Michael Foran (Order #10809442) Everyman Unchained: Fighters
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Weapon Group Feats for Pathfinder: Class: Weapon Group Proficiencies
Weapon Group Feats for Pathfinder: Class: Weapon Group Proficiencies at 1st Level: Alchemist Basic weapons, Natural, Crossbows, any other 1 Barbarian Basic weapons, Natural, any other 4 Bard Basic weapons, Natural, any other 3 Cavalier Basic weapons, Natural, Spears, any other 3 Cleric Basic weapons, Natural, deity’s weapon group, any other 2(3 groups if not following a deity) Druid Basic weapons, Natural, druid weapons, any other 1 Fighter Basic weapons, Natural, any other 5 Gunslinger Basic weapons, Natural, firearms, any other 3 Monk Basic weapons, and all monk weapons Inquisitor Basic weapons, Natural, deity’s weapon group, Bows or Crossbows, any other 3 (4 groups if not following a deity) Magus Basic weapons, Natural, any other 4 Oracle Basic weapons, Natural, any other 1 (+3 if taking Skill at Arms) Paladin/AntiPaladin Basic weapons, Natural, any other 4 Ranger Basic weapons, Natural, any other 4 Rogue Basic weapons, Natural, any other 3 Sorcerer Basic weapons, Natural, spears, crossbows , any other 1 Summoner Basic weapons, Natural, spears, crossbows , any other 1 Witch Basic weapons, Natural, spears, crossbows , any other 1 Wizard Basic weapons, Natural, spears, crossbows This system doesn’t change Racial Weapon Familiarity. Weapon Group Name: Weapons In Group: Axes bardiche, battleaxe, dwarven waraxe, greataxe, handaxe, heavy pick, hooked axe, knuckle axe, light pick, mattock, orc double axe, pata, and throwing axe Basic club, dagger, quarterstaff, and sling Blades, Heavy bastard sword, chakram, double chicken saber, double -
Alternate Weapon Skills: Perks Notes on Familiarity
For use with GURPS! By elaxter. Note: This alternate treatment of melee weapon skills assumes you know how the Basic Set categorizes weapons. See p. 208 for details. Alternate Weapon Skills: Balanced Pole: covers staves and spears and any other similar weapons typically wielded in two hands. Spears can be used in one hand! Defaults: DX-5, Two-Handed Unbalanced-4 One-Handed Balanced: Covers swords, batons and anything relatively balanced wielded in one hand. Also covers fencing weapons, jitte/sai, et cetera but you do not receive the defensive bonuses unless you have the appropriate perk! Defaults: DX-5, Two-Handed Balanced-4 One-Handed Unbalanced: Covers hafted weapons, especially those with a prominent striking head, wielded in one hand. Defaults: DX-5, Flail-4, or Two-Handed Unbalanced-3 Two-Handed Balanced: Covers swords, batons and anything relatively balanced wielded in two hands. Defaults: DX-5, One-Handed Balanced-4 Two-Handed Unbalanced: Covers hafted weapons, especially those with a prominent striking head, wielded in two hands. Defaults: DX-5, One-Handed Unbalanced-3, Two-Handed Flail-4 Perks Defensive Training† You’ve learned the techniques involved with fencing, using a staff, etc. You must state that you are in a defensive stance with an appropriate weapon at the start of your turn. You must specialize in one of the following: Jitte/Sai: Covers the use of short, tined swords wielded in the main hand for catching and disarming opponents. See p. 208 of Basic for details on disarming. Main-Guache/Jutte/Sai – A parrying dagger or jutte used in the off-hand for defense. -
Hungarian Archaeology E-Journal • 2018 Spring
HUNGARIAN ARCHAEOLOGY E-JOURNAL • 2018 SPRING www.hungarianarchaeology.hu PLUMBATA, THE ROMAN-STYLE DARTS. A Late Antique Weapon from Annamatia TAMÁS KESZI1 It is possible to view an unusual object in the display showing Roman military equipment at the permanent exhibit of the Intecisa Museum, a special weapon of the army in Late Antiquity, the plumbata.2 The meaning of the Latin word is ‘leaden’, but if the construction and use of the implement is taken into account it could be called a dart in English. With this ca. 50 cm long, hand-thrown weapon the heavy infantry could have begun to disrupt the diployment of the enemy from a distance. WRITTEN SOURCES The name and description of the projectile weapon called a plumbata in Latin is known from numerous sources from Antiquity and the Early Middle Ages. (VERMAAT 2015) (Fig. 1) Fig. 1: Depiction of a plumbata tribolata and mamillata. The lead weight is missing from the latter (Source: http:// rekostwargames.blogspot.hu/2016/11/roman-unit-menapii-seniores.html, date of download: 19 April 2018) According to Flavius Vegetius Renatus, who lived in the Late Imperial period, the expert soldiers of two legions in Illyricum used the plumbata, and so they were called Mattiobarbuli (I 17. II 15. 16. 23. III 14. IV 21. 44.). The emperors Diocletian (284–305) and Maximian (286–305) honored the two units with the title Jovian and Herculean for their prowess. From Vegetius’s description it seems that the two units used the plumbata prior to Diocletian coming to power, but it is perhaps only after this, in the last decades of the 3rd century, that its use spread to the other units of the empire as well. -
Oswald Kaathe Seany HP 17 AC 10
Oswald Kaathe Seany Iomedae None Neutral Good Character Name Player Name Deity Region Alignment Medium / 5 ft. x Fighter 2 Human / Humanoid 5 ft. 6' 2" / 185 lbs. Normal CLASS RACE SIZE / FACE HEIGHT / WEIGHT VISION Dark Brown, 2 (1) 2000 / 5000 29 Male Grey Medium Cropped Character Level (CR) EXP/NEXT LEVEL AGE GENDER EYES HAIR Points ABILITY NAME ABILITY EQUIPPED ABILITY ABILITY PENALTY WOUNDS/CURRENT HP SUBDUAL DAMAGE DAMAGE REDUCTION SPEED SCORE SCORE MODIFIER DAMAGE HP 17 Walk 30 ft. STR 19 +4 hit points Strength AC 10 : 10 : 10 = 10 + 0 + 0 + 0 + 0 + 0 + 0 + 0 + 0 + 0 + 0 + 0 + 0 DEX 10 +0 armor class Dexterity TOTAL FLAT TOUCH BASE ARMOR SHIELD STAT SIZE NATURAL DEFLEC- DODGE Morale Insight Sacred Profane MISC BONUS BONUS ARMOR TION CON 14 +2 = + Constitution INITIATIVE +4 +0 +4 0 +0 0 modifier INT 10 +0 TOTAL DEX MISC MISS Arcane ARMOR SPELL Intelligence MODIFIER MODIFIER CHANCE Spell CHECK RESIST Failure PENALTY WIS 9 -1 Encumbrance TOTAL SKILLPOINTS: 6 (UNUSED: 2) MAX RANKS: 2/2 Wisdom Light SKILLS KEY ABILITY SKILL ABILITY RANKS MISC SKILL NAME MODIFIER MODIFIER MODIFIER CHA 11 +0 ✓ = Charisma Acrobatics DEX 0 0 SAVING THROWS TOTAL BASE ABILITY MAGIC MISC EPIC TEMP ✓ = SAVE Appraise INT 0 0 FORTITUDE +7 = +3 + +2 + +0 + +2 + +0 + ✓ Bluff CHA 0 = 0 (constitution) ✓ Climb STR 4 = 4 REFLEX +0 = +0 + +0 + +0 + +0 + +0 + ✓ Craft (Untrained) INT 0 = 0 (dexterity) ✓ Diplomacy CHA 0 = 0 = + + + + + WILL -1 +0 -1 +0 +0 +0 ✓ Disguise = (wisdom) CHA 0 0 ✓ Escape Artist DEX 0 = 0 Conditional Save Modifiers: ✓ Fly DEX 0 = 0 +1 Will vs. -
Combat Manual
ADRIAN EMPIRE IMPERIAL ESTATES WRIT #17 COMBAT MANUAL ADOPTED JULY 2002 LAST UPDATED DECEMBER 2019, EFFECTIVE 1 JANUARY 2020 ©Copyright 1993-2020 The Adrian Empire, Inc. All rights reserved. Adria is a registered trade name of the Adrian Empire, Inc. Anyone is welcome to point out any error or omission that they may find. Adrian Empire – IEW #17 – Combat Manual Page 2 of 35 TABLE OF CONTENTS I. GENERAL RULES AND REQUIREMENTS ....................................................... 5 A. HEALTH ......................................................................................................................................... 5 B. INHERENT DANGERS ................................................................................................................ 5 C. PROOF OF QUALIFICATION ................................................................................................... 5 D. MINIMUM AGES .......................................................................................................................... 5 E. GENERAL RULES OF COMBAT .............................................................................................. 5 1. Safety ............................................................................................................................................ 5 2. Marshals Must Be Present ............................................................................................................ 5 3. Entering the List Field ................................................................................................................. -
GURPS Low-Tech Companion 2: Weapons and Warriors Is Copyright © 2010 by Steve Jackson Games Incorporated
Written by PETER V. DELL’ORTO, DAN HOWARD, and WILLIAM H. STODDARD Edited by SEAN PUNCH Illustrated by ROD REIS An e23 Sourcebook for GURP S® STEVE JACKSON GAMES ® Stock #37-1662 Version 1.0 – December 2010 CONTENTS I NTRODUCTION . 3 The Modern Army . 11 Stakes/Pickets . 26 About the Authors . 3 Naval Warfare . 11 Trench . 26 About GURPS . 3 Roman Field Camp . 26 2. WEAPONS CITY DEFENSES . 27 1. HISTORICAL EVOLUTION AND ARMOR . 12 Ditch and Rampart (TL0) . 27 OF COMBAT GEAR . 4 WEAPON DESIGN . 12 Dry Stone (TL0) . 27 HUNTERS AND GATHERERS . 4 Realistic Weapons . 12 Hard Earth (TL0) . 27 Axes (TL0) . 4 Armor-Piercing Weapons . 12 Hedge (TL0) . 27 Spears (TL0) . 4 Training Weapons . 13 Wooden Palisade (TL0) . 27 Throwing Sticks (TL0) . 4 Combination Weapons . 15 Brick (TL1) . 27 Bolas (TL0) . 4 Determining Weapon ST . 15 Cribwork (TL1) . 28 THE FIRST CIVILIZATIONS . 5 Cinematic Weapons . 16 Mortared Stone (TL1) . 28 Early Warfare . 5 Cool Ethnic Weapons Piled Turf (TL1) . 28 Clubs and Maces (TL0) . 5 and Armor . 16 Concrete (TL2) . 28 Microlithic Edges (TL0) . 5 Throwing the Unthrowable . 17 Embossing (TL2) . 28 Slings (TL0) . 5 Spiky Bits . 18 FORTRESSES . 28 Blades (TL0) . 5 SHIELD OPTIONS . 18 Causewayed Enclosure (TL0) . 28 Circumvallation . 5 Fighting With Shields . 18 Hill Fort (TL1) . 28 Massed Combat . 6 Shield Damage . 19 Terramara (TL1) . 28 The Bow . 6 Customizing Shields . 19 Motte and Bailey (TL2) . 29 The Rise of the Chariot (TL1) . 6 SCALING WEAPONS Castles (TL2) . 29 THE ANCIENT WORLD . 7 AND ARMOR . 20 Guards and Watchers . 29 The Iron Age (TL2) . -
Military Technology in the 12Th Century
Zurich Model United Nations MILITARY TECHNOLOGY IN THE 12TH CENTURY The following list is a compilation of various sources and is meant as a refer- ence guide. It does not need to be read entirely before the conference. The breakdown of centralized states after the fall of the Roman empire led a number of groups in Europe turning to large-scale pillaging as their primary source of income. Most notably the Vikings and Mongols. As these groups were usually small and needed to move fast, building fortifications was the most efficient way to provide refuge and protection. Leading to virtually all large cities having city walls. The fortifications evolved over the course of the middle ages and with it, the battle techniques and technology used to defend or siege heavy forts and castles. Designers of castles focused a lot on defending entrances and protecting gates with drawbridges, portcullises and barbicans as these were the usual week spots. A detailed ref- erence guide of various technologies and strategies is compiled on the following pages. Dur- ing the third crusade and before the invention of gunpowder the advantages and the balance of power and logistics usually favoured the defender. Another major advancement and change since the Roman empire was the invention of the stirrup around 600 A.D. (although wide use is only mentioned around 900 A.D.). The stirrup enabled armoured knights to ride war horses, creating a nearly unstoppable heavy cavalry for peasant draftees and lightly armoured foot soldiers. With the increased usage of heavy cav- alry, pike infantry became essential to the medieval army. -
Military Engineering 5-6 Syllabus
Fairfax Collegiate 703 481-3080 · www.FairfaxCollegiate.com Military Engineering 5-6 Syllabus Course Goals 1 Physics Concepts and Applications Students learn the basics of physics, including Newton’s laws and projectile motion. They will apply this knowledge through the construction of miniature catapult structures and subsequent analysis of their functions. 2 History of Engineering Design Students learn about the progression of military and ballistics technology starting in the ancient era up until the end of the Middle Ages. Students will identify the context that these engineering breakthroughs arose from, and recognize the evolution of this technology as part of the engineering design process. 3 Design, Fabrication, and Testing Students work in small teams to build and test their projects, including identifying issues and troubleshooting as they arise. Students will demonstrate their understanding of this process through the design, prototyping, testing, and execution of an original catapult design. Course Topics 1 Ancient Era Siege Weapons 1.1 Brief History of Siege Warfare 1.2 Basic Physics 2 The Birth of Siege Warfare 2.1 Ancient Greece 2.2 Projectile Motion 3 Viking Siege! 3.1 History of the Vikings 3.2 Building with Triangles 4 Alexander the Great and Torsion Catapults Fairfax Collegiate · Have Fun and Learn! · For Rising Grades 3 to 12 4.1 The Conquests of Alexander the Great 4.2 The Torsion Spring and Lithobolos 5 The Romans 6 Julius Caesar 7 The Crusades 8 The Middle Ages 9 Castle Siege Course Schedule Day 1 Introduction and Ice Breaker Students learn about the course, their instructor, and each other. -
Geralt of Rivia Vallmyr HP 103 AC 18 : 14 : 14 = 10 + 4 + 0 + 3 + 0 + 0 + 0
Geralt of Rivia Vallmyr None None Neutral Character Name Player Name Deity Region Alignment Ranger 3, Alchemist 4, Magus 3 Half-Elf / Humanoid Medium / 5 ft. x 5 ft. 6' 2" / 150 lbs. Low-Light Vision CLASS RACE SIZE / FACE HEIGHT / WEIGHT VISION 10 (9) 105000 / 155000 26 Male Yellow White, Long Character Level (CR) EXP/NEXT LEVEL AGE GENDER EYES HAIR Points ABILITY NAME ABILITY EQUIPPED ABILITY ABILITY PENALTY WOUNDS/CURRENT HP SUBDUAL DAMAGE DAMAGE REDUCTION SPEED SCORE SCORE MODIFIER DAMAGE HP 103 Walk 30 ft. STR 20 +5 hit points Strength AC 18 : 14 : 14 = 10 + 4 + 0 + 3 + 0 + 0 + 0 + 1 + 0 + 0 + 0 + 0 + 0 DEX 16 +3 armor class Dexterity TOTAL FLAT TOUCH BASE ARMOR SHIELD STAT SIZE NATURAL DEFLEC- DODGE Morale Insight Sacred Profane MISC BONUS BONUS ARMOR TION CON 18 +4 = + Constitution INITIATIVE +5 +3 +2 20 -1 0 modifier INT 16 +3 TOTAL DEX MISC MISS Arcane ARMOR SPELL Intelligence MODIFIER MODIFIER CHANCE Spell CHECK RESIST Failure PENALTY WIS 15 +2 Encumbrance TOTAL SKILLPOINTS: 70 MAX RANKS: 10/10 Wisdom Light SKILLS KEY ABILITY SKILL ABILITY RANKS MISC SKILL NAME MODIFIER MODIFIER MODIFIER CHA 8 -1 ✓ = + + Charisma Acrobatics DEX 9 3 7 -1 SAVING THROWS TOTAL BASE ABILITY MAGIC MISC EPIC TEMP ✓ = SAVE Appraise INT 3 3 FORTITUDE +16 = +10 + +4 + +0 + +2 + +0 + ✓ Bluff CHA -1 = -1 (constitution) ✓ Climb STR 11 = 5 + 4 + 2 REFLEX +11 = +8 + +3 + +0 + +0 + +0 + Craft (Alchemy) INT 12 = 3 + 3 + 6 (dexterity) Craft (Alchemy) (Create item) INT 16 = 3 + 3 + 10 = + + + + + WILL +7 +5 +2 +0 +0 +0 ✓ Craft (Untrained) = (wisdom) INT 3 3 ✓ Diplomacy CHA 7 = -1 + 8 Conditional Save Modifiers: ✓ Disguise CHA -1 = -1 +2 vs. -
Week 1, Nature, the Maestro..(3.5 Billions Years to a Few Millions Years)
From Clubs and Spears to the Invisible Cloak, the Role of Technology in Weaponry Looking at the historical development, usage and technology related to weapons. From 3.5 billions years ago till present ************************************************** Week 1, Nature, the maestro..(3.5 billions years to a few millions years) Week 2, Pre-historic and Ancient (Up to 500 AD) Week 3, Medieval to WW I (500 AD to 1914) Week 4, WW I (1914 to 1918) Week 5, WW II (1939 to 1945) Week 6, Post war, Present, Future.. (1945 to present and future) Last week’s business Question of the week • Please answer: True or False? • The “blood groove” (or fuller) is on a sword to release pressure in the wound and allow the sword to come back out Answer is: False • A fuller is often used to lighten the blade, much in the way that an I-beam shape allows a given amount of strength to be achieved with less material. • When combined with proper distal tapers, heat treatment and blade tempering, a fullered blade can be 20% to 35% lighter And the winner is…. This week • We will cover from 500AD to just before the WW1 (1914). During this period • Bow/arrow, spears, swards continued to improve –Need for shield and Armor –Fortified palaces (Castles?) became popular • Gunpowder used for weapons Sward revisited KATANA (samurai sword) The Sword breaker • Classified as a form of Parrying dagger • used during the Middle Ages. • was used to capture an opponent’s sword blade. • Once the blade was caught a quick twist of the sword breaker would snap the opponent’s sword blade. -
Martial Arts of the Middle Age
IQP JLS-0072 Martial Arts of the Middle Age Interactive Qualifying Project Report Submitted to the Faculty of the Worcester Polytechnic Institute, Worcester, MA in partial fulfillment of the requirements for graduation by Andrew Aveyard ___________________ Jason Cardwell ___________________ Brad Davison ___________________ Daniel Haggerty ___________________ May 6, 2014 _______________________________ Professor Jeffrey L. Forgeng, Advisor 1 Table of Contents Table of Contents .......................................................................................................................................... 1 Abstract ......................................................................................................................................................... 4 Introduction .................................................................................................................................................. 5 History of European Martial Arts ................................................................................................................ 10 Medieval Time Period ............................................................................................................................. 10 Environment of the Medieval Age ...................................................................................................... 10 Knightly Combat .................................................................................................................................. 12 Masters and their Manuscripts -
GURPS Low-Tech, 1St Printing
Covering the Paleolithic to the Age of Sail, GURPS Low-Tech is your guide to TL0-4 equipment for historical adventurers, modern survivalists, post-apocalypse survivors, and time travelers. It surveys current historical and archaeological research to present accurate gear, including: • Weapons. Stone axes, steel blades, muskets, and heavy weapons (from catapults to cannon) to grant a fighting edge whether you face bears, phalanxes, or high-seas pirates. • Armor. Pick coverage, quality, and materials (even exotica like jade!) to suit your budget, and then calculate protection, weight, impact on stealth, and more. • Transportation. Travel aids such as skis and floats; riding gear for horses, camels, and elephants; and vehicles ranging from oxcarts and rafts to war wagons and low-tech submarines. • Survival Gear. Simple tools and local materials to let you find your way, stay warm and dry, and feed yourself in the wilderness. • Tools. Everything you need to gather basic resources, craft finished goods, work in the literate professions, spy, or thieve. • Medicine. Treat illness and injury with herbs, acupuncture, and surgery. GURPS Low-Tech requires the GURPS Basic Set, Fourth Edition. The information on real-world equipment is useful for any campaign set prior to 1730, as well as historical fantasy. By William H. Stoddard, with Peter Dell’Orto, Dan Howard, and Matt Riggsby Edited by Sean Punch Cover Art by Bob Stevlic Illustrated by Alan Azez, Eric J. Carter, Igor Fiorentini, Angela Lowry, Matthew Meyer, Rod Reis, and Bob Stevlic 1ST EDITION, 1ST PRINTING PUBLISHED DECEMBER 2010 ISBN 978-1-55634-802-0 Printed in $29.99 SJG 01-0108 the USA Written by WILLIAM H.