Weapons Remastered, Revised
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Fall 03 SP Pgs 10-17
THIS ARTICLE WAS ORIGINALLY PUBLISHED IN THE FALL OF 2003 IN THE COLD STEEL MAIL ORDER CATALOG, ”SPECIAL PROJECTS” COPYRIGHT © 2003 LYNN C. THOMPSON COPYRIGHT © 2003 COLD STEEL, INC. ALL RIGHTS RESERVED CAMPFIRE CUT This was another timed event intended to test a contestant’s knife and its ability to function effectively as a camp knife. For example, could the contestant use his knife to make kindling for a fire? The challenge here was to produce, in thirty seconds, RIPOSTE a large quantity of splinters from a six inch 2X4. HANGING PLASTIC BOTTLE This extremely difficult test involved severing an empty 16 ounce plastic water THE 2003 BLADE SHOW bottle. The bottle was suspended in mid air by a single upholstery thread. The tricky part was cutting the bottle without breaking the thread in the process! After a long absence and much urging from our loyal customers and fans, we decided to attend the Blade show in Atlanta one more time. Here are some of the ROPE CUT high points and low points from our perspective. The final event of the day required each contestant to predict the total number of free hanging manila ropes he could sever in a single stroke. The difficult part, of course, involved living up to one’s prediction. Failure to cut the predicted number HIGH POINTS... of ropes would result in a no score. Throughout the contest, spectators were entertained and educated by the folksy, down home banter of M.C. Jerry Fisk, who did a fantastic job keeping the event on CUSTOMERS AND FANS course. -
Rules and Options
Rules and Options The author has attempted to draw as much as possible from the guidelines provided in the 5th edition Players Handbooks and Dungeon Master's Guide. Statistics for weapons listed in the Dungeon Master's Guide were used to develop the damage scales used in this book. Interestingly, these scales correspond fairly well with the values listed in the d20 Modern books. Game masters should feel free to modify any of the statistics or optional rules in this book as necessary. It is important to remember that Dungeons and Dragons abstracts combat to a degree, and does so more than many other game systems, in the name of playability. For this reason, the subtle differences that exist between many firearms will often drop below what might be called a "horizon of granularity." In D&D, for example, two pistols that real world shooters could spend hours discussing, debating how a few extra ounces of weight or different barrel lengths might affect accuracy, or how different kinds of ammunition (soft-nosed, armor-piercing, etc.) might affect damage, may be, in game terms, almost identical. This is neither good nor bad; it is just the way Dungeons and Dragons handles such things. Who can use firearms? Firearms are assumed to be martial ranged weapons. Characters from worlds where firearms are common and who can use martial ranged weapons will be proficient in them. Anyone else will have to train to gain proficiency— the specifics are left to individual game masters. Optionally, the game master may also allow characters with individual weapon proficiencies to trade one proficiency for an equivalent one at the time of character creation (e.g., monks can trade shortswords for one specific martial melee weapon like a war scythe, rogues can trade hand crossbows for one kind of firearm like a Glock 17 pistol, etc.). -
Equipment.Htm Equipment
Taken from the Khemri website – published by ntdars http://grafixgibs.tripod.com/Khemri/equipment.htm Equipment Weapons Ankus(elephant goad) This is used to primarily herd elephants. It may be used as a spear, when charged and a staff in hth. Range: Close Combat; Strength: as user; Special Rules: Strike first (only when charged), concussion Jambiya: The common curved dagger of araby. Everyone gets one free. Range: Close Combat; Strength: as user; Special Rules: +1 enemy armor save Katar (punch dagger): It has a handle perpendicular to the blade and is used by punching with it. Range: Close Combat; Strength: as user; Special Rules: -1 enemy armor save Scythe: Normally used to cut hay but works just as well to cut bodies Range: Close Combat; Strength: as user; Special Rules: Cutting edge, Two Handed Cutlass: A regular sword but with a basket handle that can be used for a punch attack Range: Close Combat; Strength: as user; Special Rules: Parry, extra punch attack if hit is successful Great Scimitar: This scimitar is commonly used by headsmen and is a large heavy version of a regular scimitar. Range: Close Combat; Strength: +2; Special Rules: two-handed, Strike last, Cutting edge Scimitar: This is a curved sword but tends to be sharper than a regular sword. Range: Close Combat; Strength: as user; Special Rules: parry, Cutting edge Bagh Nakh (tiger claws): Basically brass knuckles with spikes sticking out. Range: Close Combat; Strength: +1; Special Rules: -1 enemy armor save, pair, cumbersome Tufenk: this is a blowpipe that projects Greek fire about 10 feet causing burning damage. -
A Dictionary of Kashmiri Proverbs & Sayings
^>\--\>\-«s-«^>yss3ss-s«>ss \sl \ I'!- /^ I \ \ "I I \ CORNELL UNIVERSITY LIBRARY Cornell University Library PN 6409.K2K73 A dictionary of Kashmiri proverbs & sayi 3 1924 023 043 809 Cornell University Library The original of tliis book is in tine Cornell University Library. There are no known copyright restrictions in the United States on the use of the text. http://www.archive.org/details/cu31924023043809 — : DICTIONARY KASHMIRI PROVERBS & SAYINGS Explained and Illustrated from the rich and interesting Folklore of the Valley. Rev. J. HINTON KNOWLES, F.R.G.S., M.R.A.S., &c., (C. M. S.) MISSIONARY TO THE KASHMIRIS. A wise man will endeavour " to understand a proverb and the interpretation." Prov. I. vv. 5, 6. BOMBAY Education Society's Press. CALCUTTA :—Thackbb, Spink & Co. LONDON :—Tetjenee & Co. 1885. \_All rights reserved.'] PREFACE. That moment when an author dots the last period to his manuscript, and then rises up from the study-chair to shake its many and bulky pages together is almost as exciting an occasion as -when he takes a quire or so of foolscap and sits down to write the first line of it. Many and mingled feelings pervade his mind, and hope and fear vie with one another and alternately overcome one another, until at length the author finds some slight relief for his feelings and a kind of excuse for his book, by writing a preface, in which he states briefly the nature and character of the work, and begs the pardon of the reader for his presumption in undertaking it. A winter in Kashmir must be experienced to be realised. -
By Peter Dell ' O Rto and S Ean Punch
BY P ETER D ELL’ORTO AND S EAN P UNCH Written by PETER DELL’ORTO and SEAN PUNCH Additional Material by VOLKER BACH and C.J. CARELLA Edited by SEAN PUNCH Cover Art by BOB STEVLIC Illustrated by ABRAR AJMAL and BOB STEVLIC ISBN 978-1-55634-762-7 1 2 3 4 5 6 7 8 9 10 STEVE JACKSON GAMES Committed Attack . 99 Defensive Attack. 100 Evaluate . 100 Feint . 100 ONTENTS Ready . 101 C Who Draws First?. 103 Move . 105 Realism Level . 29 INTRODUCTION . 4 Move and Attack . 107 Beginning Students as PCs. 30 Publication History . 4 Wait . 108 About the Authors . 4 CHARACTER TEMPLATES . 31 ADDITIONAL COMBAT OPTIONS . 109 Del Duque (350 points) . 33 Melee Attack Options . 109 1. HISTORY . 5 Frauds . 35 A Matter of Inches . 110 Adrian Froste (200 points) . 37 TIMELINE . 6 Untrained Fighters . 113 Kai Lian (250 points) . 39 ASIA . 8 Close-Combat Options. 114 China . 8 ADVANTAGES, DISADVANTAGES, Teeth. 115 Xia . 8 AND SKILLS . 42 Grab and Smash! . 118 Monks and Martial Arts . 9 Advantages . 42 Ranged Attack Options . 119 India . 10 Desirable Advantages . 43 Rapid Fire with Thrown Weapons. 120 Northern vs. Southern Kung Fu . 10 Chi Powers for Martial Artists . 46 Active Defense Options . 121 Religion, Philosophy, and Fists . 11 Perks . 49 Harsh Realism for Indonesian Archipelago. 12 Disadvantages. 53 Unarmed Fighters . 124 Japan . 12 Common Disadvantages. 53 CINEMATIC COMBAT . 125 Ryu . 12 Skills . 54 Multiple Attacks . 126 Ninja: Legend vs. History . 13 Combat Skills . 55 Chambara Fighting . 128 Korea. 14 Wildcard Skills for Styles . 60 Mind Games . 130 Other Nations. -
Knives 2019 Amoureux—Armour
custom knifemakers ABEGG—AMOS Uses stainless, salvage wrought iron, brass and copper for fi ttings. Handle materials A include stabilized and natural domestic and exotic fi gured woods, durable synthetics, ABEGG, ARNIE stacked leather. Makes own sheaths. Prices: $300 and up. Remarks: Part-time maker. 5992 Kenwick Cr, Huntington Beach, CA 92648, Phone: 714-848-5697 First knife sold in 2013. Doing business as Aldrich Knife & Tool. Emphasis put on clean ABERNATHY, LANCE lines, fi t and fi nish and performance. Mark: An arched ALDRICH. Sniper Bladeworks, 1924 Linn Ave., North Kansas City, MO 64116, Phone: 816-585- ALEXANDER, EUGENE 1595, [email protected]; Web: www.sniperbladeworks.com Box 540, Ganado, TX 77962-0540, Phone: 512-771-3727 Specialties: Tactical frame-lock and locking-liner folding knives. Alexander,, Oleg, and Cossack Blades ACCAWI, FUAD 15460 Stapleton Way, Wellington, FL 33414, Phone: 443-676-6111, Web: www. 130 Timbercrest Dr., Oak Ridge, TN 37830, Phone: 865-414-4836, gaccawi@ cossackblades.com comcast.net; Web: www.acremetalworks.com Technical: All knives are made from hand-forged Damascus (3-4 types of steel are used to Specialties: I create one of a kind pieces from small working knives to performance create the Damascus) and have a HRC of 60-62. Handle materials are all natural, including blades and swords. Patterns: Styles include, and not limited to hunters, Bowies, daggers, various types of wood, horn, bone and leather. Embellishments include the use of precious swords, folders and camp knives. Technical: I forge primarily 5160, produces own metals and stones, including gold, silver, diamonds, rubies, sapphires and other unique Damascus and does own heat treating. -
Karatekas and Parents
Welcome Karatekas and Parents We now enter the last quarter of our karate year and things are going to get busy. Grading is around the corner as well as our very first club tournament. Please make a note of all the upcoming events as they are all very important. Grading Preparations Please take note that at least 14 classes need to be attended in order to qualify for grading. The finger print system is there for the purpose of clocking in Spring Day 2016 when karateka pitch up for training, just before grading takes place, the records are downloaded from the system in order to Spirits were high this year as our Karatekas came to class dressed in tally up the amount of classes attended, thus we can see who all colours. Cup cakes were given as a treat at the end of training as a attended the correct amount of classes. welcomed surprise. Everyone, Instructors and Students alike enjoyed the change of scene and vibe. So, please make sure karateka clock in every time before classes, Click here for more otherwise it will be assumed that you were absent. We would like everyone to take part in our club tournament, for one event or all. The white belts will be doing an obstacle course and can choose to do free fighting if they wish. We look forward to seeing everyone there. Creche to Dojo Visits If one looks carefully, once a month there are the pitter patter of new little feet running around with the Solis Ortus Minis. These are the the Karate Kids from the 5 creches we are currently teaching at. -
Rob Anybody Gonagale Oskar STR 16 +3 DEX 14 +2 CON 16 +3 INT 7
Rob Anybody Gonagale Oskar Gorum None Chaotic Neutral CHARACTER NAME PLAYER NAME DEITY REGION ALIGNMENT Barbarian (Invulnerable Rager) 1 Gnome Small / 5 ft. 3' 3" 44 lbs. Low-Light Vision CLASS RACE SIZE / FACE HEIGHT WEIGHT VISION 1 / 1/2 0 / 2000 66 Male Red Red, Wild 15 Character Level / CR EXP / NEXT LEVEL AGE GENDER EYES HAIR POINTS ABILITY EQUIPPED ABILITY ABILITY WOUNDS/CURRENT HP SUBDUAL DAMAGE DAMAGE REDUCTION SPEED ABILITY NAME SCORE SCORE MODIFIER DAMAGE PENALTY HP Walk 30 ft. STR hit points 16 Strength 16 +3 AC 17 : 15 : 13 = 10 + 4 + 0 + 2 + 1 + 0 + 0 + 0 + 0 20 -2 0 DEX armor class Dexterity 14 +2 TOTAL FLAT TOUCH BASE ARMOR SHIELD STAT SIZE NATURAL DEFLEC- DODGE MISC MISS ARCANE ARMOR SPELL BONUS BONUS ARMOR TION CHANCE SPELL CHECK RESIST CON FAILURE PENALTY Constitution 16 +3 INITIATIVE +4 = +2 + +2 TOTAL SKILLPOINTS: 2 SKILLS MAX RANKS: 1/1 INT modifier KEY ABILITY SKILL ABILITY RANKS MISC 7 -2 SKILL NAME MODIFIER MODIFIER MODIFIER Intelligence TOTAL DEX MISC MODIFIER MODIFIER ✓ WIS 7 -2 Acrobatics DEX 4 = 2 + 1 + 1 Wisdom BASE ATTACK ✓ bonus +1 Appraise INT -2 = -2 ✓ CHA Bluff = Charisma 9 -1 CHA -1 -1 ✓ Climb STR 1 = 3 + -2 SAVING THROWS TOTAL BASE ABILITY MAGIC MISC EPIC TEMP Conditional Modifiers ✓ SAVE +2 vs. illusion spells or Craft (Untrained) INT -2 = -2 effects ✓ FORTITUDE +5 = +2 + +3 + +0 + +0 + +0 + Diplomacy CHA -1 = -1 (constitution) ✓ Disguise CHA -1 = -1 REFLEX +2 = +0 + +2 + +0 + +0 + +0 + ✓ (dexterity) Escape Artist DEX 0 = 2 + -2 ✓ Fly WILL -2 = +0 + -2 + +0 + +0 + +0 + DEX 2 = 2 (wisdom) ✓ Heal WIS -
History of the Philippine Islands Vols 1 and 2 by Antonio De Morga
History of the Philippine Islands Vols 1 and 2 by Antonio de Morga History of the Philippine Islands Vols 1 and 2 by Antonio de Morga This eBook was produced by Jeroen Hellingman MORGA'S PHILIPPINE ISLANDS VOLUME I Of this work five hundred copies are issued separately from "The Philippine Islands, 1493-1898," in fifty-five volumes. HISTORY OF THE PHILIPPINE ISLANDS From their discovery by Magellan in 1521 to the beginning of the XVII Century; with descriptions of Japan, China and adjacent countries, by Dr. ANTONIO DE MORGA page 1 / 538 and Counsel for the Holy Office of the Inquisition Completely translated into English, edited and annotated by E. H. BLAIR and J. A. ROBERTSON With Facsimiles [Separate publication from "The Philippine Islands, 1493-1898" in which series this appears as volumes 15 and 16.] VOLUME I Cleveland, Ohio The Arthur H. Clark Company 1907 COPYRIGHT 1907 THE ARTUR H. CLARK COMPANY ALL RIGHTS RESERVED CONTENTS OF VOLUME I [xv of series] Preface page 2 / 538 Sucesos de las Islas Filipinas. Dr. Antonio de Morga; Mexico, 1609 Bibliographical Data Appendix A: Expedition of Thomas Candish Appendix B: Early years of the Dutch in the East Indies ILLUSTRATIONS View of city of Manila; photographic facsimile of engraving in Mallet's Description de l'univers (Paris, 1683), ii, p. 127, from copy in Library of Congress. Title-page of Sucesos de las Islas Filipinas, by Dr. Antonio de Morga (Mexico, 1609); photographic facsimile from copy in Lenox Library. Map showing first landing-place of Legazpi in the Philippines; photographic facsimile of original MS. -
List of Prohibited and Controlled Items by Police Licensing & Regulatory Department/Singapore Police Force
Police Licensing & Regulatory Department 391, New Bridge Road, #02 701 Police Cantonment Complex Block D Singapore 088762 Tel No: +65 68350000 Fax No: +65 62234704 www.police.gov.sg LIST OF PROHIBITED AND CONTROLLED ITEMS BY POLICE LICENSING & REGULATORY DEPARTMENT/SINGAPORE POLICE FORCE PROHIBITED ITEMS 1. A prohibited item is defined as an item of which the possession may contravenes existing laws in Singapore. Please refer to Annex A1 for the list of such items. CONTROLLED ITEMS 2. A controlled item is defined as one that requires approval from PLRD before the item can be brought into Singapore. The approval can be in the form of an import licence, permit, authorisation, or approval letter from PLRD/SPF. Please refer to Annex A2 for the list of such items. ITEMS THAT DO NOT REQUIRE LICENCE / PERMIT / AUTHORISATION OR APPROVAL FROM SPF 3. Items with legitimate uses and are not prohibited nor controlled under current legislations, may be brought into Singapore without the need for a licence, permit, authorisation or approval from SPF. However, some of these items may be deemed as offensive weapons depending on the circumstances they are found. If the person carrying the item is unable to provide a reasonable explanation, then he may have committed an offence under the Corrosive and Explosives Substances and Offensive Weapons Act (CESOW) or the Miscellaneous Offences (Public Order & Nuisance) Act (MOA). Please refer to Annex A3 for examples of such items which are commonly brought in by travelers. 4. The list of examples in Annex A1 to A3 are not meant to be exhaustive. -
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. -
Ancient Warfare Battle Manual Table of Contents 1
Ancient Warfare Battle Manual Table of Contents 1. Introduction..................................................................................................................................... 1 2. The Game Interface ....................................................................................................................... 1 2.1. The Menus ...................................................................................................................... 1 2.2. The Toolbar..................................................................................................................... 6 2.3. The Status Bar ................................................................................................................ 8 3. The Units ........................................................................................................................................ 8 3.1. Definition of Unit Types :................................................................................................. 8 4. Commanding Your Forces ........................................................................................................... 10 4.1. Issuing Orders............................................................................................................... 10 4.1.1. Move ................................................................................................................... 11 4.1.2. Charge ...............................................................................................................