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: 

GURPS Prime Directive

GURPS Prime Directive 4e, Revised is out!
First created for GURPS Third Edition this is a Powered by GURPS product.  That means its a complete game, and one that is fully compatible with GURPS. So GURPS players wont need to learn a new system to play in the Star Fleet Battles universe, and those not familiar with GURPS will have a complete and battle tested (Fourth Edition was published in 2004, the original system published in 1986) game system.
Currently PDF only, a hard copy is expected early next year the book is on W23 as Volume 1 Creating a Character, Volume 2 Playing the Game, and a bundled Vol 1 & 2 set.

This is not really Star Trek but its as close as your likely to get!
Based on the Star Fleet Battles wargame this adds a roleplaying option in a non canon Star Trek universe. Its a lot like the Star Trek animated TV series if your familiar with that.

Included is information on most of the Alpha Quadrant, with of course all you need to play a Star Fleet character.  Even medals and promotions are include for the up and coming officer!
Templates speed character design, a nice feature - though of course custom characters are still available.

One of the new things is a chapter on space combat which can be used or experienced GURPS players can work with the standard GURPS space combat system using the GURPS Spaceships line, adding options to build new ships with different technologies to throw a curve at your players. From Precuser tech to cross setting scenarios.
Not to fret if you dontwant to design a ship right away as included are several ships, including large freighter, Free Trader (with Deck plans!), security skiff, Federation heavy cruiser, Klingon D7 battlecruiser, Romulan War Eagle, Kzinti command cruiser, Gorn Allosaurous Battlecruiser, Tholian patrol corvette, Oriion Pirate light cruiser, and the standard administrative shuttlecraft.
An adventure "Rescue on Roon" is also included.

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.