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].

Wednesday, August 28, 2019

Trumps Latest Attack on the US Military

I get that a lot of Republicans are racist, but just how far are you willing t go?
The latest effort by Trump in saying children board to US service members will no longer count as US citizens is absurd.  So we send a soldier overseas to fight and possibly die for the country and they and their spouses lose a natural American right?
Why are ok with this?  Is it because you think it will only affect colored people? Those of a different religion? Will you make an exception for white people?

The modern Republican party is despicable and keep attacking Americans, our rights as citizens (things like voter suppression and declaring corporations are people, and money is Free Speech), our livelihood (rolling back regulations that protect citizens to give corporations more money, for example), imposing taxes on American citizens to give to corporations such as Tariffs and allowing big companies to pay no federal income tax through loopholes, to stoking hatred and fear using tools such as racism to divide and control the middle and working class so they are easier to take advantage of.

  • Illegal Immigrants take jobs Americans dont want and pay billions in taxes for services they are not able to use. If you really think its an issue go after the companies that hire them, but since that almost never happens the real purpose is clear.
  • Trump put thousands of veterans on the street in 2017 because he delayed renewing housing benefits for them in efforts to force the Democratic party to fund his wall.
  • Trump made tens of thousands of poor children suffer and undoubtedly some died when he pulled the same tactic with CHIP.
  • Trump has stolen money from the military and the US Coast Guard to fund his wall.
  • Trump and Mitch McConnel block efforts to secure our elections from foreign meddling.
The list goes on and on and its clear, if you vote Republican in 2020 your voting against America.

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).


Friday, August 16, 2019

Review: Citadel of Nordvorn

I have had the PDF for awhile but my softcover arrived today so I wanted to give my impressions.
My prior review is here
This softcover book is really pretty. I am extremely unlikely to buy a book based on art and its value to me is the content, I consider art to be a luxury and nice extra but not core to the value, however a lot of other people place a higher priority on art.  This is the prettiest GURPS book in a very long time. Gaming Ballistic is doing a great job at publishing high quality material.
W23 authors products
Authors Website and Store - Gaming Ballistic

Overview

For a more detailed review check my prior post based on the PDF.
This book is a welcome addition to my library, its a good setting book that describes part of a world based on viking lore. It has a great feel to it, the author knows the material and put a lot of effort into making it come alive to the reader and giving it heft.  Even the accent marks add to the flavor, though I personally find them cumbersome - they really mess with my dyslexia.
The art is on topic, colorful and has a good feeling to it that I approve of. This will look great on a store shelf which is my main reason for supporting the print level.
The book is based around a few towns and includes some interesting geography and descriptions as well as history and background detail. It has wilderness adventure seeds and a bestiary but is primarily a political and social adventure rather than a dungeon based one.

Summary

This book was well worth what I paid for it.
I dont know when it will be available for purchase on either Steve Jackson Games W23 store or his own store at Gaming Ballistic but expect it to be pretty soon now that the books are arriving. Print copies may be limited though so get them quickly!

Thursday, August 15, 2019

Review of GURPS Monster Hunters: Power Ups 1

GURPS Monster Hunters Power-Ups 1 is Christopher Rice's first solo book, though he has worked with other authors, wrote numerous articles for Pyramid and is working on some adventures for The Fantasy Trip. See the list on W23
At $6 its 23 pages of crunchiness for the GURPS Monster Hunters series..
Power-ups are essentially traits that can be added to a character as they gain experience and make them more capable  These power-ups are useful for most characters but focused on the Commando, Sage, Sleuth, Techie, and Warrior templates.
Organization is different than typical where all the traits are in one chapter. That wouldnt work for this book though and its closer to what can be found in the Dungeon Fantasy line.

Chapter 1 Acquiring Power-Ups (2 pages)

Basic high level concepts on what power-ups are and how to build or get them.

Chapter 2 The Power-Ups (15 pages)

The bulk of the work is here and a lot of traits are included. Some of these are from other books or articles which may disappoint the reader with a complete library. However on the flip side its nice to have material consolidated from multiple sources. If you have the books it can save you time, but if your focused on certain lines (like say Monster Hunters) its really nice not to have to buy all those other books and magazine issues.
And there are some definite new builds here, which can be a great help to GM and player alike.

Appendix: Techie Inventions (3 pages)

This is primarily for gadgeteers and has some nice rules, tables and examples for the tech to build nifty stuff.

Summary

This is a hard book to read in one sitting, its more useful as a reference book. I felt it was good value for the money and is something players in a Monster Hunters game should pick up as well as GMs.

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