Thursday, January 31, 2013

Tactical Tips : Active defenses.


It's not what you fight with that matters, it is where you will fight.

When someone strikes at you, you've got many options: Dodge the blow, Parry with a weapon or block with a shield. From these three options, you can always yield back by one step and get +3 to Dodge, or +1 to parry/block. Remember that a medium shield gives a +2 to any types of defense, not just block. This means that for as long as you can give away terrain, a fighter with a shield has a +5 bonus to dodging. For a "normal" person with some encumbrance and a Dodge of 7, this means a final Dodge of 12, or 75% chance to avoid being hurt. This also applies to your opponents, so there is value in trying to corner your foes as soon as possible (where they will Get Dodge-9, or 37% chance of success). 

Against missiles

Against arrows and bolts, you can always "hit the dirt" and dodge with a +3 bonus  (plus shield bonus). The downside will be that you will find yourself prone on (-4 to attack, -3 to defend, but from now on at -2 as you are a smaller target). Getting back up will cost you two turns, and this can be a long time in some situations.

Getting Fancy: parrying and blocking

Parrying and blocking can each be used only once per turn (1 second). They usually will be more potent than dodging since they are not affected by encumbrance. The down side is that both your weapon and your shield may get trashed in the process. Weapons made of steel shouldn't break unless parrying a critical hit kindof blow, or a very large and spikey weapon. A typical shield could get dinged when blocking strong blows, and require that you fix them up every now and then. It is unlikely that a shield will fall apart without any kind of warning, unless you block a battling ram with both hands. Also, unbalanced two handed weapons can only parry OR attack in a given turn. 

Of course, working as a team to use up the better block with one allies and forcing a dodging of the second attack is even better. But fighting as a team is a whole story in itself.

Wednesday, January 30, 2013

Open slots for new PCs

This posts describes believable characters to be added to the company for session 2:

  1. Kharmel, Ranger of the North : (age 35) Kharmel is a mid-aged Dunedain of Numenorean descent who has been an associate of Aragon II for almost 15 years. Kharmel has spent a large part of his life containing the wights of barrow-down and patrolling the regions of old Arnor for signs of the enemy. Kharmel may be summoned by the Lord Chancellor at any time if the his knowledge or sword is required. [Kharmel is unique in his knowledge of the North and his experience in fighting dark and wild creatures in Eriador. He is an elf-friend and has received the Gift of Healing from Celbrant, elf lord of Lorien. A past encounter with Barrow-wights has scarred him, he experience flashbacks from time to time. ]
  2. Araliniel, Seer of Gondor: Araliniel (age:33) is a seer appointed by Tarquillian to the commission. Since Tarquillian cannot travel, Araliniel is entrusted with the duties of seers in the eventuality that an expedition must be struck. She is petite and of frail built. She has a keen interest in history and geography, and is considered a rising star by the King's High Seer. [Araliniel is unique as an oracle, she, however, suffers from nightmares and little life experience other than looking for "signs". There is a bad dynamics with on the of the PC already: Sir Galdor, due to the fact that she is a commoner, and a female.]
  3. Kasper Murkeshan, squire of Anorien : Kasper (age 19), Kasper is the son of a small time Anorien knight with an exceptional intellect. He has avoided serving as a squire by enlisting to the beacon guard of Eilenach (One of the beacon of Gondor). He is fighting with a bit of a weight issue (GURPS "overweight" disadvantage). He has put his hand on an old Tome called "Treatise on the mind.", which proved to be difficult to decipher, but appears to contain ancient valar knowledge on manipulating people's intellect. He has developed an not-so healthy protective instinct with respect to his treatise. His father hosted a company of the King's official a few nights ago. Kasper has seized his chance to escape his natal backwater by enlisting as squire to Sir Galdor of Dol Amroth, who is a member of the company. He has been chasing the company in the last few days in hope to catch up with them. [Kasper is unique because of his vast intellect and his budding interest in some mysterious arcane studies. He, however, has to play the squire in order to get his chance at seeing the world.]



Sunday, January 27, 2013

Training Dogs in GURPS

This article is prompted by one of the character in my current campaign. The rules on training animals in BS:Campaign pp.458-459. 


Base Dog

Great Dane
ST 9; DX 11; IQ 4; HT 12
Will: 10; Per 12; Speed 5.75; Dodge 8; Move 10
SM +0; 150 lb

Traits: Chummy, Loyal, Discriminatory Smell, Domestic Animal, Quadruped, Sharp Teeth, Pacificism (Self-defense), Gluttony, 

Untrained Skills:
  • Brawling-10 [1] (Dex/A)
  • Tracking-11 [1] (Per/A) 
  • Survival-13 [4] (Per/A)
Tricks:
  • IQ2 : (Only for wild animals) "Come Eat", "Don't attack me"
  • IQ3 : (Single step tasks) Such as pull, stop, tolerate people, increase Mount skill (horse),  
  • IQ4 : (Multi-steps tasks) Fetch, Sit, Stay, attack, increase Will be 1 (can only be done once), increase tracking, brawling, etc.
All tricks count as a character point, unless it is a skill which cost as much as the skill would. Animal can't learn on their own and must be instructed. Animal handling serves as teaching skills. Treat all tricks as long tasks with a base cost of 200 hours of taught learning per point. Each hour of teaching triggers a Animal Handling roll, with the number of hours deducted from the margin of success.  There should be no more than 4 hours of active teaching per day. 

If you don't like to roll, or the exact timing is not important: here are the hours gained for each level of Animal Handling. Handling-10: 0.5 hr/hr (400 hours), Handling-11: 1.5hr/hr (130hrs), Handling-12 2.5hr/hr (80 hrs), Handling-13 (60 hours), Handling-14 (45 hours), Handling-15 (36 hours), etc A long task can never go into negative hours. However, this implies that Handling-9 teacher just can't teach anything to their animals. All combat training done without an assistant or some training facilities is done at -2.

Can an untrained Dog Attack to defend his owner?
Without the trained trick "attack", their disadvantage Pacificism (self-defense) would prevent them from attacking on demand. They will growl and hover around aggressive people, which can be intimidating and cause a minor distraction to the attackers, but will assume a full defense stance. If an attacker strikes or holds his owner, they will attempt a grapple (with their mouths) and a slam (large dogs only) as a full attack until the attacker backs down or flee. Use DX for grappling, it makes no sense to have a separate wrestling skill for dogs. The grapple counts as a strike if successful (because of the teeth). They will flee if they suffer a wound, trained attack dogs will not flee until ordered unless they suffer a major wound (at which point they need to succeed a will check). Multiple dogs will attempt to swarm from all possible directions so as to go for the arms, then legs, and eventually the head if the target is prone or kneeling.

Saturday, January 26, 2013

Chivalric Code of Gondor

This post explores the a definition of the code of Honor (-15) disadvantage specifically for Gondor Nobility. 

Fundamental Principles

It is the duty of all nobles of Eriador to:

  1. Fullfill all formal pledges.
  2. Be loyal to the King's feudal hierarchy. 
  3. Protect all from injustice.
  4. Prosecute all forces and individual endeavouring to disrupt the work of Iluvatar. 
In absence of a law enforcement officer or a judge, each noble is required to identify injustice and prosecute perpetrators. Appropriate punishment are as follow:

  1. Noble failing to fullfill a pledge: Take culprit to the nearest lord of the land, or directly to the culprit's feudal superior.
  2. Disloyalty : Commoner: From fines and lashing (vandalism), execution (treason) Other Nobles: duel.
  3. Injustice: apologies (insult to one or others), restoration with fine, force labor, lashing, imprisonment, death (murder, rape)
  4. Working for the dark forces : Death.

003 - I demand an apology!

This encounter created the cliffhanger for the end of the first session. It will be concluded in update 004.


The Inn of Geys, its doesn't get old school more than a tavern brawl.
September 10th, FA 15
The spirits were high with anticipation for the Inn of Grays was coming up. For the first time since September 5th, the company would sleep in an Inn and enjoy the amenities of a warm meal and a large pint of ale. The company passed the peak of Halfirien, famous for the tomb of Eraendil, and entered the Firien Wood. The sun had sunk already and the company found themselve plunged into a moonless night. A few questioned the wisdom of night travel, but the Inn was just "round the corner". 

Eventually, a two stories stone building emerged from the dark near a small bridge over the Mering Stream. "Here comes the midpoint between Minas Tirith and Edoras, and here comes a warm bed for the night." exclaimed Araliniel from the rear. The Inn has attracted a number of people and dwelling over the centuries. The crossing of the Merign stream is a famous fixture for anyone travelling through Anorien. Some 30 or so building are strewn across a wide clearing centered around the bridge. The company rode to the Inn and disembarqued.  Galdor opened the wide door of the Tavern and beconed a stable boy. "A bowl for my hounds!", he demanded while tossing a copper coin into the air. The stable boy ran back to the rear and roused the landlord who was busy rolling a new barrel of ale into place. The landlord, a middle-age man with a rough nervous demeanor welcomed them inside and offered them a table, not before shooing off a few of the unpaying locals playing dice in the corner. He brought to them, on the house, a drink of their choice and offered them a bowl of stew. Araliniel promptly filled her cup from a large bottle of rustic wine that the landlord placed on the table.

This evening would have come down just fine had it not been of the ruckus caused by three locals at the back. They were loud and rude. The landlady was clearly trying to get her husband to kick them out, but he refused to cause a fuss. Beside, the drunkards were armed with shortswords, which was a foreboding sign of trouble. Sensing that HIS time had come, Sir Galdor seized the chance to make his knightly presence felt. He stared at the ruffians, with no effect. These guys were tough looking, and obviously the condemning stare of a young dunedain noble wasn't enough for them to keep quiet. If anything, it encouraged them to made ruder comments. Galdor stood up and, putting his hand on his sword's hilt, asked them to to quiet down. The ruffians simply smirked and carried on. Halin and Arnadil then stood up, going so far for Halin such as to pull the warhammer out of his seat in his belt in the best menacing way that he could. This worked, the ruffians nodded and lowered their voices.

As things should have simply fallen into place, Galdor asked the landlady whether she still wanted the men to leave the premises. She assertively responded that yes, she wanted them out despite the dissaproving look of her husband. The ruffians, in no mood for a fight, downed their ale and began walking slowly toward the exit. One of them, however more intoxicated, sent his gobelet rolling to Galdor's feet. A good chivalric code lawyer may have argued that this didn't constitute a valid insult to his rank, but Galdor decided to demand an apology for the insult. The ruffians simply smiled and walked away.

Galdor grabbed the ruffian by the shirt and re-asserted his demand for an apology. The ruffian took a wild swing at Galdor's head but the knight dodged the blow. There was a bit of a contest until the ruffian broke the hold of Galdor on his shirt. One of the ruffian's friend pulled him away through the open door. Galdor roused his three great danes and walked out of the tavern, certain that he will get an apology from these dirty commoners.


002 - In the Shadow of Eilenach

This is a minor encounter that played out as a role playing as everyone is working out their characters. 




September 7th, FA 15
On the second night, the travelers arrived in the shadow of the Eilenach, one of the famous beacons of Gondor in the forest of Druadan. Halin, was seriously aggravated by a full day of horseback riding. As the afternoon lights were turning to gold, the company decided to find lodging for the night. Eilenach is a needle-like hill which acts as a highly distinctive landmark for the folks living in Anorien. There was much dwelling to consider. Galdor, grumpy at the prospect of sleeping in the abode of a commoner again, was desperately seeking for a more opulent looking home in the vicinity. He took his chance at a small stone home near a brook. The man who answered turned out to be a local knight of Northmen stock. Galdor claimed his right to hospitality. However, upon seeing the rest of the company, the knight opened his door to all for the night at no charge.

Much food and much drinks were to be had on that faithful evening. The host insisted in having the hobbit and the dwarf to sing folktales from faraway lands. Halin resisted the request for as long as politely possible, letting an inebriated Finbert sings his heart out. Halin eventually acquitted himself with grace and sang a few of his favourite songs of the Iron Hills, songs of Moria and songs of Erebor.

The host eventually inquired as to why such a fine company was travelling so swift to Edoras. There was a silence. Arnadil then replied, we're travelling to a mountain to cast a ring into the fire. The host, speechless, decided not to pry for the fear of having the Nazgul on his tail for the rest of his days.

001 - Ithilien-hens stuffed into a large bird.

This is a retelling of the first encounter of the first session of the Palantir quest campaign. The purpose of the scene was to introduce the coming adventure, and give a chance to the player to get into character. This, they did very well.

September 3rd, 15th year of the Fourth Age 

Very few people in Gondor have ever set foot on the Seventh level of Minas Tirith. With utmost anxiety, Finbert Brandibuck received an invitation for a supper with select members of the Palantir commission. He had heard of such supper and was anticipating the best meal served outside of Buckland in his lifetime. In the afternoon of the given day, he headed to a fancy tailor on the third level in search for better attires. There were not a lot to offer for a hobbit, but he managed to purchase what he was told to be a very fancy bowtie. "You'll look smart on your date tonight" said the woman in the store, with a disinterested and vacant look as she cashed the few silver celebins.

Finbert arrived late, there were some debates as to whether he should be wearing the special slippers that all visitor are required to wear to protect the marble floor of the reception hall. It was argued, by one of the butler, that hobbits were dispensed from the requirement because they never wear footwear. Finbert just smiled and slipped into the luxurious hall, the cool marble feeling astonishingly smooth under his hardened soles.

He expected hundreds of guests, but there were only a few: first and foremost, the Lord chancellor Carandon was present. He welcomed and introduced him to the company. Other present was the Royal Seer, Tarquillan and his smartly dressed personal scribe Edoras. A dunedain knight was present, his name was Sir Galdor of something something. He was haughty to most other guests, but clearly interested by Finbert's pedigree as a relative of Meriadoc Brandibuck. An older man, a northmen with a good touch of Dunedain was sitting quietly at the table and conversing with other guest, his name was Arnadil: an important captain of the Watch and a fixture in the commission. There was an elderly dwarf, quiet and with a fierce eyes who kept on demanding ale rather than wine. Finally, a woman arrived shortly after and was introduced as Araliniel the Seer. Sir Galdor immediately objected at sharing the table with a commoner. It took much pleasant talk for the Lord Chancellor to put aside the issue and get everyone to enjoy the incoming meal.

And what a meal it was: fine wines, exotic fruits and a spectacular giant bird stuffed with smaller Ithilien-hens which were themselve stuffed with herbs and cheese. By the time that the meal was done, much of the company was slightly inebriated  except for the Seer, his scribe and the elderly dwarf who abstained from drinking wine.  

"It is time for a talk", declare the Lord Chancellor.

"You may remember the buzz in court about palantirs in the last few months. There was some developments recently and the Royal Seer and I selected you to participate in an expedition to seek new information on the lost Palantir of Arnor.", he continued. The Royal Seer took over:

"The lost Palantir of the North was lost at sea ages ago. It is thought that it slipped under the frozen waters of the Bay of Forochel. The King and I have been investigating some irregular flashes in the Palantir of Orthanc which suggests that a lost Palantir has fallen, probably by accident, almost in the correct alignment. We really think that this should be this Palantir, but we cannot find out more about its location.

The guest agreed that this was an unfortunate situation, but also agreed that it was great news that the Palantir of Arnor could be found again. The Royal Seer proceeded to reveal that very recently, a small bundle of scrolls were found in the Royal Libray of Minas Tirith.

"We found the Diary of an advisor to an old King of Arnor that mention the presence of a section in the Royal Library of Annuminas which contained books and scrolls about the Palantir. Most interestingly, there is the mention of a treatise on shrouding palantirs. The treatise also alledgedly contain a charm that can help reveal information on shrouded palantirs."

Tarquillan proceeded to explain that the Royal Library of Annuminas was lying somewhere underneath the ruined city, and should still be sealed to this day. He presented a large and elaborate key and stated that this was a masterkey for the library. "We don't know much about the library, and very few people have been in Annuminas for centuries". Sir Galdor swiftly reached for the key and brought it to his chest. "I will make this key my own burden". A few grins could be seen around the table, but Galdor held on to the jewel encrusted device.

Captain Arnadil then stood up and solemnly declared that unraveling the secrets of the lost library was a task fitting for the company. "This is going to be a long journey, but a worthwhile quest." The company broke up and agreed to reconvene in two days.