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gruppe-dynamik

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princelarming
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76gruppe-dynamik - Page 4 Empty Sv: gruppe-dynamik Fre 31 Dec 2010 - 11:43

Janushedemann

Janushedemann
Halv-elver Diplomat

Jeg tweeker alt og alle


/J

77gruppe-dynamik - Page 4 Empty Sv: gruppe-dynamik Fre 31 Dec 2010 - 12:26

princelarming

princelarming
Barbar Barber

I know you do, baby Exclamation

78gruppe-dynamik - Page 4 Empty Sv: gruppe-dynamik Søn 2 Jan 2011 - 15:49

Rune

Rune
Founder

Sad lige og læste lidt i GURPS - Martial Arts - Fairbairn Close Combat Systems og fandt nogle nye talents:
Born Sailor: Boating, Knot-Tying, Meteorology, Navigation (Sea), Seamanship, and Ship handling.
Reaction bonus: other sailors. 5 points/level.
Born Soldier: Leadership, Savoir-Faire (Military), Scrounging, Soldier, and Tactics.
Reaction bonus: other soldiers. 5 points/level.
Natural Copper: Body Language, Criminology, Detect Lies, Intelligence Analysis, Interrogation, Observation, Savoir-Faire (Police), Search, Shadowing,
and Streetwise.
Reaction bonus: other policemen, private investigators. 10 points/level.
Stalker:
Camouflage, Hiking, Navigation (Land), Stealth, and Tracking.
Reaction bonus: hunters, trackers, etc. 5 points/level.

Og så tænkte jeg om det ikke kunne være fedt hvis vi forsøgte at give vores kampe lidt mere variation og måske realisme? Det kunne vi gøre ved at kigge på Martial Arts bogen med dens forskellige Styles. Fx. hvis en karakter skal være knife-fighting master, så tag et kig på hvordan sådan en i virkeligheden slås. Her er Dagger-Fighting, Martial Arts s. 155:
DAGGER FIGHTING, 3 points
This knife-fighting style is based on medieval and Renaissance European martial arts but differs little from Asian, African, and ancient Roman arts. It would fit into almost any setting “as is.” Likewise, while “dagger” historically described a fairly specific weapon (see Chapter 6), Dagger Fighting works with any of the fighting knives used worldwide for streetfighting and personal defense, and as auxiliary weapons in dueling and warfare – singly or in pairs. Practitioners typically favor larger blades, however. Most schools taught both the “sword” grip (the normal grip) and the “ice pick” grip (see Reversed Grip, pp. 111-112). Dagger fighters learned to switch rapidly between grips to take full advantage of the fluid mix of knife work and grappling that characterizes a knife fight. Tactics emphasized feints, disarms (barehanded and by slashing hands and arms), and direct attacks. “Spinning” techniques – for instance, turning one’s back on an advancing enemy in order to drive one’s knife backward and into him – weren’t unknown. The dagger fighter prefers to circle his foe, feinting, jabbing, and watching for any weakness or opportunity. This is a series of Wait, Evaluate, Feint, and Defensive Attack maneuvers. He’ll move in for the kill only when his adversary is vulnerable – injured, feinted, etc. Multiple, darting attacks are more likely than a single powerful blow, and the fighter might deliver several potentially lethal blows to ensure that his enemy dies quickly enough to be unable to return the favor. Most attacks target the arm or hand to disarm, or the neck or vitals to kill. Stylists do stab but often prefer the cut, simply because a slash at arm’s length offers superior reach. Single knife schools also grapple using the empty hand (often known as the “live hand”). Moves include grabbing the opponent’s weapon and grappling his weapon arm in order to break it or render his weapon harmless, usually after a parry. As martial arts go, Dagger Fighting comes with few improbable claims. A couple of cinematic skills fit the style, though. Hypnotic Hands suits the complex rhythms of knife work, while Power Blow would let low-damage knives deal powerful blows that could instantly cripple limbs or kill. Modern knife-fighting schools are remarkably similar to historical ones but tend to replace the emphasis on parrying larger weapons (such as swords) with gun-disarming techniques. It’s difficult to find training in serious knife-fighting in realistic conditions outside of military and covert-ops circles. Moreover, it’s often illegal to carry a weapon-length knife, and using even a legal one can mean trouble with the law! This last matter isn’t a modern phenomenon. Even in historical settings where everyone carried and used knives as tools, ordinary citizens often regarded skilled knife-fighters as desperados or criminals. In any era, many knife-fighters learn another style as well – either armed or unarmed.
Skills: Knife; Wrestling.
Techniques: Arm Lock (Knife or Wrestling); Armed Grapple (Knife); Back Strike (Knife); Choke Hold (Knife); Feint (Knife); Retain Weapon (Knife); Reverse Grip (Knife); Spinning Strike (Knife).
Cinematic Skills: Hypnotic Hands; Power Blow.
Cinematic Techniques: Dual-Weapon Attack (Knife or Wrestling); Fighting While Seated (Knife).
Perks: Off-Hand Weapon Training (Knife); Quick-Swap (Knife).
Optional Traits
Advantages: Ambidexterity.
Disadvantages: Reputation (Thug).
Skills: Brawling; Fast-Draw (Knife); Main-Gauche; Thrown Weapon (Knife).
Techniques: Disarming.


For Asbjørns fægtemester kunne det også give rigtig god stemning at have en eller anden stil afhængigt af hans foretrukne våben.
LONGSWORD FIGHTING, 5 points
Longsword Fighting was popular in Central Europe from around 1350 until almost 1600. The longsword (p. 219) was ideally suited to two-handed tactics. Fighters regarded one-handed use as secondary, and didn’t use a shield at all; they either kept two hands on their weapon or used one hand to grab the
foe while driving in the sword with the other. Masters rounded out the training with punching, kicking, grappling, and knife fighting. Swordsmen typically grasped the longsword in a Defensive Grip (pp. 109-111), holding the long ricasso and using the blade to ward off blows. They launched attacks from both this grip and the normal grip. Against plate-armored foes, they favored thrusts aimed at chinks in armor. Some attacks used an inverted sword: the fighter held his weapon by the blade and either bashed his opponent with the hilt as if it were a mace or used the Hook technique with the crosspiece. Armored and unarmored warriors alike practiced Longsword Fighting. Those with armor would grapple, shove, slam, and Beat (pp. 100-101) extensively, closing with their foe and trying to put him at a disadvantage in order to finish him with a stab to a vital area. Unarmored fighters – less protected from cuts and stabs – circled and kept their distance. They used Evaluate, Wait, and Feint to spot or create an opening before moving in for the kill. Both circumstances called for a strong attack capable of punching through armor; in game terms, either Committed Attack (Strong) or All-Out Attack (Strong). While the style’s iconic weapon was the longsword, both the thrusting bastard sword and thrusting greatsword saw use. The latter was often known as the zweihänder in the hands of the doppelsöldner, who received twice the pay of other foot soldiers. To gain this coveted status, he had to produce a diploma from a recognized longsword master. Medieval heroes who wish to learn this style shouldn’t have trouble finding a master in 14th- through 16th-century Central Europe. The rapier rapidly replaced the longsword for civilians during the 16th century, but the longsword remained a common military weapon. Period art depicts Italian fencing masters with longswords as late as the 1580s. Modern recreationists have restored a version of this style based on the writings of German longsword masters.
Skills: Brawling; Judo; Knife; Two-Handed Sword.
Techniques: Arm Lock (Judo); Armed Grapple (Two-Handed Sword); Bind Weapon (Two-Handed Sword); Choke Hold (Two-Handed Sword); Close Combat (Two-Handed Sword); Counterattack (Two-Handed Sword); Disarming (Judo or Two-Handed Sword); Ground Fighting (Knife); Kicking; Knee Strike; Retain Weapon (Two-Handed Sword); Targeted Attack (Two-Handed Sword Thrust/Face); Targeted Attack (Two-Handed Sword Thrust/Neck); Targeted Attack (Two-Handed Sword Thrust/Vitals Chinks); Trip.
Cinematic Skills: Mental Strength; Power Blow.
Cinematic Techniques: Dual-Weapon Defense (Two- Handed Sword); Timed Defense (Two-Handed Sword).
Perks: Armor Familiarity (Judo); Grip Mastery (Longsword); Skill Adaptation (Bind Weapon defaults to Two-Handed Sword); Sure-Footed (Uneven).
Optional Traits
Advantages: Enhanced Dodge; Enhanced Parry (Two-Handed Sword or All); Weapon Master (Two-Handed Sword).
Disadvantages: Obsession (Achieve certificate of mastery).
Skills: Broadsword; Fast-Draw (Knife); Two-Handed Axe/Mace; Wrestling.
Techniques: Hook (Two-Handed Axe/Mace).
Perks: Weapon Bond.

http://splatcup.goalsoccer.net

79gruppe-dynamik - Page 4 Empty Sv: gruppe-dynamik Søn 2 Jan 2011 - 16:14

Rune

Rune
Founder

Hmm, lidt flere officielle talents til at give inspiration hvis folk vil have deres eget talent:
* GURPS FANTASY

Allure, 5/10, gives(+1 To GR:Allure), page(FA132), upto(4), cat(Mundane, Mental, Talents),
conditional(+1 to ST:Reaction), description(Dancing, Erotic Art, Makeup, Sex Appeal, Singing)
Bard, 5/10, gives(+1 To GR:Bard), page(FA132), upto(4), cat(Mundane, Mental, Talents),
conditional(+1 to ST:Reaction), description(Heraldry, Literature, Musical Influence, Poetry, Public Speaking, Singing)
Devotion, 5/10, gives(+1 To GR:Devotion), page(FA132), upto(4), cat(Mundane, Mental, Talents),
conditional(+1 to ST:Reaction), description(Autohypnosis, Exorcism, Meditation, Religious Ritual)
Goodwife, 5/10, gives(+1 To GR:Goodwife), page(FA132), upto(4), cat(Mundane, Mental, Talents),
conditional(+1 to ST:Reaction), description(Cooking, Diagnosis, Gardening, Housekeeping, Sewing)
Mariner, 10/20, gives(+1 To GR:Mariner), page(FA132), upto(4), cat(Mundane, Mental, Talents),
conditional(+1 to ST:Reaction), description(Boating, Seamanship, Freight Handling, Knot-Tying, Meteorology, Navigation, Shiphandling)
Master Builder, 5/10, gives(+1 To GR:Master Builder), page(FA132), upto(4), cat(Mundane, Mental, Talents),
conditional(+1 to ST:Reaction), description(Architecture, Carpentry, Engineer, Forced Entry, Masonry)
Sage, 10/20, gives(+1 To GR:Sage), page(FA132), upto(4), cat(Mundane, Mental, Talents),
conditional(+1 to ST:Reaction), description(Archaeology, Expert Skill, Geography, Heraldry, Hidden Lore, History, Law, Literature, Occultism, Philosophy, Research, Theology)


* GURPS MYSTERIES

Talker, 5/10, gives(+1 to GR:Talker), page(MY108), upto(4), cat(Mundane, Mental, Talents),
conditional(+1 to ST:Reaction), description(Detect Lies, Diplomacy, Fast-Talk, Psychology, Savoir-Faire)
Tough Guy, 5/10, gives(+1 to GR:Tough Guy), page(MY108), upto(4), cat(Mundane, Mental, Talents),
conditional(+1 to ST:Reaction), description(Fast-Talk, Forced Entry, Intimidation, Shadowing, Streetwise)
Whiz Kid, 5/10, gives(+1 to GR:Whiz Kid), page(MY108), upto(4), cat(Mundane, Mental, Talents),
conditional(+1 to ST:Reaction), description(Chemistry, Criminology, Diagnosis, Forensics, Psychology, Research)


* GURPS BANESTORM

Born War-Leader, 5/10, gives(+1 To "GR:Born War-Leader"), page(BS184), upto(4), cat(Mundane, Mental, Talents),
conditional(+1 to ST:Reaction), description(Intelligence Analysis, Leadership, Savoir-Faire (Military), Strategy, Tactics)
Close to Heaven, 5/10, gives(+1 To GR:Close to Heaven), page(BS184), upto(4), cat(Mundane, Mental, Talents),
conditional(+1 to ST:Reaction), description(Exorcism, Meditation, Religious Ritual, Ritual Magic, and Theology)
* Did not include the Halfling Racial Talent as it is very world- and race-specific.


* GURPS TRAVELLER: INTERSTELLAR WARS

Born Tactician, 10/20, gives(+1 to "GR:Born Tactician"), page(TI135), upto(4), cat(Mundane, Mental, Talents),
conditional(+1 to ST:Reaction), description(Expert Skill (Military Science), History (Military), Intelligence Analysis, Leadership, Savoir-Faire (Military), Soldier, Strategy (Land), Tactics)
Intuitive Admiral, 10/20, gives(+1 to "GR:Intuitive Admiral"), page(TI135), upto(4), cat(Mundane, Mental, Talents),
conditional(+1 to ST:Reaction), description(Spacer, Expert Skill (Military Science), History (Military), Intelligence Analysis, Leadership, Savoir-Faire (Military), Shiphandling (Spaceship), Shiphandling (Starship), Strategy (Space))


* GURPS SPACE

Alien Friend, 5/10, gives(+1 to "GR:Alien Friend"), page(SP220), upto(4), cat(Mundane, Mental, Talents),
conditional(+1 to ST:Reaction), description(Anthropology (any alien), Diplomacy, Expert Skill (Xenology), History (any alien), and Psychology (any alien))
Cyberneticist, 5/10, gives(+1 to "GR:Cyberneticist"), page(SP220), upto(4), cat(Mundane, Mental, Talents),
conditional(+1 to ST:Reaction), description(Computer Hacking, Computer Operation, Computer Programming, Computer Programming (AI), and Electronics Repair (Computers). See also Computer Whiz.)
Hot Pilot, 5/10, gives(+1 to "GR:Hot Pilot"), page(SP220), upto(4), cat(Mundane, Mental, Talents),
conditional(+1 to ST:Reaction), description(Gunner (any), Navigation (Air or Space), Piloting (any))


* TRANSHUMAN SPACE: CHANGING TIMES

Born Spacer, 5/10, gives(+1 to "GR:Born Spacer"), page(TC40), upto(4), cat(Mundane, Mental, Talents),
conditional(+1 to ST:Reaction), description(Aerobatics, Free Fall, Navigation (Space), Piloting (any spacecraft), Spacer, Vacc Suit)
Memetics, 10/20, gives(+1 to "GR:Memetics"), page(TC40), upto(4), cat(Mundane, Mental, Talents),
conditional(+1 to ST:Reaction), description(Brainwashing, Diplomacy, Expert Skill (Memetics), Fast-Talk, Interrogation, Leadership, Merchant, Politics, Propaganda, Psychology, Sociology, and Teaching.)
* This is significantly different from the Memetic Engineer Talent below
Natural Diver, 5/10, gives(+1 to "GR:Natural Diver"), page(TC40), upto(4), cat(Mundane, Mental, Talents),
conditional(+1 to ST:Reaction), description(Aquabatics, Diving Suit, Scuba, Submarine, Swimming)
Pop Culture Maven, 5/10, gives(+1 to "GR:Pop Culture Maven"), page(TC40), upto(4), cat(Mundane, Mental, Talents),
conditional(+1 to ST:Reaction), description(Connoisseur, Current Affairs, Expert Skill (Memetics))
* Did not include Computer Wizard, as it is much more setting-specific than Computer Whiz, below

http://splatcup.goalsoccer.net

80gruppe-dynamik - Page 4 Empty Sv: gruppe-dynamik Søn 2 Jan 2011 - 18:49

Janushedemann

Janushedemann
Halv-elver Diplomat

Sad lige og snakkede med Asbjørn om at spille en dame i spillet, altså han skulle, ikke jeg.

Hvordan ville folk have det med at det var en spiller som var dame i den her setting ?
Her tænkes der på hvordan folks personer ville reagere overfor en dame, fx ift råd/osv

Min karakter vil have nul problemer med det, han spiller ikke efter de samme sociale regler som andre.
Såfremt en person kan noget og har noget at byde på, er han fuldstændig ligeglad om det er en mand eller en dame.
Min karakter spiller for at vinde, kan du noget er du med, ellers er du ikke.

Hvordan vil folks karakterer reagere på det?

/J

81gruppe-dynamik - Page 4 Empty Sv: gruppe-dynamik Søn 2 Jan 2011 - 18:53

Rune

Rune
Founder

Tror min karakter ville være rimelig ligeglad. Han er alligevel så gammel at han ikke interesserer sig for kvinder mere. Måske ville han vrisse lidt mere af en kvinde end en mand, men kun hvis hun var under ham i status alligevel.

http://splatcup.goalsoccer.net

82gruppe-dynamik - Page 4 Empty Sv: gruppe-dynamik Søn 2 Jan 2011 - 18:55

Janushedemann

Janushedemann
Halv-elver Diplomat

Tænkte i forhold til at de er et socialt stigma at være kvinde i sådan et samfund her.
Om man ville lytte til hvad hun havde at sige, behandle hende som ligeværdig osv ?
Det ville jo være lidt kedeligt for Asbjørn hvi alle bare ignorerende ham hele tiden, på den anden side kunne han så lave kaffe hele tiden Smile

/J

83gruppe-dynamik - Page 4 Empty Sv: gruppe-dynamik Søn 2 Jan 2011 - 19:18

R-kølle

R-kølle
Menneske Svaneridder

Der skulle være en meget god grund til at min karakter hørte på hvad en kvinde havde at sige. Når alt kommer til alt er kvinder jo pyntegenstande som er et nødvendigt onde i forbindelse med at føre slægten videre.

Så min karakter ville sende bimse ret meget i køkkenet, med mindre der var en lang og særlig forhistorie. Kvinder er jo af natur temmeligt hysterisk anlagt og kan derdor ikke forventes at handle og tænke logisk når det er nødvendigt Wink

84gruppe-dynamik - Page 4 Empty Sv: gruppe-dynamik Søn 2 Jan 2011 - 19:37

princelarming

princelarming
Barbar Barber

OK

Så skrotter vi den plan... ;-)

85gruppe-dynamik - Page 4 Empty Sv: gruppe-dynamik Søn 2 Jan 2011 - 20:28

princelarming

princelarming
Barbar Barber

R-kølle skrev: Når alt kommer til alt er kvinder jo pyntegenstande som er et nødvendigt onde i forbindelse med at føre slægten videre.

skal dette forstås som om Køllens karakter hellere ville putte banditten ind i andre mænd?? ;-)

86gruppe-dynamik - Page 4 Empty Sv: gruppe-dynamik Søn 2 Jan 2011 - 20:37

R-kølle

R-kølle
Menneske Svaneridder

Det kan bimse tolke som han vil.

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