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Showing content with the highest reputation on 10/04/2016 in all areas

  1. 2 points
    Rapiers were most certainly NOT super weapons piercing through plate armor and driving it off the field. Rapiers were known to snap against plate. Side swords, rapiers and small swords were all civilian weapons, not intended for use on the battle field by or against heavily armed troops. Nobles and officers might still carry a rapier or lighter sword as a secondary or tertiary weapon, but in many cases the sword was more of a symbol of rank than a primary weapon. Certainly through the mid 1500, longswords (hand-and-a-half) were still one of the primary weapons carried by the upper classes. Infantry might carry a shorter sword (eg katzbalger) as a secondary weapon but their main weapons were either 2H or missiles. By the mid to end of the 15C (in Europe) plate armor gave good defense against longbows and crossbows. For example, it was common to 'proof' a breast plate against crossbows. A longbow might pierce plate at close range but not at long range. For example, at the Battle of Flodden Field, the Scotts front ranks were mostly nobles and knights in full plate. English longbows did little damage against them as they advanced. In close quarters the English Bill did the damage and the English won (pikes and halberds being the continental mainstay). Muskets and black powder were certainly important in driving heavy armor off the battle field. Regarding cavalry, the development of the wheellock pistol around 1540 seems to be the tipping point for a number of reasons. For one, at close range, they could penetrate lighter armor and certainly kill horses. Second, lighter cavalry required less expensive horses making it easier to recruit reiter-like cavalry than heavy lancers.
  2. 2 points
    Some minor items: Archer's thumb ring of finely carved bone. Its excellent design allows easier draw and release, granting +3 to SR when shooting. Though not necessarily magical, magic tings of this sort have been found with the enchantment: Arrow Trance - For each Magic Point spent when you invoke Arrow Trance, you can shoot an extra arrow per turn. Bullroarer Spirit Ward: The preserved tail of a herd-beast, with hollow beads attached the the end of the tail. A long as the wielder whirls the Bullroarer his head, it generates a "Demoralize" that affects all discorporated spirits (they may roll to resist its effect as normal) within 10 meters of the wielder. While doing so, it is impossible for the wielder to succeed at auditory Stealth checks. Orb of Concentration: A crystals sphere in a wire frame, suspended on a ribbon of cloth as a necklace. Once per day, the Orb can be used to aid in focusing one's will for magic: either by adding +3d8% to a spell pr ritual success chance, or by increasing the caster's Characteristic POW by 1 for purposes of overcoming resistance. Shadowcat's Eye-Patch: A strap of soft, tanned leather, set with a hardened leather patch marked with the Beast Rune in tiny, bone beads. When worn over one eye, the eye-patch allows the wearer +20% to visual perception rolls made to see or track animals. Once per day, at the cost of 3 Magic Points, the wearer can also see in darkness as well as a cat, for 5 minutes. Bladefire Oil: When applied to a weapon, this oil ignites almost immediately and will burn for 1 minute. During that time, the treated weapon functions as if it affected by the spell: Fireblade.
  3. 2 points
    This solution is both. It is easy, sensible and realistic. Whereas "realistic" in my book means "it encourages you to use the same tactics you would use in the real world". The historically favoured tactics were: shield as large as possible to defend against (non-firearm) missile fire on the battlefield, small shield or secondary weapon in one-on-one fights, unless you prefer a two-handed weapon. In this sense, the rule that allows extra parries for large shields is counter-realistic. Rather than enhancing their anti-missile effect, it makes big shields more suitable to one-on-one melee fights than a dagger, cape or buckler. If the only disadvantage is that the shield is too big to carry around, the immediate result will be: "Come on, why can't I take my hoplon with me in the tavern, just in case of a brawl? I will certainly not entrust my survival to any sucky buckler that does not give me extra parries." Apart from the fact that extra parries means that you can swing your huge shield faster than a buckler or main gauche - I find it a little bit difficult to envision the scene
  4. 2 points
    Name: The Hunting and Waltzing Torc Description: A strange looking torc, with a flexible golden mesh band reminiscent of scales, and tipped with a dragon bone dragon head, and a dragon bone tail that join together to form the Ouroboros, unlike other torcs. The eyes of the dragon are marked as a beast rune and a dragonewt rune, and the tail has a dragon rune on its underside. Cults: ASSOCIATED: Dragonewts, Orlanth Dragonfriend, Maran Gor. Knowledge: Limited to old Orlanthi Tribes with a history of supporting the EWF. It is also known to the Earthshaker Temple in Tarsh, and to Dragonewts. History: The dragon path was not known for its use of external magical items, but humans tended to ignore such niceties in favor of pragmatism. The Hunting and Waltzing torcs were created as a means of supporting the human military arm of the EWF by providing them with extra control over the dinosaurs they employed in battle. Procedure: These items are worn around the neck. The wearer will notice nothing unusual about it but becomes aware of the presence of dinosaurs, dragons or dragonewts within 120 yards. They can hear the instincts and emotions of the dinosaurs quite loudly, but the dragonewts and dragons can choose whether to communicate. The torcs do not detect as magical, as dragon magic is ascetic and not within the normal purview of detect magic spells. Divine magic will be able to identify the torcs as magical. Powers: The torc will allow communication via mindspeech with dragons and dragonewts in range as if the wearer were fluent in Auld Wyrmish. It allows the wearer to control dinosaurs within range if they succeed in a POW vs POW contest. This control can become a permanent bond at the cost of 2 points of permanent POW, but only within range, and only when the torc is worn. A torc wearer may also bind a fetch or allied spirit into a dinosaur as their preferred familiar. Torcs cannot contest control of a dinosaur, and the first controller maintains dominance. While the torc wearer is able to control the dinosaur, any strong emotion experienced by the torc wearer may be transferred to the dinosaur if it is in range, and so the item must be used with care. Removing the torc will remove the effects of control, as will moving outside the 120 yard range. These items allow for a greater ease in the care and training of dinosaurs offering +50% in Dinosaur Husbandry and Dinosaur Training due to the close link of the wearer to the beasts. The torcs may be used to simultaneously control more than one dinosaur, but this requires a very disciplined mind, allowing the control of an additional dinosaur for every point of INT and POW over 16. To maintain this control over multiple dinosaurs in battle will require a successful Battle skill roll each round or they will begin to stray depending on the circumstances of battle. Value: 80,000L. Military powers may be more enthusiastic at the prospect of the power of these items and pay as much as double. That is of course assuming they don't merely confiscate it.
  5. 2 points
    Yes they do, but they've actually made 'Vikings of Legend' OGL, which means that, if we were of a mind, we could easily do our own version of it. Thing is though, we know from experience that such things aren't as easy as they sound, and a Mythic Norse (or whatever) book would still be a reasonably big undertaking. Mythic Rome actually required a lot of effort: new art, new editing, new layout, new proofing. For now, we want to firmly focus on new, original material. We have a very full pipeline - for me, Pete (he's juggling about 4 projects at the moment), Rod, and for a whole bunch of new and established authors who are writing for us. So while we'll never say never to a Mythic Norse book, it's not on our priority list. But we do have Mythic Britain: Logres in layout (and looking ace), Mythic Constantinople's manuscript nearing completion (and looking equally ace), and Mythics Greece and Mesopotamia in production (and will no doubt be ace)... More than enough Mythic stuff to be getting on with. You don't know the half of it.
  6. 1 point
    Thinking of running a game using M-Space Luther Arkwright where the players start as genetically modified super solders for the Characteristics was thinking STR, CON, DEX, INT 14 + 2D4 SIZ 8 + 2d6 POW 6+2d6 CHA 3d6 two traits from Luther Arkwright and using the Arkwright rules for the rest of player Creation. Passion, Solder Control 50% - 90% the facility that made them can if needed take over there freewill. Also looking to come up with some negative mutations. The solders where created to help combat CoC type monsters that have been breaching the fabric of reality. So is this to much on the stats? Any good Ideas on negative Mutations that would make the game fun for the player? If you have other ideas a supper solders theme i would love to here them. This will be for my kids ages 13 -18.
  7. 1 point
    This project looks GREAT! It is about time Cthulhu by Gaslight got some love. https://www.kickstarter.com/projects/stephaniemcalea/hudson-and-brand-inquiry-agents-of-the-obscure
  8. 1 point
    So apparently there are tribes of the Orlanthi who take their enemies heads as magical trophies, not like Thanatari but in a less chaotic way. I would suspect that this would be most prevalent among somewhat primitive Orlanthi like the Vantaros and the Tovtaros tribes in northern Sartar. Has anything been written on this outside it being mentioned in GS lore auctions? Fact check me while I rip this tool from Thanatar, to confound his presence in the scheme of being etc...
  9. 1 point
    Very true. I also agree you can't really model everything. In 'reality' many attacks with a single weapon also include a defense. I saw a Renaissance martial arts demonstration recently. One point they made was that if you thrust properly (with a spear or sword), the angle is such that it makes it hard for your opponent to strike back. Your weapon is in his/her way. I'm not sure how you'd do that in RQ. Perhaps defense from RQ2. Perhaps just parry. NT
  10. 1 point
    The thing is, we're talking about (at best) early-to-mid Iron Age in Glorantha, which is a millennium (actually, more) before the times you're dealing with. So as far as realism is concerned, shields were used far more than dual weapons. Also, regarding LARPing, you're never going to be able to effectively model missile fire because of safety considerations.
  11. 1 point
    Shields will always be the best defensive 'weapon' (IMHO). That is their primary use. However, there are plenty of reasons for NOT carrying around a shield. These reasons do not necessarily have anything to do with actual combat but are "social" or related to some other aspect of combat. For one shields are big and heavy and if you are not expecting to go into battle...why bother. A rapier and dagger make you a dashing figure when wandering about town. A shield makes you an aggressive figure looking for trouble. People just didn't wander around town or court covered in armor and weapons. Eg, many European towns or cities had laws against carrying weapons within the city limits. Also, if you are an archer or use a musket, a big shield is a hindrance, although you might carry a buckler. So you might not use a shield even in a battle situation because you hope to avoid coming to close quarters and overall mobility is more important -- even if you'd like to have that shield if you did come to close quarters. In other cases, it might be better to dodge a really big weapon...or animal/monster--a slightly different situation. Personally, I'd make shields the best 'defensive' weapon both through passive and active blocks, but then apply different motivations for not carrying one. Higher Enc, social norms etc. F
  12. 1 point
    It still makes shields better than secondary weapons in melee. They are not. Their intended use is on the battlefield. Shields are good when you expect missile weapons aimed at you, not when you swordplay. Or at least they are not better than anything else when you swordplay. Of course, as your normal training as a soldier is with a shield, you will tend to prefer a shield to a main gauche out of familiarity. And a large shield is better if you are hit with a troll maul. But it is not a particularly better weapon when you dual wield. Really, shields already have their intended advantages when in a field battle (covered locations). An incentive to use shields where appropriate is already there. All of this debate is aimed at providing a bonus to shields in every possible situation. This is wrong: there is no weapon that is always the best in any situation.
  13. 1 point
    Cthulhu Through the Ages isn't much of a product really. It tends to just list new skills for each setting and how they are used (e.g. combat with swords or bows) and professions for those settings. There is a small amount of background given for the settings (about 2 sides each on average). You would be better off buying the proper source book for the setting you are interested in. I really think Chaosium should offer Cthulhu Through the Ages as a free PDF rather than having to pay for it.
  14. 1 point
    Octobriana originates in a Russian comic series and isn't a Bryan Talbot creation. He threw her into Arkwright for some colour, sex, and probably to act as a very direct foil to Arkwright and Rose Wylde. It's a very Moorcockian thing to do; Moorcock enjoyed having parodies from other media pop-up in his stories, just for the sheer hell of it. As far as creating a bunch of super-soldiers, I don't think its something Zero-Zero would do, but there may well be much more militant agencies at large in the multiverse that are also intent on countering the Disruptors using more conventional means.
  15. 1 point
    Best part of LA is even if you don't like the LA world it is so easy to use as post apocalyptic, Doctor Who, CoC it jest opens up so-many possibility's. Aso if you get a chance to read Arkwright Integral it adds more depth to the disruptors. But i have to say Octobrianna is beyond odd.
  16. 1 point
    I could see a Gaslight Boston, New York, or Paris. However the 'Wild West' could be presented almost as another genre set in the same time frame. The same would go from where I'm from in Australia. The Victorian Gaslight flavour would only hold sway in games set in Sydney or Melbourne, with the rest of the the country presented as a Late Colonial genre, similar to the American 'Wild West' in many ways.
  17. 1 point
    That's unfortunate. It really should be a fully fledged set of setting rules like Pulp Cthulhu, with similar hardcover production standards. The Victorian Era is one of my favourite, and recent film & television productions like Sherlock Holmes and Penny Dreadful have popularised it once again. It's a relatively good time to push all things Victoriana, so I think Cthulhu By Gaslight would be very well received now.
  18. 1 point
    Formations A-K are all historical Macedonian formations; M is derived from the Sunstand formation described in 'The Glorious Reascent of Yelm' and the medieval Circular Schiltrons; L is a hollow Circular Schiltron - no historical precedent. Sources consulted include The Tactics of Aelian, Warfare in the Classical World (Warry), Greece and Rome at War (Connolly), Ancient and Medieval Warfare (Spaulding and Nickerson), numerous Osprey books etc.
  19. 1 point
    I just made it so large shields allow you to parry incoming arrows in Magic World. I couldn't care less about "realism", I just need it to be "sensible."
  20. 1 point
    It is simple to remember and use though, which is what appeals to me. Perhaps 3 free parries for a large shield is a bit much. An alternate approach might be to give shield parries only a 10% penalty instead of 30% penalty. That way shields are still beneficial but don't make you into a superhero. I've been reading up about shield use. Apparently they virtually disappeared from use in the late medieval period as opponents became better armoured (ie. full plate), requiring the use of two-handed weapons (and therefore no shield) to defeat. More armoured foes needed shields less.
  21. 1 point
    Advanced Sorcery is where it's at. It's also been perfect for developing culturally distinct magic traditions in my home-brew world too.
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  23. 1 point
    That's actually a fairly good point. Perhaps rely on the players to affect their trauma, instead of their stats - accepting they make it out alive. My players are due for a date with Shubby without anything like a boat or any tricks to fight back - they should be allowed to survive if they get lucky enough to do so. Thanks for the feedback!
  24. 1 point
    A Stonewall regiment used to illustrate phalanx formations. The formations are drawn as though facing an enemy before them (towards the bottom of the page). Most of these formations require considerable discipline and drill to perform. Only the Stonewall Phalanxes and most Yelmalion mercenary regiments have the necessary training. A: a single Century in Close order. B: a single Century in Open order. C: standard Line formation. D: Double Depth Line formation. E: Oblique – flank refused. F: Half-Moon crescent formation. The Half-Moon or Crescent is a phalanx formation taken in the face of an approaching attack by an infantry or cavalry wedge or rhombus. The wings are extended forward and the center hollowed. This permits the phalanx to surround the attackers, meaning that combat is not restricted to the point of contact between its line and the wedge. If the enemy succeed in breaking through the center, the wings can converge on their flanks, trapping them. G: Wedge formation. Like the shield-wall Boar’s Head, a phalanx wedge is intended to force an opposing line to split with the aim of breaking through it. H: Inverted Wedge formation. The inverted wedge is used to encircle and envelop an enemy. I: Double Wedge formation. The double-wedge formations (sometimes called the Water formations) are similarly intended to disrupt an enemy line. J: Inverted Double Wedge formation. K: Square formation. There are two types of the defensive Square formation. Both are sometimes called Earth formations. The first is implemented with a regiment marching with the front and rear marching in phalanx and the sides in column. Baggage and non-combatants are placed in the center. The second is a battlefield formation with all four sides acting as a phalanx with spears pointing outwards. Skirmishers are often deployed within the ranks at the corners, as these are the weak-spots of the formation. The formation is immobile unless the sides turn to become columns, at which point the flanks become vulnerable to attack, and the rear ranks turn full about to face forward. Some troops train to march slowly backwards, but can rapidly become disordered due to terrain. L. Circle formation. A defensive immobile formation, with spears sticking out in all directions. Baggage and non-combatants are placed in the center. This is also known as the Sky formation. M. Sunstand formation. The spearmen are drawn up in an extremely close formation, intended to present a cavalry charge with a perimeter horses and most other mounts will refuse to breach. In the Dara Happan tradition, the command Century is placed in the center. This is a purely defensive formation, with spear points bristling out in all directions. This allows for a reasonably effective defense even if parts of an army have been divided in battle but requires a high level of discipline. Such a formation is capable of holding off cataphract heavy cavalry, but is almost defenseless against a stand-off attack by archers. The array of spears provides limited protection, but when the formation is adopted to defend against horse archers, its lack of mobility can prove disastrous.
  25. 1 point
    No assumption, just counted. What may end up or not end up in a new Plunder is another subject.
  26. 1 point
    It would be nice if it was. The release right before the upheaval of 7e was unfortunate as it once again made CbG the era that was behind the curve of other eras. I guess CI is in that situation too. But CI has Oscar Rios consistently putting out new content for it so CI gets a lot more attention than CbG. I'm truly hoping that Hudson and Brand will similarly raise interest again in CbG.
  27. 1 point
    Really not realistic. An axe will be far different parrying than a longsword, which will be different from a broadsword one-handed (due to weight difference), from a dagger, and very different from a shield.
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  29. 1 point
  30. 1 point
    So we're not going to go fly a kite?
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  32. 1 point
    I would let him if that's what the player really wants to do. As long as he came up with a believable explanation for the investigator's background and why he's such a master with firearms. And I wouldn't coach or advise the player, as @Insanity suggests. Let that experience and learning opportunity resolve itself through play. But enforce the ramifications of an investigator "solving" problems with his firearm if he does it brazenly or without respect to the law. I'm not a fan of a heavy-handed Keeping approach where you try to teach the player a lesson by deliberately stacking the deck against them, or altering the nature of the mystery on-the-fly.
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  34. 1 point
    Hi - yes - I'm planning on collating any outstanding corrections later this year and getting them input into the PDF so everyone can redownload it etc. Also pass on the corrections to layout for future print runs. I'll also post up a PDF of the list of corrections for poeple's convenience. Feel free to nag me around November.
  35. 1 point
    I am sorry I have taken so long to reply. Been away on a trip to Ireland and just came home tonight. Experience is quite easy. You earn Experience Points each session/adventure that you can use to raise skills or buy a new "feat" type ability. The higher a skill are the more expensive it becomes. No improvement rolls. It is about as detailed as BRP with the Hit Locations bolted on and takes about the same time. The Combat Point system is actually quite easy. Let's say you have a pool of 25 combat points from the skill and abilities. When it is your turn lets say you take 13 points to make an attack with skill value 13 you roll against with your d20. On the opponents round he attacks you and you decide to place the rest of your 12 points from the pool to parry the attack with a skill value of 12. It's not more complicated than that but opens up the option to make a few attacks/parries with a high chance of success on each skill roll or make a lot of attacks/parries with a low chance of success on each skill roll. As mentioned earlier. I would say it is about the same level of deadliness as BRP/RQ. The simple answer would be yes. But I would say that they have used Christianity as base for the religion but bolted on enough of new stuff to make it quite unique for the world of Trudvang.
  36. 1 point
    It's maybe a bit too early to say what they would do. But it's very nice to hear that they are having positive talks with Michael Moorcock. Certainly, I know what I would like. A new edition of Stormbringer (yes, I much prefer this title to Elric! or Elric of Melniboné) as a compact BRP game keeping the simplicity of Elric! and the flavor of older editions. I want it to be substantially faithful to Moorcock but gameable, with a clear focus on the "core" of Elric stories (of course what is core is debatable: I'd certainly like the book to mention dreamthieves and the Lands of Dream but I won't cry if it does not have stats for the Karasim...). From the Mongoose editions I'd keep pacts, gifts and compulsions as well as passions. I'd also like it to have a short, conclusive, game line: 3 books, and then move on to Hawkmoon and Corum.
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