair eyes. Remove things from the body. Remove internal animal organs. Extract mana organs.
Survival: Avoid cost of living by camping outside town. Remove external animal parts.
Sway Emotions: Perform mind tricks.
Swimming: Swim across water. Insertion by swimming. Chase roll.
Tactics: To make a plan for a combat mission. Advice a friend in combat. Bonus when keeping watch. Bonus to help defend your client.
Teaching: To teach someone something.
Teamster: Traveling faster in a wagon. Blending in in a stolen wagon.
Thaumatology: Research related information. Know about rogue witches, as well as golems and other magical automata. Distinguish evil runes. Discover weaknesses of witches. Identify a spell not in your grimoire. Figure out what you need to cure an ongoing magical effect. Find mana organs. Know how to extract mana organs. Determine what spell a magic scroll casts.
Theology: Soapbox speaking for money, at the risk of being beaten. Research related information. Know about demons, free-willed spirits, and restless undead. Analyze curses. Seek enlightenment for what to do next. Pray for guidance.
Throwing: To throw a grapnel to snag something.
Tracking: Noticing tracks. Finding clues in tracks.
Traps: May give you a second chance to avoid surprise in camp. Find traps. Find secret doors. Open secret doors. Find, disarm, rearm, and stealing traps. Set traps. Use Lockpicking, if lower, when picking trapped locks, risking to activate the trap. Work by touch to discover traps that cannot be discovered on the outside of a chest. Make traps.
Two-Handed Axe/Mace: Swing weapons like a baseball bat.
Urban Survival: Avoid cost of living by living like a bum. Finding coins in the gutter at the risk of disease. Unless obvious, finding were a person throws their trash. Complementary skill for Chase rolls.
Ventriloquism: Distracting with voice and noise.
Veterinary: Find clues about cause of death in animals. Determine which animal left tracks. Know about dire/giant/warped animals, cryptids and shapeshifters. Discover natural weaknesses of dire/giant/warped animals, cryptids, and shapeshifters. Might be used instead of magic to cure a diagnosed affliction.
Wrestling: Grappling. Complimentary skill to Interrogation for torture. Showing people into stuff. Smashing people into stuff. Stealthily subdue someone. Bring your client to the ground.
Writing: Find an arcane/divine sponsor for your quest. Write a learned work on one aspect of your adventure for sale. Complementary skill to Propaganda for speechwriting and article writing.
Unarmed Striking: Attacking and damaging your foe.

Techniques

Dual-Weapon Attack: Makes you better at firing two ranged weapons of the same type at once.

Wildcard Skills

Talker!: Impress anyone.

Spells

Analyze Magic: Reveal enchantments on an item.
Continual Light: Creates a light source.
Create Food: Creates food, so that you don’t have to buy and carry rations or forage for food.
Cure Disease: Cure disease.
Detect Magic: Discover tricks.
Glow: Creates a light source.
Hawk Vision: Allows you to see further.
Invisible Wizard Ear: Hears at a distance.
Invisible Wizard Eye: Sees at a distance.
Light: Creates a light source.
Light Jet: Creates a light source.
Mage Sight: Discover tricks.
Neutralize Poison: neutralizes poison.
Remove Curse: Remove a curse.
Sunlight: Creates a light source.
Wizard Ear: Hears at a distance.
Wizard Eye: Sees at a distance.

Friday, February 2, 2018

Star Wars Battlefront II Blind Let's Play Solo Campaign Part 1


Earlier today I published the first hour of my Blind Let's Play of Star Wars Battlefront II. Go see it! There will be more


Thursday, February 1, 2018

The Dragon Tablets: Iteration Two – Exploits

Morrowind Expansion for Elder Scrolls Online

Having established the new rules, we have to establish what can be done. GURPS works like Action, Dungeon Fantasy, and Monster Hunters have shown us how to do that. So instead of scouring all the available GURPS books to build a framework for Dragon Tablets, let’s use those three works to get us there.

Specifically, we will be using GURPS Action 2: Exploits, GURPS Dungeon Fantasy 2: Dungeons, and GRUPS Monster Hunters 2: The Mission to set how the core activities of The Dragon Tablets will work. Some things will certainly be just as described, in one or another of those volumes, while other things need to be different. Those three represent three different types of games, but I have a feeling that The Dragon Tablets will take elements from all three. And when you create your setting, you may conclude that you need all of them too, or perhaps not. The important thing is that you go with what is needed for your setting.

When you only use one of them, you could go through that volume chapter by chapter and section by section. But when you use more than one, you have to find another way that allows you to merge information from all sources in a way that allows you to find things easily and that doesn’t confuse things. This took much longer than I had expected, so if you don’t really need all of them, settle on one and go with it.

When we go through this iteration, it might be useful to have access to the GURPS Action, GURPS Dungeon Fantasy, and/or GURPS Monster Hunters series.

Below I will be referencing the series, instead of the complete volume title to save some space.

Action Chapter One

Works as listed.

Getting Ready

Motivation: A reason for the characters to do the quest. Use Action’s Getting the Ball Rolling, personal disadvantages, or rewards.
Finding a Job: You can find the quest as in Action’s The Job, Dungeon Fantasy’s Finding a Quest, or Monster Hunter’s Discovery. But the job can also find you.
Gear up!: Getting the gear needed for the quest. Actions, Assembling Kit as modified for fantasy technology, Dungeon Fantasy’s Getting Stuff Cheap, Scoring Extra Cash, and Finding a Sponsor. Or Monster Hunter’s Stocking Up. But you may also already have everything you need.
Where to go: Unless you already know, you need to figure out where you need to go. Who/what is involved. Perhaps when you can take the next step in your quest. And perhaps why this is happening. Action and Monster Hunters do this differently, and I’m going with Action’s Targets and Locations.

Travel

You go where you need to go. As exploration is important, travel time is not simplified to the point it is in the three series. Instead, you use the normal travel time for yourself, your mount, or vehicle. Use Forced March from Dungeon Fantasy’s Travel, but shorten travel time with 20% if everyone succeeds and increase travel time by 10% if there’s at least one critical failure. If everyone is traveling in one wagon, one of the players, or an NPC teamster, rolls Teamster. If they travel in more than one boat or wagon, roll for each vehicle to travel quickly. If you travel in the wilderness, you use The Golden Path from Dungeon Fantasy’s Travel to shorten travel time. Area Knowledge could be used instead of Navigation by those who know the area.

Commercial Travel, from Action’s Travel, is another way to go. In TES those trips are instant to the player and expend no resources for the character, except the fare and game time. In Dragon Tablets, such routes exist between some towns, over land and water. As with any trip, it is up to the GM to decide if anything happens on the trip and how much real time it takes. It takes the normal amount of game time for a journey of that distance, terrain, and mode of travel. Costing the normal amount of resources for such a trip.

Fast Travel exists in TES, allowing you to travel from anywhere to any town you’ve already visited in no time for the player, but it still takes game time to get there. No other resources are spent though. Dragon Tablets does have a form of Fast Travel too.

We also use: Fragile and Anything to Declare, Sir?, from Action’s Travel. Foraging, Camping and Posting Watches, and Tracking from Dungeon Fantasy’s Travel. And Following, but not Chasing, from Monster Hunter’s Pursuit.

Exploration

Mapping in TES is done automatically for the Hero. We use the rules from Dungeon Fantasy Chapter One, but those who have Absolute Direction ignore the in-game requirements.
Light Sources uses the rules from Dungeon Fantasy Chapter One, but in a full circle rather than in a semicircle. With the addition of Flaming Weapon working as a torch
Marching Order uses the rules from Dungeon Fantasy Chapter One.
Hidden Doors uses the rules from Dungeon Fantasy Chapter One.
Scouting Ahead uses the rules from Dungeon Fantasy Chapter One, except the rules on Sneaking and Dogging.
Signaling uses the rules from Dungeon Fantasy Chapter One.
Staying Undetected uses the rules from Monster Hunters Chapter One. The rules on Silent Communication are not being used.
Subtlety uses the rules from Action Chapter Two, without Staying Undetected and Silent Communication, as modified for fantasy technology.
All Who Wander… uses the rules from Monster Hunters Chapter One, but without the sections on mapping and locating hidden passageways.
Sentries use the rules from Monster Hunters Chapter One.

Gathering Intelligence

Magic and other supernatural abilities can be used to gather intelligence too.
Physical Searches uses the rules from Action Chapter Three, as modified for fantasy technology. Veterinary is used for animal corpses. Hidden Lore or Veterinary, at +4, reveals what kind of creature left the tracks. Scientific skills like Biology and Chemistry may further analyze samples after a Forensics roll. It may be difficult to get your hands on evidence collection kits and forensics labs. Magic, enhanced senses, and fantasy skills can be used too.
Audio Surveillance uses Listening from Action Chapter Three, the technology needed for the others do not exist. Magic and enhanced senses are available.
Visual Surveillance uses Watching from Action Chapter Three, the technology needed for the others don’t exist. Magic and enhanced senses can be of some help.
Bugs, Beacons, and Wires There is no such technology, but there is magic that can do some of these things.
Intercepts There is no technology or magic to do this.
Dumpster-Diving uses the rules from Action Chapter Three.
Files and Records use the rules from Action Chapter Three, as modified by fantasy technology. For Research, small libraries have a -1 penalty. Standard libraries are +0. Large libraries are +1. Famous libraries are +2. There are no known libraries with a better bonus than that. Large and famous libraries are generally poorly cataloged. Depending on what you are looking for, you may make an appropriate roll against the highest of Biology, Hidden Lore, Occultism, Research, Thaumatology, or Theology. Many libraries may not have the type of information heroes are looking for and thus have a -4 penalty to your roll.
Magic 8-Ball uses the rules from Monster Hunters Chapter One.
Pieces of the Puzzle use the rules from Monster Hunters Chapter One.
Occultism uses the rules from Monster Hunters Chapter One.

Social Engineering

Supernatural abilities can help here too.
Bribery uses the rules from Action Chapter Three, but with a base bribe of $5 for +1. $25 for +2. $100 for +3. And $500 for +4.
Making an Impression uses the rules from Action Chapter Three and Monster Hunters Chapter One.
Contacts and Contact Groups use the rules from Action Chapter Three
Word on the Street uses the rules from Action Chapter Three.
Manipulation uses the rules from Action Chapter Three.
Interviews use the rules from Monster Hunters Chapter One. Magic can be used instead of Spirit Channeling and Spirit Communication.
Making Them Talk uses the rules from Action Chapter Three, as modified by fantasy technology.
Fitting In uses the rules from Action Chapter Three in most cases. Administration isn’t used for businesses, but can be used in some government bureaucracies. Savoir-Faire (Religious) is used to deal with religious officials.
How to Game Fact-Finding uses the rules from Action Chapter Three.
Monster Underworlds uses the rules from Monster Hunters Chapter One.

Planning

The Big Picture uses the rules from Action Chapter Three.
Permission to Act uses the rules from Action Chapter Three.
The Mission Plan uses the rules from Action Chapter Three.
The Training Sequence uses the rules from Action Chapter Three.

Breaking and Entering

Dungeon Parkour uses the rules from Dungeon Fantasy Chapter One, but it is applicable to all Heroes and determines jumping distance by Jumping in Combat from Monster Hunters Chapter Two. Also, use Tossing Lines, Sliding, and Spinning from Action Chapter Three.
Bridging Hazards uses the rules from Dungeon Fantasy Chapter One.
Picking Locks uses the rules from Dungeon Fantasy Chapter One.
Muscling Through uses the rules from Dungeon Fantasy Chapter One, but without Bending. Bending uses the rules from Monster Hunters Chapter One.
Surveillance and Patrols use the rules from Action Chapter Three, but there are no cameras.
Insertion uses the rules from Action Chapter Three, as modified for fantast technology. Boating (Unpowered) instead of powerboat. Swimming for unpowered water insertion instead of Scuba.
Fences use the rules from Action Chapter Three, though these are walls rather than fences so Cutting Fences and Types of Fences doesn’t apply
Unwelcome Attention uses the rules from Monster Hunters Chapter One, but this is about breaking the law, not hunting monsters.

Traps and Hazards

Dealing with Traps uses the rules from Dungeon Fantasy Chapter One.
Tricks use the rules from Dungeon Fantasy Chapter One.
Dangerous Stuff uses the rules from Dungeon Fantasy Chapter One.
Curses 101 uses the rules from Dungeon Fantasy Chapter One adding the Assistance section from Confronting Curses in Monster Hunters Chapter Two. Use Holy Might instead of Holiness.

Monsters

Recognition uses the rules from Dungeon Fantasy Chapter One and What from Monster Hunters Chapter One, both modified for Dragon Tablets cosmology.
Negotiation uses the rules from Dungeon Fantasy Chapter One.
Trickery uses the rules from Dungeon Fantasy Chapter One.
”Good (Three-Headed) Doggie!” uses the rules from Dungeon Fantasy Chapter One.
Talking it Out uses the rules from Monster Hunters Chapter One.
Foiling the Plan uses the rules from Monster Hunters Chapter One.

Combat

The standard (abstract) combat system is used most of the time, leaving Tactical Combat for those times when knowing exactly how much room you have is crucial.
Shooting Made Easy uses the rules from Action Chapter Four, modified for fantasy technology, using standard range penalties, and RoF 1. Shooting Two Guns works for crossbows.
Cracking Skulls uses the rules from Action Chapter Four, modified for fantasy technology.
Exploiting Weaknesses uses the rules from Dungeon Fantasy Chapter One. Veterinary or Thaumatology can be used for some foes. Estimate how well-known the weakness is as per the rules in Monster Hunters Chapter One.
Medic! uses the rules from Monster Hunters Chapter One, but First Aid takes 30 minutes and heals 1d-3 HP or 3 HP for critical success. Physician isn’t used.
“Onward to Victory!” uses the rules from Dungeon Fantasy Chapter One.
Playing Dead uses the rules from Dungeon Fantasy Chapter One.
Recognizing Magic uses the rules from Dungeon Fantasy Chapter One.
Roguish Skills in Battle uses the rules from Dungeon Fantasy Chapter One. Though using Serendipity or a character point means you don’t need to make a Stealth roll for Backstabbing or turn success on such a roll into a critical success. The Sniping option from Action Chapter Four is also in use.
Speed is Armor! uses the rules from Dungeon Fantasy Chapter One. You can use Serendipity or a character point to make sure that the scenery permits. Heroes with Heroic Archer ignores the -2 penalty to bow attacks.
Taunt and Bluster uses the rules from Dungeon Fantasy Chapter One. Fast-Talk can be used to taunt and Psychology to Bluster. Winning by 5+ has the same effect as critical success.
No “I” in “Teamwork” (No Profit Without It) uses the rules from Dungeon Fantasy Chapter One.
Add Some Color! uses the rules from Monster Hunters Chapter Two.
Special Combat Situations uses the rules from Action Chapter Four, but not Underwater Shooting, modified for fantasy technology.

Cinematic Combat

Most foes don’t defend and go down at 0 HP, but standard rules apply to boss monsters and NPCs on the same power level as the heroes. Bar fights don’t escalate, but you can escalate other unarmed combat.
Warrior Moves uses the rules from Monster Hunters Chapter Two, but it refers back to Speed is Armor! above.
A Good Day to Die uses the rules from Monster Hunters Chapter Two.
The Element of Surprise Disappearing uses the rules from Monster Hunters Chapter Two.
Unbalanced Parries uses the rules from Monster Hunters Chapter Two.
Extra Effort Rules uses the rules from Action Chapter Four, modified for fantasy technology, with Heroic Archer instead of Gunslinger.
Cinematic Combat Rules uses Flesh Wounds, Infinite Ammunition applies to standard ammunition while special ammunition has to be counted, and TV Action Violence which counts as an extra-effort option. All from Action Chapter Four.

Tricks of the Trade

Holy Ground uses the rules from Monster Hunters Chapter Two.
Gizmos use the first three options from Monster Hunters Chapter Two, as modified for fantasy technology and TL.
Psychic Phenomena uses the rules from Monster Hunters Chapter Two, as modified for fantasy technology.
Ghosts use the rules from Monster Hunters Chapter Two, as modified for fantasy technology.
Player Control uses the rules from Monster Hunters Chapter Two.

After the Battle

Prisoners use the rules from Dungeon Fantasy Chapter One.
Patching Up uses the rules from Dungeon Fantasy Chapter One. Use Esoteric Medicine to
Searching the Bodies uses the rules from Dungeon Fantasy Chapter One.
Dead Monster Bits uses the rules from Dungeon Fantasy Chapter One.
Repairs use the rules from Action Chapter Five, modified for fantasy technology.

Loot

Finding the MacGuffin uses the rules from Action Chapter Three.
Identifying the Good Stuff uses the rules from Dungeon Fantasy Chapter One.
Naturally Occurring Money uses the rules from Dungeon Fantasy Chapter One.
Determining Value uses the rules from Dungeon Fantasy Chapter One.
Cracking Chests and Vaults uses the rules from Dungeon Fantasy Chapter One.
Lifts and Pulls use the rules from Action Chapter Three.
Live Capture uses the rules from Action Chapter Three, modified for fantasy technology and using Esoteric Medicine instead of Physician.

Disposing of the Spoils

Keepers use the rules from Dungeon Fantasy Chapter One.
Getting a Good Price uses the rules from Dungeon Fantasy Chapter One.
Scrap uses the rules from Dungeon Fantasy Chapter One.
Selling the Tale uses the rules from Dungeon Fantasy Chapter One.
Last Ditch uses the rules from Dungeon Fantasy Chapter One.

Destruction

Arson uses the rules from Action Chapter Three, modified for fantasy technology.
Setting Traps uses the rules from Action Chapter Three, modified for fantasy technology.

Deception

Cleaning uses the rules from Action Chapter Three, modified for fantasy technology. But this is likely a rare occurrence.
Cover-Ups uses the rules from Action Chapter Three, modified for fantasy technology. But this is likely a rare occurrence.
Fake ID uses the rules from Action Chapter Three, modified for fantasy technology. But this is likely an uncommon occurrence.
Falsifying Records uses the rules from Action Chapter Three, modified for fantasy technology. But this is likely a rare occurrence.
Impersonation uses the rules from Action Chapter Three, modified for fantasy technology. But this is likely an uncommon occurrence.

Getting Away

Sneak Out uses the rules from Action Chapter Three, modified for fantasy technology, but using the rules from Breaking and Entering above rather than Getting In.
Blend In uses the rules from Action Chapter Three, modified for fantasy technology.
Smuggling uses the rules from Action Chapter Three, modified for fantasy technology.

Providing Security

Watches uses the rules from Action Chapter Three, modified for fantasy technology.
Bodyguard Duty uses the rules from Action Chapter Three, modified for fantasy technology.
Checkpoint Security uses the rules from Action Chapter Three, modified for fantasy technology.
Electronic Security uses the rules from Action Chapter Three for countersurveillance and Finding a Bug, modified for fantasy technology. Finding a Bug are used to find peepholes and such.

Chases

Quarry and Pursuer use the rules from Action Chapter Four.
Rounds use the rules from Action Chapter Four, modified for fantasy technology.
Chase Sequence uses the rules from Action Chapter Four, modified for fantasy technology.
Chase Maneuvers uses the rules from Action Chapter Four, modified for fantasy technology. For the Stunt maneuver on foot, use the above rules rather than the rules from Action.
Passenger Actions uses the rules from Action Chapter Four, modified for fantasy technology.
Multi-Party Chases uses the rules from Action Chapter Four, modified for fantasy technology.
Chase Rolls uses the rules from Action Chapter Four, modified for fantasy technology.
Escape uses the rules from Action Chapter Four.
Static Maneuvers uses the rules from Action Chapter Four, modified for fantasy technology.
Attacks use the rules from Action Chapter Four, modified for fantasy technology.
Defenses use the rules from Action Chapter Four, modified for fantasy technology.
Damage uses the rules from Action Chapter Four, modified for fantasy technology.
Wipeouts uses the rules from Action Chapter Four, modified for fantasy technology.

Captured!

Using these rules will likely be a rare occurrence.
Escaping Restraints uses the rules from Action Chapter Five, modified for fantasy technology.
Escaping Prisons uses the rules from Action Chapter Five, modified for fantasy technology.

Twin Mirror Gameplay Walkthrough Part 7 - The End [PC ULTRA 60FPS]

Part 7 of my #TwinMirror Blind Let's Play. The final episode of the series.