Showing posts with label Chalice World. Show all posts
Showing posts with label Chalice World. Show all posts

Wednesday, March 23, 2022

Marital Arts: Travelers Path

 

Martial Styles -Travelers Path

The Travelers Path is a utilitarian hunting style practiced by centaurs. Those who practice it at expert levels tend to do it professionally and support the tribe by hunting game and defending it from enemies. It is thus more a way of life than a simple combat style and includes numerous useful optional skills.
Students
5 points
Students are expected to work under supervision and provide support in the hunt.
Skills: Bow; Thrown Weapon (Spear); Running; Spear
Optional Skills: Hiking
Optional Techniques:
Perks:
Advantages:

Hunters
12 points
Once past the training stages practioner's earn the title of hunter and are expected to bring in food for the tribe. Some also train in the crossbow, using their feet to help draw it. This is time consuming but can make for very powerful single shot attacks against very big game or armored foes. Additionally at this level more optional skills are taught, such as Bolas and Lasso for slowing down or capturing game and Kiai or Whip for startling and herding them.
Skills: Bow (A) DX [2]; Fast Draw (Ammo) [1]; Fast Draw (Bow) [1]; Fast Draw (Spear) [1]; Running [2]; Spear [2]; Thrown Weapon (Spear) [2].
Optional Skills: Bolas; Breath Control; Crossbow; Hiking; Kiai; Knife; Lance; Lasso; Navigation; Spear Thrower; Survival (Plains); Whip.
Optional Techniques:
Perks: Special Exercises (Kiai); Strong Bow.
Advantages:

Trackers 
+6 points
In addition to the training for Hunter those with the title Tracker have proven ability with the Bow and Tracking
Skills: Bow DX+1 [4]; Tracking (A) Per+1 [4]
Optional Skills: Geography/TL4 (Regional); Stealth
Optional Techniques:
Perks:
Advantages: Acute Vision 1 or 2 [2,4]

Heroic Ability

Heroic Archer, Weapon Master (Bow) [20], Weapon Master (Spear) [20], Weapon Master (Calvary)* [30], Zen Archery.

*Weapon Master (Calvary) includes Bow, Lance, and Spear


Saturday, February 1, 2020

Heroes Gate

There are several realms bordering the Shattered Lands, but Heroes Gate is the most accessible and best well known.
Total Area 1,325,014 sq miles. Population 640,000

  • Farmlands 701,478 sq miles. Setback from the front lines and maintained with canals from the inland sea. Primarily food crops, some wheat and corn, but also textiles such as cotton. Animal husbandry is a mix between cattle, horses, and sheep.

History

Heroes Gate was founded centuries ago on the ruins of numerous fortifications as the bulwark against the Shattered Lands and those things that come out of it  It is a major defense for the Commonwealth and was founded in part by revenue from other realms. Between it and the Shattered Lands lies a great river that was shaped to come from the Barrier Mountains and run along the border, till pooling in Deaths Call sea. Since the time of its founding other border realms have grown up out of border fortresses but Heroes Gate gets the most acclaim. Besides being the most easily accessible from the bulk of the Commonwealth it is famous for its high quality training academies in military and magical studies. It is considered the premiere place in all of the Commonwealth to receive combat training and has regular expeditions to the Temple of Thoth of the First Kingdom, a renowned source of magical and spiritual learning.

Landmarks

The land is dotted with watch towers to spot any creatures that may have slipped through the border walls. As that rarely happens, they mostly serve to keep banditry to a minimum and travel is generally the safest in all the realms.
The border itself is a massive cold river flowing from the icy Barrier Mountains with a long well fortified wall on its side and massive bridges crossing the river at key points. This river is enchanted with large glowing rune stones to purify and fortify it against Outsiders and numerous spirits reside within and nearby.
There is a massive inland sea centerward and at the edge of the border called Deaths Call where those who served well are buried with honors. A colony of merfolk live in the sea and maintain the large necropolis as well as trading fish and other goods.

Tuesday, December 3, 2019

Awareness an Alternate Attribute

This is an alternative attribute for my settings, at least on a trial basis. Its based on GURPS Power-Ups 9: Alternate Attributes and some discussion on the SJG forums.

Awareness

20 points/level
You are extremely aware of thngs and always paying attention, even to minor details others over look. This starts at 10 and costs 20 points per level.
It is the controlling attribute for skills based purely on perception and observation as well as Per rolls.
For many skills a keen awareness of whats happening is important but another attribute such as IQ or DX are also fundamental, this includes skill where analysis and reaction are important.
  • Controlling (Any Per based): Blind Fighting, Body Language, Detect Lies, Esoteric Medicine, Fishing, Observation, Scrounging, Search, Survival, Tracking, Urban Survival.
  • (Awareness + IQ)/2 or (Awareness + DX)/2 or (Awareness + DX)/2: Accounting, Administration, Animal Handling, Area Knowledge, Artist, Bicycling, Boating, Body Sense, Camouflage, Carousing, Climbing, Combat skills, Connoisseur, Computer Operation, Criminology, Cryptography, Current Affairs, Dancing, Diagnosis, Diplomacy, Disguise, Dreaming, Driving, Electronics Operation, Electronics Repair, Erotic Art, Falconry, Farming, Fast-Talk, Filch, Fist Aid, Forensics, Forgery, Fortune-Telling, Forward Observer, Gardening, Gesture, Group Performance, Herb Lore, Hidden Lore, Hiking, Housekeeping, Intelligence Analysis, Interrogation, Intimidation, Invisibility Art, Jeweler, Knot-Tying, Leadership, Lip Reading, Lockpicking, Market Analysis, Merchant, Mimicry, Mount, Naturalist, Navigation, Panhandling, Photography, Physician, Pickpocket, Piloting, Politics, Pressure Points, Pressure Secrets, Propaganda, Prospecting, Psychology, Public Speaking, Research, Riding, Running, Savoir-Faire, Seamanship, Shadowing, Shiphandling, Skating, Skiing, Sleight of Hand, Speed-Reading, Stealth, Strategy, Streetwise, Submarine, Submariner, Surgery, Tactics, Teaching, Teamster, Throwing, Throwing Art, Traps, Veterinary, Weather Sense, Zen Archery.

Friday, November 22, 2019

Advantage: Chi Adept

This was inspired by GURPS Power-Ups 9: Alternate Attributes which I reviewed here.

Chi Adept

5 points +15/level.
You have awakened your inner chi and learned how to directly harness it. This creates a new attribute "Chi"starting at 10 that has several effects.
  • As long as Chi is at or above 10 use the better of this or the normal attribute for using chi based skills, powers, and resisting chi and physical supernatural effects.
  • May be used to replace any HT roll, including most HT skills (see below), resistance, and any HT check such as staying conscious or avoiding death.
  • May be used to replace Will for extra effort rolls.
  • May be used instead of normal Per rolls to sense chi related effects.
  • May be temporarily lowered to power chi effects and extra effort, exactly as if it were HT and FP.  However using this energy lowers the effective score for all purposes until its recovered through rest or other means.
  • Use the worst of this or the appropriate attribute when resisting effects, or for chi and HT based skills and abilities if the Chi attribute is currently below 10 for any reason.

Chi skills

Chi skills include Autohypnosis, Blind Fighting, Body Control, Body Language, Body Sense, Breaking, Blow, Breath Control, Esoteric Medicine, Flying Leap, Hypnotic Hands, Immovable Stance, Invisibility Art, Kiai, Light Walk, Lizard Climb, Meditation, Mental Strength, Mind Block, Parry Missile Weapons, Power Blow, Pressure Points, Pressure Secrets, Push, Sensitivity, Throwing Art, and Zen Archery.

HT and Other Skills

Carousing, Erotic Art, Hiking, Lifting, Running, Sex Appeal, Singing, Skating, Skiing, Swimming.

Monday, October 21, 2019

Dragon Magic in Chalice World

Dragons in Chalice World are tied to the elements and use magic that reflects this. They learn it almost instinctively but do train each other, as well as occasionally teaching other races.

Dragon Magic Style

4 points.
This style of magic is heavily focused on the elements, but also includes dreaming and protection magic, as well as a unique Affinity that lets them manipulate and sense their personal horde. Dream magic is used to communicate with other dragons, or even other races and they sometimes entertain themselves by viewing others dreams.
Skills: Power Tapping (Dragon Lines), Ritual Magic (Dragon Magic), Thaumatology.
Affinities: Dream (IQ/H), Earth (IQ/VH), Fire (IQ/VH), Hoard (IQ/A), Magic (IQ/VH), Metal (IQ/VH), Void (IQ/VH), Water (IQ/VH), Wood  (IQ/VH).
Reflections: A dragon has the Reflection for its element. Because of this they tend to focus on that element as its spells are more effective. Dragons are unable to learn other Reflections.
Affinity (Hoard): This Affinity is tied to the dragons personal horde and allows spells to find it or parts of it that may have been ..relocated. However it also allows spells to conceal, examine, move, and protect it.
Energy Reserve: They typically have a personal ER matching their ST.

Resources: Dragons gather large hordes, which they use as power objects (DF 18: Power Items) which can give them access to a large FP store to power their spells. They also like to build caverns on dragon lines, or near nodes and mana basins. They prefer to avoid mana geysers which can be more disruptive than useful, especially since a surge tends to wake them up.

Tuesday, October 8, 2019

Vampires in Chalice World

I liked the vampires in the Vampire the Masquerade setting (First Edition) in many ways and was disappointed at what happened when they were converted to GURPS Third Edition. Over the years various fans have made their own conversions but I wanted to go with the concept rather than a conversion.
The basic idea is instead of a single vampire tpe there are a bunch of bloodlines with different powers. I also did not like the origin as it wont work for anything other than earth history.
So I made my own vampires...

I have the detailed, though not yet completed writeups on this site. But a quick summary follows.
There is a common vampire template, mostly based on the standard GURPS Basic Vampire.
Each vampire also belongs to a bloodline, each with their own lens and available powers,
I designed the bloodlines not based on the abilities I wanted but based on each clan feeding on a specific emotion or mental state. This gave me a good variety, though there is room for expansion.

This is the key thing about these vampires, they feed on blood but also on mental energy.
Part of the inspiration for that was the tv show "Lost Girl" and I liked the differentiation.
They also have a variant on Energy Reserve that I want to use for various things and this gives me a way to test it, especially in the most abusive and munchkinney ways since they can refill the pool through draining..
Another key difference was the origin story.
How are vampires created? Why can they have different abilities? Why drink blood?
These vampires are essentially created by forgotten and lost gods who are so weak compared to their old selves that they can only survive as parasites. They need both life energy (blood) and spiritual or mental energy to thrive. So the origins are beings called Vampire Lords possessed mortals and drained them dry but infected their spirits with a disease that can be passed along.
So those first vampires could create others, though I made it require a ritual to keep the population in check. In this setting than, vampires are a disease of the spirit rather than a possessing demon, soul returned from hell, or some magical force binding them like a lich.

Vampire Page

Thursday, September 26, 2019

Chalice World Magic

As a player and GM I tend to favor kitchen sink settings and Chalice World fits the mold in several ways. Different magic systems give the players wider strategic choices and can add color to different cultures. This article discusses the various systems in use for the setting but may be useful as a high level overview for their use in your settings.

Affinity Magic

This is a home brew system and the rules are available to my players but not online. Basically its a tiered system with Path Magic for the non mages and peasants, Ritual Magic (GURPS Basic, not the RPM kind) for the adventuring and professional mages, and capped with Realm Magic for legendary mages. However the colleges, paths, and realms are all replaced by Affinities (which are like college/path skills from Easy to Very Hard depending on breadth) and rituals e created using in house rules, mostly template driven.  Its actually a lot simpler than it sounds and very flexible.
It works for specialty or broadly capable mages and priests.
The Commonwealth has a well organized magic guild that supports society and interacts with most professions and trades. The primary religious order is pantheistic and uses the same system (Just swap out Magery for Power Investiture).
The Crystal Kingdom also uses Affinity magic but on a more industrial level. They use dragon lines (ley lines)  and mana basins to direct and store energy. This allows its members to draw upon extra FP to fuel their spells, typically 1 to 3 FP but higher is possible. Especially for troops who get a bonus.

Aesthetic Magic

Elves use magic based on artistic skills. I havent decided yet but none of the current published systems work exactly the way I want for this and have tried adapting various systems. Low priority since the players are all in the Commonwealth and no one has yet wanted to play an elf.
I tried a version of RPM but found it too versatile for what I was looking for. Currently working on a mix of High Craft and Hedge Magic from GURPS Thaumatology. This will be either a home brew system or one that is heavily tweaked. The idea though is that its based on mundane skills ratcheted up to cinematic levels.

Imbuement Magic

GURPS Power-Ups 1: Imbuements introduced a system for enhancing non character point based traits such as attacks with a weapon. Its been further expanded in Pyramid articles.
Imbuement skills are used in two primary ways, and as written. As Chi skills and magic skills. The main magic Imbuements are by the Dwarven Federation in combination with Sigil Magic.
Imbuement Magic is specialized and FP intensive but effective in combat.
A list for this category in the GURPS Wiki can be found here.

Incantation Magic

This is a variation on Ritual Path Magic, making it an Effects based system. It may be the most versatile system in the setting. However it can take time at the table so players should have prebuilt incantations  covering most expected uses.

Ren (Name Magic)

Ren Magic is from the First Kingdom and an ancient magic based on knowing True Names. Its rare now, but can be learned in the Shattered Lands.

Sigil Magic

GURPS Thaumatology introduced Symbol magic and Sigil Magic is based on that but with some expansions and setting switches. This is the primary magic system of the Dwarven Federation but is mixed in with increased tech level and Imbuements when refered to in the campaign. The idea is that higher tech items are built and used with symbols to empower and control them. The sstem is so reliable its built a increased tech level and powers things like trains. Warriors use more symbol magic as with Imbuement Skills and finally advanced users are more like what players would expect from mages but based on Symbol Magic rather than the spoken word. Its versatile but takes time to set up and several skills to work on so most specialize.

Sorcery

GURPS Thaumatology: Sorcery is a powers based magic system. As a general rule powers based systems are less flexible and more point intensive than magic systems, though potentially more powerful. Especially in combat. The Sorcery system has a lot of prebuilt spells, both RAW and fan made and its GURPS Wiki entry is here.
Sorcery in Chalice World is more an individual thing and not widespread. There are a couple of guild houses that teach it (mostly so players can learn it during play if they want) but it is not common.


Saturday, September 21, 2019

Crystal Kingdom: National Magic

Magic

Everyone in the kingdom can use magic, and it is tied to social status so higher status individuals have access to more powerful magic. Magic is based on Dragon Lines which are narrow channels of energy crisscrossing the world. They have learned how to shape the lines and store the energy using crystal spires (hence the name of the kingdom). This makes the kingdom very dangerous to attack, though the magic is not as effective outside its territory where mages cant draw upon as much power.
The kingdom is very advanced with magic compared to the Commonwealth in several ways. For one thing they use Production Line enchanting (Pyramid #3/66 The Laws of Magic, Thoroughly Modern Magic) as if TL 5.
The real reason for the success of the kingdoms mages though comes from a special Power Tapping skill that draws on energy storage and distribution facilities. Citizens do not have access to this power and its access is monitored and can be limited at any time by government people. Generally citizens are allowed to use the extra energy freely, but fines and other penalties can be applied for use against other citizens or in the commission of a crime.

Traits

A number of traits work differently in the Crystal Kingdom, also there are a few new ones.
Advantages
  • Magery: Magery 0 is trainable and possessed by almost every citizen. Higher levels work normally, both in effect and how they are acquired.
  • Rank: While on duty members of certain organizations are able to draw on extra power.
  • Status: The higher a citizens status the more power they are allowed to draw from the national system.

 Skills
  • Power Tapping (Crystal Kingdom): is a widely available skill, though not everyone bothers to learn it. However, any serious mage will study it. It gets a bonus of +1 for each level of Status and another +1 per level of Rank when appropriate. This is the key factor in making local mages so powerful compared to others, though it only works in or near the Crystal Kingdom. The cap is normal area 5, spires 10, and audits are automatic for anyone using more than (Status *10) in a month.
Affinities
While many affinities are available, certain ones are more common.
  • Commuter: Covers abilities to get around within the Crystal Kingdom. This includes typical movement spells and specialty ones such as riding dragon lines. It also includes a Calling ritual for taxis.
  • Public Access: Primarily communication and Knowledge spells related to the country. Includes checking time, locations of self and registered buildings and shops, peoples location or info that they want publicly available. Also listen to news bulletins. A Calling spell exists for police and emergency services.
New Advantage: Magic Account
Prerequisites: Wealth (Comfortable or better)
30 points (50 points with a -40% gadget).
You have applied for, and received access to a special pool of energy that can be used to power your spells. This is primarily used by wealthy merchants and nobles and is strictly regulated. Bearers have a touchstone that provides a link to the kingdoms energy. This is a 4 inch badge, usually worn on the shirt (DR 5; SM -7; must be forcibly removed, will not work for the thief, and is difficult to replace; -40%). Replacing it requires a visit to the Bureau of Magical Affairs head office at the capital and takes about a week for them to make and attune a new one. It is possible for a thief with the right spells to disguise their aura and trick the stone into thinking its the original bearer.
The daily recovery works automatically within the territory of the Crystal Kingdom (including embassies) but requires use of the Power Tapping (Crystal Kingdom) skill to recharge which takes Long Distance modifiers rather than the SSR table, though it takes an hour.
Statistics: Threshold Magery Tally 30, Recovery 8.
Threshold can be increased by 6 points for 5/level and Recovery can be increased by 2 points for 5/level. This does not get the gadget discount!

Saturday, August 31, 2019

Dwarven Federation Martial Style - Stones Breath

Stones Breath

Created and almost exclusively possessed by stonekeepers Stones Breath is a very cinematic and Chi based style.  It relies heavily on Ki powers (what others may call Chi) to account for stonekeepers low strength and innate abilities. It is compatible with the Elemental Martial Arts, but few bother to learn both.

Students

Beginning students focus on basic moves, exercise (mostly Running), and Meditation. They are not typically very effective fighters due to thee low strength.
4 points
Skills: Karate, Meditation, Running
Techniques: Feint (Karate).
Optional Traits: Energy Reserve (Ki); Kiai


Adepts

An Adept has learned to effectively harness their ki. Thy have Ki Investment at level 1 and of course work up from there. Some abilities require an attribute roll to succeed, this can be replaced by Kiai for HT rolls and Meditation for IQ or Will rolls if desired.
27 points
Skills: Kiai (H) HT-2 [1]; Karate (H) DX [4], Meditation (H) Will [4], Running (A) HT [2].
Required Traits: Ki Investment (Chi Sorcery, Pyramid #3/105) 15 points for level 1, +7/level. 
Ki Talent Abilities

  • Level 1: (15) Breaking Blow; Chi Sensing; Concealment; Invisibility Art; Light Walk; Lizard Climb; Mental Strength; Zen Archery.
  • Level 2 (22) Anatomic Control; Immovable Stance; Kiai; Phoenix Heart; Power Blow; Precognitive Parry; Push; Sensitivity.
  • Level 3 (29) Iron Skin; Breath of Life; Hypnotic Hands.
  • Level 4 (36) Flying Leap; Pressure Secrets.
  • Level 5 (43) Blind Fighting; Dim Mak; Throwing Art.
  • Level 6 (50)
  • Level 7 (57) Pressure Points.
Optional Traits: Claim to Hospitality; Extra Attack 2; Perfect Balance.

Masters

The Master has reached the pinnacle of Ki Investment and further refined their skills.
72 points
Skills: Kiai (H) HT [4]; Karate (H) DX [4], Meditation (H) Will [4], Running (A) HT [2].
Required Traits: Ki Investment 7 [57].
Optional Traits: 

Dwarven Federation Martial Styles - Thunder and Lightning

Thunder and Lightning

An elite style that combines expertise with the sling and Sigil magic to create deadly rains of stones. They guard battlements, patrol, and merchant escorts, but their primary role is to support the Granite Guard. Slings are typically normal, though dart slings (GURPS Low Tech, p. 76) are often used for hunting and staff slings are unusual and mostly used above ground (if at all). Sigil magic is also used to enhance the kusari which is their main backup weapon. Some soldiers will modify a kusari for use as a sling by adding a central pouch, this lets them quickly switch weapon modes in combat.
Note: Sigil Magic is a combination of traits in this setting. It includes the basic knowledge of sigils every dwarf is raised on (Increased TL), the Imbuement advantage, and Symbol Magic.

Students

Students are expected to be able to competently fight in both ranged and melee combat so this is a mixed style.
4 points
Skills: Judo; Kusari; Sling.
Techniques: Aggressive Parry; Armed Grapple; Arm Lock; Back Strike; Choke Hold; Disarming; Entangle; Evade; Feint; Retain Weapon; Return Strike; Sweep; Triangle Choke; Trip.
Cinematic Skills: 
Cinematic Techniques:  Binding; Dual-Weapon Attack (Kusari); Grand Disarm (Kusari); Whirlwind Attack (Kusari)
Optional Skills: Bolas; Running.
Optional Techniques: Throw Kusari (H; Bola -4).
Perks: Eye For Distance; Reach Mastery; Weapon Bond

Adepts

Once the student learns to effectively use Sigil magic they are considered adepts. The first Imbuement skill learned is Forceful Blow which is used to break up enemy formations, slow down ravening hordes, or just help knock foes down.
34 points
Skills: Forceful Blow (VH) DX [8]; Judo (H) DX [4]; Kusari (H) DX [4]; Sling (H) DX+1 [8].
Additional Traits: Imbuement (Magic) 1 [9].
Perks: Special Exercises (Rapid Recovery)*
Optional Traits: Energy Reserve (Athletic) [3/level]; Energy Reserve (Magic) [3/level]; Imbuement 2 or 3 [18, 36]; Magery; Weapon Master (Kusari) [20].
*Allows "Rapid Recovery" extra effort option from GURPS Martial Arts.

Masters

As the practitioner becomes Master rank they are proficient in all levels of Sigil magic and effectively a mage,though a starting one. While dwarves can and do learn magic in other ways, this is by far the most common method.
65 points
Skills: Forceful Blow (VH) DX [8]; Judo (H) DX [4]; Kusari (H) DX [4]; Lexicon (Dwarven) (VH) IQ [8]; Sling (H) DX+1 [8]; Symbol Drawing (Calligraphy) (VH) IQ [8].
Additional Traits: Imbuement (Magic) 1 [9]; Magery [15].

Dwarven Federation Martial Style - Silver Guard

Silver Guard

Town defense and policing is an important, though less glamorous function of the military. This style represents the training of those charged with this duty and focuses on non-lethal weapons to capture drunkards and other miscreants. Many members of the Silver Guard have also been part of the Granite Guard.

Patrolman

Students are expected to learn the basics, but Evade and Feint are commonly practiced as well.
4 points
Skills: Axe/Mace; Kusari; Observation.
Techniques: Aggressive Parry; Armed Grapple; Arm Lock; Back Strike; Choke Hold; Disarming; Entangle; Evade; Feint; Retain Weapon; Return Strike; Sweep; Trip.
Cinematic Skills: 
Cinematic Techniques: Binding; Dual-Weapon Attack (Kusari); Grand Disarm (Kusari); Whirlwind Attack (Kusari)
Optional Skills: Bolas; Knot-Tying; Running; Wrestling.
Optional Techniques: Throw Kusari (H; Bola-4).
Perks: Reach Mastery; Weapon Bond

Silver Fist

Members who have earned this rank wear a badge with a silver fist when on duty and can get their gauntlets inlaid with a design of silver. Not only are they typically more skilled in combat, they have basic training in the law and observing situations. Also learning the basic glower language is required so they can understand and respond to alerts.
12 points
Skills: Axe/Mace (A) DX [2]; Gesture (Glower) (E) IQ+1 [2]; Kusari (H) DX [4]; Law (Criminal) (H) IQ-2 [1]; Observation (A) Per [2].
Additional Skills: .
Perks: .
Optional Traits:

Silvered Helm

Those distinguished with the title of Silver Helm are of course proficient with weapons but also well versed in the law so they can better uphold it. While Weapon or Trained by a Master are rare, its this rank that is reached before that becomes an option.
30 points
Skills: Area Knowledge (E) Town) IQ [1]; Axe/Mace (A) DX+2 [8]; Gesture (Glower) (E) IQ+1 [2]; Kusari (H) DX+2 [12]; Law (Criminal) (H) IQ-2 [4]; Observation (A) Per [2].
Additional Skills: 
Perks:
Optional Traits:  Extra Attack 2; Weapon Master (Kusari) [20].

Dwarven Federation Martial Styles - Granite Guard


Granite Guard

This represents the standard soldier training, including advanced levels. It focuses on effective shield use with axe/mace and spear as primary weapons. As primary front lint fighters they are expected to take a pounding, hold the line as long as possible, then get right back up and do it again.

Grunt

Grunt is used respectfully and represents the basic training of soldiers of the line which make up the bulk of the dwarven forces. Solders are expected to spend most of their time training and thus most will have more than basic skill levels.
5 points
Skills: Axe/Mace; Shield; Spear; Sumo Wrestling.
Techniques: Acrobatic Stand;
Cinematic Skills: Immovable Stance; Push.
Cinematic Techniques: 
Optional Skills: Acrobatics; Armory (Melee Weapons); First Aid; Hiking; Thrown Weapons (Axe); Thrown Weapons (Shield); Thrown Weapons (Spear);
Perks: Hold The Line; Sacrificial Block; Shield Familiarity; Shield-Wall Training; Shoves and Tackles (shield);  Weapon Bond.
Optional Traits: Enhanced Block; Hard to Kill; Hard to Subdue; High Pain Threshold; Rapid Healing; Recovery; Shield Mastery [15/level]; Weapon Master (Dwarven -Axe/Mace, Shield, Spear) [35]; Weapon Master (Shield) [25].
Note: Some of this material is from Shield Bearers in Pyramid #3/118. The price of Weapon Master (Dwarven Weapons) is higher than suggested in GURPS Basic but includes thrown versions and the benefits of Weapon Master (Shield).

Rooks

The rank of Rook is granted to those who demonstrate proficiency and can be counted on to anchor key parts of a shield line. This level is more common among dwarven soldiers than the Adept rank is found in typical styles. In fact one must obtain the Rook title before obtaining the first level of Rank (Military), at least as standard units.
15 points
Skills: Axe/Mace (A) DX+1 [4]; Shield (E) DX+1 [4]; Spear (A) DX [2]; Sumo Wrestling (A) DX+1 [4].
Additional Skills: Carousing; Kiai; Kusari; Leadership.
Perks:
Optional Traits: Claim to Hospitality; Extra Attack 2; Lifting ST; Perfect Balance; Very Rapid Healing [15 +10/level; see MH Power Ups p.13].

Castles

These elite soldiers are practically a line unto themselves! Weapon Master is practically standard, and they are afforded the respect of a knight in medieval Europe.
44 points
Skills:  Axe/Mace (A) DX+2 [8]; Shield (E) DX+4 [12]; Spear (A) DX+1 [4]; Sumo Wrestling (A) DX+2 [8]; Thrown Weapon (Spear) (E) DX [2].
Additional Traits: Status 2.
Optional Traits: 

Power-Ups

Action 3 Furious Fists: Disarming; Feint; Rappelling; Retain Weapon.
Dungeon Fantasy 11 Power-Ups: 
Monster Hunters Power-Ups 1: Duct-Tape Bandage [14, 21, 28]; Enhanced Critical (Shield) [1/level]; Greater Weapon Bond [5/level]; It's Just a Scratch [12, 25, 32]; Tough Guy [10/level]; Weapon Specialist [10/level].

Commonwealth Martial Style - The Watch

The Watch

This is a standardized style taught to the town watch. It focuses on effective and quick combat, typically against lightly armored foes. Skills ranks are recognized as Watchman, Watch Sergeant, and Watch Captain, though these are not the actual ranks in authority.
The watch works under the mayor,not the ruling noble and is primarily concerned with keeping the peace and maintaining order within the town. They are not responsible for town defense or its outskirts, though they can be pressed to help as needed.
Cinematic skills and abilities are rarely learned as part of the Watch. Those few who possess such unusual abilities tend to be retired adventurers or soldiers.



Watchman

Students are expected to learn the basics, but Evade and Feint are commonly practiced as well.
5 points
Skills: Broadsword; Running; Shortsword; Tonfa.
Techniques: 
Cinematic Skills: 
Cinematic Techniques: 
Optional Skills: Carousing; Intimidation; Observation; Savoir-Faire (The Watch/Police).
Optional Techniques: 
Perks: 
Optional Traits: Claim to Hospitality; Duty

Watch Sergeant

At this rank the stylist is typically in charge of a larger patrol or coordinating the patrols in a section of the city. While weapon skills are expected to be improved a lot of training time is spent on other skills.
20 points
Skills: Area Knowledge (E) IQ [1]; Broadsword (A) DX+1 [4]; Intimidation (A) Will [2]; Law (Criminal) (H) IQ [4]; Observation (A) Per [2]; Running (A) HT [2]; Savoir-Faire (The Watch/Police) (E) IQ [1]; Tonfa (A) DX+1 [4].
Additional Skills: Leadership.
Perks:
Optional Traits: Claim to Hospitality; Duty; Police Rank 1 or 2 [2/level].

Watch Captain

Typically in charge of a shift in a town or district of a city. At this point the watchman has likely served in the same city at least a year and demonstrated dedication towards protecting the city. This level is actually awarded by or with the approval of the City Spirit. The Watch Captain is granted the ability to sense and talk to nearby spirits, which is very helpful in dealing with many problems and early warning of problems.
46 points
Skills: Area Knowledge (E) IQ+1 [2]; Broadsword (A) DX+2 [8]; Intimidation (A) Will+1 [4]; Law (Criminal) (H) IQ [4]; Leadership (A) IQ [2]; Observation (A) Per+2 [8]; Running (A) HT [2]; Savoir-Faire (The Watch/Police) (E) IQ [1]; Tonfa (A) DX+1 [4].
Additional Traits: Medium [10].
Perks:
Optional Traits: Claim to Hospitality; Duty; Police Rank 2 to 4 [2/level]; Spirit Empathy; Totem (City Spirit).

Rank and Hierarchy

The Town Watch has Police Rank [2/level] but no Legal Immunity. Rank is not based on experience, quality of service, and often how well they get along with others, especially their superiors.
Villages will typically have a watch of 5 to 10 members, leader with Police Rank 1.
Towns and cities will have a watch of 1 per 100 to 1000 citizens.

Friday, August 30, 2019

Commonwealth Martial Style - Three Swords School


This is a practical hard hitting style that focuses on sword mastery. Its unusual in focusing on multiple sword skills, but stylists are well able to fight at different reaches and circumstances. Practitioners are also taught endurance and toughness in body and mind.
Students are also taught how to maintain and repair their weapons.

Student

This style gets its name because stylists are taught to use three different blades of varying length. This allows close in fighting, enhanced parrying, and balanced damage against either armored or unarmored opponents.

  • Blade 1: Is a knife with a basket hilt and tines to help catch and bind a foes weapon. Its primarily used with Main-Gauche skill in the off hand but Jitte/Sai to attack, sometimes dual wielded. Sw-3 cut; Reach C,1 or thr+1 imp; Reach C; Parry 0; 1025 lb.; $75.
  • Blade 2 is a Smallsword - Thr+1 imp; Reach 1; Parry 0F; 1.2 lbs; $400. Used with Smallsword (fencing) skill.
  • Blade 3 is a Thrusting Greatsword - sw+3 cut Reach 1,2 or thr+3 imp Reach 2; Parry 0; 7 lbs; $700. Used with Two-Handed Sword skill.
5 points.
Skills: Jitte/Sai; Main-Gauche; Smallsword; Two-Handed Sword.
Techniques: Bind Weapon (Main-Gauche); Bind Weapon (Smallsword); Feint (Jitte/Sai); Feint (Smallsword).
Cinematic Skills: Body Control.
Cinematic Techniques: Mental Strength
Optional Skills: Armory (Melee Weapons). Fast Draw (any)
Perks: Weapon Bond
Optional Traits: Enhanced Parry 3; Hard to Kill; Hard to Subdue; High Pain Threshold; Recovery.

Adept

The rank of Adept comes with demonstrated proficiency in each of the styles weapons.
12 points
Skills: Armory (Melee Weapons) (A) IQ [2]; Fast Draw (Knife) (E) DX [1]; Jitte/Sai (A) DX [2]; Main-Gauche (A) DX [2]; Smallsword (A) DX [2]; Two-Handed Sword (A) DX [2].
Additional Skills: Thrown Weapon (Knife).
Perks: Armor Familiarity; Sheer Speed (DF11).
Optional Traits: Claim to Hospitality; Extra Attack 2; Weapon Master (Three Swords School) [30].

Master

For Master rank the stylist has to demonstrate a high level of skill with all the schools weapons and forge at least one of their weapons. Masters learn special secrets resulting from the close kinship they have with their blades.
25 points
Skills: Armory (Melee Weapons) (A) IQ+1 [4]; Fast Draw (Knife) (E) DX+1 [2]; Fast Draw (smallsword) (E) DX+1 [2]; Jitte/Sai (A) DX+1 [4]; Main-Gauche (A) DX+1 [4]; Smallsword (A) DX+1 [4]; Two-Handed Sword (A) DX+1 [4].
Additional Skills: 
Perks: Armor Familiarity; Sheer Speed (DF11).
Optional Traits: Enhanced Dodge 3.

Power-Ups

Action 3 Furious Fists: Disarming; Feint; Retain Weapon; Roll With Blow.
Dungeon Fantasy 11 Power-Ups:  Heroic Reserves [3/level]
Monster Hunters Power-Ups 1: Blurred Attack [9/level]; Greater Weapon Bond [5/level]; One With Your Weapon [19/level]; Tough Guy [10/level]; Weapon Specialist [10/level]. Perks: Blade Fencer, Equilibrist, Esoteric Material Bond.

This style was inspired by the Dark Border series, author Paul Edwin Zimmer.  A great dark fantasy trilogy and another book I cant recall the name of where the female protagonist learned three different blades.

Thursday, August 29, 2019

Leapers Martial Style - Flying Sticks

This flashy martial style includes more skills than most combat styles, due mostly to it being such a major part of a hunters life. A hunter will leap high into the air to gain extra range and visibility and then throw a javelin or dart at its prey. For finishing moves they typically Fast Draw a sabre on the way down and slash or thrust to deadly effect. When dueling they will leap at each other and make a quick fencing strike in mid air!
This style is occasionally taught to non leapers but is extremely difficult for most other races to master.
Note: For Leapers the Flying Leap skill is not cinematic

Students

Students are expected to learn the basics, in order to be competent hunters. Javelins are taught before darts so younger students can attack from a safer distance.
7 points
Skills: Acrobatics; Fast Draw (Javelin); Jumping; Sabre; Thrown Weapon (Spear); Tracking.
Techniques: Breakfall; Feint (Sabre).
Cinematic Skills: Flying Lunge (Sabre); Power Blow; Springing Attack (Sabre); Throwing Art.
Cinematic Techniques: Push
Optional Skills: Breath Control; Fast Draw (Dart); Fast Draw (Sabre); Flying Leap; Thrown Weapon (Dart); Parry Missile Weapons.
Optional Techniques: 
Perks: Weapon Bond

Adepts

Adepts are expected to be well rounded and competent with each of the hunting weapons and skills.
26 points
Skills: Acrobatics (H) DX [4]; Fast Draw (Dart) (E) DX+2 [4]; Fast Draw (Javelin) (E) DX+2 [4]; Fast Draw (Sabre) (E) DX [1]; Jumping (E) DX+2 [4]; Sabre (A) DX [2]; Thrown Weapon (Spear) (E) DX+2 [4]; Tracking (A) Per [2].
Additional Skills: 
Perks: Sheer Speed (DF11).
Optional Traits: Claim to Hospitality; Extra Attack 2; Heroic Thrower (Pyramid #3/89) [20]; Perfect Balance; Super Jump 3; Super Throw 2; Weapon Master (Fencing, Throwing).

Masters

At this level the stylist is typically the best hunter in the tribe and very proficient.
46 points
Skills: Acrobatics (H) DX+2 [12]; Fast Draw (Dart) (E) DX+2 [4]; Fast Draw (Javelin) (E) DX+2 [4]; Fast Draw (Sabre) (E) DX [1]; Jumping (E) DX+2 [4]; Sabre (A) DX+1 [4]; Thrown Weapon (Spear) (E) DX+4 [12]; Tracking (A) Per+1 [4].
Note: Throwing Art can replace Throwing (Spear) in the requirements.
Additional Skills: Flying Leap.
Perks: Sheer Speed (DF11).

Power-Ups

Action 3 Furious Fists: Disarming; Feint; Retain Weapon; Roll With Blow; Stamp Kick.
Monster Hunters Power-Ups 1: Greater Weapon Bond [5/level]; Weapon Specialist [10/level].

Commonwealth Martial Style - The Flynn School

The Flynn School

This is a highly acrobatic and flashy style, favored by young nobles and sailors. While not quite as popular as the Dashing Fox style it has schools in most cities. It is less individualistic and more cohesive in tradition so members fight very similar to each other. Some learn to use an off hand weapon such as the Main-Gauche but the preference is to keep the off hand free to help with acrobatic moves.

Students

Students are expected to learn the basics, but Evade and Feint are commonly practiced as well.
4 points
Skills: Acrobatics; Jumping; Sabre
Techniques: Acrobatic Stand; Bind Weapon (Sabre); Breakfall; Evade (Acrobatics); Feint (Sabre); Spinning Strike (Sabre);
Cinematic Skills: Flying Lunge (Sabre); Grand Disarm (Sabre); Rapier Wit; Springing Attack (Sabre)
Cinematic Techniques: Push
Optional Skills: Climbing; Main-Gauche; Running.
Optional Techniques: 
Perks: Naval Training; Weapon Bond

Adepts

The emphasis is on movement and agility over weapon skill resulting in a more defensive style.
13 points
Skills: Acrobatics (H) DX+1 [8]; Jumping (E) DX+1 [2]; Sabre (A) DX [2].
Additional Skills: Flying Leap.
Perks: Armor Familiarity; Sheer Speed (DF11).
Optional Traits: Claim to Hospitality; Extra Attack 2; Perfect Balance; Terrain Adaptation; Weapon Master (Sabre).


Masters

While some breadth is added, those of Master rank primarily excel at movement skills and swordsmanship. At this level a lot more training is done with the sabre.
17 points
Skills: Acrobatics (H) DX+2 [12]; Jumping (E) DX+1 [2]; Sabre (A) DX+1 [4].
Additional Skills: Flying Leap.
Perks: Armor Familiarity; Sheer Speed (DF11).
Optional Traits: Enhanced Dodge 3; Quicksilver Strike

Power-Ups

Action 3 Furious Fists: Acrobatic Stand; Balancing; Disarming; Dive n' Roll; Evade; Feint; Rappelling; Retain Weapon; Roll With Blow; Rope Up; Running Climb; Skidding; Sliding; Spinning; Toe Flip.
Dungeon Fantasy 11 Power-Ups: Backstabber [10 points +5/level]; Botte Segrete [20]; Chandelier Leap [10]; 
Monster Hunters Power-Ups 1: Duck and Cover [20/level]; Greater Weapon Bond [5/level]; Quicksilver Strike [12]; Weapon Specialist [10/level].

Ancestor Totem (Flynn)

Role: Acrobat
You can channel the founder of the school! His expertise and abilities are able to significantly enhance your own. Flynn was famous for his seemingly supernatural acrobatic skills and was also an renowned fencer. He was charming, a bit of a womanizer, and daredevil and social daring-do. He can be channeled using either Ritual Magic or Savoir-Faire (Dojo).
Emblematic Traits
Advantages: Appearance; Brachiator; Daredevil; Fearlessness; Super Climbing; Super Jump 2.
Disadvantages: Compulsive Carousing; Lecherousness.

Manifestation

Partial Manifestation: DX+3 [60]; Fearlessness 2 [4]; Perfect Balance [15]; Ridden [15]; Super Climbing 2 [6]; Super Jump 1 [10]; Code of Honor (Gentleman's) [-10]; Compulsive Carousing [-5]; Impulsiveness (9) [-15]; Lecherousness (12) [-15]. 65 points.
Note: This channeled version includes no skills as the stylist is going to already have good levels.

Commonwealth Martial Style - Dashing Fox

While most soldiers learn efficient and practical methods of combat there are people who perhaps have more ego than sense. Aristocrats and young dilettantes often favor flash and daring over more cautious approaches - relying on their social status to keep risks low.
Dashing Fox is a popular swashbuckling style that is popular because its flashy but has underlying practicality, at least in certain circumstances. There is at least one school in every city, often more than one and friendly rivalries are the norm. Members are expected to promote their school and bring positive recognition to it.  Duels are a common way to show off skills, though duels to the death are frowned upon. Helping other schools is considered polite, especially against rifraf- though good natured ribbing will fallow.

Student

4 points

This is a flamboyant swashbuckling style that is known for its apparent recklessness and the overconfidence of its members. However it is backed by solid capability and cunning and tricks foes into underestimating the fox. Stylists try to keep foes at a distance to work with the rapiers reach and effective use of the cloak. Judo is used when opponents get to close and as a backup skill.

Skills: Cloak; Judo; Rapier
Techniques: Acrobatic Stand; Armed Grapple (Cloak); Balancing; Bind Weapon (Rapier); Choke Hold (Judo); Evade (Judo); Feint (Cloak); Feint (Rapier); Judo Throw; Leg Throw; Spinning Strike (Rapier); Triangle Choke.
Cinematic Skills: 
Cinematic Techniques: Flying Lunge (Rapier); Grand Disarm (Rapier); Initial Carving (Rapier); Rapier Wit; 
Optional Skills: Acrobatics; Jumping; Running
Optional Techniques: 
Perks: Armor Familiarity; Combat Haberdashery; Sheer Speed (DF11); Weapon Bond
Optional Traits: Daredevil; Enhanced Block or Parry  up to 3; Overconfidence; Weapon Master (Cloak & Rapier)


Adepts

9 points.
Acknowledged experts are proficient with the basics but also have a signature or trademark move. Skills: Cloak (A) DX [2]; Judo (H) DX [4]; Rapier (A) DX [2].
Additional Skills: Blind Fighting; Flying Leap; Kiai; Main-Gauche; Power Blow.
Optional Traits: Claim to Hospitality; Extra Attack 2. 

Master

21+ points
To be acknowledged master rank the stylist must demonstrate extreme proficiency, preform one or more signature moves well and learn a school power-up.
Skills: Cloak (A) DX+1 [4]; Judo (H) DX+1 [8]; Rapier (A) DX+2 [8].

Power-Ups

Action 3 Furious Fists: Acrobatic Stand; Balancing; Disarming; Dive n' Roll; Dual-Weapon Attack (Cloak/Rapier); Evade; Feint; Rappelling; Retain Weapon; Roll With Blow; Rope Up; Running Climb; Sliding; Spinning; Toe Flip.
Dungeon Fantasy 11 Power-Ups: Backstabber [10 points +5/level]; Botte Segrete [20]; Chandelier Leap [10]; Coup de Jarnac [15].
Monster Hunters Power-Ups 1: Dual-Weapon Fighting (Cloak/Rapier) [6 points skill]; Dual-Weapon Mastery (Cloak/Rapier) [20*]; Duck and Cover [20/level]; Greater Weapon Bond [5/level]; Quicksilver Strike [12]; Weapon Specialist [10/level].

Saturday, August 24, 2019

Commonwealth Martial Styles -Board and Blade

The Commonwealth is a very large nation composed of several city states and smaller groupings that occasionally fight among each other. However, things are pretty stable and most conflicts are with bandits and raiding monsters. The borders do need defending but rather than invading armies they are defended from small (though often powerful) groups.
Board and Blade is thus the most prolific style and concentrates on small unit fighting with high mobility often being required. Practitioners wear little armor, leather or chain and rely on shields and agility for defense and attacks that rely on speed and precision over power. It is taught by both the military and mercenary groups.

Students

3 points

This is a practical style that focuses on Shield for defense and a Rapier or Sabre for offense. Its a common style for soldiers. The chosen shield is often a buckler, especially for those in cavalry units, though infantry often opts for a larger shield. Warriors are taught to fight as individuals or small units rather than tight formations so there is little effort spent on those techniques.

Skills: Rapier or Sabre; Shield.
Optional Skills: Hiking; Riding (Horse); Running.
Optional Techniques: 
Perks: Armor Familiarity; Brave; Naval Training; Ramming Speed; Shoves and Tackles (shield);  Weapon Bond
Advantages: Enhanced Block; Enhanced Parry.

Adepts

5 points
Typical sergeants and officers will be at this level

Skills: Rapier or Sabre (A) DX [2]; Shield (E) DX+1 [2]
Optional Additional Traits: Basic Move, up to +2; Extra Attack, up to 2; Lifting ST, up to +2; Peripheral Vision.
Power-Ups: Shield Familiarity (Pyramid #3/118) [1]; Shield Mastery (DF11 or Pyramid #3/118) [15].

Masters

31 points
In order to teach military units you must be certified as Master rank. Masters therefore are experts with the fundamentals more than being known for flashy moves and exotic techniques.

Skills: Rapier or Sabre (A) DX +4 [16]; Shield (E) DX+4 [12]; Teaching (A) IQ [2].
Optional Additional Traits: Extra Attack, up to 2; 
Power-Ups: Shield Mastery (DF11) [15]; 

Heroic Ability

Some have special training from a legendary teacher or just a special knack.
Traits: Weapon Master (Shields; Pyramid #3/118) [25] and/or Weapon Master (Fencing or single weapon).


Sunday, August 11, 2019

Chalice World Setting: The Dwarven Federation

This is a cosmopolitan nation of several races. The main race is the dwarves, but there are several member races. The Dwarven Federation includes all of the Barrier Mountains and they have steam powered trains connecting thier settlements as well as to major trade centers in other lands, They also maintain a rail network in the Commonwealth that humans use for trade and the Federation in return charges a tax that is paid primarily in agricultural products.
The Federation mainly exports high quality craft items, primarily metal and jewelry work. The primary role of the Federation however is to protect the world from things coming over or through the Barrier Mountains. These are mostly chaos spirits called Jotun, though Elder Things and such also try to break through.

Dwarves

Pretty much your typical fantasy dwarves, though built a little different than other GURPS examples. They are well adapted for underground life with Night Vision 5 and Filter Lungs (also handy for working around fires) and their advanced craftsmanship is represented by being an overall tech level higher than other races in the setting.
They live and work in extended families or clans and work towards enriching and strengthening the clan. They also engage in ancestor worship.

Glowers

This is a race of sentient crystals and are essentially a servant or pet race. They are a highly intelligent and communicate using light. Because most people cant understand them and they are unable to move under their own power they are limited in normal interaction, hence their being treated as valued pets. This is fine with the glowers who prefer to sit around and gossip most of the time. However they do have valuable roles in society, primarily as communication but also in handling information.
Another race often mistaken for an animal they appear as small bears, though they have five claws on each limb, can stand semi-upright, and are extremely good with their fore claws. They have an extraordinary sense of smell and often engage in rescue duty during cave ins. Younger ones tend to be scouts and go on patrols, adults tend to become merchants and jewelers.
One of the more exotic races in the setting, stone keepers have a third eye in their forehead. This eye possesses extraordinary visual capabilities, being able to see through objects, in complete darkness, and with amazing detail. They also have tentacles instead of hands and forearms and are able to manipulate even extremely tiny things. These abilities make them great surgeons and jewelers.

Wednesday, August 7, 2019

A Fantasy Computer race

So with the recent release of GURPS Template Toolkits 2: Races I am going through ans rebuilding a few of the races for Chalice World. The book in particular added a few new traits but also organized things in one place and gives good ideas for building custom races.
Today I just updated the Glowers.
I wanted a crystal computer as a fantasy race but communication was hard, the old version had Lase Comm with Broadcast (Not RAW) but the new Signals, Blinker advantage does a much better job and lets them interact more with others.
I doubt a PC will be playing one but they make a great background feature to the setting. Also they can be useful Allies carried around as heavy lanterns or a PC mage or sage type, possibly even a bard variant.
Check them out!