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Wednesday, December 25, 2013
From the Heath Brothers
Sunday, December 22, 2013
The penultimate battle, after evil gets to the McGuffen first.
Argath Starshine sagged, his hammer heavy in his hand. Somehow the three-fold seven company of the dark had reach the amulet first. The power of the dark lord would rise again.
Five thousand years ago they had had godlings and planer beings to oppose him. The world had shifted. The secret hiding place of the amulet that was too powerful to destroy had been located and the race was on to either possess it for evil or deny it.
And they had failed. There was nothing to do but watch.
The Seid had sacraficed two thirds of their number to build a wall of blood and magic, too powerful for the forces of the light to break through. But Argath did watch.
Neriath, the leader of the forces of the darkness, the Seid, stood forth with the amulet.
"Now what will you do, we have triumphed!"
Argath started to laugh, he could not help himself.
"You know, five thousand years is a long time. Maybe back then, when they still had flint axes and bronze swords that amulet was impressive. Take a closer look. Even your sophomore enchanting project was more impressive."
"There are still 21 of us, only 7 of you, and ... "
What he planned to say he forgot. Neriath attacked. The forces of light, well, not a single one of them had not progressed beyond sophomore enchanting.
_______________________________
Yes. I saw Thor, the Dark World. Not bad. But seriously. Thousands of years ago, Asgard puts an end to the Dark Elves. They shatter scores of the Dark Elf air craft carrier equivalent. Asgard has been at war since, increasing in might and dominion. The Dark Elves have a single air craft carrier now, not fully staffed. Ancient technology.
Do they snuff it out without thinking? Imagine a Trireme. The ultimate weapon in its day and age. Now returned from a magical stasis for thousands of years to unleash destruction and mayhem on the modern world.
Even a Coast Guard cutter would put it down without a second thought -- if it recognized it as a target at all.
Keep that in mind sometimes in some settings.
Five thousand years ago they had had godlings and planer beings to oppose him. The world had shifted. The secret hiding place of the amulet that was too powerful to destroy had been located and the race was on to either possess it for evil or deny it.
And they had failed. There was nothing to do but watch.
The Seid had sacraficed two thirds of their number to build a wall of blood and magic, too powerful for the forces of the light to break through. But Argath did watch.
Neriath, the leader of the forces of the darkness, the Seid, stood forth with the amulet.
"Now what will you do, we have triumphed!"
Argath started to laugh, he could not help himself.
"You know, five thousand years is a long time. Maybe back then, when they still had flint axes and bronze swords that amulet was impressive. Take a closer look. Even your sophomore enchanting project was more impressive."
"There are still 21 of us, only 7 of you, and ... "
What he planned to say he forgot. Neriath attacked. The forces of light, well, not a single one of them had not progressed beyond sophomore enchanting.
_______________________________
Yes. I saw Thor, the Dark World. Not bad. But seriously. Thousands of years ago, Asgard puts an end to the Dark Elves. They shatter scores of the Dark Elf air craft carrier equivalent. Asgard has been at war since, increasing in might and dominion. The Dark Elves have a single air craft carrier now, not fully staffed. Ancient technology.
Do they snuff it out without thinking? Imagine a Trireme. The ultimate weapon in its day and age. Now returned from a magical stasis for thousands of years to unleash destruction and mayhem on the modern world.
Even a Coast Guard cutter would put it down without a second thought -- if it recognized it as a target at all.
Keep that in mind sometimes in some settings.
Wednesday, October 23, 2013
Something different, an excellent sword
Cold Steel Norman Sword
by
Cold Steel
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30 new from $253.96
Friday, August 30, 2013
Hip check O Soto Gari
I really like the hip check version of O Soto Gari (Major Outer Reaping Throw).
For classic O Soto, this is a great video:
The important part of the entry is fixing the opponent's leg to inhibit mobility, not for Kuzushi or breaking balance.
Inhibiting mobility is what stops counter throws. Like many of my favorite throws, the approach is not what breaks balance.
Instead, after you have made your entry and fixed your opponent's leg to stop mobility, you go hip to hip rather than just behind your opponent. You do not break his balance backwards. Instead, you hip check your opponent and lift with the throwing leg into the opponent.
When I was serious about the throw my competition weight was around 172 (no longer a weight class, they moved the boundaries). My weight training for the throw included 20+ reps at 240 pounds on abductor exercises.
Only after your opponent is off the ground do you engage in throwing torque and at that point your instep also catches the opponent's lower leg in a sweep.
It is a very forceful throw.
Variations:
One, your grip is right hand to the inside lapel (the opponent's right lapel) rather than the traditional behind the head or left lapel.
Two, your grip is a "no hands" (no hands on the Gi at the start of the throw), where you punch your right hand past uke and you parry his right hand with your left hand (and push it up and past your right ear).
Three, reverse grip. You stand right, grip left and throw right. Often the hip check does not make it all the way to side by side, and the torque is more like an Uchimata after uke is airborne than it is an O Soto.
That is the classic Kimura O Soto. But in the third frame where he is reaping, there is a hip check. Only after the hip check has raised uke from the ground do you have the fourth and fifth frame torque for the throw.
The follow through is sitting out into Kasa Gatame. Your goal is to transition into the pin as you are hitting the map. Landing in a pin is one of the strongest ways to get a full point for a throw.
In a real fight, your goal is very different. I will not be discussing the differences here.
Friday, June 7, 2013
For NTRPGCON.com tomorrow.
Occupation_____________ Religion_______
Race _______________ Origin ___________
Parents occupation_______ Age___________
Titles_________________________________
Appearance____________________________
Distinguishing marks/mannerisms__________
Family/next of kin______________________
Affiliations/Alliances/Enemies____________
Other
|
Agility dex/5
Boat 1 ___o
Climb 4 ___o
Jump 4 ___o
Ride 5 ___o
Swim 3 ___o
Throw 3 ___o
Run 5 ___o
___________
___o
|
Perception int+will/5
Listen 5
___o
Scan 5
___o
Search 5
___o
Track 5
___o
Scout 1
___o
___________ ___o
|
Melee
Weapon str+siz/5
Attack ___________ ___o
Parry
___________ ___o
Attack ___________ ___o
Parry
___________ ___o
Missile
Weapon str+dex/5
Attack ___________ ___o
Attack ___________ ___o
|
Communication int+cha/5
Fast-talk 1 ___o
Orate
1 ___o
Sing
1 ___o
Speak
Languages:
Own 2
___o
Common
4 ___o
Read 0 ___o
Write 0 ___o
___________ ___o
|
Stealth dex/5
Hide 2 ___o
Sneak 2 ___o
Pick
Pockets ___o
___________ ___o
___________ ___o
___________ ___o
|
Magic
int+will/5
Cast (
)_____________ ___o
Cast (
)_____________ ___o
Cast (
)_____________ ___o
Cast (
)_____________ ___o
Cast (
)_____________ ___o
Cast (
)_____________ ___o
Cast (
)_____________ ___o
Cast (
)_____________ ___o
Cast (
)_____________ ___o
Cast (
)_____________ ___o
Cast (
)_____________ ___o
Cast (
)_____________ ___o
Cast (
)_____________ ___o
Cast (
)_____________ ___o
|
Knowledge int+will/5
Lore
Animal
1 ___o
Human
1 ___o
Mineral
0 ___o
Plant
0 ___o
World
0 ___o
Craft
2 ___o
Smith 1 ___o
__________ ___o
___________ ___o
Armourer ___o
Brewer ___o
Cooking 2 ___o
Evaluate 1 ___o
First
aid 2 ___o
|
Armor
str+con/5
___________ ___o
___________ ___o
___________ ___o
Shield
dex+str/5
___________ ___o
|
Hit
points con+siz/2
|
Manipulation dex/5
Conceal
1 ___o
Devise 1 ___o
Sleight 1 ___o
Play
instrument
___________
___o
|
|
Runeskills will/5
_____________ ___o
_____________ ___o
_____________ ___o
_____________ ___o
_____________ ___o
_____________ ___o
|
Traits
________/__/_______/__
________/__/________/__
________/__/_______/__
________/__/________/__
________/__/_______/__
________/__/________/__
|
|
You
live in a world infused with magic. The
sun in the sky cycles through a rainbow of colors, each of the seven moons in
the sky is home to a hero-saint, and magic is real.
The
world itself, seen from a distance, looks like a ball of frayed steel wool,
floating in seas of mist. People live on
islands that thrust themselves out of the mist, they travel between islands on
flying boats, magical pathways and trade routes that do not go too far into the
mist.
Deep
below, where the light of the seven moons does not reach, in the perpetual dark,
are undead, of seven kinds. There are
mysteries of mastery that one can reach after a lifetime of study, or, one can
gain access to matrix magic by being initiated to one of the pathways of the
seven saints. In return, the initiate has
a duty, a compulsion, to travel and strive against evil for a season. Many people choose the "easy" path
to magical enlightenment, wear the colored magical shirt of their patron saint,
and travel for somewhere between eighteen months and two years.
This is your world, this is
Mistworld. Rather than just "fill
in a character sheet" you ask yourself:
- "Where do you come from and what was it like?"
- "What do you do"
- "Who do you worship"
- "What do people first notice about you?"
- "What do people who get to know you discover about you?"
- "Who are your friends and why?"
- "Who do you love and do they love you?"
- "Who are your enemies?"
- "What are your prized possessions?"
- "What secrets do you have?"
- "What ambitions do you have"
- "What do you fear most?"
- "What is your catch-phrase?" (makes me think of Get Fuzzy the comic strip).
Pick five traits.
The available trait pairs are:
Chaste ......./.....Lustful
Energetic..../.....Lazy
Forgiving..../.....Vengeful
Generous..../.....Selfish
Honest......../.....Deceitful
Just
........./.....Arbitrary
Merciful...../.....Cruel
Modest......./.....Proud
Pious
......../.....Worldly
Temperate.../.....Indulgent
Trusting
...../.....Suspicious
Valorous...../.....Cowardly
Hero/Saints are:
- Smith/Maker
- Gardener
- Herdsman
- Harpist/Loremaster
- Sailor/Trader/Scout
- Builder/Architect
- Peacemaker/Purifier
Category
/ Weapon / Damage Required STR/DEX ENC
Armor Strike Rank
2H Axe / Bardiche 2d6+1 11/8 2.5
11 1
(no shield)
1H Axe / Battle Ax d6+2 9/9 1.5
5 2
Dagger
/ Dagger d3+1 1/2 .5 3 3
Dagger
/Long knife d4+1
4/6 .3 4 3
Spear
/ 1HSpear d6 6/7 1.5 3
2
Spear
/ 2H d6+2 8/9 2.0 10
1 (no shield)
Sword
/ d8+1
9/7 1.2 7 2
Staff
/ d6+1
9/9 1.5 11
2 (no shield)
Bow
/ d6
7/10 1.5 0 0
Pilum
/ d6+1 8/10 1.0 0 0
Spells: (maximum points = max level of skill in
spell)
First Aid:
Cost one point, Range
touch
No target
resistance.
Heal d3+1 over ten minutes, 1
point per day there after on success.
Heal: Cost = points healed, Range
touch
No target
resistance
Heal = points.
Blade Magic: Cost
= points, Range touch
No target
resistance
+1/+1 to damage and skill for Will minutes
StaffBlunt: Cost
= points of blunt, Range touch.
No target
resistance
+1 to damage, +1
to armor/parry for Will minutes
Mistwall: Cost
= one per 10x10' wall section, Range = will in yards with shirt, will in feet
without.
No target
resistance
Obscures an area
with mist for Will minutes (creates a wall of mist).
Detect: Cost
= one per +10 to detect, Range = will in yards with shirt, will in feet
without.
No target resistance
Detects the
condition/substance specified. (usually
different spells for each).
Fire Dart: Cost
= one per d6 damage dart, Range = will in yards with shirt, will in feet
without
Target
resistance = Will of Target
Does d6 damage
per point. Armor absorbs damage.
Resolving skill contests;
Every time the rules day roll d20 you may roll 1d20
or 2d10 or 3d6. A berserker always uses
a d20, a typical fighter usually uses 2d10.
A typical man at arms uses 3d6 for all tasks.
Roll d20 + skill - defense. Positive
number = a hit. Net positive points = damage hit does. Negative number =
a fumble. Negative number = damage done to weapon. Default defense = 5.Skill = skill + bonuses + magic + weapon
Defense = skill + bonuses + magic + armor
So, if a skill of 7 in fist (a d0 weapon), vs. 4 points of armor, 10 points of defense (default amount) 5 points of parry it is 7+d20 - 19. or d20-12 On a rol1 of 13 or more, it is a hit, on a rol1 of 12 or less a miss.
A weapon would make a difference, since it is added to the attack chance of success. The amount of damage is the amount by which a hit occurs, with special effects (poison, etc.) applying on only if damage occurs. In our example, if a 20 were rolled it would be 20-12 for damage (8 points).
In greater depth:
Most tasks are determined by (skill + d20) - base (the base is usually the average value of the randomizer). If the matter is not random it may be skill - 0, or skill +d6 -3; or skill + d10 - 5; etc.
For example, running at level 12. Running on a track is a minimal level difficulty task. Running on a track would usually be a 12 (skill) to determine progress.
Running cross country might be a skill + 10 + d10 task - 5. Without a path, it might be a skill +3d6 - 11 for progress.
Tools would add something. Good shoes might be a +1. Magical leggings might be +3 or more. Brambles might add 5 or 10 to difficulty.
You can see the system in full force in combat, per the above.
You can also apply it to other tasks.
Take Eregorn at level 6 skill sailing when he is sailing the Wavestalker out of port. It is enchanted (+3) a superior ship (+1) and leaving the port with the wind is a simple task. The task is simple and requires overcoming three points a round. To successfully leave the harbor, Eregorn has to earn 3 points a round until he is out.
His base is 6+3+1. With no hurry, and no opposition, he earns 10 points a round and easily leaves the harbor. But if he encounters a mild squall, which would be a 3d6 problem with 5 points of armor, he would be rolling d20/3d6/2d10 (depending on his approach)+10 minus 10+5 (base + the additional problem of a squall) or d20+10-15 -- He needs to roll a six or better to avoid problems and a 9 or better every round to avoid losing ground (and to keep making his 3 points necessary a round). He might want to take the cautious approach (3d6) vs. the berserker approach to life (the d20) roll in this situation.
He makes it out of the port and docks at Helvetica. He has a 3 in the language. To read a menu he needs to earn 3 points. However, the menu has 3 points of armor, due to the handwriting and format problems. The randomness level is d6. So, he rolls d6+3-3 every round. It takes 2 points of success to read the menu. In a round or two he has succeeded.
INT 3D6-1
9.5 average
CHA
3D6-1 9.5 average
SIZ 2d6+6
13 average (-3 for female)
CON
2d6+2 9 average (+3 for female)
DEX
21-Size + (2d6-1d6)
Will 76- total points
Add nine points per player
allocation.
A typical male character:
- SIZ 12
- STR 13
- CON 8
- CHA 9
- INT 10
- Will 10
- DEX 14
Total points = 76. The player has 9
points left to allocate to reach the 85 point limit. That is just enough to
make a difference in a few areas, perhaps creating a character with
extraordinary STR or with good INT and POW.
Premade Characters: Addorilla
(all bonuses round down)
- SIZ 10 12 hit points
- STR 13 Melee +4; Shield +5
- CON 14 Armor, can wear up to 5 points of armor
- CHA 9 Communication Skills +4
- INT 12 Perception Skills +4; Knowledge Skills +4
- Will 12 Magic +4
- DEX 15 Agility skills +3; Missile Weapons +5; Stealth +3; Manipulation +3
Herd lesser Llamas 3+4 Start 7
Ride greater Llama 6+3 Start 9
Throw Pilum 7+5 Start 12
Shield 4+5 Start 9 to defense
Sword 6+4 Start 10
Blade Magic 3+4 Start level 7
Speak Origin language Start 6
Common Start 8
Lore Animal 1+4 Start 5
Sneak 2+3 Start 5
First Aid 1+4 Start 5 (note, first aid requires magic to use).
Owns:
Greater scaled llama
Pilum x 4
Sword
Shield
Clothes
Other
Premade Characters: FiatLux
(all bonuses round down)
- SIZ 15 15 hit points
- STR 15 Melee +6;
- CON 15 Armor, can wear up to 6 points of armor
- CHA 11 Communication Skills +4
- INT 10 Perception Skills +4; Knowledge Skills +4
- Will 10 Magic +4
- DEX 10 Agility skills +2; Missile Weapons +5; Stealth +2; Manipulation +2
Throw Pilum 6+5 Start 11
Armor 6 (6 points of armor worn)
Bardiche 6+6 Start 12
Parry 4+6 Start 10
Blade Magic 3+4 Start level 7
Speak Origin language Start 6
Common Start 8
Lore World 1+4 Start 5
Climb 4+2 Start 6
Jump 4+2 Start 6
Heal 1+4 Start 5
Owns:
Bardiche
Armor
Heavy Boots
Rope
Other
Premade Characters: Savarian
(all bonuses round down)
- SIZ 10 10 hit points
- STR 10 Melee +4;
- CON 10
- CHA 11 Communication Skills +5
- INT 17 Perception Skills +7; Knowledge Skills +7
- Will 18 Magic +7
- DEX 10 Agility skills +2; Missile Weapons +4; Stealth +2; Manipulation +2
Run 4+2 Start 6
Climb 4+2 Start 6
Staff 2+4 Start 6
Parry 2+4 Start 6
Speak Origin language Start 9
Common Start 11
Read Common Start 7
Write Common Start 7
Lore Human 1+7 Start 8
Brew 1+7 Start 8
Cook 1+7 Start 8
First Aid 1+7 Start 8 (note, first aid requires magic to use).
Fire Arrow 5+7 Start level 12
Heal 1+7 Start 8
Owns:
Staff
Brew/Cook Gear
Clothes
Other
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