Rodney Morris (Lucifer) <Noctifer@aol.comgt;
When the HPs decided to go to Waterdeep, from the Moonshae Isles, I decided that I'd better start with the local authorities. For those unfamiliar with the Forgotten Realms setting, Waterdeep is the 'big city' of the Realms. The City Watch is like the local police and the City Guard are the _highly_ trained soldiers.
Standard Watchman
SEC: 1-6 Joss: 1d6 - 3 Move (yds/BT): 80 Heka: Nil
M: 60, EL: 48 P: 80, WL: 60, CL: 72 S: 60, EL: 48
MM: 30 MR: 30 PM: 40 PN: 40 SM: 30 SP: 30
MMCap: 12 MRCap: 11 PMCap: 14 PNCap: 14 SMCap: 12 SPCap: 12
MMPow: 9 MRPow: 10 PMPow: 14 PNPow: 14 SMPow: 9 SPPow: 9
MMSpd: 9 MRSpd: 9 PMSpd: 12 PNSpd: 12 SMSpd: 9 SPSpd: 9
K/S Areas STEEP
Combat, Hand Weapons 40
S: Short Sword
S: Dagger
S: Club
Police Work 40
Combat, Hand-to-Hand, Brawling 26
Weapons WP SF Type Amt Bonus BAC Con Dur
Rod
(Bludgeon) 5 3 B 1D6 +2 45 W 10/20
Dagger 5 2 P 2D6 +2 45 M 5/20
Sword,Short 6 3 P 3D6 +2 46 M 5/20
Armor Type Avg Pierce Cut Blunt Fire Chem Stun SFP
Leather
Armor Ultra 10 7 14 12 8 11 10 1
& Helmet Super 10 7 14 12 8 11 10 1
Vital 3 2 2 2 5 5 2 1
Non 3 2 2 2 5 5 2 1
Armar (Sergeant)
SEC: 1-6 Joss: 1d6 - 3 Move (yds/BT): 90 Heka: Nil
M: 66, EL: 52 P: 90, WL: 67, CL: 81 S: 60, EL: 48
MM: 33 MR: 33 PM: 45 PN: 45 SM: 30 SP: 30
MMCap: 12 MRCap: 11 PMCap: 15 PNCap: 15 SMCap: 12 SPCap: 12
MMPow: 10 MRPow: 11 PMPow: 15 PNPow: 15 SMPow: 9 SPPow: 9
MMSpd: 11 MRSpd: 11 PMSpd: 15 PNSpd: 15 SMSpd: 9 SPSpd: 9
K/S Areas STEEP
Combat, Hand Weapons 50
S: Short Sword
S: Dagger
S: Club
Police Work 50
Combat, Hand-to-Hand, Brawling 30
Weapons WP SF Type Amt Bonus BAC Con Dur
Rod
(Bludgeon) 5 3 B 1D6 +5 55 W 10/20
Dagger 5 2 P 2D6 +5 55 M 5/20
Sword,Short 6 3 P 3D6 +5 56 M 5/20
Armor Type Avg Pierce Cut Blunt Fire Chem Stun SFP
Chain
Armor, Ultra 16 15 32 17 9 10 18 4
Camail & Super 14 12 27 15 6 9 15
Helmet Vital 6 7 15 5 3 3 7
Non 9 10 20 7 6 4 10
Civilar (Captain or Lieutenant)
SEC: 1-7 Joss: 1d6 - 2 Move (yds/BT): 100 Heka: Nil
M: 70, EL: 56 P: 100, WL: 75, CL: 90 S: 60, EL: 48
MM: 35 MR: 35 PM: 50 PN: 50 SM: 30 SP: 30
MMCap: 12 MRCap: 12 PMCap: 17 PNCap: 17 SMCap: 12 SPCap: 12
MMPow: 11 MRPow: 11 PMPow: 16 PNPow: 16 SMPow: 9 SPPow: 9
MMSpd: 12 MRSpd: 12 PMSpd: 17 PNSpd: 17 SMSpd: 9 SPSpd: 9
K/S Areas STEEP
Combat, Hand Weapons 60
S: Short Sword
S: Dagger
S: Club
Police Work 65
Combat, Hand-to-Hand, Brawling 40
Weapons WP SF Type Amt Bonus BAC Con Dur
Rod
(Bludgeon) 5 3 B 1D6 +8 65 W 10/20
Dagger 5 2 P 2D6 +8 65 M 5/20
Sword,Short 6 3 P 3D6 +8 66 M 5/20
Armor Type Avg Pierce Cut Blunt Fire Chem Stun SFP
Chain Armor, Ultra 31 25 47 32 24 25 38 5
Camail, breast Super 29 22 42 30 21 24 35
and back plate & Vital 21 17 30 20 18 18 27
Helmet Non 9 10 20 7 6 4 10
Leather and chain armor of black, green and gold. Armed
with rods, daggers and short swords.
Waterdhavian City Guard
Standard Guardsman
SEC: 1-8 Joss: 1d6 - 2 Move (yds/BT): 100 Heka: Nil
M: 80, EL: 64 P: 100, WL: 75, CL: 90 S: 60, EL: 48
MM: 40 MR: 40 PM: 50 PN: 50 SM: 30 SP: 30
MMCap: 14 MRCap: 14 PMCap: 17 PNCap: 17 SMCap: 12 SPCap: 12
MMPow: 13 MRPow: 13 PMPow: 16 PNPow: 16 SMPow: 9 SPPow: 9
MMSpd: 13 MRSpd: 13 PMSpd: 17 PNSpd: 17 SMSpd: 9 SPSpd: 9
K/S Areas STEEP
Combat, Hand Weapons 60
S: Long Sword
S: Short Sword
S: Dagger
S: Club
S: Spears, etc.
S: Pole-Arms (Cutting)
Police Work 40
Combat, Hand-to-Hand, Brawling 60
Weapons WP SF Type Amt Bonus BAC Con Dur
Rod
(Bludgeon) 5 3 B 1D6 +8 65 W 10/20
Dagger 5 2 P 2D6 +8 65 M 5/20
Sword, Short 6 3 P 3D6 +8 66 M 5/20
Sword, Long 5 5 C/P 4D6 +8 65 M 5/20
Halberd 8(x3) 6 C/P 5D6 +8 68 W 10/20
Armor Type Avg Pierce Cut Blunt Fire Chem Stun SFP
Scale Armor, Ultra 45 34 40 37 31 30 41 7
Camail, breast Super 43 31 35 35 28 29 38
and back plate & Vital 35 26 23 25 25 23
Helmet Non 23 19 13 12 13 9 13
Scale armor of black, silver and gold.
Michael Hill <mhill@UMR.EDU>
Quality DR
------- --
Unsurpassed Extreme (x1/10)
Exceptional Very Difficult (x1/4)
Above Average Difficult (x1/2)
Average Hard (x1)
Below Average Moderate (x2)
Poor Easy (x3)
A Special Success gives a bonus of an improvement in quality by one step.
Also quite possible is the idea that certain materials (like Adamant, etc.)
may be harder to work with, increasing the DR...
Michael Hill <mhill@UMR.EDU>
Price*1 WP*2 SF*1 D. Amt.*2,*3 Range*2
----- -- -- ------- -----
Poor x0.25 x0.8 x1.2 -0.2 x0.8
Below Average x0.5 x0.9 x1.1 -0.1 x0.9
Average x1 x1 x1 0.0 x1
Above Average x2 x1.2 x0.9 +0.1 x1.1
Exceptional x4 x1.4 x0.8 +0.2 x1.2
Unsurpassed x8 x1.6 x0.7 +0.3 x1.3
Notes:
Examples:
Unsurpassed Long Sword
Price = 2800 BUCs { 350 BUCs x 8 }
WP = 8 { 5 x 1.6 }
SF = 4 { 5 x 0.7 = 3.5 }
D. Amt. = 4D6 + 4 { ( 4D6 = ) 4 x 3.5 = 14 x 0.3 = 4.2 }
Poor Dagger
Price = 23 BUCs { 90 BUCs x 0.25 = 22.5 }
Hand Combat:
WP = 4 { 5 x 0.8 }
SF = 3 { 2 x 1.2 = 2.4 }
D. Amt. = 2D6 - 2 { ( 2D6 = ) 2 x 3.5 = 7 x - 0.2 = - 1.4 }
Missile Combat:
WP = 1 { 2 x 0.8 = 1.6 }
Range:
Point Blank = 1 { 2 x 0.8 = 1.6 }
Short = 3 { 4 x 0.8 = 3.2 }
Medium = 6 { 8 x 0.8 = 6.4 }
Long = 9 { 12 x 0.8 = 9.6 }
Extreme = 16 { 20 x 0.8 = 16 }
Price*1 D. Prot.*2,*3 SF Pen.*1 D. Rating*4
----- -------- ------- ---------
Poor x0.25 x0.8/x1.2 x1.2 4
Below Average x0.5 x0.9/x1.1 x1.1 7
Average x1 x1/x1 x1 10
Above Average x2 x1.1/x0.9 x0.9 20
Exceptional x4 x1.2/x0.8 x0.8 30
Unsurpassed x8 x1.3/x0.7 x0.7 40
Notes:
*1 Round up.
*2 Round down.
*3 The second column is used when the damage protection is negative.
*4 The Damage Rating is the number of times the armor may absorb its maximum
damage before being destroyed.
Examples:
Unsurpassed Plate Armor Suit
Price = 240, 000 BUCs { 30, 000 BUCs x 8 }
Damage Protection vs.
Pierce = 22 { 17 x 1.3 = 22.1 }
Cut = 26 { 20 x 1.3 }
Blunt = 26 { 20 x 1.3 }
Chemical = 19 { 15 x 1.3 = 19.5 }
Stun = 39 { 30 x 1.3 }
Electrical = -18 { -25 x 0.7 = -17.5 }
SF Pen. = 2 { 2 x 0.7 = 1.4 }
Damage Rating = 40
danbeck@po-1.star.k12.ia.us (Dan Beck)
The following optional rules and tables can replace, modify and/or
supplement the Physical Combat, Lethal and Physical Combat, Non-Lethal rules
in the Dangerous Journeys Mythus Sourcebook, pages 221-229. The listed 32
techniques and 5 weapon styles can be combined to form the basis for nearly
any martial art existing or imaginable (although merely mortal HP's will
likely possess no more than a dozen techniques and 1 or 2 weapon styles within
their martial art.
I suggest these changes as a means of reasonably allowing additional
martial arts techniques without bogging down in style-specific details. It
shouldn't matter whether these techniques come from taekwondo, kung fu,
karate, judo, ba qua, kali, hapkido or any other specific style of martial
arts. They include essential techniques that can be found in any martial art.
STEEP bonus attacks/CT bonus damage/attack bonus range ----- ---------------- ------------------- ----------- 1-15 +0 (+1 florentine) +0 +0" 16-30 +1/2 (+3/2) +1 point +0" 31-40 +1 (+2) +2 points +1/2" 41-50 +2 (+3) +1 dice +1/2" 51-60 +3 (+4) +1 dice + 2 points +1" 61+ +4 (+5) +1 dice + 4 points +3/2"Note that Martial Arts STEEP has no bearing at all on missile attacks or damage. Martial Arts STEEP applies only to close-up melee, hand-to-hand physical combat.
MA Subarea 1: Boxing/Brawling (replaces Combat, HTH, Lethal in existing Vocations)
Techniques effect Cost Atk/CT BAC% SF range ---------- ------ ---- ------ ----- -- ----- A) Trip/Push stun 2 2 -5% 4 1" B) Jab d4+1 PD 3 3 +10% 1 1" C) Cross d6+1 PD 4 2 +5% 3 1" D) Elbow/Forearm 2d6 PD 6 2 +0% 4 1" E) Uppercut 2d6+2 PD + stun 7 2 -5% 4 1/2" F) Roundhouse/Kick 3d6 PD + stun 9 1 -10% 4 3/2" G) Dirty Tricks variesStunned personnas roll 2d10 and subtract their Recovery Level. A zero or negative score indicates they were NOT stunned. A positive result shows the number of segments of delay before they can act. During this time they are considered dazed and prone for considerations of FAC penalties. If a new attack stuns them while they are already stunned, 4d10 - RL is rolled and added to their remaining segments of delay.
MA Subarea 2: Holds/Disables (replaces Combat, HTH, Non-Lethal in existing Vocations)
Techniques effect Cost Atk/CT BAC% SF range ---------- ------ ---- ------ ---- -- ----- A) Grab prerequisite* 2 2 +10% 3 2" B) Half-Nelson immobilized 3 1 +5% 6 0" C) Joint Lock disable joint 4 1 +0% 4 0" D) Bear Hug^ disable ribs/shoulder 6 1 +0% 5 0" E) Full Nelson disable neck 7 1 -5% 7 0" F) Sleeper Hold unconscious@ 9 1 -10% 8 0" G) Choke Hold unconscious# 10 1 -15% 8 0"* The HP must succeed with a Grab before any of the other techniques can be used. Unless the held OP breaks contact (using an Escape/Defense technique or winning a contest of PMPow DR with the HP) the OP cannot initiate any sort of physical attack or castings with a somatic requirement. For each CT the OP is held, a cumulative -10% FAC penalty is applied to his or her attempts to break free.
MA Subarea 3: Escapes/Defenses (^available to either of the old Physical Combat K/S Areas)
Techniques effect Cost Atk/CT BAC% SF range
---------- ------ ---- ------ ---- -- -----
A) Finger Peel^ d2 PD + release 4 2 +0% 3 0"
B) Sticky Hands -20% to FAC of OP* 5 2 -10% 3 0"
C) Fall/Roll^ release @ 6 1 -5% 3 0"
D) Atemi Strike 2d6 PD + release 8 2 -5% 3 0"
E) Sacrifice Throw^ 2d6+4 PD + stun # 9 1 +0% 6 0"
F) Reversal^ release + choice 10 1 -15% 5 0"
of holds
G) Martial Block** -1 step to parry free as avail. +0% 1 1"
table
* Sticky Hands require continuous contact with the arms or weapons of the
attacker. While maintained, the defender can reduce the chances of being
attacked by 20%. A roll is required each time the OP tries to attack or break
away. Failure means contact is broken and the OP can continue his or her
action unhindered. This defense can be initiated if the HP is held by the
OP. It can also be initiated by the HP following a successful grab.
@ a successful Fall/Roll reduces damage from a Sweep/Throw to 1 pt/dice PD,
regardless of armor worn.MA Subarea 4: Sweeps/Throws (available ONLY to HP's having the Martial Arts K/S Area)
Techniques effect Cost Atk/CT BAC% SF range ---------- ------ ---- ------ ---- -- ----- A) Leg Sweep d6+2 PD + stun 4 1 -5% 4 1/2" B) Scooping Throw 2d6 PD + stun 5 1 -5% 4 1" C) Reverse Spin Sweep 3d4 PD + stun 6 1 -10% 6 3/2" D) Hip Throw 2d6 PD + stun 8 1 -5% 4 1/2" E) Shoulder Throw 3d6 PD + stun 8 1 -10% 5 1/2" F) Scissors Sweep 3d6+2 PD + stun 10 1 -15% 7 2"
MA Subarea 5: Empty Hands Sparring (available ONLY to HP's having the Martial Arts K/S Area)
Techniques effect Cost Atk/CT BAC% SF range ---------- ------ ---- ------ ---- -- ----- A) Martial Jab d4+2 PD 4 3 +10% 2 1/2" B) Martial Punch 2d4+2 PD 5 2 +5% 3 1" C) Martial Strike 4d4 PD + stun 6 1 -5% 3 1" D) Distance Punch 2d6+2 PD 8 1 +0% 5 3/2" E) Martial Kick 2d6+4 PD + stun 8 2 -5% 4 3/2" F) Distance Kick 3d6+2 PD + stun 10 1 -10% 7 5/2"These techniques are very general because such a wide variety of actual techniques can be used in each category. From Taekwondo alone, we could have: A) Vertical Punch/Palm Fist Strike, B) Reverse Punch/Hammerfist, C) Knife Hand Strike/Ridge Hand Strike/Spear Fingers Strike, D) Lunge Punch/Spinning Backfist, E) Front Snap Kick/Sidekick/Crescent Kick/Roundhouse Kick, F) Tornado Kick/Spinning Wheel Kick/Jump Reverse Sidekick. These are very basic examples, but nearly all techniques will fit into one of the listed categories. This should also be true for most other martial arts styles.
MA Subarea 6: MA Weapon Styles (available ONLY to HP's having the Martial Arts K/S Area)
Techniques effect Cost Atk/CT BAC% SF range
---------- ------ ---- ------ ---- -- -----
A) Kata display prowess 5/weapon n/a +5%/BT 10 >1"
B) 2-handed 3d6 PD + stun 4 2 +5% 3 1"
C) Parrying Weapons 2d6 PD + stun/disarm^ 6 2 +0% 2 3/2"
D) 1-handed 2d6 PD + stun 8 2 +5% 2 1/2"
E) Rope/Chain Weapons 2d4 PD + entangle 8 1 -5% 5 1/2"
F) Jointed Weapons 2d6+2 PD + stun + 10 2 -10% 2 2"
disarm^ + entangle
These techniques are also very general. The listed stats are for
concussive weapons. If the weapons in a category are bladed, then remove the
stun effect and add an extra damage die to PD. Some example weapons in each
style include:Okay, someone we know sure knows his Martial Arts... :)
Until next time: Hawkeye