Showing posts with label Dragon Tablets - Iteration Three. Show all posts
Showing posts with label Dragon Tablets - Iteration Three. Show all posts

Tuesday, September 25, 2018

The Dragon Tablets: Iteration Three – Playtest

Pretty much the same scenario as last time, so much so that we use the Iteration Two Orc Bandits without change. But as there are only two heroes this time, there will only be eight orcs. As with last time, they will not defend or all-out attack and they will go down at 0 hp.

Setting the Stage

The two bounty hunters, Casara and Said are traveling on foot through a wooded area during the daytime and nothing is out of the ordinary.

Turn 1

Eight orc bandits ambushed the duo from the trees. But as Said has Enhanced Time Sense, he acts first no matter what. And Casara has Combat Reflexes so instead of being Total Surprise, this is treated as Partial Surprise.

Said has Danger Sense and knows that something is off.

Casara is the leader, she has both Combat Reflexes and is trained in Tactics, she also has the highest IQ. So she rolls 1d+4 for 10. the orc leader has Combat Reflexes, so he rolls at 1d+2, with no chance of getting a higher result. So both heroes act first.

Said teleported to the archers, rolling 10 vs. 13+10-10 =13 to do so instantly. Rolling 11 to be able to act and another 11 to draw his shortsword in no time. He then stuck the sword in one archer’s vitals, rolling 16 vs. 17-3 and missed. Repeating his move, he rolled 4, a critical hit. Rolling 4 for damage and tripling that to 12 for a hit to the vitals which killed the orc.

Casara rolled 12 and drew her sword instantly and moved up on the orcs. Aiming at the neck, she rolled 9 and decapitated one orc, but rolled 12 on the second attack and as she Moved and Attacked, that was a miss.

The archer moved away from the others.

Both orcs with knives attacked Said and rolling 8 and 9 was good enough to hit. But Said rolled 9 and 12 and dodged the first attack. The other rolled 0 for damage and did none.

Both orcs with clubs and the remaining spear attacked Casara. Both orcs with clubs rolled 12, good enough to hit, but the spear rolled 13 and missed. But Casara rolled 8 and 10 and dodged both attacks.

Turn 2

Said teleported to the remaining archer rolling 5 to do it in no time and 9 to be able to act. He rolled 11 to attack and skewered him in the vitals, bringing another orc down. He then moved back to the others, rolled 9 and skewered a knife-wielding orc.

Casara went for the neck again, but rolled 15 and 14 and missed.

The remaining orc with a knife attacked Said again and rolled 9, but he dodged with an 11.

The two club-wielding orcs attacked Said this time. One rolled 17 for a critical failure and rolled 14 on the critical miss table, losing his grip on the club that landed 6 yards away and the orc went to the club. The other clubber rolled 10 and Said failed to dodge with a roll of 14. And the orc rolled 3 damage, but his coat protects him and he only suffers 1 hp of injury, thus being at -1 his next turn.

The remaining spear continued to attack Casara and rolled 9 for a hit, but she rolled 10 and dodged.

Turn 3

Said focused on the club-wielding orc, rolled 8 and skewered him. He then teleported, rolling 10 to do so immediately and 10 to be able to act afterward. He then rolled 8 and skewered the club fetching orc he had pursued.

Casara continued with her neck attacks and rolled 10 and 11 and rolled 9 and 5, doubling with the cutting wound modifier for the neck and both of them lost their heads.

Notes

Both of them are able to attack twice per turn. One of them can teleport instantly. The expectation was that this playtest would be faster than the previous ones. Having them fight an enemy where they can fully take advantage of their Entercian silver and Matruskan steel swords and compare that to what a fight without such weapons would be like could be interesting.

Monday, September 24, 2018

The Dragon Tablets: Iteration Three – Said bun al-Khalashadi 1.1



Unnamed by Unknown

Said is an Elessarian that has been alchemically altered into an Acrobat (character template) with the Accidental hero (motivational lens). He is always on the move and as a bounty hunter, he has been partnered with Casara for some time.

Attributes

ST 11 [10]; DX 16 [120]; IQ 13 [60]; HT 13 [30].

Secondary Characteristics

Damage 1d-1/1d+1; BL 24 lbs.; HP 11 [0]; Will 13 [0]; Per 14 [5]; FP 11 [0]; Energy Reserve (Magicka) 10 [0].
Basic Speed 7.00 [0]; Basic Move 9 [10].
Move 9; Dodge 11; Parry 12

Advantages/Perks

Accessory (Map) [1]
Absolute Direction [5]
Alcohol Tolerance (Cosmic) [3]
Bioenhancement Talent 2 [10]
Danger Sense [15]
Enhanced Time Sense [45]
Extra Attack 1 (Multi-Strike, +20%; Bioenhancement, -10%) [27]
Fearlessness 1 [2]
Flexibility [5]
Legal Enforcement Powers (Bounty Hunter) [5]
Luck [15]
Perfect Balance [15]
Shtick (Absolute Direction and your senses updates the Map automatically) [1]
Shtick (Absolute Direction shows the direction to all locations on the map) [1]
Warp (Bioenhancement, -10%; Range Limit, 20 yards, -45%; Reliable, 10, +50%) [68]

Disadvantages/Quirks


Code of Honor (Bounty Hunter) [-5]
Compulsive Carousing (12) [-5]
Compulsive Thrill-Seeking (9) [-15]
Increased Conscumption 1 [-10]
Lecherousness (12) [-15]
Overconfidence (12) [-5]
Sense of Duty (Team) [-5]
Workaholic [-5]


Skills

Acrobatics (H) DX+3 [12]-19‡
Acting (A) IQ [2]-13
Alchemcy (VH) IQ-3 [1]-10
Archaeology (H) IQ-2 [1]-11
Architecture (H) IQ-2 [1]-11
Armoury (Body Armor) (A) IQ-1 [1]-12
Armoury (Melee Weapons) (A) IQ-1 [1]-12
Armoury (Missile Weapons) (A) IQ-1 [1]-12
Biology (VH) IQ-1 [4]-12
Boating (Unpowered) (A) DX-1 [1]-15
Body Sense (H) DX [4]-16
Bow (A) DX [2]-16
Brawling (E) DX [1]-16
Broadsword (A) DX [2]-16
Camouflage (E) IQ [1]-13
Carousing (E) HT+1 [2]-14
Climbing (A) DX+5 [4]-21†‡
Dancing  (A) DX-1 [1]-15
Escape (H) DX+3 [4]-19†
Fast-Draw (Knife) (E) DX+1 [1]-17*
Fast-Draw (Sword) (E) DX+1 [1]-17*
First Aid (E) IQ [1]-13
Forced Entry (E) DX [1]-16
Gesture (E) IQ [1]-13
Hidden Lore (Elementals) (A) IQ [2]-13
Hidden Lore (Free Spirits) (A) IQ [2]-13
Hidden Lore (Restless Undead) (A) IQ [2]-13
Hidden Lore (Shapeshifters) (A) IQ [2]-13
Hiking (A) HT [2]-13
Holdout (A) IQ [2]-13
Intelligence Analysis (H) IQ-2 [1]-11
Jumping (E) DX+1 [2]-17
Knife (E) DX [1]-16
Knot-Tying (E) DX [1]-16
Leatherworking (E) DX [1]-16
Lockpicking (A) IQ-1 [1]-12
Navigation (Land) (A) IQ-1 [1]-12
Observation (A) Per-1 [1]-13
Parachuting (E) DX [1]-16
Performance (A) IQ [2]-13
Piloting (Glider) (A) DX+1 [2]-17‡
Riding (Horse) (A) DX [2]-16
Running (A) HT [2]-13
Shadowing (A) IQ+2 [8]-15
Shortsword (A) DX+1 [4]-17
Skiing (H) HT-1 [2]-12
Sleight of Hand (H) DX [4]-16
Smith (Copper) (A) IQ-1 [1]-12
Smith (Iron) (A) IQ-1 [1]-12
Smith (Lead and Tin) (A) IQ-1 [1]-12
Stealth (A) DX [2]-16
Streetwise (A) IQ-1 [1]-12
Swimming (E) HT [1]-13
Tactics (H) IQ-2 [1]-11
Teamster (A) IQ [2]-13
Throwing (A) DX-1 [1]-15
Traps (A) IQ-1 [1]-12
Urban Survival (A) Per [2]-14
Ventriloquism (H) IQ-1 [2]-12
Wrestling (A) DX-1 [1]-15
Techniques
Rope Up (A) Climbing [2]-21
Scaling (H) Climbing [4]-21

* Includes +1 for Combat Reflexes.
† Includes +3 for Flexibility.
 Includes +1 for Perfect Balance

Gear

I’m only listing combat gear.
No  Encumbrance (25.25 lbs).

Clothes $0 2 lbs.
Brass Knuckles-16 1d-1 cr (reach c) $10 0.25 lb
Entercian Silver Shortsword-17 1d+1 cut/1d-1 imp (reach 1) $8,000 2 lbs
Buff Coat (Leather) DR 2* $210 16 lbs body, limbs.
Boots DR 2* $80 3 lbs.

Notes

9 unspent points


Top Image: At first sight, it was clear that this image represented this character. Though continued searching found it posted in several places, nowhere was it posted with a clear attribution. One of them provided a link to http://ericbelisle.com/, but the exact page didn’t exist.

Tuesday, September 18, 2018

The Dragon Tablets: Iteration Three – Casara Stormwatch 1.0

Unnamed by Unknown
Casara was born as a high elf, but was given to the Warlocks in her youth. She took well to the alchemical alterations they submitted her to and became a bounty hunter, something of a mix of a Jedi and a Witcher. But without the more overt super powers. She picked the Warlock (racial/character template) and the Law Enforcement (motivational lens) and her gear is much more expensive than she could afford because it was suitable to her role.

Attributes

ST 15 [50]; DX 13 [60]; IQ 14 [80]; HT 14 [40].

Secondary Characteristics

Damage 1d+1/2d+1; BL 45 lbs.; HP 18 [6]; Will 14 [0]; Per 14 [0]; FP 14 [0]; Energy Reserve (Magicka) 10 [0].
Basic Speed 7.00 [5]; Basic Move 7 [0].
Move 7; Dodge 11; Parry 11 Parry Missile Weapons 11

Advantages/Perks

Accessory (Map) [1]
Absolute Direction [5]
Bioenhancement Talent 2 [10]
Catfall (Bioenhancement, -10%) [9]
Combat Reflexes [15]
Destiny [5]
Discriminatory Smell (Bioenhancement, -10%) [14]
Extended Lifespan 2 [4]
Extra Attack 1 (Multi-Strike, +20%; Bioenhancement, -10%) [27]
Imaging Radar (Bioenhancement, -10%; Reduced Range, x1/50, -50%) [8]
Immunity to Fear [15]
Immunity to Metabolic Hazards [30]
Intuition [15]
Legal Enforcement Powers (Bounty Hunter) [5]
Luck [15]
Longevity [2]
Night Vision 3 [3]
Regeneration (Fast; Bioenhancement, -10%; Temporary Disadvantage, Sessile, -50%; Useless under stress, -60%) [10]
Shtick (Absolute Direction and your senses updates the Map automatically) [1]
Shtick (Absolute Direction shows the direction to all locations on the map) [1]
Super Jump 1 (Bioenhancement, -10%) [9]
Warlock Gear [1]
Weapon Bond (Her Sword) [1]
Weapon Master (Broadsword) [20]

Disadvantages/Quirks

Code of Honor (Bounty Hunter) [-5]
Code of Honor (Law-Abiding) [-5]
Duty (Warlocks; 12 or less; Extremely Hazardous) [-15]
Flashbacks (Severe) [-10]
Nightmares (12) [-5]
Pacifism (Cannot Harm Innocents) [-10]
Selfless (129 [-5]
Sense of Duty (Team) [-5]
Social Stigma (Freak) [-5]
Unusual Biochemsitry [-5]
Unnatural Features (Eyes) [-1]
Vow (Diet) [-5].
Workaholic [-5]

Skills

Acting (A) IQ-1 [1]-13
Alchemy (VH) IQ+1 [12]-15
Armoury (Body Armor) (A) IQ-1 [1]-13
Armoury (Melee Weapons) (A) IQ-1 [1]-13
Bioengineering (Alchemical) (H) IQ-2 [1]-12
Body Control (VH) HT-1 [4]-13
Brawling (E) DX+1 [2]-14
Broadsword (A) DX+2 [8]-15
Camouflage (E) IQ [1]-14
Climbing (A) DX [2]-13
Connoisseur (Weapons) (A) IQ-1 [1]-13
Criminology (A) IQ [2]-14
Crossbow (E) DX+2 [4]-15
Cryptography (Code-Breaking) (A) IQ-1 [1]-13
Current Affairs (Headline News) (E) IQ [1]-14
Detect Lies (H) Per-1 [2]-13
Diagnosis (H) IQ-2 [1]-12
Escape (H) DX-1 [2]-12
Esoteric Medicine (Alchemical) (H) Per-2 [1]-12
Fast-Draw (Arrow/Bolt) (E) DX+1 [1]-14†
Fast-Draw (Sword) (E) DX+1 [1]-14†
First Aid (E) IQ [1]-14
Forced Entry (E) DX+1 [2]-14
Forensics (H) IQ-2 [1]-12
Gesture (E) IQ [1]-14
Hazardous Materials (Alchemical) (A) IQ-1 [1]-13
Hiking (A) HT-1 [1]-13
Hidden Lore (Demons) (A) IQ [2]-14
Hidden Lore (Mummies) (A) IQ [2]-14
Hidden Lore (Vampires) (A) IQ [2]-14
Hidden Lore (Psionics) (A) IQ [2]-14
Holdout (A) IQ-1 [1]-13
Intelligence Analysis (H) IQ [4]-14
Interrogation (A) IQ [2]-14
Jeweler (H) IQ-2 [1]-12
Knife (E) DX [1]-13
Law (Criminal) (H) IQ-1 [2]-13
Leatherworking (E) DX [1]-13
Lockpicking (A) IQ-1 [1]-13
Meditation (H) Will-1 [2]-13
Naturalist (H) IQ-1 [2]-13
Navigation (Land) (A) IQ-1 [1]-13
Observation (A) Per [2]-14
Occultism (A) IQ [2]-14
Parry Missile Weapons (H) DX+1 [4]-14
Pharmacy (Herbal) (H) IQ-2 [1]-12
Physiology (Demons) (H) IQ-1 [2]-13
Psychology (H) IQ-2 [1]-12
Research (A) IQ-1 [1]-13
Riding (A) DX-1 [1]-12
Savoir-Faire (Police) (E) IQ [1]-14
Search (A) Per-1 [1]-13
Smith (Iron) (A) IQ-1 [1]-13
Stealth (A) DX-1 [1]-12
Survival (Woodlands) (A) Per-1 [1]-13
Swimming (E) HT [1]-14
Tactics (H) IQ-1 [2]-13
Thaumatology (H) IQ-1 [2]-13
Throwing (A) DX-1 [1]-12
Tracking (A) Per+1 [4]-15
Two Handed Sword (A) DX+2 [8]-15
Weather Sense (A) IQ-1 [1]-13
Wrestling (A) DX [2]-13

† Includes +1 for Combat Reflexes.

Features

Infertile.

Gear

I’m only listing combat gear.
No  Encumbrance (24 lbs).

Clothes $0 2 lbs.
Warlock Medallion
Matruskan Steel Thrusting Broadsword-17 2d+7 cut/1d+6 imp (reach 1) $26,400 1.5 lbs
Leather Armor DR 2 $100 10 lbs. torso, groin.
Heavy Leather Leggings/Sleeves DR 2 $110 6 lbs. arms, legs.
Boots DR 2* $80 3 lbs.
$100

Notes

Pacifism: Pacifism wasn’t on her list of disadvantages, but you don’t have to follow a template’s disadvantage list if you don’t want to.
Parry Missile Weapons: This skill was not on the list, but because of overlap between the template and the lens, there were four points to spare.
Warlock Medallion: The image doesn’t quite fit with the description in the Enchantment post. Other than that, the description is generally correct, though the pricing was off. On the black market, such a medallion would be worth about $220,000.

Warlock Medallions provide the following traits: Detect (Supernatural Beings; Reflexive, +40%), Detect (Magic; Ranged, +40%; Reflexive, +40%), and Danger Sense. The Ranged modifier isn’t usually used for Detect, but as the medallion can communicate this information to the owner from a distance, this seemed close enough to that.


Top Image: I found this image allover the place. I couldn’t find any information about who created it. So I’m listing it as unknown and linking it to the search results for the image.

Tuesday, September 11, 2018

The Dragon Tablets: Iteration Three – Races of Menorra

I am a big proponent of humans are humans, or in other words, that there is only one human race. In Tamriel, from the Elder Scrolls, that isn’t the case. So we went with that view for Iteration Two. In Star Wars they get around that by having one human race and a number of near-human races. But I’d like to avoid that too, at least for Iteration Three. Thus, we’re only going to have one human race.

Humans (Nen)

Racial Cost: 0 points
Human is the base racial template in GURPS or in other words, GURPS is based around the average human. Thus no additional trait is needed to be an average human. We mentioned a few new places in recent posts, so we mention the people who live there here too.

Red Portrait by elenasamko
Celdons come from Celdonia and generally have pale skin, red hair, and light eyes.
Elessarians come from Elessar and generally have tanned skin, dark hair, and dark eyes.

Gords generally have tanned to dark skin, black hair, and dark eyes. The tribes of Gordfast are ruled by the strongest, so there is much focus on combat.

Oriental Fantasy by Esmira
Mâzhus come from Mâzhu and generally have oriental skin, black hair, and dark eyes.

The Guardian by LAS-T
Palatials generally have tanned skin, dark hair, and dark eyes. Cornia is the heart of the empire.

Nobility by merillizaART
Soders generally have pale skin, fair hair, and light eyes. Celement, the home of Soders, has a cold climate and is ruled by hardy warriors.
Wellens generally have pale skin, fair to medium hair, and dark eyes. They are from Rockwell.

Elves (Nice)

Yes, other than the meaning we are more familiar with, "nice" is one of the Common words used to identify elves. Its etymology is from Elven and refers to the elves themselves, in the plural. The word "elves" is a much older Common word. "Nice" started as a racial slur, referring both to elves and to elf-loving humans as a noun. But also as an adjective referring to anything that was too elf-like.

It is now much more complex. Older generations of elves still see the word as it started, while younger generations of elves, a few generations down the line from when it all started, have claimed it for their own. Still, most of them would consider humans who use the term crossing the line. While humans using the term amongst themselves will almost certainly know if "nice" is the old term or the new term.

The etymology of the word "nen," mentioned above, also is elven and means human, humans, and humanity.

Frost Elf

Racial Cost: 55 points
They are a type of elf from Celement and generally have white or pale blue skin, snow-white hair, and light almond shaped eyes. They are 2-3 inches taller than their ST would suggest, but their weight is based on ST. Their ears are pointy, but not much larger than human ears.
Attribute Modifiers: DX +1 [20].
Secondary Characteristic Modifiers: Per +1 [5].
Advantages: Danger Sense [15]; Unaging [15].

Halfling

Racial Cost: 16 points
They are short elves, with human coloration, and small pointy ears. They have a mischievous and fun-loving temperament and enjoy the pleasures in life. Their height and weight are based on half that of ST +3.

Attribute Modifiers: ST -2 [-20]; DX +1 [20]; HT +1 [10].
Secondary Characteristic Modifiers: SM -2.
Advantages: Halfling Marksmanship 2 [10]; Honest Face [1]; Light-Fingered 1 [5]; Silence 2 [10].
Disadvantages: Gluttony (12) [-5]; Kleptomania (12) [-15].

High Elf

Racial Cost: 65 points
Dragon Eyes by neven
They are a type of elf and generally have pale or pale golden skin, red or brown hair, and green, amber, or yellow, almond shaped eyes. They are 7 inches taller than their ST would suggest, but their weight is based on ST+1. Their ears are pointy, but not much larger than human ears.
Attribute Modifiers: ST -1 [-10]; DX +1 [20]; IQ +1 [20]; HT -1 [-10].
Secondary Characteristic Modifiers: Magicka +5 [15].
Advantages: Immunity to Sickness [15];  Unaging [15].
Features: They can learn the Recover Energy spell without any prerequisites.

Shadow Elf

Racial Cost: 80 points
Old Vadril by TheMinttu
They are a type of elf from Lunarstream and generally have dark, black, or purple skin, bone-white to cobweb-gray to jet-black hair, and black, red, or yellow, almond shaped eyes. They are 2-3 inches taller than their ST would suggest, but their weight is based on ST. Their ears are pointy, but not much larger than human ears.
Attribute Modifiers: DX +1 [20]; IQ +1 [20].
Advantages: Dark Vision [25]; Unaging [15].

Wild Elf

Racial Cost: 35 points
They are a type of elf and generally have tan to dark to green skin, dark to green hair, and violet or brown, almond shaped eyes. They are 2-3 inches taller than their ST would suggest, but their weight is based on ST. Their ears are pointy, but not much larger than human ears.
Attribute Modifiers: ST +1 [10]; DX +1 [20].
Secondary Characteristic Modifiers: Basic Move +1 [5]; Will -1 [-5]; Per +1 [5].
Advantages: Forest Guardian 2 [10]; Unaging [15].
Disadvantages: Sense of Duty (Nature) [-15]; Social Stigma (Minority) [-10].

Cat-Folk

Racial Cost: 74 points
Raoflin by Unknown
They are humanoid cats from Urdinia with catlike fur coloration and patterns. They have normal build according to their ST.
Attribute Modifiers: ST -1 [-10]; DX +1 [20].
Secondary Characteristic Modifiers: HP +1 [2]; Will -1 [-5]; Per +1 [5].
Advantages: Catfall [10]; Claws (Sharp) [5]; Dark Vision [25]; Fur [1]; Perfect Balance [15]; Silence 1 [5]; Striking ST 2 [10]; Teeth (Sharp) [1].
Disadvantages: Social Stigma (Minority) [-10].
Features: Tail (neither a manipulator nor enough of a problem to interfere with armor). Cannot wear human helmets that cover their face.

Reptonian

Racial Cost: 92 points
Koviell by WillOBrien
They are humanoid reptiles from Marshlands.
Attribute Modifiers: DX +1 [20]; HT -1 [10].
Secondary Characteristic Modifiers: Basic Speed +1.00 [20].
Advantages: Amphibious [10]; Claws (Sharp) [5]; Damage Resistance 1 [5]; Doesn’t Breathe (Gills, -50%) [10]; Nictitating Membrane 1 [1]; Perfect Balance [15]; Peripheral Vision [15]; Striker (Tail; Crushing) [5]; Teeth (Sharp) [1];  Terrain Adaptation (Swamp) [5].
Disadvantages: Social Stigma (Minority) [-10].
Features: Armor isn’t interchangeable with human armor. Born Biter.

Ogre

Racial Cost: 31 points
orc hunter by yy6242
They generally have light green to dark brown skin, dark to green hair, and green eyes. They have normal build according to their ST.
Attribute Modifiers: ST +4 [40]; IQ -1 [-20]; HT +1 [10].
Secondary Characteristic Modifiers: Will +2 [10].
Advantages: Damage Resistance 1 (Tough Skin, -40%) [3]; Fearlessness 1 [2]; Night Vision 3 [3]; Teeth (Sharp) [1].
Disadvantages: Appearance (Ugly) [-8]; Social Stigma (Minority) [-10].
Features: Tusks.

Interbreeding

Humans and elves can interbreed with each other. And both can interbreed with the bestial races, though these half-breeds will be infertile. But the bestial races cannot interbreed with each other. To create a half-breed, choose which race is dominant. The dominant race determines appearance, though the other race may have minor influences. Select racial traits from the dominant racial template equal to half its racial point cost or less. Then select racial traits from the other racial template, that does not contradict the traits you have already picked, totaling no more than half its racial point cost.

Talents

A new talent.

Light-Fingered

5 points/level
Filch, Forced Entry, Lockpicking, Pickpocket, Sleight of Hand, and Traps.
Reaction Bonus: Those who benefit directly from your skills.







Monday, September 10, 2018

The Dragon Tablets – Iteration Three: Gear

Note: This post merges the three gear posts I've done so that everything is in the same place.

The Dragon Tablets setting is mostly TL3, but with some TL4 elements. The gear listed below is taken from GURPS Low-Tech and GURPS Dungeon Fantasy 1: Adventurers.

A number of proper nouns are mentioned in this post for the first time in this series. There will be more details on those in the future.

Modifiers

Not all gear is standard gear. If it is crafted better or worse than the standard, the classification of those differences will be listed here.

Beading: It works as Beading from LT 38. CF +2 or +8.
Cheap: It works as Cheap from LT 14. CF -0.5.
Cloth of Gold/Silver: It works as Cloth of Gold/Silver from LT 38. CF +3 or +30.
Disguised: It works as Disguised from LT 14. CT +1 or +4.
Dyeing: It works as Dyeing from LT 38. CF +1.5, +6, or +30.
Enamel: It works as Enamel from LT 38. CF +2, +4, or +10.
Etching: It works as Etching from LT 38. CF +1.5 or +4.
Expensive: It works as Expensive from LT 14. CF +1.
Figurative Painting: It works as Figurative Painting from LT 38. CF +2, +4, or +10.
Fringe, Feather, or Fur Trim: It works as Fringe, Feather, or Fur Trim from LT 38. CF +1.5 or +4.
Gilding: It works as Gilding from LT 38. CF +0.5, +2, or +20.
Inlay: It works as Inlay from LT 38. CF varies.
Quality: It works as Quality from LT 14. CF +0, +4, or +19.
Relief: It works as Relief from LT 38. CF +1.5 or +4.
Rugged: It works as Rugged from LT 14. CF +1.
Smuggling Gear: It works as Smuggling Gear from LT 126. CF +1, +3, +7, or +15.
Styling: It works as Styling from LT 14. CF +1, +4, or +9.
Tapestry Weaving: It works as Tapestry Weaving from LT 38. CF varies.

Core Technologies

The following core technologies are available.

Chemistry

The people of Elessar have the best chemists in Menorra. The list below is what’s generally available. Added notes indicate what Elessarian chemists can do.

Alcohol: Ethyl Alcohol and Heat Distillation up to 70% alcohol content, though Elessarian distillations can reach 81%.
Acids: Acetic Acid, through oxidation of alcohol and Inorganic Acids. Elessarian chemists could make acetic acids with a concentration of up to 36% and they could make Aqua Regia.
Pigments: Mineral and Organic.
Other Chemicals: Salt, Alum, Potash, Petroleum, Ether, and Saltpeter.

Fuel and Power

Fire: Wood, Charcoal, Fats, Oil, and Waxes, Agricultural Waste, Dung, and Peat.
Accelerant: 1 gallon. $3, 6 lbs.
Oil: DF 24. $2, 1 lb.
Animal Power: Breast-Strap Harness, Shoulder Yoke, and Horse Collar.
Water and Wind: Undershot Watermill, Overshot Watermill, and Windmill, but not with rotating bearings.

Tools and Basic Equipment

Carpentry: Adze, Bow Drill, Pump Drill, Lathe, Saw, Square, Auger, and Brace and Bit.
Chemical: Alembic, Aludel, Crucible, and Cupel/Scorifier.
Cloth and Leather: Awl, Sewing Needle, Spindle, Scissors, Thimble, and Treadle/Flying Loom.
Fishing: Fish Trap, Fishhook, and Net.
Fishhooks and Line: DF 23. $50, 0.1 lb.
Mining and Tunneling: Chisel, Large Crowbar, Hammer, Pick, and Shovel.
Smithing: Anvil, Hammer, Pliers, Shears, Tongs, Draw Plate, File, and Jeweler’s Tools.
Stone Knapping: Soft Hammer, Stone Hammer, Small Punch, and Chest Punch.
Backpack Alchemy Lab: DF 26. $1,000, 10 lbs.
Backpack Armoury Kit: DF 24 $600, 20 lbs.
Carpenter’s Kit: LT 30 $250, 21 lbs.
Fletcher’s Kit: LT 30 $95, 4 lbs.
Smith’s Kit: LT 30 $330, 17.5 lbs or $1,530, 117.5 lbs.
Stoneworker’s Kit: LT 30 $551, 42.5 lbs.
Tailor’s Kit: LT 30 $95, 2.75 lbs.

General Equipment

The following everyday things are available.

Shelter

Improvised Shelter: Lean-To and Semi-Prepared Shelter.
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, Bedouin: LT 32 $340, 200 lbs. Used by Gords.
Tent, Legionary: LT 32 $225, 45 lbs.
Yurt: LT 32 $480, 200 lbs or $1,200, 500 lbs. Used by Mâzhus.
Semi-Portable Housing Elements: Door, Partition, Beaded Curtain, Carpet, Folding Screen, and Wicker Fence,.

Domestic Conveniences

Heating and Cooling: Brazier, Warming Pan, and Water Jug.
Fan: LT 33 $10, 0.25 lbs.
Parasol: LT 33 $12, 3 lbs.
Bull’s-Eye Lantern: DF 26. $100, 2 lbs.
Candle, Beeswax: LT 33 $9, 1 lb.
Candle, Tallow: LT 33 $5, 1 lb.
Covered Lantern: LT 33 $40, 2.5 lbs.
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.
Helmet Lamp: DF 25. $100, 2 lbs.
Oil Lamp: LT 33 $10, 4 lbs.
Torch: LT 33 $7, 1 lb.

Furniture

Household Furniture: Collapsible Bed, X-Frame Chair, and X-Frame Table.
Bedding: Headrest, Mattress, Hammock, Pillow, and Sheets.
Blanket: LT 33 $20, 4 lbs.
Sleeping Fur: DF 23. $50, 8 lbs.

Containers and Storage

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.
Bucket: DF 24. $15, 4 lbs.
Chest, Wooden: LT 34. Wooden Boxes of various sizes, costs, and weights.
Jar: LT 34. Earthenware Jars of various sizes, costs, and weights.
Metal Boxes: LT 34. Various sizes, costs, and weights.
Pouch: LT 34. Leather pouches of various sizes, costs, and weights.
Sack: LT 34. Cloth Bags of various sizes, costs, and weights.
Vial, Crystal: DF 24. $5, 0.25 lb.
Container Options: Compartmentalized, Locked, Reinforced, and Waterproof.

Personal Gear and Consumer Goods

Fire-Starting Gear: Firebow and Prepared Block.
Alchemist’s Matches: DF 25. $15, 0.25 lb.
Burning Glass: DF 26. $40, 0.25 lb.
Enhanced Tinder: LT 35 $2, 0.1 lb.
Flint: LT 35 $2, 0.2 lb.
Grooming: Bathtub.
Brush: LT 36 $6, 0.5 lb.
Comb: LT 36 $3, 0.2 lb.
Razor: LT 36 $18, 0.2 lb.
Soap: LT 36 Bar $27, 1 lb.
Tweezers: LT 36. $5, neg.
Load-Bearing Gear: Carrying Frame, Carrying Straps, and Carrying Yoke.
Backpack, Frame: DF 23. $100, 10 lbs.
Backpack, Small: DF 23. $60, 3 lbs.
Delver’s Webbing: DF 25. $160, 3 lbs.
Potion Belt: DF 25. $60, 1 lb.
Quick-Release Backpack: DF 25. $300, 3 lbs.
Luxuries: Perfumes, Cosmetics, Spices, and Jewelry.
Distilled Liquors: LT 37 $20, 1 pint.
Fermented Beverages: LT 37 $5, 1 gallon.
Herbal Preparations LT 37 $36, 1 lb. Different cultures have different beverages, e.g. chocolate, coffee, or tea.
Pipe: LT 37 $3, 1 lb.
Tobacco: LT 37 $12, 1 lb.
Water Pipe: LT 37 $35, 4 lbs. Are used in Gordfast.

Entertainment

Games and Toys: Dolls and Kite.
Board Games: LT 39 $40, 3 lbs.
Cards: LT 39 $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.
Public Events and Facilities: Public Spectacles, Automata, and Bathhouse.
Sporting Gear: Ball, Stick, and Discus.
Fireworks: The Mâzhusian Yänhä guild is the only ones who know how to make fireworks.

Camping and Survival Gear

Group Basics: DF 23. $50, 20 lbs.
Personal Basics: DF 23. $5, 1 lb.
Rations: DF 23. $2, 0.5 lb.
Elven Rations: DF 25. $15, 0.5 lb.
Ogre Rations: Use Dwarven Rations. DF 25. $5, 1 lb.

Information Technologies

Eyeglasses: LT 42. $100, 0.25 lb.
Mirrors: DF 26. Hand, $15, 1 lb. Tall, $125, 10 lbs.
Telescope: DF 26. $500, 6 lbs.
Measurement: Level, Surveyor’s Cross, Chorobates, Cross-Staff, Dioptra, Astrolabe, and Kamal. Measuring Rod and Odometer. Surveyor’s Kit. Measuring Bag or Jug. Steelyard. Clepsydra, Sundial, Portable Sundial, Regulated Clepsydra, and Weight-Driven Clock. Miniature Clepsydra and Sandglass.
Balance and Weights: LT 44. $35, 6 lbs.
Graduated Candle: LT 44 $55, 6.7 lbs.

Writing and Records

Pictures: TL3
Maps and Globes: TL3, so globes are not widespread.
Writing Media: Stonecutting. Clay Tablet, Stylus, and Wax Tablet. Barkcloth, Leather, Papyrus, Potsherds, Leaves, Stems, and Bark, and Parchment and Vellum. Pumice and Stylus.
Brush: LT 46 $2, neg.
Ink, Liquid: LT 46 $2.50, 1 lb/pint.
Ink, Solid: LT 46 $2.50, 1 oz.
Ink Stone: LT 46 $@0, 2 lbs.
Medieval Scribal Kit: LT 47 $24, 3 lbs.
Paper: LT 46. $6, 1 lb.
Pen: LT 46. Reed, Metal, or Quill.
Signet Ring: LT 46 $30, neg.
Written Documents: Tablet, Scroll, and Codex. Colophon, Catalog, Line Numbers, Table of Contents, Page Numbers, and Index.
Printing: Printing Blocks.

Signals and Messages

Visual Signals: Beacon Fire, Smoke Signal, and Signal Flags.
Auditory Signals and Musical Instruments: Church Bells and Kettledrums.
Bagpipe: LT49 $150, 8 lbs. Used in Celdonia.
Drum: DF 24. $40, 2 lbs. It can be used to send messages too.
Fife: LT49 $100, 1 lb. It also works for other woodwind instruments.
Harp: LT49 $600, 7 lbs. It also works for Zither.
Hunting Horn: $200, 2 lbs.
Shofar: LT49 $80, 5 lbs.
Stringed: DF 24. $150, 5 lbs.
Trumpet: $200, 2 lbs.
Whistle: DF 24. $5, 0.1 lb.

Calculation and Computation

Numerical Systems: Tallies and Positional Numbers.
Aids to Calculation: Abacus and Cube Root Extractor.

Navigation

Astronomical Aids: Merkhet and Windrose.
Reference Materials: Stick Chart, Periplus, Sounding Pole, and Lead Line.
Dead Reckoning: Dividers, Compass, and Portolan.
Celestial Navigation: Astrolabe with cross-staff, Kamal, Sun Shadow Board,

Weapons

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.
Ogre Whetstone: Use Dwarven Whetstone. DF 25. $€00, 1 lb.

Mechanical Artillery

Belly Brace, Winch, Belt Hook, Goat’s Foot, Stirrup, Treadmill, and Windlass.
Heavy Weapons: Ballista, Carroballista, Gastraphetes, Petrobolos, Polybolos, Scorpion, Arbalest, Springald. Monankon, Beam Sling, and Trebuchet.

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.

Defenses

Anti-Garrote Collar: DF 25. $35, 1 lb.
Tinted Goggles: DF 26. $150, 0.5 lb.

Clothing

Everyday Clothing: Summer Clothing, Ordinary Clothing, and Winter Clothing.
Hand and Footwear: Foot Wrappings, Mittens, Moccasins, Mukluks, Sandals, Gloves, Shoes, and Boots.
Headgear: Hats and Hoods.
Protective Clothing: Cloak, Parka, Poncho, Snow Goggles, Wet-Weather Gear, Leather Apron, Long Coat, Undercover Clothing, Beekeeper’s Outfit, Fireproof Clothing.

Helmets

Face Protection: Nasal, Brim, Cheek Guards, Spectacles, and Visor.
Neck Protection: Turret, Aventail, Mail Collar, Ventail, Bevor, and Gorget.

Security and Covert Ops

Bit and Brace: DF 25. $120, 5 lbs.
Nageteppo, Flash: DF 25. $40, 0.2 lb.
Nageteppo, Smoke: DF 25. $40, 0.2 lb.
Portable Ram: DF 26. $150, 35 lbs.
Snorkel: DF 26. $20, 1 lb.
Spy’s Horn: DF 26. $100, 2 lbs.

Security and Surveillance

Barriers: Chest/Strongbox, Door, Spikes/Thorns, Window, Grate, and Razor Surfaces.
Bars, Bolts, Latches, and Locks: Bar, Bolt, Latch, Knots, Locks, Cord and Bolt, Bolt and Tumbler, Multiple Tumblers, Bolt and Barb-Spring, Barb-Spring Padlock, Rotary Lock, Warded Rotary Lock, and Portable Padlocks.
Traps: Deadfall, Net, Pit, Snare, Tripwire, and Needle.
Caltrop: LT 123 $1, 0.5 lb.
Alarms: Beaded Curtain and Bell and String. Nightingale Floors are used by the Cat-Folk.
Identification and Authentication: Brands and Tattoos, Body Modifications, Watchwords, Invoices, and Seals.
Cord, 3/16": DF 24. $1, 0.5 lb.
Iron Spike: DF 24. $1, 0.5 lb.

Intrusion

Climbing Gear: Harpoon, Ladder and Rope Ladder.
Climbing Pole: LT 125 $80, 5 lbs.
Giant Spider Silk Cord: DF 25. $100, 0.5 lb.
Grappling Hook, Padded: LT 125 $30, 3 lbs.
Grappling Hook, Unpadded: LT 125 $20, 2 lbs.
Pitons: LT 125 $4, 0.75 lb.
Rope, 3/8": DF 24 $5, 1.5 lbs.
Rope, 3/4": DF 24 $25, 5 lbs.
Spikes: LT 125 $150, 2 lbs.
Camouflage and Disguise: Camouflage, Hoods, Veils, and Masks, and Padded Boots.
Disguise Kit: LT 126 $200, 10 lbs.
Lockpicks: DF 25. $50, 0.1 lb. Good, $250, 0.5. Fine, $1,000, 2 lbs.
Housebreaker’s Kit: LT 126 $255, 16 lbs.
Pry-Bar, 30": LT 126 $80, 5 lbs.
Pry-Bar, 20": LT 126 $60, 2 lbs.

Deception

Secret Messages: Skytale and Cipher Wheel.
Inks and Papers: Invisible Ink and Disposable Paper.
Forgery and Counterfeiting: Identifying Marks, Coinage, and Documents.

Enforcement and Coercion

Restraints: Bindings, Iron Shackles, Stocks, Pillory, and Barrel Pillory.
Torture: Water Torture, Whip, The Rack.

Torture Kit: LT 131 $150, 8 lbs.

Mobility and Transportation

The following equipment for travel and transportation are available.

On Land

Personal Land Mobility: Travois, Wheelbarrow, and Ice Skates.
One-Man Sledge: LT 133 $50, 20 lbs.
Skis: LT 133 $175, 10 lbs.
Snowshoes: LT 133 $100, 5 lbs.
Riding Gear: Horseshoes. Elephants are used by the Shadow Elves.
Ankus: LT 134 $45, 1 lb.
Blanket: LT 134 $25, 2.5 lbs.
Bridle and Bit: LT 134 $35, 3 lbs.
Camel Stick: LT 134 $10, 2 lbs.
Halter: LT 134 $5, 1.5 lbs.
Howdah: LT 134 $675, 450 lbs.
Mats: LT 134 $75, 100 lbs.
Riding Crop: LT 134 $10, 1 lb.
Saddle, Framed: LT 134 $350, 50 lbs.
Saddle, Horned: LT 134 $200, 20 lbs.
Saddle, Riding: LT 134 $150, 15 lbs.
Saddle, War: LT 134 $250, 30 lbs.
Saddlebags: LT 134 $100, 3 lbs.
Sidesaddle: LT 134 $225, 20 lbs.
Spurs: LT 134 $25, neg.
Stirrups: LT 134 $125, 5 lbs.
Land Vehicles: Dogsled, Fifty-Man Sledge, and Sleigh. Litters, Sedan Chair, Palanquin, and Horse Litter. Oxcart, Wagon, and War Wagon. Heavy Chariot and Light Chariot. Carriage and Coach.

On Water

Personal Water Mobility: Floats, Surfboard (used by Sun Elves), and Float Bridge.
Rafts: Table on LT 139.
Hide Boats: Kayak
Log Boats: Dugout Canoe, Long Dugout Canoe, Outrigger Canoe, War Canoe, and Double Canoe.
Plank Boats: River Barge, Sampan, Sewn-Plank Boat, Fishing Boat, Square-Rigged Sailboat, Faering, Sewn-Plank Sailboat, Brig, Rowboat, and Sloop.

In Air

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

Medicine and Surgery

Healer’s Kit: DF 26. $200, 10 lbs.

Diagnostic Methods

Diagnostic Manual and Urine Flask.

First Aid

Tourniquets: Tourniquet.
Bandages: LT 146 $10, 2 lbs.
First Aid Kit: LT 146 $50, 2 lbs.
Splints and Casts: Splints and Cast.

Surgery and Surgical Equipment

Surgical Instruments: Barber’s Kit, Dental Forceps, Dental Splinter Forceps, Fixation Forceps, and Staphylagra. Hook, Needle, Probe, Scalpel, Arrow Spoon, Catheter, Speculum, and Trephin. Cautery. Cataract Needles, Eyelash Cautery, and Eyelash Forceps. Traction Bench.
Surgeon’s Small Kit: LT 149 $300, 15 lbs.
Surgeon’s Large Kit: LT 149 $1,500, 40 lbs.

Drugs

Herbs and Herbal Extracts.

Nondrug Therapies

Dietary Regimens, Heat, and Immersion.
Acupuncture and Moxibustion: Used by Mâzhus and Cat-Folk. Acupuncture Needles and Moxa Bundle.
Antidotes and Detoxification: Geophagy, Milk, and Immersion.
Bleeding and Purging: Cup and Lancet.
Lotions and Salves: Olive Oil, Lanolin, and Lotion.
Massage: Massage Supplies, Massage Table, and Massage Chair.
Variolation: Used in Mâzhu.

Esoteric Supplies

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.

Tuesday, September 4, 2018

The Dragon Tablets – Iteration Three: Gear, Part III

The Dragon Tablets setting is mostly TL3, but with some TL4 elements. The gear listed below is taken from GURPS Low-Tech and GURPS Dungeon Fantasy 1: Adventurers.

A number of proper nouns are mentioned in this post for the first time in this series. There will be more details on those in the future.

Mobility and Transportation

The following equipment for travel and transportation are available.

On Land

Personal Land Mobility: Travois, Wheelbarrow, and Ice Skates.
One-Man Sledge: LT 133 $50, 20 lbs.
Skis: LT 133 $175, 10 lbs.
Snowshoes: LT 133 $100, 5 lbs.
Riding Gear: Horseshoes. Elephants are used by the Shadow Elves.
Ankus: LT 134 $45, 1 lb.
Blanket: LT 134 $25, 2.5 lbs.
Bridle and Bit: LT 134 $35, 3 lbs.
Camel Stick: LT 134 $10, 2 lbs.
Halter: LT 134 $5, 1.5 lbs.
Howdah: LT 134 $675, 450 lbs.
Mats: LT 134 $75, 100 lbs.
Riding Crop: LT 134 $10, 1 lb.
Saddle, Framed: LT 134 $350, 50 lbs.
Saddle, Horned: LT 134 $200, 20 lbs.
Saddle, Riding: LT 134 $150, 15 lbs.
Saddle, War: LT 134 $250, 30 lbs.
Saddlebags: LT 134 $100, 3 lbs.
Sidesaddle: LT 134 $225, 20 lbs.
Spurs: LT 134 $25, neg.
Stirrups: LT 134 $125, 5 lbs.
Land Vehicles: Dogsled, Fifty-Man Sledge, and Sleigh. Litters, Sedan Chair, Palanquin, and Horse Litter. Oxcart, Wagon, and War Wagon. Heavy Chariot and Light Chariot. Carriage and Coach.

On Water

Personal Water Mobility: Floats, Surfboard (used by Sun Elves), and Float Bridge.
Rafts: Table on LT 139.
Hide Boats: Kayak
Log Boats: Dugout Canoe, Long Dugout Canoe, Outrigger Canoe, War Canoe, and Double Canoe.
Plank Boats: River Barge, Sampan, Sewn-Plank Boat, Fishing Boat, Square-Rigged Sailboat, Faering, Sewn-Plank Sailboat, Brig, Rowboat, and Sloop.

In Air

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

Medicine and Surgery

Healer’s Kit: DF 26. $200, 10 lbs.

Diagnostic Methods

Diagnostic Manual and Urine Flask.

First Aid

Tourniquets: Tourniquet.
Bandages: LT 146 $10, 2 lbs.
First Aid Kit: LT 146 $50, 2 lbs.
Splints and Casts: Splints and Cast.

Surgery and Surgical Equipment

Surgical Instruments: Barber’s Kit, Dental Forceps, Dental Splinter Forceps, Fixation Forceps, and Staphylagra. Hook, Needle, Probe, Scalpel, Arrow Spoon, Catheter, Speculum, and Trephin. Cautery. Cataract Needles, Eyelash Cautery, and Eyelash Forceps. Traction Bench.
Surgeon’s Small Kit: LT 149 $300, 15 lbs.
Surgeon’s Large Kit: LT 149 $1,500, 40 lbs.

Drugs

Herbs and Herbal Extracts.

Nondrug Therapies

Dietary Regimens, Heat, and Immersion.
Acupuncture and Moxibustion: Used by Mâzhus and Cat-Folk. Acupuncture Needles and Moxa Bundle.
Antidotes and Detoxification: Geophagy, Milk, and Immersion.
Bleeding and Purging: Cup and Lancet.
Lotions and Salves: Olive Oil, Lanolin, and Lotion.
Massage: Massage Supplies, Massage Table, and Massage Chair.
Variolation: Used in Mâzhu.

Esoteric Supplies

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.

Tuesday, August 28, 2018

The Dragon Tablets – Iteration Three: Gear, Part II

The Dragon Tablets setting is mostly TL3, but with some TL4 elements. The gear listed below is taken from GURPS Low-Tech and GURPS Dungeon Fantasy 1: Adventurers.

A number of proper nouns are mentioned in this post for the first time in this series. There will be more details on those in the future.

Information Technologies

Eyeglasses: LT 42. $100, 0.25 lb.
Mirrors: DF 26. Hand, $15, 1 lb. Tall, $125, 10 lbs.
Telescope: DF 26. $500, 6 lbs.
Measurement: Level, Surveyor’s Cross, Chorobates, Cross-Staff, Dioptra, Astrolabe, and Kamal. Measuring Rod and Odometer. Surveyor’s Kit. Measuring Bag or Jug. Steelyard. Clepsydra, Sundial, Portable Sundial, Regulated Clepsydra, and Weight-Driven Clock. Miniature Clepsydra and Sandglass.
Balance and Weights: LT 44. $35, 6 lbs.
Graduated Candle: LT 44 $55, 6.7 lbs.

Writing and Records

Pictures: TL3
Maps and Globes: TL3, so globes are not widespread.
Writing Media: Stonecutting. Clay Tablet, Stylus, and Wax Tablet. Barkcloth, Leather, Papyrus, Potsherds, Leaves, Stems, and Bark, and Parchment and Vellum. Pumice and Stylus.
Brush: LT 46 $2, neg.
Ink, Liquid: LT 46 $2.50, 1 lb/pint.
Ink, Solid: LT 46 $2.50, 1 oz.
Ink Stone: LT 46 $@0, 2 lbs.
Medieval Scribal Kit: LT 47 $24, 3 lbs.
Paper: LT 46. $6, 1 lb.
Pen: LT 46. Reed, Metal, or Quill.
Signet Ring: LT 46 $30, neg.
Written Documents: Tablet, Scroll, and Codex. Colophon, Catalog, Line Numbers, Table of Contents, Page Numbers, and Index.
Printing: Printing Blocks.

Signals and Messages

Visual Signals: Beacon Fire, Smoke Signal, and Signal Flags.
Auditory Signals and Musical Instruments: Church Bells and Kettledrums.
Bagpipe: LT49 $150, 8 lbs. Used in Celdonia.
Drum: DF 24. $40, 2 lbs. It can be used to send messages too.
Fife: LT49 $100, 1 lb. It also works for other woodwind instruments.
Harp: LT49 $600, 7 lbs. It also works for Zither.
Hunting Horn: $200, 2 lbs.
Shofar: LT49 $80, 5 lbs.
Stringed: DF 24. $150, 5 lbs.
Trumpet: $200, 2 lbs.
Whistle: DF 24. $5, 0.1 lb.

Calculation and Computation

Numerical Systems: Tallies and Positional Numbers.
Aids to Calculation: Abacus and Cube Root Extractor.

Navigation

Astronomical Aids: Merkhet and Windrose.
Reference Materials: Stick Chart, Periplus, Sounding Pole, and Lead Line.
Dead Reckoning: Dividers, Compass, and Portolan.
Celestial Navigation: Astrolabe with cross-staff, Kamal, Sun Shadow Board,

Weapons

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.
Ogre Whetstone: Use Dwarven Whetstone. DF 25. $€00, 1 lb.

Mechanical Artillery

Belly Brace, Winch, Belt Hook, Goat’s Foot, Stirrup, Treadmill, and Windlass.
Heavy Weapons: Ballista, Carroballista, Gastraphetes, Petrobolos, Polybolos, Scorpion, Arbalest, Springald. Monankon, Beam Sling, and Trebuchet.

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.

Defenses

Anti-Garrote Collar: DF 25. $35, 1 lb.
Tinted Goggles: DF 26. $150, 0.5 lb.

Clothing

Everyday Clothing: Summer Clothing, Ordinary Clothing, and Winter Clothing.
Hand and Footwear: Foot Wrappings, Mittens, Moccasins, Mukluks, Sandals, Gloves, Shoes, and Boots.
Headgear: Hats and Hoods.
Protective Clothing: Cloak, Parka, Poncho, Snow Goggles, Wet-Weather Gear, Leather Apron, Long Coat, Undercover Clothing, Beekeeper’s Outfit, Fireproof Clothing.

Helmets

Face Protection: Nasal, Brim, Cheek Guards, Spectacles, and Visor.
Neck Protection: Turret, Aventail, Mail Collar, Ventail, Bevor, and Gorget.

Security and Covert Ops

Bit and Brace: DF 25. $120, 5 lbs.
Nageteppo, Flash: DF 25. $40, 0.2 lb.
Nageteppo, Smoke: DF 25. $40, 0.2 lb.
Portable Ram: DF 26. $150, 35 lbs.
Snorkel: DF 26. $20, 1 lb.
Spy’s Horn: DF 26. $100, 2 lbs.

Security and Surveillance

Barriers: Chest/Strongbox, Door, Spikes/Thorns, Window, Grate, and Razor Surfaces.
Bars, Bolts, Latches, and Locks: Bar, Bolt, Latch, Knots, Locks, Cord and Bolt, Bolt and Tumbler, Multiple Tumblers, Bolt and Barb-Spring, Barb-Spring Padlock, Rotary Lock, Warded Rotary Lock, and Portable Padlocks.
Traps: Deadfall, Net, Pit, Snare, Tripwire, and Needle.
Caltrop: LT 123 $1, 0.5 lb.
Alarms: Beaded Curtain and Bell and String. Nightingale Floors are used by the Cat-Folk.
Identification and Authentication: Brands and Tattoos, Body Modifications, Watchwords, Invoices, and Seals.
Cord, 3/16": DF 24. $1, 0.5 lb.
Iron Spike: DF 24. $1, 0.5 lb.

Intrusion

Climbing Gear: Harpoon, Ladder and Rope Ladder.
Climbing Pole: LT 125 $80, 5 lbs.
Giant Spider Silk Cord: DF 25. $100, 0.5 lb.
Grappling Hook, Padded: LT 125 $30, 3 lbs.
Grappling Hook, Unpadded: LT 125 $20, 2 lbs.
Pitons: LT 125 $4, 0.75 lb.
Rope, 3/8": DF 24 $5, 1.5 lbs.
Rope, 3/4": DF 24 $25, 5 lbs.
Spikes: LT 125 $150, 2 lbs.
Camouflage and Disguise: Camouflage, Hoods, Veils, and Masks, and Padded Boots.
Disguise Kit: LT 126 $200, 10 lbs.
Lockpicks: DF 25. $50, 0.1 lb. Good, $250, 0.5. Fine, $1,000, 2 lbs.
Housebreaker’s Kit: LT 126 $255, 16 lbs.
Pry-Bar, 30": LT 126 $80, 5 lbs.
Pry-Bar, 20": LT 126 $60, 2 lbs.

Deception

Secret Messages: Skytale and Cipher Wheel.
Inks and Papers: Invisible Ink and Disposable Paper.
Forgery and Counterfeiting: Identifying Marks, Coinage, and Documents.

Enforcement and Coercion

Restraints: Bindings, Iron Shackles, Stocks, Pillory, and Barrel Pillory.
Torture: Water Torture, Whip, The Rack.

Torture Kit: LT 131 $150, 8 lbs.

Tuesday, August 21, 2018

The Dragon Tablets – Iteration Three: Gear, Part I

The Dragon Tablets setting is mostly TL3, but with some TL4 elements. The gear listed below is taken from GURPS Low-Tech and GURPS Dungeon Fantasy 1: Adventurers.

A number of proper nouns are mentioned in this post for the first time in this series. There will be more details on those in the future.

Modifiers

Not all gear is standard gear. If it is crafted better or worse than the standard, the classification of those differences will be listed here.

Beading: It works as Beading from LT 38. CF +2 or +8.
Cheap: It works as Cheap from LT 14. CF -0.5.
Cloth of Gold/Silver: It works as Cloth of Gold/Silver from LT 38. CF +3 or +30.
Disguised: It works as Disguised from LT 14. CT +1 or +4.
Dyeing: It works as Dyeing from LT 38. CF +1.5, +6, or +30.
Enamel: It works as Enamel from LT 38. CF +2, +4, or +10.
Etching: It works as Etching from LT 38. CF +1.5 or +4.
Expensive: It works as Expensive from LT 14. CF +1.
Figurative Painting: It works as Figurative Painting from LT 38. CF +2, +4, or +10.
Fringe, Feather, or Fur Trim: It works as Fringe, Feather, or Fur Trim from LT 38. CF +1.5 or +4.
Gilding: It works as Gilding from LT 38. CF +0.5, +2, or +20.
Inlay: It works as Inlay from LT 38. CF varies.
Quality: It works as Quality from LT 14. CF +0, +4, or +19.
Relief: It works as Relief from LT 38. CF +1.5 or +4.
Rugged: It works as Rugged from LT 14. CF +1.
Smuggling Gear: It works as Smuggling Gear from LT 126. CF +1, +3, +7, or +15.
Styling: It works as Styling from LT 14. CF +1, +4, or +9.
Tapestry Weaving: It works as Tapestry Weaving from LT 38. CF varies.

Core Technologies

The following core technologies are available.

Chemistry

The people of Elessar have the best chemists in Menorra. The list below is what’s generally available. Added notes indicate what Elessarian chemists can do.

Alcohol: Ethyl Alcohol and Heat Distillation up to 70% alcohol content, though Elessarian distillations can reach 81%.
Acids: Acetic Acid, through oxidation of alcohol and Inorganic Acids. Elessarian chemists could make acetic acids with a concentration of up to 36% and they could make Aqua Regia.
Pigments: Mineral and Organic.
Other Chemicals: Salt, Alum, Potash, Petroleum, Ether, and Saltpeter.

Fuel and Power

Fire: Wood, Charcoal, Fats, Oil, and Waxes, Agricultural Waste, Dung, and Peat.
Accelerant: 1 gallon. $3, 6 lbs.
Oil: DF 24. $2, 1 lb.
Animal Power: Breast-Strap Harness, Shoulder Yoke, and Horse Collar.
Water and Wind: Undershot Watermill, Overshot Watermill, and Windmill, but not with rotating bearings.

Tools and Basic Equipment

Carpentry: Adze, Bow Drill, Pump Drill, Lathe, Saw, Square, Auger, and Brace and Bit.
Chemical: Alembic, Aludel, Crucible, and Cupel/Scorifier.
Cloth and Leather: Awl, Sewing Needle, Spindle, Scissors, Thimble, and Treadle/Flying Loom.
Fishing: Fish Trap, Fishhook, and Net.
Fishhooks and Line: DF 23. $50, 0.1 lb.
Mining and Tunneling: Chisel, Large Crowbar, Hammer, Pick, and Shovel.
Smithing: Anvil, Hammer, Pliers, Shears, Tongs, Draw Plate, File, and Jeweler’s Tools.
Stone Knapping: Soft Hammer, Stone Hammer, Small Punch, and Chest Punch.
Backpack Alchemy Lab: DF 26. $1,000, 10 lbs.
Backpack Armoury Kit: DF 24 $600, 20 lbs.
Carpenter’s Kit: LT 30 $250, 21 lbs.
Fletcher’s Kit: LT 30 $95, 4 lbs.
Smith’s Kit: LT 30 $330, 17.5 lbs or $1,530, 117.5 lbs.
Stoneworker’s Kit: LT 30 $551, 42.5 lbs.
Tailor’s Kit: LT 30 $95, 2.75 lbs.

General Equipment

The following everyday things are available.

Shelter

Improvised Shelter: Lean-To and Semi-Prepared Shelter.
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, Bedouin: LT 32 $340, 200 lbs. Used by Gords.
Tent, Legionary: LT 32 $225, 45 lbs.
Yurt: LT 32 $480, 200 lbs or $1,200, 500 lbs. Used by Mâzhus.
Semi-Portable Housing Elements: Door, Partition, Beaded Curtain, Carpet, Folding Screen, and Wicker Fence,.

Domestic Conveniences

Heating and Cooling: Brazier, Warming Pan, and Water Jug.
Fan: LT 33 $10, 0.25 lbs.
Parasol: LT 33 $12, 3 lbs.
Bull’s-Eye Lantern: DF 26. $100, 2 lbs.
Candle, Beeswax: LT 33 $9, 1 lb.
Candle, Tallow: LT 33 $5, 1 lb.
Covered Lantern: LT 33 $40, 2.5 lbs.
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.
Helmet Lamp: DF 25. $100, 2 lbs.
Oil Lamp: LT 33 $10, 4 lbs.
Torch: LT 33 $7, 1 lb.

Furniture

Household Furniture: Collapsible Bed, X-Frame Chair, and X-Frame Table.
Bedding: Headrest, Mattress, Hammock, Pillow, and Sheets.
Blanket: LT 33 $20, 4 lbs.
Sleeping Fur: DF 23. $50, 8 lbs.

Containers and Storage

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.
Bucket: DF 24. $15, 4 lbs.
Chest, Wooden: LT 34. Wooden Boxes of various sizes, costs, and weights.
Jar: LT 34. Earthenware Jars of various sizes, costs, and weights.
Metal Boxes: LT 34. Various sizes, costs, and weights.
Pouch: LT 34. Leather pouches of various sizes, costs, and weights.
Sack: LT 34. Cloth Bags of various sizes, costs, and weights.
Vial, Crystal: DF 24. $5, 0.25 lb.
Container Options: Compartmentalized, Locked, Reinforced, and Waterproof.

Personal Gear and Consumer Goods

Fire-Starting Gear: Firebow and Prepared Block.
Alchemist’s Matches: DF 25. $15, 0.25 lb.
Burning Glass: DF 26. $40, 0.25 lb.
Enhanced Tinder: LT 35 $2, 0.1 lb.
Flint: LT 35 $2, 0.2 lb.
Grooming: Bathtub.
Brush: LT 36 $6, 0.5 lb.
Comb: LT 36 $3, 0.2 lb.
Razor: LT 36 $18, 0.2 lb.
Soap: LT 36 Bar $27, 1 lb.
Tweezers: LT 36. $5, neg.
Load-Bearing Gear: Carrying Frame, Carrying Straps, and Carrying Yoke.
Backpack, Frame: DF 23. $100, 10 lbs.
Backpack, Small: DF 23. $60, 3 lbs.
Delver’s Webbing: DF 25. $160, 3 lbs.
Potion Belt: DF 25. $60, 1 lb.
Quick-Release Backpack: DF 25. $300, 3 lbs.
Luxuries: Perfumes, Cosmetics, Spices, and Jewelry.
Distilled Liquors: LT 37 $20, 1 pint.
Fermented Beverages: LT 37 $5, 1 gallon.
Herbal Preparations LT 37 $36, 1 lb. Different cultures have different beverages, e.g. chocolate, coffee, or tea.
Pipe: LT 37 $3, 1 lb.
Tobacco: LT 37 $12, 1 lb.
Water Pipe: LT 37 $35, 4 lbs. Are used in Gordfast.

Entertainment

Games and Toys: Dolls and Kite.
Board Games: LT 39 $40, 3 lbs.
Cards: LT 39 $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.
Public Events and Facilities: Public Spectacles, Automata, and Bathhouse.
Sporting Gear: Ball, Stick, and Discus.
Fireworks: The Mâzhusian Yänhä guild is the only ones who know how to make fireworks.

Camping and Survival Gear

Group Basics: DF 23. $50, 20 lbs.
Personal Basics: DF 23. $5, 1 lb.
Rations: DF 23. $2, 0.5 lb.
Elven Rations: DF 25. $15, 0.5 lb.
Ogre Rations: Use Dwarven Rations. DF 25. $5, 1 lb.

Tuesday, August 14, 2018

The Dragon Tablets: Iteration Three – Armor & Shields


Heroic Armor set by JophieIS

The Elder Scrolls have a lot of different types of armor and shields 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 armor 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.

We are using GURPS Dungeon Fantasy 1: Adventurers and GURPS Low-Tech for the armors and shields.

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. CF varies.
Dragonbone: It works as Dragonhide from Dungeon Fantasy Chapter Five, for any plate armor. DF varies.
Dragonhide: It works as Dragonhide from Dungeon Fantasy Chapter Five, for all hard leather armors and all scale armors. DF varies.
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. DF varies.
Entercian Silver: It works as Thieves’ from Dungeon Fantasy Chapter Five, but it ignores encumbrance for all reasons. CF +9.
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 CF +12 and other armor is CF +49.
Fine: It works as Fine from Dungeon Fantasy Chapter Five. CF +9.
Giant Spider Silk: It works as Giant Spider Silk from Dungeon Fantasy Chapter Five. CF +99.
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. CF varies.
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. CF +29.
Meteoric: It works as Meteoric from Dungeon Fantasy Chapter Five. CF +19.
Ornate: It works as Ornate from Dungeon Fantasy Chapter Five. CF varies.
Spiked: It works as Spiked from Dungeon Fantasy Chapter Five. CF +2.

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

We are using GURPS Low-Tech for armor the stats in the following table. The first line is cost and 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, those calculations have already been made. But all armors are also 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.
Feet: 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.

ArmorDRHead
(Full Face)
BodyArmsHandsLegsFeet
(+ Shins)
SuitPage
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

Shield Modifiers

Balanced: It works as Balanced from Dungeon Fantasy Chapter Five. CF +4.
Demonic: It works as Dwarven from Dungeon Fantasy Chapter Five. CF +4.
Dragonhide: Light shields can be made of Dragonhide with the same effects on the shield as it has on armor. CF varies.
Dragonsteel: It works as Dragonhide for armor, but on iron shields and gives -3 reaction from Knights of Celemana and friends and family of the rightful owner instead of from dragons. CF varies.
Elven: Shields have +1 DR and 3/4 normal weight for CF +49.
Fine: It works as Fine from Dungeon Fantasy Chapter Five. CF +9.
Giant Spider Silk: It works as Giant Spider Silk for armor, but for cloaks. CF +99.
Gnomish: It works as Orichalcum from Dungeon Fantasy Chapter Five. CF +149.
Laminated: It adds 20% to HP for +1 CF.
Matruskan Steel: It works as Orichalcum from Dungeon Fantasy Chapter Five. CF +149.
Meteoric: It works as Meteoric from Dungeon Fantasy Chapter Five. CF +99.
Mirrored: It works as Mirrored from Dungeon Fantasy Chapter Five. CF varies.
Ornate: It works as Ornate from Dungeon Fantasy Chapter Five. CF varies.

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. Light shields are made of leather or hide while the heavy shields, and shields that are not heavy or light, are made of wood. Stats for iron shields are listed in the Basic Set.

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]

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.

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.