GURPSnet-Digest Friday, January 17 2003 Volume 04 : Number 3765 In this issue: RE: Where did that shot come from? RE: Wounds was: RE: Where did that shot come from? hunga munga Re: Where did that shot come from? RE: hunga munga RE: Where did that shot come from? Re: Where did that shot come from? RE: Where did that shot come from? RE: Where did that shot come from? RE: Where did that shot come from? Re: Where did that shot come from? Re: Combat examples Question about unclear rule: Grapple-Bonus Fantasy/Medieval Prices Re: Fantasy/Medieval Prices Re: Fantasy/Medieval Prices [VEHICLE] of the week 429 - TL7 RC Plane Re: Fantasy/Medieval Prices RE: ?VOTW? Re: Fantasy/Medieval Prices - A list Re: Fantasy/Medieval Prices The Pensic War in 2100 Antimatter creation and storage? Re: Spell enhancements part 1 (4th try) Re: Antimatter creation and storage? Re: Antimatter creation and storage? change of address question IQ vs ST/DX/HT See the end of the digest for information on subscribing to the GURPSnet-L or GURPSnet-Digest mailing lists. ---------------------------------------------------------------------- Date: Fri, 10 Jan 2003 22:40:48 -0000 From: "McCarty-Eigenmann" Subject: RE: Where did that shot come from? > Questions: What about laying down a half dozen or so smoke grenades? I > mean I know the average unit might not have much in the way of smoke > grenades, but wouldn't it mess things up for the sniper? At least > temporarily, enough time to pull your wounded guy into cover? That's the textbook answer. However, the smoke is slow to gain depth of cover, quicker now than before but easily slow enough to allow another shot. It will probably work, but it may give him the chance to shoot once more. Chances are the rifle 12 sniper, to take aajacksons point, will panic and fire a few more times, the infantry sniper will just withdraw as would the sf sniper. A real bastard will have thought of how long it takes to get to the victim from the closest cover and will take aim at where the victim was, wait long enough and fire again. He may get the victim or his immediate carer. A russian sniper during ww2 used this tactic. The german sniper who caught him used it against him. Morale of the story - no combat tactic is safe or certain. Any one this has been so far just hasn't gone wrong _yet_. This is why recon makes for better tactical analysis - the more you know about me the better you can figure what I might do. Best will in the world, commanders get married to certain tactics. ------------------------------ Date: Fri, 10 Jan 2003 22:52:51 -0000 From: "McCarty-Eigenmann" Subject: RE: Wounds was: RE: Where did that shot come from? > I have actually gone to using the blow-back number or Damage/8 for > bullet wounds as the modifier for FA or Physician roll. And I have been > toying with the idea of then adding the TL back in to compensate > (however, the result could never be a positive effect to the roll). > > For a <7d> gun the average damage is 7*3.5=24.5 rounded down (for > simplicity sake) to 24. This divided by 8 gives 3. So the attending > Medic would be a -3 to skill in the field. I don't use these modifiers > in an actual medical center where they have use of all the modern > medical machines and tools. That's gameable. The TL factor only _really_ comes in with campaigns like traveller or my Diaspora setting, where you could go from TL12 to TL5 in a session. ------------------------------ Date: Fri, 10 Jan 2003 18:59:40 -0500 From: Denis Sarrazin Subject: hunga munga Anyone know if any of the GURPS supplements have the weapon specs for the hunga munga (african throwing knife: http://www.atlantacutlery.com/ethnic.html)? Alternatively, anyone has custom specs for that weapon? Thks, Denis ------------------------------ Date: Fri, 10 Jan 2003 23:30:39 -0800 (PST) From: Cybrludite Subject: Re: Where did that shot come from? - --- Vegard Valberg wrote: > Questions: What about laying down a half dozen or so > smoke grenades? I > mean I know the average unit might not have much in > the way of smoke > grenades, but wouldn't it mess things up for the > sniper? At least > temporarily, enough time to pull your wounded guy > into cover? Depends on the type of smoke grenade. Bursting ones would work best, as opposed to the burning ones. With the latter, it takes a bit for the screen to be thick enough to help. It also depends on how well equiped the sniper is. Thermal sights will see through the smoke. One popular anti-sniper response in urban fighting is to hit likely sniper positions with grenade-launchers. Check out Vyacheslav Mironov's account of the fighting in Grozny at http://lib.ru/MEMUARY/CHECHNYA/chechen_war.txt for more on this. Fair warning, he doesn't pull any punches, and it pretty much makes "Black Hawk Down" seem like a Boy Scout Jamboree in comparison. ===== Jon rm -rf /bin/laden __________________________________________________ Do you Yahoo!? Yahoo! Mail Plus - Powerful. Affordable. Sign up now. http://mailplus.yahoo.com ------------------------------ Date: Sat, 11 Jan 2003 09:29:28 -0000 From: "McCarty-Eigenmann" Subject: RE: hunga munga > Anyone know if any of the GURPS supplements have the weapon specs for the > hunga munga (african throwing knife: > http://www.atlantacutlery.com/ethnic.html)? > Alternatively, anyone has custom specs for that weapon? Like the hurlbat, it can be viewed as a type of throwing axe, and does sw, sw+1, sw+2 or even sw+3 dependant on whether its 2, 4 or 6 lbs. Despite movie use, its not a melee weapon. Larger ones, like they have in museums in South Africa are unlikely to be real weapons, like the parade swords in European museums. ------------------------------ Date: Sat, 11 Jan 2003 09:35:57 -0000 From: "McCarty-Eigenmann" Subject: RE: Where did that shot come from? > http://lib.ru/MEMUARY/CHECHNYA/chechen_war.txt for > more on this. Fair warning, he doesn't pull any > punches, and it pretty much makes "Black Hawk Down" > seem like a Boy Scout Jamboree in comparison. Thanks. mce ------------------------------ Date: Sat, 11 Jan 2003 10:45:54 +0100 From: "Michele Armellini" Subject: Re: Where did that shot come from? > > So what would be a anti-sniper move for the unit? Retreat ASAP and call > in an air strike? (What if there is not air support?) Lay down cover > fire and setup heavy ordinance (i.e. mortars) for as long as it takes to > find the sniper? Disperse and stalk the sniper through the terrain? (the > last sound incredibly stupid, but I would like to know if there is a way > for my PC's to outsmart a sniper bent on taking them all out.) > As others have stated, it depends. First it depends on whether the sniper has already downed one of them, or not. Since others have already started to cover that eventuality, and since you'd probably let the PCs survive the first shot unscathed, let's discard this factor. Then it depends on what they are out to accomplish, and how fast they have to do it. Then it depends on their assets. What are they out to - - If they are simply on patrol, or have some low-priority task (bringing food forward etc), they have no reason at all to expose themselves; they may just stay put, or withdraw under cover, or, given the right assets, engage in an opportunistic countersniper op. They'll understand that by a Soldier+4 roll. See asset choices. - - If they are going somewhere and they aren't in a hurry, the best chance is to figure out a path that won't expose them, or that will minimize the danger; they don't need to chase the sniper. If they make a Soldier or Tactics+2 roll, they know the sniper will be redeploying right now, so the best idea is to break contact, change course, stay under cover, and go ahead. - - If they are going somewhere and they are in a hurry, they should probably try to suppress the sniper. By suppress I don't mean they necessarily have to kill him. Denying him a chance to fire again, or to fire effectively, is sufficient. See asset choices. - - If they are already carrying out a countersniper op, or if they are tasked with clearing this specific piece of terrain, or if they must capture/kill that specific baddie, of course they must engage the enemy. See asset choices. What are their assets - - Plenty of external support. That's the best choice, of course. They can call down indirect artillery fire on the sniper's actual or suspected position. They can call in air strikes. They can call in a tank. They have backup. Indirect fire can seldom kill a sniper. He'll be redeploying by the time it comes down. However, indirect fire can force back the sniper; can actually kill him if he's so stupid or so Japanese to stay put on his tree; and it can discourage him from hanging around. Quick-response indirect fire is better than heavier but slower fire. Air strikes are like indirect fire. Tanks aren't especially useful. If you have acquired the sniper, he's not moving away, and you can't kill him with your weapons, of course a direct tank gun hit can be handy. Also, the tank can serve as a mobile shield. But that's all. Backup, such as other squads, or another platoon, should be deployed out to the flank(s), so that it can maneuver in such a way that the sniper can either withdraw towards his own lines, or he has to run into them. All of these choices have their drawbacks. If they are in a built-up area, for instance, indirect fire won't be a very effective killer, no matter how heavy. It's effective for interdiction and suppression, though. They'll also need to consider what the built-up area and its population mean to them; are they Frenchmen in Sarajevo or Germans in Stalingrad? - - Good numbers and good modern-day infantry weaponry. With these, they still have some options. Several posters have listed smoke grenades. Sheer firepower will also help, IF at least a general area has been pinpointed as the sniper's location; if not, it's wasted ammo. Firepower won't be used for accuracy but as suppression fire. In this role, modern grenade launchers will be invaluable if the sniper isn't in the open but inside a building, for instance. Coupled with this, an outflanking attempt should be carried out. The huge firepower will keep the sniper's head down, providing cover fire to the outflankers. - - Small numbers and/or WWII or worse equipment. Chasing the sniper away is probably the best choice. Once he's been acquired, or at least his general position revealed, he will withdraw and redeploy anyway (unless he fails his rolls+3). Hunting him with outflanking moves can be done, but it will be difficult and dangerous, especially if he knows his job and his terrain. Regards, Michele ------------------------------ Date: Sun, 12 Jan 2003 00:20:35 +1300 From: "Rupert Boleyn" Subject: RE: Where did that shot come from? On 10 Jan 2003 at 20:56, McCarty-Eigenmann wrote: > > So what would be a anti-sniper move for the unit? Retreat ASAP and > call > > in an air strike? (What if there is not air support?) Lay down cover > > fire and setup heavy ordinance (i.e. mortars) for as long as it takes > to > > find the sniper? Disperse and stalk the sniper through the terrain? > (the > > last sound incredibly stupid, but I would like to know if there is a > way > > for my PC's to outsmart a sniper bent on taking them all out.) > > if the unit spots the snipers direction and if they didn't disperse and > go to cover then they lay fire and advance on his position. If you are > lucky or he has insufficient cover you can at least drive him off, if > not kill him. Once he's forced to react, rather than act he has lost > initiative and most of his advantage. > > If the unit hit cover they need to get a clue to his direction and move > to flank him. Heavy weapons work best for this option. > > Good troops working in bounding overwatch - pairs moving to cover each > other are liekly to bag the sniper if they force his range advantage. > > But then, he'll know this and will move off to counter flank. He can > move faster and quieter than the unit too. NZ Army SOP if you can locate the sniper's general location/direction is to assault through his position. While a single person can move faster than a unit, doing do while under fire and with a bunch of guys with guns sweeping through from your flank isn't easy. Of course this relies on you actually having an idea where he is. Without that there's sod all you can do. - -- Rupert Boleyn The media industry is a long, dark, narrow hallway where thieves and pimps run free and good people die like dogs. There is also a negative side. ------------------------------ Date: Sun, 12 Jan 2003 00:20:35 +1300 From: "Rupert Boleyn" Subject: RE: Where did that shot come from? On 10 Jan 2003 at 22:40, McCarty-Eigenmann wrote: > > Questions: What about laying down a half dozen or so smoke grenades? I > > mean I know the average unit might not have much in the way of smoke > > grenades, but wouldn't it mess things up for the sniper? At least > > temporarily, enough time to pull your wounded guy into cover? > > That's the textbook answer. > > However, the smoke is slow to gain depth of cover, quicker now than > before but easily slow enough to allow another shot. > > It will probably work, but it may give him the chance to shoot once > more. Were I doing the shooting (I'd probably be in your 'infantry sniper category') I'd look round the edges of the forming smoke field for someone who was a little bit impatient or careless - unless they're all veterans there'll probably be someone who lets his concern for his hit mate drive him to be that little bit careless. Then they've got two people down, seperated and need yet more smoke to cover them. It's even better if you get someone on the upwind edge of the smoke, because then someone's got to throw the next smoke grenade out even further upwind, so you might be able to get them too, if you're lucky. Of course if they've figured about where I was firing from I wouldn't be bothering with all this - I'd just leave before someone decided an assult under cover of heavy weapons fire was the answer. > Chances are the rifle 12 sniper, to take aajacksons point, will panic > and fire a few more times, the infantry sniper will just withdraw as > would the sf sniper. - -- Rupert Boleyn The media industry is a long, dark, narrow hallway where thieves and pimps run free and good people die like dogs. There is also a negative side. ------------------------------ Date: Sun, 12 Jan 2003 00:20:35 +1300 From: "Rupert Boleyn" Subject: RE: Where did that shot come from? On 10 Jan 2003 at 21:58, McCarty-Eigenmann wrote: > > > Then I'd bag your medic. > > > > Am i correct that this would be against the Geneva Convention? > > Not that this will stop that many snipers, just out of couriosity. > > Yes, but you haven't labelled your medic with the red cross. > > Sad but true. > > The rules are unimportant until you have a chance of getting caught. Besides, if you were a squad/section moving alone, rather than as part of a platoon or company there's a good chance the medic is simply a grunt with a first aid kit who's done a course. - -- Rupert Boleyn The media industry is a long, dark, narrow hallway where thieves and pimps run free and good people die like dogs. There is also a negative side. ------------------------------ Date: Sun, 12 Jan 2003 00:20:35 +1300 From: "Rupert Boleyn" Subject: Re: Where did that shot come from? On 10 Jan 2003 at 23:14, Vegard Valberg wrote: > Questions: What about laying down a half dozen or so smoke grenades? I > mean I know the average unit might not have much in the way of smoke > grenades, but wouldn't it mess things up for the sniper? At least > temporarily, enough time to pull your wounded guy into cover? If you haven't already used them you'd have one per soldier in the NZ Army. However some will probably be intend for signalling, etc. Mind you good soldiers try to ensure they a bit more of such things than official equipment scales list. If the wind's right you'd only need one or two to provide decent cover, but they don't last terribly long. - -- Rupert Boleyn The media industry is a long, dark, narrow hallway where thieves and pimps run free and good people die like dogs. There is also a negative side. ------------------------------ Date: Sun, 12 Jan 2003 04:22:34 +0100 From: Thomas Ackermann Subject: Re: Combat examples On Thu, Jan 09, 2003 at 04:31:01PM -0800, Dylan wrote: > This seems like a useful tidbit for my current game, can you site the > reference? for when the rules lawyer complains :) Huh? Brian wrote that - directly one Mail upstairs in that thread ... http://fantasy.geographic.net/GURPS/example.asp Byebye, - -- Thomas Ackermann | Tel. +49-(0)228/631369 | Mobil: 0178-2016033 Email: ------------------------------ Date: Sun, 12 Jan 2003 04:33:57 +0100 From: Thomas Ackermann Subject: Question about unclear rule: Grapple-Bonus Hi Sean, i am not sure that it is OK to directly mail you, but i did not see or hear long time from you on the GURPSnet-List, so i try :-) GURPS Basic, page 111: Close Combat, Maneuvers in Close Combat, Step and Attack Maneuver, Grapple: "[...] If your foe is kneeling, lying down, etc., you are at +6 on your DX roll. [...]" What does "etc." mean in that sentence? Exactly which conditions allow to get that +6 DX bonus? For example, if my opponent is already grappled by another person - would that give me that bonus? Or not, as my bonus is already that my opponent may not retreat from my attack? Thanx for any enlightenment :-) - -- Thomas Ackermann | Tel. +49-(0)228/631369 | Mobil: 0178-2016033 Email: ------------------------------ Date: Sun, 12 Jan 2003 18:03:35 -0800 From: Clayten Subject: Fantasy/Medieval Prices The Basic Set has some prices, does anyone have a more extensive list? ------------------------------ Date: Sun, 12 Jan 2003 20:19:15 -0600 From: "Shawn Fisher" Subject: Re: Fantasy/Medieval Prices Gurps Low-Tech does. Shawn A. Fisher safisher@swbell.net - ----------------------------------------------------- "Greater love has no one than this, that he lay down his life for his friends." - --John 15:13 "We few, we happy few, we band of brothers; For he today that sheds his blood with me Shall be my brother." - --Shakespeare, Henry V, Act IV, Scene 3 - ----- Original Message ----- From: "Clayten" To: "gurpsnet-l" Sent: Sunday, January 12, 2003 8:03 PM Subject: Fantasy/Medieval Prices > The Basic Set has some prices, does anyone have a more extensive list? > ------------------------------ Date: Mon, 13 Jan 2003 00:08:45 -0500 (EST) From: hal@buffnet.net Subject: Re: Fantasy/Medieval Prices > The Basic Set has some prices, does anyone have a more extensive list? Check out this URL. It contains the price list for Chivalry & Sorcery as given permission by the kind owners of the Chivalry & Sorcery The Rebirth. http://www.buffnet.net/~hal/index.htm This will take you right to *A* price list, but there are other "conversions" to GURPS rules from the C&S material that may be worth your while... http://www.buffnet.net/~hal/Marketplace.htm Hal ------------------------------ Date: Mon, 13 Jan 2003 08:06:33 +0100 (MET) From: "Onno Meyer" Subject: [VEHICLE] of the week 429 - TL7 RC Plane This is a weekly posting with GURPS vehicles (and the like) to the GURPSnet mailing list. I grant the permission for all non-commercial redistribution of my work, but I would like to know if you put it on a website or the like. With a slight delay, old vehicles appear at http://gurpsnet.sjgames.com/Archive/Vehicles/Collections/ and http://www.geocities.com/copeab/VOTW.html Onno Meyer, 1/2003 RC Plane v1.0 (TL7) Copyright 2003 by Onno Meyer This is a small, remotely controlled plane. With a camera, it would make a nice micro-UAV on a budget. The plane looks like a generic high-wing monoplane, but no attempt was made to copy a specific model. The fixed, oversized wheels would have doomed that attempt anyway. The plane is controlled by a simple remote control console (VXii24) with a short range radio (not included in the listed stats). It uses 0.004 gallons of gasoline per hour. Subassemblies: Body -4; three off-road wheels -4; two wings -4. P&P: 0.1 kW standard gasoline engine with a 0.1 kW propeller. Fuel: 0.05-gallon self-sealing tank. Occ: - Cargo: - Armor F RL B T U Body: 1/1 1/1 1/1 1/1 1/1 Wheels: 1/1 1/1 1/1 1/1 1/1 Wings: 1/1 1/1 1/1 1/1 1/1 Equipment Body: 3-mile radio. Statistics Size: 3'x4'x1' Payload: 0.3 lbs. Lwt: 8 lbs. Volume: 0.09 cf Maint: 636 hours Price: $247.25 HT: 11 HP: 1 [Body] 1 [Wheels] 1 [Wings] aSpeed: 30 aAccel: 1 aDecel: 210 aMR: 52.5 aSR: 2 Design Notes The 0.05-cf body has an extra-light frame with 0.0125 cf of empty space. The 0.01-cf wheels have an extra-light frame. The 0.015-cf wings have an extra-light frame and 0.015 cf of empty space each. The surface area is 3 sf. The armor is standard composite. The vehicle is cheaply made. The TL7 vehicle uses Vehicles [2nd edition, 3rd printing, July '02 errata] and Vehicles Expansion 2. Next Week: A TL7 remotely controlled ship. ------------------------------ Date: 13 Jan 2003 13:48:20 -0000 From: "Volker Bach" Subject: Re: Fantasy/Medieval Prices On Sun, 12 Jan 2003 18:03:35 -0800, Clayten wrote : > The Basic Set has some prices, does anyone have a more extensive list? Low Tech has some, as do Imperial Rome, Middle Ages I, Fantasy I, Arabian Nights and Greece (though nowhere near as extensive). However, if you can get it, try for the 'Price Edict of Diocletian'. It is a long list of articles and commodities with the prices that were considered 'fair' for them by the authorities c. AD 300. You can even use the 'denarius commune' as a (slightly devalued) GURPS$, but I definitely recommend it for getting a perspective on the different price structures (low cost of staple foods, high cost of manufactured goods, very high price of luxury items). It always gets your average adventurer that people had to spend the equivalent of a month's pay for a decent cloak Volker ------------------------------ Date: Mon, 13 Jan 2003 08:00:22 -0800 From: Mark Thew Subject: RE: ?VOTW? I also have the archive in HTML form at http://www.geocities.com/mandjthew/marks_eye/votw An index is also provided. It's not up to date but I'm in the process of updating it to XML. It'll probably be another month or two before that is ready. Mark - -----Original Message----- From: eclipsek [mailto:eclipsek@telusplanet.net] Sent: Thursday, January 09, 2003 7:13 PM To: GURPSnet-L Subject: ?VOTW? A strange question comming from me.... I recall someone had a site with the collected VOTW... which wasn't the GURPsnet archives. What was the url? - -Sue (feeling really silly right now) ------------------------------ Date: Mon, 13 Jan 2003 12:30:45 -0800 From: Clayten Subject: Re: Fantasy/Medieval Prices - A list Volker Bach wrote: > However, if you can get it, try for the 'Price Edict of Diocletian'. It is > a long list of articles and commodities with the prices that were > considered 'fair' for them by the authorities c. AD 300. You can even use > the 'denarius commune' as a (slightly devalued) GURPS$, but I definitely > recommend it for getting a perspective on the different price structures > (low cost of staple foods, high cost of manufactured goods, very high price > of luxury items). > > It always gets your average adventurer that people had to spend the > equivalent of a month's pay for a decent cloak > Here's what I found, based on snippets of Diocletian's Edict, and some other samples to show relative pricing. If anyone has a link to the full edict, I'd love to get a copy. Some of the shipping costs seem off, I'd imagine wagons to be cheaper than pack animals, but I could be wrong, and these are fiat prices and may bear little relation to reality. There's a 1200:100:1 price ratio for gold, silver, and copper, respectively. The basic set lists a 20:1 for gold and copper. I assume this would vary with local deposits and mining technology. Today the ration is closer to 75:1. Roman Pricing Army Wages under Emperor Augustus 27BC-AD14 * Private - 225 denarii per year Centurion - 3,750 denarii per year Army Wages under Emperor Caracalla, AD211-217 * Private - 750 denarii per year Centurion - 12,500 denarii per year The ratio remains close to 15:1. Centurions commanded ~80 men (A "Century"). - - Relation to Roman pricing in 301AD (Diocletian's Edict) unknown. Diocletian's Price Edict - 301AD 1 modius = c.8 litres (dry measure) - Supposedly about a bushel 1 sextarius = c.1/2 litre (dry measure) or c.1 litre (liquid measure) 1 Italian pound = ~325g - (All pounds used are Italian Pounds) Shipping prices per distance, relative to shipping by sea 1 sea shipping 3.4 river boats (downstream) 6.8 river boats (upstream) 43.4 pack animals 50.72 wagons Precious Metals 1 pound of gold : 72,000 denarii communes (denarii) 1 pound of silver : 6,000 denarii 1 pound of copper : 60 denarii Wages 1 month's wages for a teacher, per boy : 75 denarii 1 day's wages for a picture painter : 150 denarii 1 day's wages for a baker : 50 denarii 1 day's wages for a farm labourer : 25 denarii Scribe, for writing 100 lines : 20 denarii Barber, per man : 2 denarii Goods 1 modius salt - 100 denarii 1 modius of wheat : 100 denarii 1 modius barley - 60 denarii 1 pound of beef : 8 denarii 1 pound of pork : 12 denarii 1 pound of sea fish : 24 denarii 1 sextarius of oil (good quality) : 40 denarii 1 sextarius of ordinary wine : 8 denarii 1 sextarius of Falernian wine : 30 denarii 1 pair of fashionable shoes : 150 denarii 1 pair of women's boots : 60 denarii 1 pound wool from Tarentum : 175 denarii 1 pound white silk : 12,000 denarii Byzantium - 6th Century AD - Prices in gold Nomismata (or Solidi) The salary of a copyist for a book : 13 nomismata 1 mule : 15 nomismata 1 cart-horse : 12 nomismata 1 ox : 3 nomismata - - Relation to Roman pricing in 301AD unknown. Information taken and paraphrased from: http://www.culture.gr/nm/presveis/Pages/info/Reference/social.html#Price_Edict http://www2002.stoke.gov.uk/museums/pmag/archaeology/romans/cost.htm ------------------------------ Date: Tue, 14 Jan 2003 03:52:10 +0100 From: Mario Tani Subject: Re: Fantasy/Medieval Prices On Sun, Jan 12, 2003 at 06:03:35PM -0800, Clayten wrote: > The Basic Set has some prices, does anyone have a more extensive list? A GURPS-list? no I do not have it^__^ But for my fantasy campaigns I usually use the following link as a reference: http://www.luminarium.org/medlit/medprice.htm just to cite the site: List of prices of medieval items Courtesy of Kenneth Hodges (hodges@jif.berkeley.edu) The list of medieval prices which follows is by no means complete or thoroughly researched; I merely extracted references from some of the books I have, and I thought others might like to inspect it. The sources I used are listed at the end. If an item is listed several times, it is because I had several references I wished to record. lo si puņ reperire anche a: http://www.fordham.edu/halsall/source/medievalprices.html pay attention maybe the files differs slightly in general Kenneth HOdge s material can be found at: http://faculty-staff.ou.edu/H/Kenneth.Hodges-1/index.html For a list more Fantasy Role Play Oriented, maybe a little DnD oriented, you can try: http://www.hoboes.com/pub/Role-Playing/Fantasy/Real%20History/Medieval%20Prices/Compendium.txt Another one is found at: http://home.mira.net/~tosh/text/general/medievalprices.htm the next one is a more gurps.oriented one: www.thefickeadventure.com/Games/ gurps/reference/equipment.pdf It's available only as a pdf and the info were taken byu a site that now it's expired the folowing one is: "The Great Net Equipment List" http://www.complang.tuwien.ac.at/alex/Handbooks/equipment.gz There were a better list one time on the net, I use a printed copy of it today... THere's a copy online at: http://web.tiscali.it/no-redirect-tiscali/pcoletti2/GURPS/gurps-prezzi.html This is an Italian Site, but the material I'm writing about, was in english, you can find it on that site after the first part (in italian) EX: Birraccia (Low Quality Beer) if you scroll down the page there's a table entitled to: "incantamenti sulle Armi" The list I'm speaking About starts from the folowing one: "Animal" the first line is: Bear, Dancing [each] and goes on till the end of the page I've found this page this evening, the original one was a simple txt file or something the like... If someone knows where to find the original could post it, in order to let me know the right credits? - -- Mario Tani IHGGer #438 ICQ UIN = 62716435 "Da Ya Wonna Live Forever?" "At Least I'Ve Arrived There" "A Kiss Is Not Always The Truth, But It Is Often What We Want To Be True" "Science It's An Art: It Takes Love, Faith & Courage" Official Member of the S.I.S.De. Follower of the Penguin (Keep on Linux!) G.U.R.P.S. FARRIK (UN)Official Site: Under (RE)Construction gurpsit an Italian G.U.R.P.S. ML: gurpsit-subscribe@egroups.com ------------------------------ Date: Thu, 16 Jan 2003 00:59:51 -0600 From: Barbarian Subject: The Pensic War in 2100 In the next few weeks I'm starting a TransHuman Space campaign. The kick off adventure involves that wonderful SCA yearly event, The Pensic War! (Two characters are SCA members and the third has been assigned to attend due to political concerns involving the others. The players worked this out on their own and I thought it was a good plot.) The problem is that despite my interest, I've never actually been to Pensic. The website for Pensic 2003 has been pretty useful, but I'd like a bit of insight from some who've actually been -- especially with an eye towards gaming and how things might change over the next hundred years or so. Significant notes: The SCA has had a lot of crossover with LARP and other live action fantasy players. There are still a lot of 'realistic' events, but quite a few of the combats and events are designated as Fantasy active. This means that 'magic' and mystic races are allowed in these events. One of the characters is a Spartan Bioroid who makes a rather convincing Orc in the Fantasy Melees. Many participants use virtual costumes' based on v-tag technology to enhance their real costumes and change their appearances to match their persona. Naturally there are those who disdain this 'shortcut' technology and insist on strict realism. They are somewhat in the minority. The SCA as a whole is far more accepting of Bioroids and other artificial beings than is most of the American public. While they're not all members of PAL, they do tend to have sympathy for the cause and usually treat Bioroids as well as they treat normal humans. (The general feeling towards SAI and other Infomorphs isn't quite as accepting, but most in the SCA are neutral at worse towards the idea of Infomorph rights.) There are, of course, always exceptions to these generalities. So ... I'm looking for adventure encounter suggestions, potential events, and other useful material. I already have a few plot complications showing up on ship's sensors, but anything that can help me improve the flavor of the Pensic of the Future would be greatly appreciated. (And before Our Illustrious Mr. Layne suggests it, I've already thought of having our old friends the RIBS show up, but I think I'm going to have to pass. That doesn't mean that there won't be uplifted Raccoons running around the place, of course!) - -- Barbarian - Founder of the Barbarian Illuminati -- barbarian@ripco.com New Vinland Columns and Archives at http://pages.ripco.net/~barbarian/ Wouldn't you rather be playing Steve Jackson Games right now? SJ Games - http://www.sjgames.com GURPS, Ogre, INWO, and more. Fnord ------------------------------ Date: Thu, 16 Jan 2003 16:28:27 -0800 (PST) From: Lucas Bodnyk Subject: Antimatter creation and storage? I dunno why this popped up in my head, but I believe I read somewhere in GURPS Vehicles I think it was, that we are capable of producing and storing antimatter today. I was previously of the assumption that we had succesfully created antimatter using particle accelerators, but I was not aware that we had the means to store these particles, or that they even existed for a practical length of time... If we actually can create, and store, antimatter, could someone provide me with a link to a webpage that will satisfy my raging curiosity, or even a hardcopy I can pick up at the library? I really want to know! ===== "Nemo Malus Felix" - No Peace For The Wicked Angelix belongs to Chaos Theory! http://cth-clan.xgshosting.com/ Angelix plays at =CtH= clan server, @ 66.151.108.73:27015 Angelix plays at [Wicked]'s server, wkd-net CS15, @ 216.32.201.122:27015 Angelix plays at Gamewarrior's Servers, find them @ gamewarriors.com Angelix r0x0rz j0r b0x0rz =) __________________________________________________ Do you Yahoo!? Yahoo! Mail Plus - Powerful. Affordable. Sign up now. http://mailplus.yahoo.com ------------------------------ Date: Thu, 16 Jan 2003 20:10:35 -0500 From: bts@alum.mit.edu (Brian T. Sniffen) Subject: Re: Spell enhancements part 1 (4th try) > Obviously, this one only makes sense if you have house rules which > affect the interaction between magic and cyberware - but that's > another topic. Indeed, the GURPS Shadowdawn campaign I'm running has such an effect in-universe, but we've been winging it as far as penalties to spells. May I ask what you use? Also, have you thought about adding White Magic and Order Magic as limitations? I'd actually model Order Magic on *Black* Magic and White Magic on *Chaos* Magic: being good causes you to mutate (into a teddy bear? Towards the form of your moral impulse, most likely: Muslims approach the form of Mohammed, Taoists start turning into Dragons), being lawful causes you to go nuts in orderly ways. - -Brian - -- Brian Sniffen bts@alum.mit.edu http://www.evenmere.org/~bts/ Available for security-related employment. ------------------------------ Date: Fri, 17 Jan 2003 03:53:00 +0200 (EET) From: Teemu Takaluoma Subject: Re: Antimatter creation and storage? Hi, I did some research and found these sites, should be quite reliable data. At least in laboratory conditions, manufacture and storage of small amounts is possible (maybe in nanograms, a gram would cost 25 billion dollars according to below pdf). Below pdf-document seems to be quite good. http://www.engr.psu.edu/antimatter/Papers/NASA_anti.pdf Some other sites, maybe a bit simpler approach and a lot shorter than that pdf. (You need acrobat reader to open that btw.) http://www.lbl.gov/abc/wallchart/chapters/05/3.html http://helios.gsfc.nasa.gov/qa_gp.html#stoream ... and here is a bit about anti-matter drives: http://ffden-2.phys.uaf.edu/213.web.stuff/Scott%20Kircher/antimatter.html Hope this answers your question. Teemu Takaluoma ttakaluo@paju.oulu.fi On Thu, 16 Jan 2003, Lucas Bodnyk wrote: > I dunno why this popped up in my head, but I believe I > read somewhere in GURPS Vehicles I think it was, that > we are capable of producing and storing antimatter > today. I was previously of the assumption that we had > succesfully created antimatter using particle > accelerators, but I was not aware that we had the > means to store these particles, or that they even > existed for a practical length of time... > > If we actually can create, and store, antimatter, > could someone provide me with a link to a webpage that > will satisfy my raging curiosity, or even a hardcopy I > can pick up at the library? > > I really want to know! > > ===== > "Nemo Malus Felix" - No Peace For The Wicked > > Angelix belongs to Chaos Theory! http://cth-clan.xgshosting.com/ > Angelix plays at =CtH= clan server, @ 66.151.108.73:27015 > Angelix plays at [Wicked]'s server, wkd-net CS15, @ 216.32.201.122:27015 > Angelix plays at Gamewarrior's Servers, find them @ gamewarriors.com > Angelix r0x0rz j0r b0x0rz =) > > __________________________________________________ > Do you Yahoo!? > Yahoo! Mail Plus - Powerful. Affordable. Sign up now. > http://mailplus.yahoo.com > ------------------------------ Date: Thu, 16 Jan 2003 20:02:58 -0500 From: Ed Subject: Re: Antimatter creation and storage? Antimatter is being made today, but only in the largest accelerators, and particle by particle. To date, only a small fraction of a gram of antimatter has been made. I think most of it is used shortly after it is created. At 04:28 PM 1/16/2003 -0800, you wrote: >If we actually can create, and store, antimatter, >could someone provide me with a link to a webpage that >will satisfy my raging curiosity, or even a hardcopy I >can pick up at the library? > >I really want to know! > >===== >"Nemo Malus Felix" - No Peace For The Wicked > >Angelix belongs to Chaos Theory! http://cth-clan.xgshosting.com/ >Angelix plays at =CtH= clan server, @ 66.151.108.73:27015 >Angelix plays at [Wicked]'s server, wkd-net CS15, @ 216.32.201.122:27015 >Angelix plays at Gamewarrior's Servers, find them @ gamewarriors.com >Angelix r0x0rz j0r b0x0rz =) > >__________________________________________________ >Do you Yahoo!? >Yahoo! Mail Plus - Powerful. Affordable. Sign up now. >http://mailplus.yahoo.com ------------------------------ Date: Thu, 16 Jan 2003 20:31:55 -0700 From: "owen clark" Subject: change of address question How do I change my email address for the list? Owen Clark It's better to burn out, than to fade way! Kurgan _________________________________________________________________ MSN 8 helps eliminate e-mail viruses. Get 2 months FREE* http://join.msn.com/?page=features/virus ------------------------------ Date: Fri, 17 Jan 2003 09:54:13 +0100 From: Ludovic Chabant Subject: IQ vs ST/DX/HT It's my first post on this list, so hello everybody. I hope I won't start any flamewar or look like a troll or something, but I'd like to talk about the GURPS's 4 stats model. When you want to create an intellectual/charismatic character, you only have to spend points in one stat. But when you want to create a physical character, you have to spend points in 2, maybe 3 stats. Do you think it's unbalanced ? Or did I get it completely wrong ? (I tried to search the pyramid and roleplayer archives but I didn't find anything really useful). I've been using GURPS for just one little year, now, and I'm incredibly happy with it, but this bugs me a little, and my players pointed out this "flaw" at various occasions. We agreed that an equal number of stats in mental/social and physical/health fields would "feel more balanced", but we also agreed that it would need a lot of tweaking to change that point in GURPS (especially because of the hundreds of skills and ads/disads). So what do you think ? Thanks. L.A.B. ------------------------------ End of GURPSnet-Digest V4 #3765 ******************************* To subscribe to GURPSnet-Digest, send the command: subscribe GURPSnet-Digest in the body of a message to "Majordomo@io.com". 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