How Far Can A Giant Punt …
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Projectile
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Kicker
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Gnome*
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Halfling
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Elf
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Dwarf
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Human
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Ogre
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1d10’ (5)
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1d8’ (4)
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1d6’ (3)
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1d4’ (2)
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1d3’ (2)
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Hill Giant
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3d12’ (18)
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3d10’ (15)
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3d8’ (12)
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3d6’ (9)
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2d6’ (6)
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Stone Giant
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9d12’ (54)
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9d10’ (45)
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9d8’ (36)
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9d6’ (27)
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6d6’ (18)
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Fire Giant
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11d12’ (66)
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11d10’ (55)
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11d8’ (44)
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11d6’ (33)
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7d6’ (21)
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Frost Giant
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18d12’ (108)
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18d10’ (90)
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18d8’ (72)
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18d6’ (54)
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12d6’ (36)
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Cloud Giant
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30d12’ (180)
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30d10’ (150)
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30d8’ (120)
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30d6’ (90)
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20d6’ (60)
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Storm Giant
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44d12’ (264)
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44d10’ (220)
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44d8’ (132)
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44d6’ (132)
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30d6’ (90)
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Titan
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50d12’ (300)
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50d10’ (250)
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50d8’ (200)
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50d6 (150)
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33d6’ (99)
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Showing posts with label FnF. Show all posts
Showing posts with label FnF. Show all posts
Tuesday, June 23, 2015
How Far Can a Giant Punt a Dwarf
How far can a giant punt (kick) a dwarf? It's got to come up sometime. Based on a host of calculations, distances a football and soccer ball can be kicked, brutal physics, and a whole lot of assumptions re mass along with an old Dragon magazine article on giant sizes I've calculated the following table:
*I prefer Gnomes to be tinier than Halflings, reverse if you disagree.
The average distance listed in the parenthesis above is weighted low to punish DMs and players that don't want to roll all those dice.
Saturday, May 24, 2014
Mummer's Joust
This raucous and violent farce has been a part of life in
the shady boulevards and beggar’s courts for at least a century. At it’s
highest it’s an outrageous pantomime affair between mummers troupes put forth
by the low guilds aping the contests of chivalry at it’s lowest it’s a sporting brawl between neighborhoods or tavern gangs.
The Mummers Joust is held in a square, empty lot, or back
alley court. There will typically only be two teams (sometimes with classical
rivalries) and each team will consist of 4 to 12 men of equal number on each
team that will bear carry a rider seated upon a barrel fastened to staves (held
by the aforementioned bearers). The rider is often costumed as a knight is not
lucky enough to be wearing a set of second hand antique armor; bearers are typically
unarmored but clever ones will wear a helmet of some sort and good thick gloves.
Only the rider (sometimes called the Mum-ritter) is armed and that will
typically be with a staff, a wooden sword, a broomstick, a baldder filled with
sad or a sack of rocks. The goal is to be the first team to parade about the
field a half dozen times without the rider falling off his steed (the barrel
held aloft).
The only restrictions in completion of the half dozens
circles of the jousting “field” are the field must be crossed through the
middle at least 3 times by each ride team. Riders may strike each other and the
bearers of the opposing teams. Bearers may strike each other with their hands
but if a bearer releases both hands from a stave he is required to exit the
field (he is typically allowed parting blows against the opposite team but grabbing
another rider or bearer while jettisoned is not sporting).
While in spirit this is nominally a contest it can be a contest that has an outcome that has already been decided upon by the hosting each troupe but even them there is a small chance pride of bearers and riders will overwhelm compliance with the wishes of their sponsors. Gambling is still seen in these events but it is often towards the lower end as many recognize likely collusion but to do speak of it. When a more obvious rivalry comes to bear the outcome is less certain and gambling will leap to whatever foolish heights onlookers desire.
Like many public contests the Mummer's Joust offers a distraction to cover larceny and cutpurses and pick pockets will surely try to ply their trade intermingled with the crowd if they do not fear the wrath of the sponsors. The distraction will of course open chance for trespass and other crimes in the periphery of the Mummer's Joust.
While the Mummer's Joust is far less dangerous than an chivalric joust it is still an affair with the potential for violence and injury. It's unlikely by not impossible for a rider or bearer to suffer broken bones, disability, or even (unluckily) death. Injuries suffered in a Mummer's Joust are not considered an appropriate situation for private recourse and open vendetta or duels would be frowned upon and even considered criminal. A death in a Mummer's Joust that isn't sanctioned by town officials (or high guild) may be considered a crime by some but evidence is not offered up as a point of honor among witnesses and participants in the joust as everyone in the contest has nominally entered it voluntarily.
Alignments of the Alleys and Gutters
Alignment- how one gets on with others in the alleys,gutters, and
backrooms as well as in brightly lit places and public squares. Should a player stray form their professed alignment of a PC they will not suffer any loss beyond the reaction of cronies and other NPC (and this can be catastrophic as contacts, family and business associates turn their back on the wayward).
Loyal (L)- A loyal being is ardent, steadfast, dutiful and
dependable. A loyal man will keep his mouth shut when needed and hold to a code
of honor. Loyal folk can be relied upon to stick to agreements even with
traditional enemies as long as conditions hold and decorum preserved.
Natural(N)- Ordinary folk hold to simple natural tuths. They
are generally self-serving in their motives but not beyond holding to a code of
honor that keeps association with group as important as themselves. It’s natural
to defend one’s family and put your neck out for them, it’s odd to leap to the
defense of a foreign stranger being set upon by ruffians in a dark alley at
night.
Corrupt(C) – A corrupt being is crooked, fraudulent and
untrustworthy. These two-faced bent and based backstabbers can rarely be
trusted and only pretend to hold to a code of honor to find advantage over
others.
It should be noted in this arrangement of alignments good and evil are cosmic forces beyond the demands of normal life and while they are indeed true forces how one binds themselves too them will still be expressed by following of professed alignment. Not all Loyal folk are on the same team, not all Natural folk can be reiled upon to do the same thing, and not all Corrupt folk are entirely wicked.
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