Geneice says, "There are half a dozen robes in a closet behind the chapel. If they can agree on who the most notorious and recognizable of their number are, we can start with those."
There is some bickering about who is more notorious, obviously driven by the latent fear that you actually might not be able to save them from a knight bent on executing a recognized criminal, but within half an hour six of them are clad in cowls and everyone is ready to go.
--M. J. Young
*Nods*
"We will go with the plan, the six robed men and myself make the transactions, the rest wait nearby with the wagons, Geneice and the first seven will stay here to make sure things stay ship shape. If all goes well, we will arrange for the women of the night, perhaps some scullary wenches, and just women period, we get supplies and wagons we will need to start being the go between from here to Camelot. Let's go, and see what we can do."
Adam
You hit the road. The six robed men are uncertain about the notion that they will be the ones to enter the city with you--after all, they're wearing the robes so that if anyone happens to see them they might pass unrecognized, and it's pushing their luck actually to talk to anyone. But at this point it's just conversation among the men, not any questions raised to you.
You roll up outside the city maybe an hour or so before sunset after a smooth trip.
"They'll lock the gates at sunset," one of the men says. "We can have camp ready, certainly, out here on the commons, but will you be back by then?"
--M. J. Young
*Shakes his head*
"Let's just setup camp, if we are peaceful overnight, we are less likely to gain any undo attention when morning comes, and can conduct our business and get back to the keep."
Adam
You pitch camp. It starts raining before you've finished dinner, and those assigned to clean up get a bit damp, but it never rains hard enough to douse your fires and the wind off the ocean stays moderate.
Morning arrives uneventfully.
--M. J. Young
*That is good, we will close up camp, and head in with the wagons and head to the shops and seaport when they are open. I know the men are spooked, but I have no fear, that I have the ability to diffuse any situation that could come up, save for plague, really no way to deal with that cept for death.*
*I am looking for necessary things for the keep, more wagons and draft horses to pull them, trade goods for Camelot, I'm sure they are having problems getting shipments in. Also finding/talking to wenches, prostitutes, other women to hire on, or teach. Then giving the captains the notices and some coin to transport any that show up. The notices are saying looking for men/women, any occupation, for training and or work at the Stonefist Academy. It will say to talk to ((list captains here when they are in port, for passage))*
*I am spending money, so I figure if we can transport goods safely to Camelot, we can make it back*
Adam
Announcing yourself at the gate, you get questions by the guard captain as to exactly where Stonefist Academy is. He accepts your explanation, and lets you enter with your men, although it's evident to you that he puts someone on your group to watch your activities.
You have little trouble getting goods, which come in by ship daily and don't travel far beyond the port. Food, drink, clothing, some arms and armor (although this is not bulk produced in this world) are all relatively cheap, as goods are when the sellers are trying to move them. Wagons are a bit pricey, as are draft horses, but you are able to obtain these as well, although at prices which make up for your savings on the goods.
The women prove more problematic. The problem is that you are a man, and all your men are also men. The women here either avoid talking to strange men entirely or do so one-on-one as business propositions. The only women you can engage in conversation beyond that are in the local retail trades, running street carts with their husbands. (There are also daughters, but the fathers tend to intervene if the conversation veers away from "how much for this?")
Two or three prostitutes take an interest in business up north, but they're not entirely persuaded that there's enough business to support them--they've got sailors coming in daily here who have not seen a woman in long enough to be willing to part with significant amounts of pay for the illusion of interest.
--M. J. Young
*I pose the question to the prostitutes that will listen*
"You misunderstand my intentions. I don't intend for you to service anyone. What I am saying is you are doing a job for money, with which to live, eat, put a roof over your head. If you didn't have a need for money, or to worry about a roof, or about food, would you want to use the time to better yourselves, be able to fight back against a man who wishes to hurt you? What I offer is protection, training, a meal, and a bed. If you decide to stay with a man, that is fine. I offer a piece of the noble life, learning skills that are helpful, and most of all let you choose your own path."
Adam
It takes a lot of effort, but eventually one of them says, "Wait a minute, are you saying that you think women can be trained to be knights?"
The others laugh at this suggestion, but when it's apparent that you are serious, she says, "Well, I find it difficult to imagine myself in a suit of armor on the back of a horse, but if you're offering food and shelter for nothing other than that I let you try to teach me that stuff, I'll play the game.
"But then, you've got a gang of rather unsavory men with you. What assurances do I have that this isn't just a clever plan to lure me out into the wilderness where I'm helpless?"
--M. J. Young
*Nods*
"To answer the first, I do not expect you to wear metal armor and ride on a horse, I expect you to wear lightweight armor, as equally as protective as steel. *Knocks on my breastplate of my black body forming armor. The second, these unsavory men have been defeated by me single alone, and they have decided to repent their old ways, and adopt some new ones. Now if you decide you like one of them, then you can decide to take one as your mate, no one will be raped or abused on my watch, or they will suffer a fate worse than death.
*Smiles*
"What say you ladies? Food, water, shelter, training, armor, weapons, and your pick of men. You have my assurances that everything I said is true, my men can back up most of it from their own experiences. I am Ashe Valerin, Of Stonefist Academy, and you have my word, that my word and intentions are true."
Adam
They look at each other, and the one who seems to be the linchpin of the group says, "Come on, girls, we've got a nobleman waiting to teach us to be his court. Let's get our things.
"Where should we be in an hour?"
--M. J. Young
*Smiles and nods*
"Meet us by the front gate, If you have any friends you wish to make the offer to, by all means, I look forward in having your company, and training you ladies."
Adam
You gather your other supplies, wagons, horses, and pack your camp, and are met at the gate by six women. They are surprised to find your wife present, and doubly surprised to see that her armor is similar to yours. The feeling is that that means you're serious about training them as knights, and that some of the other girls might have come had they known that there was already a girl in the program.
It's too late to find them now, though, unless you want to delay a day.
--M. J. Young
*I do a quick consult with the men*
"We can wait a day, we might as well get as many of you in at the start as possible. I don't think the men will mind another night in commons for that reason. I don't think Geneice would mind talking to the other girls. She is easily my equal, in all things martial."
Adam
As you anticipated, the men are not at all resistant to the notion of waiting an extra day for more women. It is an uneventful night, although the watch on the wall keeps an eye on your camp.
The next day, one of the women takes Geniece back into the city, and she returns with another eight women, for a total of fourteen.
They have not been trained for horseback riding.
--M. J. Young
*We did purchase more wagons, so I'm sure we can shift supplies into the other wagons, and onto some horses, and make a wagon a transport wagon. I expect morale with the men to improve, and should be an interesting experience, it's a very good start, it also means I have to start looking into a duplicate object spell to start making copies of our armor, but if that is a problem I am going to have, I am not unhappy to have it. Once everyone is settled, we will set off, not wanting to worry the others at the keep we are late one day. and not wanting to extend that to more than one. I think the results will be worth the effort. Heading back.*
Adam
It starts raining almost as soon as you are on the road--not hard, but enough to dampen everyone and everything. There is reason to believe that the cases for whatever supplies need to be kept dry are as weatherproof as can be hoped in this world.
By the time you reach home, everyone is cold, wet, and tired, and you've got more people in your crew than the team at the castle planned to feed, but they have made hot mulled wine which warms most bodies and spirits some, and with a bit of extra work the stew stretches to feed the crew.
The next step is to figure out where everyone changes clothes, given that everyone is sleeping in the common room together and you've now got a co-ed group.
--M. J. Young
*We can make one of the private rooms a male changing area, and another a female changing area. We did get more supplies, so we are going to have to make more mattresses, but it was likely on my mind anyway with 35 new people, so the next few days a lot of bedmaking, and adjusting all around.*
*Now that everyone is together*
"Once we get the logistics out of the way, we will start training for the new people, as well as continue it for the older students. We number around 60 now, just those of us teaching or training, not counting the other staff we have working here. We will all need to work together to make sure that this place survives. I am grateful to have all of you here, and we will get you trained to be knights. There is a great evil on the horizon, and you will be the first step in training people how to fight it."
Adam
It takes a few days to make decent straw mattresses for everyone. It's a bit awkward in the interim, because the women will share with the women but the men won't share with the men, only with the women, who are not yet eager to share mattresses with the men. But that becomes an incentive to get more mattresses made quickly. Feather mattresses will take considerably longer, as you don't have enough feathers to make more than one or two at present, and it takes a long time to grow and gather enough feathers even if you kill a few birds for dinners. (Down takes even longer.)
I'm looking at a clear six months in which you will be undisturbed and able to focus on training. Do you have any other plans you want to include in that time?
--M. J. Young
*As we raise more animals, and bird, and have more feathers, we can start making feather mattresses for everyone, but as long as everyone works together, it will only get better.*
*Nope, unless Camelot is asking for goods, then we will get them some, but they seem to be managing alright*
Adam
Well, there's a reason why only wealthy people sleep on feather beds under down comforters on down or feather pillows: it takes a lot of feathers to make one. At this point, too, I think you have more people living in the castle than you have farmers farming the land, which means your tax rate is going to be pretty high unless you have some other way of feeding these people over the long term.
But for six months you're going to manage fine. That will carry you through the winter. There is some argument about whether the women ought to shovel snow and equally whether the men ought to cook and wash, but these are matters of defining the roles and the routines which you can settle however you decide. The women are generally more interested in being trained as knights than working as household servants. Your training techniques are solid, so it's unlikely that anyone will wash out of the program.
--M. J. Young
*As for the farming, we take one day a week break, and we help out the farmers, and one day off, 5 days a week training is enough for results. Everyone, including myself and Geneice do part of all the work. Everyone does everything, until we have the staff and farms to support us without pitching in. It's a good exercise in humility, and showing we are no better than the common man. It will also build a sense of appreciation of the training. I think it is all for the best. I don't plan for anyone to wash out, the training is done to make sure anyone can learn it and excel.*
Adam
I take that to mean that there's no gender preference in the chores, either--men will also cook, women will also shovel snow.
With the coming of spring your farmers are happy for the help one day a week with the plowing and planting. The men bring the horses down to help with this as well, although at that point the limiting factor becomes the number of plows.
So as spring arrives and the training moves more and more outside, what are you teaching?
--M. J. Young
*Shrugs, I taught them everything that was necessary, since I am not keeping their sheets, and really it's for flavor, pick random 7@ skills till they have them all, then do the Acrobatics, and so on and so on.*
Adam
I am catching up on the paperwork since Ubercon, now that I've got a mostly functional computer again. Here are my questions:
- Concerning 1@3 Create Rain M9@5 spell +38sm, do you have the ritual description or elements somewhere? I'm assuming that you've got the time factor, material components, words and actions on paper somewhere, as that sit-mod indicates significant limits against the baseline.
- Same question, 1@1 Illusionary Enemy M8@7, +20 SM. I remember that that one was fast.
- Correction: 1@8 Train: Acrobatics is P0@1 (not 1@0). That's also true for Geniece, 1@8 Training: Marital Arts P0@1
- Again, ritual details on 1@2 Permanently Alter Shape Spell M15@6 own eyes only (used to create Naruto "Sharingan" eyes) +50 SM would be helpful.
- Oversight on my part: I have Geneice' bod bias listed as 10@2, which tells me she has the Alert Rest skill, but I don't have that listed so I don't have her SAL. Have you got that? You wrote
- Do you have opinions concerning the SALs of the new combat skills for Horace and Snowbeard? If not, I'll probably just take averages of the five original thieves as the baseline for them, modified a bit by how difficult I think it was to do the conversions.
- I'm wondering whether you've done any more in connection with
I am also considering getting everyone to work on attributes, Strength, Agility, Stamina, Intuition and Hand/Eye,
- I've got everyone up to date to the beginning of the six month winter; I'll try to move them all forward another six months before the end of the week. I'm presently treating the 34 bandits (not the leader) as One Each and the fourteen women as One Each women, unless you want to distinguish more individuals from the group.
Geniece and myself have been cross training with the seven months we have been back, if we are taking a break from magic while training the first generation of rangers, figure might as well shore up our weaknesses like I planned in why spy.which suggests to me that you're doing additional martial arts training during this time, but I'm not sure whether you included that in your list or what you were training. I'm guessing that since you are training each other I need to make some training rolls, but I'll need to know what skills you are "shoring up" to do the math.
Early in the training of the new people, Geneice notes that the women do not have the same strength as the men, and suggests putting them on a different training program that first emphasizes the acrobatics and strength training and then shifts to the combat skills. She thinks they'd make excellent ninja-like commandos, with the proper training.
--M. J. Young
I was only able to find two sheets, but I can remember most of what you are looking for.
Create Rain: 10 Acres, 1:00 TF, Appropriate, Forceful, Latin, Waving 2 arms, Not exhausting, Holy Symbol
Illusionary Enemy, 3 Second Cast Time, Appropriate, Forceful.
Permanently Alter Shape. Sharingan Eyes, capable of shifting between forms, 10 hour ritual, Permanent, Change my eyes to Sharingan eyes, In Latin, Walk around in a Circle, Yes it is physically exhausting.
Ok I will make those changes on my sheets
I have her Alert Rest at 3@8
She was teaching me the acrobatics that I didn't know as well, and I was teaching her the martial arts I didn't know as well, so eventually we will both be 3@10 in each.
I do not have those values for Horace and Snowbeard. We didn't go much into what they were, just what I was teaching them.
As for the attributes, I figure adding weight to people as they do their training, having them balance, or do the equivalent of tires on the ground stepping for agility, for stamina, I thought doing training for 12-16 hours a day would qualify, For Hand/Eye, and Intuition, I would throw things at them, they would catch them and throw them back. I will make a case, since I am doing all these with them, mine should be going up too, but I will have to add more weight to myself, and do acrobatic jumps between each step for Agility, etc.
I am good with how you broke them out.
*To Geneice*
"Well then you should take over the training of the women to get them to that point, since you are the trainer in that regard."
Adam
Remind me to do a comparison of your skills against Geneice's so I can work out what each of you has to learn from the other. It takes years to reach 3@10, and of course you have years but you also have a team now that I'll want to track in comparison with you.
So your training program runs about twelve hours a day--everyone needs time off to rest even once they become reasonably proficient at alert rest, plus meals which you are still preparing for yourselves and cleaning up afterward (you can get duty rotations for this) and other chores for which there is insufficient staff (shoveling snow was mentioned) and time for changing and washing up and such, so you're pushing things with that schedule. The program for the men includes:
- Practicing martial arts styles, weapons, and maneuvers known and learning new ones as the old ones improve.
- Doing so sometimes with weights to impede movement and build strength.
- Running an obstacle course in the yard.
- Catching thrown missiles and throwing them back to develop hand/eye, intuition, and agility.
- Stamina is included in the intensity of the program.
That's a rough sketch, but it should provide normal progression for perhaps a dozen martial arts skills and the attributes strength, stamina, agility, hand/eye, intuition, and will power. Any further thoughts on that training program?
You of course already have high attributes and skills, and would have to have a more intense program; but you also need less sleep, and you're involved in the training. If you are playing catch with several people at once, that increases the difficulty for you on that, for example, and you can easily manage greater weights.
--M. J. Young
Sounds good to me.
Adam
I've got a bit of a gap in the timeline--not sure how long people were with you during the play at Ubercon. Let me piece together what I do have:
- You took over the castle.
- Liam, Duncan, Conner, and Ian joined you that night.
- Sean joined you the next night.
- Those five were taught and trained for an uncertain period, but...
- Geneice was away for several weeks, gone to Camelot to look for help, brain burned trying to contact you. You went there to help her and brought back Llewellyn of Cartiff and Waylon, and began training them.
- The first skill taught is Ku Fung. Waylon currently has a 1@8 SAL and and Liam and Sean both have 2@3. Since Duncan and Conner are both 2@4 and Ian is 2@5, it seems likely that Liam and Sean started at 1@1, Duncan and Conner 1@2, and Ian 1@3. If we assume you made all your training rolls, that's 25 days per intensity increase. Llewellyn is now 1@9 and Waylon 1@8, so probably that's an original 1@2 and 1@1. The first five have thus been with you for 300 days and the other two for 175 days, roughly, as of those numbers.
- The bandits showed up. You would have begun by teaching them Ku Fung, but there are no numbers on my sheets for that. My recollection is that almost immediately upon their arrival you took them all with you to the port. There you picked up the women, and brought them back to the castle to train.
- I've specified that we are getting through another six months, which will carry us through winter into spring. That's roughly 180 days or seven training advances if all the rolls are successful.
It looks like you and Geneice were separated for most of 125 days while you were training Liam's group, reunited when you got Llewellyn, which means you had roughly 175 days training together before the bandit strike. I've got to calculate advances for each of you based on those seven training periods, and then do everyone for seven more. This is to check that you concur with those times, or if there's something I've overlooked or mistaken.
Next, I promised to do a comparison of your bod skills against Geneice's to determine what each of you still needs to learn from the other. Eliminating those in which you are both 3@10, we have these on my sheet, although probably some of them are incorrect so let me know.
- Climbing (walls) B1@3 Adam 3@10, Geneice no listing
Horseback Riding B3@0 Adam no listing Geneice 2@2
Quick Stand B4@4 Adam 1@2 Geneice 1@8
Fall Impact Absorption B4@6 Adam 1@10 Geneice 3@10
Evasive Tumbling B4@8 Adam 1@8 Geneice 3@10
Balance Beam Contact Stunts B6@2 Adam 1@9 Geneice 3@10
Bars & Ropes Basic B6@2 Adam 1@9 Geneice 3@10
Bars & Ropes Contact Stunts B6@3 Adam 1@8 Geneice 3@10
Balance Beam Non-contact Stunts B6@4 Adam 1@9 Geneice 3@10
Tightrope Walking B6@4 Adam 1@10 Geneice 3@10
Bars Non-contact Stunts B6@5 Adam 1@8 Geneice 3@10
Tightrope Contact Stunts B6@5 Adam 1@9 Geneice 3@10
Balance Beam Speed B6@6 Adam 1@10 Geneice 3@10
Rope & Trapeze Transfer B6@6 Adam 1@9 Geneice 3@10
Tightrope Non-contact Stunts B6@7 Adam 1@8 Geneice 3@10
Tightrope Speed B6@8 Adam 1@9 Geneice 3@10
Knife Fighting Style B7@1 Adam not listed Geneice 3@10
Knife B7@1 Adam not listed Geneice 3@10
Fencing B7@1 Adam not listed Geneice 3@5
Ku Fung B7@1 Adam 2@2 Geneice 3@1
Adam's Bushido B7@1 Adam 2@4 Geneice not listed
Fast Draw Katana B7@1 Adam 2@2 Geneice 1@8
Quickdraw Knife B7@1 Adam not listed Geneice 1@9
Spear Martial Arts Weapon B7@1 Adam 1@3 Geneice not listed
Naginata-do B7@1 (Slow Defensive Weapon-dependent) Adam 1@3 Geneice not listed
Sheild Martial Arts Weapon B7@1 Adam 1@1 Geneice not listed
Quick Draw Colt .45 B7@1 Adam 2@2 Geneice not listed
Quick Draw Pneumatic Dart Gun B7@1 Adam 1@4 Geneice not listed
Steal Initiative "Leaf on the Wind" B7@1 Adam 2@1 +1 Geneice 2@1
Boxing B7@1 (slow defensive weapon-adverse) Adam not listed Geneice 1@6
Fighting Blind B7@2 Adam 3@6 Geneice 3@10
Kick Object Away B7@2 (tactical) Adam 1@1 Geneice not listed
Power Punch, B7@3 Adam 3@10 Geneice not listed
Whirling Dervish B7@3 intensified damage attack Adam 2@3 Geneice not listed
Spinning Kick B7@3 Adam 2@8 Geneice not listed
Crushing Grasp B7@3 Adam 2@9 Geneice not listed
Momentum Casting B7@3 Adam 2@9 Geneice 3@5
Leaping Kick B7@3 Adam 1@3 Geneice not listed
Spinning Kick B7@3 Adam not listed Geneice 2@9
Following Finger B7@4 Adam 3@2 Geneice 3@10
Muscle Blocking B7@4 Adam 3@9 Geneice 3@10
Seize Weapon B7@5 Adam 3@10 Geneice 1@3
Parrying Blade B7@5 Adam 2@7 Geneice 1@9
Weapon Breaker B7@5 Adam 3@7 Geneice 1@10
Immobilizer B7@5 Adam 2@10 Geneice 1@8
Improvised Cloth Weapon B7@6 Adam 2@9 Geneice 2@5
Knock-out Blow B7@7 Adam 1@2 Geneice not listed
Control Resistance B7@9 Adam 2@5 Geneice 1@10
Alert Rest Adam 3@9 Geneice 3@8
I'm figuring a lot of those numbers are probably wrong, but we can make them right, and in the process we can figure out what skills each of you will be studying. Some of your training has already been covered, because you're training the men and working with them, and your time is pressed, but I'll let you each work on six skills in addition to what you're already covering.
--M. J. Young
Ok I will check this out tomorrow, tell you the ones I am working on, and if and when that changes, let you know. Thanks for doing the legwork.
Climbing (walls) B1@3 Adam 3@10, Geneice no listing, Geneice should have the same, she was trained as a Cat Burgler
Horseback Riding B3@0 Adam no listing Geneice 2@2, I have a 1@5 Amateur skill, I did it for years as a child with an instructor
Quick Stand B4@4 Adam 1@2 Geneice 1@8, This sounds right
Fall Impact Absorption B4@6 Adam 1@10 Geneice 3@10, This is one of the ones I wish to work on now
Evasive Tumbling B4@8 Adam 1@8 Geneice 3@10, This is one of the ones I wish to work on now
Balance Beam Contact Stunts B6@2 Adam 1@9 Geneice 3@10, Maybe later, but correct
Bars & Ropes Basic B6@2 Adam 1@9 Geneice 3@10, This is one of the ones I wish to work on now
Bars & Ropes Contact Stunts B6@3 Adam 1@8 Geneice 3@10, Maybe later, but correct
Balance Beam Non-contact Stunts B6@4 Adam 1@9 Geneice 3@10, Maybe later, but correct
Tightrope Walking B6@4 Adam 1@10 Geneice 3@10, This is one of the ones I wish to work on now
Bars Non-contact Stunts B6@5 Adam 1@8 Geneice 3@10, Maybe later, but correct
Tightrope Contact Stunts B6@5 Adam 1@9 Geneice 3@10, Maybe later, but correct
Balance Beam Speed B6@6 Adam 1@10 Geneice 3@10, This is one of the ones I wish to work on now
Rope & Trapeze Transfer B6@6 Adam 1@9 Geneice 3@10, Maybe later, but correct
Tightrope Non-contact Stunts B6@7 Adam 1@8 Geneice 3@10, Maybe later, but correct
Tightrope Speed B6@8 Adam 1@9 Geneice 3@10, This is one of the ones I wish to work on now
Knife Fighting Style B7@1 Adam not listed Geneice 3@10, Maybe later, but correct
Knife B7@1 Adam not listed Geneice 3@10, Maybe later, but correct
Fencing B7@1 Adam not listed Geneice 3@5, Maybe later, but correct
Ku Fung B7@1 Adam 2@2 Geneice 3@1, This is one of the ones I should be training up as I teach the men, for x amount of months. Also one that Geneice is learning now
Adam's Bushido B7@1 Adam 2@4 Geneice not listed, maybe later but correct
Fast Draw Katana B7@1 Adam 2@2 Geneice 1@8, Maybe later, but correct
Quickdraw Knife B7@1 Adam not listed Geneice 1@9, Maybe later, but correct
Spear Martial Arts Weapon B7@1 Adam 1@3 Geneice not listed, Maybe later, but correct
Naginata-do B7@1 (Slow Defensive Weapon-dependent) Adam 1@3 Geneice not listed, Maybe later, but correct
Sheild Martial Arts Weapon B7@1 Adam 1@1 Geneice not listed, Maybe later, but correct
Quick Draw Colt .45 B7@1 Adam 2@2 Geneice not listed, Maybe later, but correct
Quick Draw Pneumatic Dart Gun B7@1 Adam 1@4 Geneice not listed, Maybe later, but correct
Steal Initiative "Leaf on the Wind" B7@1 Adam 2@1 +1 Geneice 2@1, we are both training this
Boxing B7@1 (slow defensive weapon-adverse) Adam not listed Geneice 1@6, Maybe later, but correct
Fighting Blind B7@2 Adam 3@6 Geneice 3@10, Maybe later, but correct
Kick Object Away B7@2 (tactical) Adam 1@1 Geneice not listed, Maybe later, but correct
Power Punch, B7@3 Adam 3@10 Geneice not listed, Maybe later, but correct
Whirling Dervish B7@3 intensified damage attack Adam 2@3 Geneice not listed, Maybe later, but correct
Spinning Kick B7@3 Adam 2@8 Geneice not listed, Geneice would like to learn this
Crushing Grasp B7@3 Adam 2@9 Geneice not listed, Geneice would like to learn this
Momentum Casting B7@3 Adam 2@9 Geneice 3@5, Maybe later, but correct
Leaping Kick B7@3 Adam 1@3 Geneice not listed, Maybe later, but correct
Spinning Kick B7@3 Adam not listed Geneice 2@9, This is listed above, we both have scores for it
Following Finger B7@4 Adam 3@2 Geneice 3@10, Maybe later, but correct
Muscle Blocking B7@4 Adam 3@9 Geneice 3@10, Maybe later, but correct
Seize Weapon B7@5 Adam 3@10 Geneice 1@3, Teaching Geneice
Parrying Blade B7@5 Adam 2@7 Geneice 1@9, Teaching Geneice
Weapon Breaker B7@5 Adam 3@7 Geneice 1@10, Teaching Geneice
Immobilizer B7@5 Adam 2@10 Geneice 1@8, Maybe later, but correct
Improvised Cloth Weapon B7@6 Adam 2@9 Geneice 2@5, Maybe later, but correct
Knock-out Blow B7@7 Adam 1@2 Geneice not listed, Maybe later, but correct
Control Resistance B7@9 Adam 2@5 Geneice 1@10, Maybe later, but correct
Alert Rest Adam 3@9 Geneice 3@8, Maybe later, but correct
If I didn't take enough, will take a random acrobatic one, with Geneice, if she has spots, a random Martial Art one.
Adam
Spinning Kick B7@3 Adam not listed Geneice 2@9, This is listed above, we both have scores for it
Oops--well, as the Admiral said, "One little mistake...."
To recap those that seem to matter--
Fall Impact Absorption B4@6 Adam 1@10 Geneice 3@10, This is one of the ones I wish to work on now
Evasive Tumbling B4@8 Adam 1@8 Geneice 3@10, This is one of the ones I wish to work on now
Bars & Ropes Basic B6@2 Adam 1@9 Geneice 3@10, This is one of the ones I wish to work on now
Tightrope Walking B6@4 Adam 1@10 Geneice 3@10, This is one of the ones I wish to work on now
Balance Beam Speed B6@6 Adam 1@10 Geneice 3@10, This is one of the ones I wish to work on now
Tightrope Speed B6@8 Adam 1@9 Geneice 3@10, This is one of the ones I wish to work on now
That's six for you.
Ku Fung B7@1 Adam 2@2 Geneice 3@1, This is one of the ones I should be training up as I teach the men, for x amount of months. Also one that Geneice is learning now
Granted; that one comes free.
Crushing Grasp B7@3 Adam 2@9 Geneice not listed, Geneice would like to learn this
Seize Weapon B7@5 Adam 3@10 Geneice 1@3, Teaching Geneice
Parrying Blade B7@5 Adam 2@7 Geneice 1@9, Teaching Geneice
Weapon Breaker B7@5 Adam 3@7 Geneice 1@10, Teaching GeneiceSteal Initiative "Leaf on the Wind" B7@1 Adam 2@1 +1 Geneice 2@1, we are both training this
That would make five for Geneice and seven for you, but given that you're training her and you're at professional level I'll allow that your effort to train her includes working on the skill yourself.
That leaves one open space for her.
Just for reference, these are the rest of the listings:
Balance Beam Contact Stunts B6@2 Adam 1@9 Geneice 3@10, Maybe later, but correct
Bars & Ropes Contact Stunts B6@3 Adam 1@8 Geneice 3@10, Maybe later, but correct
Balance Beam Non-contact Stunts B6@4 Adam 1@9 Geneice 3@10, Maybe later, but correct
Bars Non-contact Stunts B6@5 Adam 1@8 Geneice 3@10, Maybe later, but correct
Tightrope Contact Stunts B6@5 Adam 1@9 Geneice 3@10, Maybe later, but correct
Rope & Trapeze Transfer B6@6 Adam 1@9 Geneice 3@10, Maybe later, but correct
Tightrope Non-contact Stunts B6@7 Adam 1@8 Geneice 3@10, Maybe later, but correct
Knife Fighting Style B7@1 Adam not listed Geneice 3@10, Maybe later, but correct
Knife B7@1 Adam not listed Geneice 3@10, Maybe later, but correct
Fencing B7@1 Adam not listed Geneice 3@5, Maybe later, but correct
Adam's Bushido B7@1 Adam 2@4 Geneice not listed, maybe later but correct
Fast Draw Katana B7@1 Adam 2@2 Geneice 1@8, Maybe later, but correct
Quickdraw Knife B7@1 Adam not listed Geneice 1@9, Maybe later, but correct
Spear Martial Arts Weapon B7@1 Adam 1@3 Geneice not listed, Maybe later, but correct
Naginata-do B7@1 (Slow Defensive Weapon-dependent) Adam 1@3 Geneice not listed, Maybe later, but correct
Sheild Martial Arts Weapon B7@1 Adam 1@1 Geneice not listed, Maybe later, but correct
Quick Draw Colt .45 B7@1 Adam 2@2 Geneice not listed, Maybe later, but correct
Quick Draw Pneumatic Dart Gun B7@1 Adam 1@4 Geneice not listed, Maybe later, but correct
Boxing B7@1 (slow defensive weapon-adverse) Adam not listed Geneice 1@6, Maybe later, but correct
Fighting Blind B7@2 Adam 3@6 Geneice 3@10, Maybe later, but correct
Kick Object Away B7@2 (tactical) Adam 1@1 Geneice not listed, Maybe later, but correct
Power Punch, B7@3 Adam 3@10 Geneice not listed, Maybe later, but correct
Whirling Dervish B7@3 intensified damage attack Adam 2@3 Geneice not listed, Maybe later, but correct
Momentum Casting B7@3 Adam 2@9 Geneice 3@5, Maybe later, but correct
Leaping Kick B7@3 Adam 1@3 Geneice not listed, Maybe later, but correct
Following Finger B7@4 Adam 3@2 Geneice 3@10, Maybe later, but correct
Muscle Blocking B7@4 Adam 3@9 Geneice 3@10, Maybe later, but correct
Immobilizer B7@5 Adam 2@10 Geneice 1@8, Maybe later, but correct
Improvised Cloth Weapon B7@6 Adam 2@9 Geneice 2@5, Maybe later, but correct
Knock-out Blow B7@7 Adam 1@2 Geneice not listed, Maybe later, but correct
Control Resistance B7@9 Adam 2@5 Geneice 1@10, Maybe later, but correct
Alert Rest Adam 3@9 Geneice 3@8, Maybe later, but correct
--M. J. Young
I will teach Geneice Power Punch for her open space.
The rest looks good.
Will push on with training.
Adam
O.K., we've got everyone at point A, and now we have to move forward six months' worth of training. The period of time is roughly 7x25 days. Your training checks in Martial arts are 2@10 SAL+2x15@ bias+2@10 BRA=90%, so only one in ten will fail; but you've got a big crew here, 43 trainees times 7 check periods is 301 checks, of which 30.1 will fail, of which 3.01 will botch. The easy way for me to handle that is probably to have the 34 bandits make 6 advances in each skill and the named characters (including Geneice) make all 7. That applies to the martial arts skills and weapons.
Geneice rolls 71 on learning the Crushing Grasp, so starts at 1@2, advances six more to 1@8. Seize weapon 1@10, Parrying Blade 2@6, Weapon Breaker 2@7, Steal Initiative 2@8. Note that your training skill will enable you to train her to @1 of the level higher than your own SAL in the skill. She rolls 55 on learning Power Punch, 1@2 to start, 1@8 after six months.
None of you have training in any of the attributes, so it will take 200 days to advance one intensity. Referee's discretion, I'm giving you the advances at the 180 day mark, because it's easier on the bookkeeping and it's a solid program. Her intuition goes to 2@5. I note that her strength and stamina are both 3@1 and her agility and hand/eye are both 2@10, and attributes at those levels cannot be improved by normal means, so they remain constant. (Triple Tripled attribute improvement programs require something beyond twentieth century technology.)
Next we consider the men. I said "perhaps a dozen martial arts skills". The skills listed include:
- Haste P4@1
- Fall Impact Absorption B4@6
- Great Jump B5@6
- Ku Fung B7@1
- Sword B7@1
- Chow En Lai B7@1
- Quickdraw Sword B7@1
- Steal Initiative B7@1
- Panoramic Awareness B7@2
- Fighting Blind B7@2
- Solid Punch B7@3
- Muscle Blocking B7@4
- Missile Escape B7@4
- Disarm Weaponless B7@5
- Weapon Breaker B7@5
- Immobilizer B7@5
It's more work than I can do in one night, but we'll do the original five, whose skills are now: (Liam, Duncan, Conner, Ian, Shawn)
Haste P4@1 2@3 2@3 2@3 2@3 2@3
Fall Impact Absorption B4@6 2@3 2@4 2@4 2@3 2@4
Great Jump B5@6 2@7 2@8 2@7 2@8 2@7
Ku Fung B7@1 2@10 3@1 3@1 3@2 2@10
Sword B7@1 2@3 2@2 2@2 2@3 2@3
Chow En Lai B7@1 2@2 2@3 2@1 2@2 2@2
Quickdraw Sword B7@1 1@10 1@9 1@10 1@9 2@1
Steal Initiative B7@1 1@8 1@9 1@8 1@9 1@10
Panoramic Awareness B7@2 2@7 2@7 2@6 2@8 2@6
Fighting Blind B7@2 2@6 2@6 2@7 2@6 2@5
Solid Punch B7@3 3@2 3@2 3@7 3@1 2@10
Muscle Blocking B7@4 2@8 2@9 2@9 2@8 2@10
Missile Escape B7@4 2@9 2@9 2@9 2@7 2@7
Disarm Weaponless B7@5 2@7 2@8 2@7 2@7 2@7
Weapon Breaker B7@5 2@4 2@5 2@6 2@5 2@6
Immobilizer B7@5 1@9 1@10 1@7 1@10 2@1
Attributes will have to wait, because not all of them have initial attributes for each of the ones improving, and I've got other players to whom to attend. Sorry.
--M. J. Young
That's cool, I will put out there, that the Super Soldier Serum is what got us to 3@1, and was suppose to unlock the ability to train further. If that is not the case, then I will make the case, that I should be able to work the Serum with magic, to get further results.
Adam
You are correct about the super soldier serum. That means that you can (both) improve those attributes, provided you can persuade me that you've got triple tripled training programs for each of them for each of you. A first level training program for physical attributes requires 120 hours of concentrated activity over 200 days; non-physical attributes require 600 hours over 200 days. None of Geneice' attributes in question are non-physical (although she is working on intuition, which will eventually hit 2@10). Because of the time demands, it is permissible to extend a level 2 program over 400 days and a level 3 program over 600 days. Thus you can triple the time to 1800 hours either by doing 9 hours a day for 200 days or by doing 3 hours a day for 600 days. You do not have to triple the time if you can triple three other things, at least two of which have real in-game impact.
O.K., let's give some attributes to those original guys. We're looking at Strength, Stamina, Agility, Hand/Eye, and Intuition (did I miss anything?). I'm still listing them in the sequence Liam, Duncan, Conner, Ian, Sean.
- They each have Strength listed, so that will advance one intensity to 1@7, 1@7, 1@7, 2@2, 1@8.
- They need starting staminas, but then, they're scavenger crooks who spend a lot of time in the wild, so we're probably looking at above average on that. I'm giving Liam a bit extra because the leader has to be a bit tougher and he's not the strongest (he is the smartest), and I'm bonusing Ian because he's the muscle, but not Sean, so the starting numbers are 1@8, 1@7, 1@7, 2@1, 1@7, and with one intensity advancement we have 1@9, 1@8, 1@8, 2@2, 1@8. I'm noting that this means Ian has a 1@3 Density, but the others are all standard 1@1.
- Agility rises one intensity from the posted values to 1@6, 1@8, 1@6, 1@6, 1@10; Sean has to move to double doubled on this to continue improving, but I've already assumed double doubled for Ian on Strength and Stamina and am not going to hassle over that since it's not that difficult to do in a group like this.
- We need to give them initial hand/eye, and again I think Liam needs an edge at something, and Sean is going to be particularly solid on this, so we'll start with 1@8, 1@5, 1@5, 1@5, 1@10, and assume double doubled training for Sean on this, so everyone advances to 1@9, 1@6, 1@6, 1@6, 2@1.
- I'm noting a 1@8 intellect for Liam and 1@6 for Sean, but putting the others at 1@4--these are not the brightest guys in the region. I'm going to use the same starting numbers for intuition, and increase them all by one for the training. I will require a described double doubled program for improving intuition once they start hitting that ceiling, since that's going to be tougher. Present intuition numbers are 1@9, 1@5, 1@5, 1@5, 1@7.
I'm next trying to figure out how Llewellyn and Waylon fit. I see that both are highest at Ku Fung, a 1@9 and a 1@8, so if I assume they started with a 1@2 and 1@1 and made every training roll, that's seven training periods passed. That is confirmed by the fact that they also each have six other skills, working down to a 1@2/1@1 in Disarm Weaponless. We have seven advancement periods, and with each of them we add a skill in the order you've indicated you would train. That order is
- Ku Fung B7@1 (1@9/1@8)
Solid Punch B7@3 (1@7/1@6)
Alert Rest B10@2 (1@4/1@4)
Muscle Blocking B7@4 (1@5/1@4)
Missile Escape B7@4 (1@3/1@4)
Great Jump B5@6 (1@2/1@2)
Disarm Weaponless B7@5 (1@2/1@1)
Panoramic Awareness B7@2 (N/A)
Fighting Blind B7@2 (N/A)
Weapon Breaker B7@5 (N/A)
Fall Impact Absorption B4@6 (N/A)
Haste P4@1 (N/A)
Sword B7@1 (N/A)
Chow En Lai B7@1 (N/A)
Cat Burglar Package B0@6, taught but not part of ongoing training? (N/A)
Training: Martial Arts P1@0, taught but not part of ongoing training? (N/A)
Quickdraw Sword B7@1 (N/A)
Steal Initiative, B7@1 (N/A)
- Ku Fung B7@1 (2@6/2@5)
Solid Punch B7@3 (2@4/2@3)
Alert Rest B10@2 (2@1/2@1)
Muscle Blocking B7@4 (2@2/2@1)
Missile Escape B7@4 (1@10/2@1)
Great Jump B5@6 (1@9/1@9)
Disarm Weaponless B7@5 (1@9/1@8)
Panoramic Awareness B7@2 (rolls 87/01, 1@3/1@1-->1@9/1@7)
Fighting Blind B7@2 (rolls 65/72, 1@2/1@2-->1@7/1@7)
Weapon Breaker B7@5 (rolls 94/65, 1@3/1@2-->1@7/1@6)
Fall Impact Absorption B4@6 (rolls 61/95, 1@2/1@3-->1@5/1@6)
Haste P4@1 (rolls 35/61, 1@1/1@2-->1@3/1@4)
Sword B7@1 (roll 80/44, 1@2/1@1-->1@3/1@2)
Chow En Lai B7@1 (rolls 01/90, 1@1/1@3)
Cat Burglar Package B0@6, taught but not part of ongoing training? (N/A)
Training: Martial Arts P1@0, taught but not part of ongoing training? (N/A)
Quickdraw Sword B7@1 (N/A)
Steal Initiative, B7@1 (N/A)
While I'm covering them, let me hit their attributes as well.
- Strength 1@7/1@6 to 1@8/1@7
- Stamina not given, set at 1@6/1@7, to 1@7/1@8, makes Density 1@1 for both
- Hand/Eye not given, make Llewellyn 1@7, Waylon 1@5, to 1@8/1@6.
- I'm giving them Intellects of 1@8/1@5 while I'm here. Again the Intuitions will be the same, and so advance to 1@9/1@6
--M. J. Young
Wow, cool good work, looks like I need to work on an object duplication spell eventually, and maybe add some magic to the super soldier serum, to get it to work better. I only have 50 doses, and since I am in a high magic world, might do well to enhance one and make copies. Either way just thinking to myself out loud, thanks for the leg work.
Adam
^Post above
^Postis Abovedis
Jump it
O.K, because we've got 34 "one each" bandits, they're all going to start every skill with 1@1 and advance at the same rate. Your taxing your ability to train so many, but some of your first guys are amateur level trainers in this, so we'll allow that you can use your ability by working through your trained assistants. I'm going to roll for the skill ability level only of the Bandit Leader. But since I'm starting at the top of the chart, I'm going to do attributes first. There will be a starting attribute and an adjusted attribute for each, again with the Bandit Leader treated separately, and focusing right now on the attributes you are tackling.
- Strength, leader goes from 1@9 to 1@10, others from 1@6 to 1@7.
- Stamina, leader goes from 1@9 to 1@10, others from 1@7 to 1@8. All Densities are 1@1. Agility, leader goes from 1@8 to 1@9, others from 1@6 to 1@7.
- Hand/Eye, leader goes from 1@9 to 1@10, others from 1@6 to 1@7.
- Intellect, leader is at 1@7, others 1@4.
- intuition, leader goes from 1@7 to 1@8, others 1@5 to 1@6.
Now for skills, in the order in which you are training them, seven skills in 180 days:
- Ku Fung B7@1, leader starts 1@2, goes to 1@8, every else from 1@1 to 1@7.
- Solid Punch B7@3, leader starts 1@1, goes to 1@6, every else from 1@1 to 1@6.
- Alert Rest B10@2, leader starts 1@2, goes to 1@6, every else from 1@1 to 1@5.
- Muscle Blocking B7@4, leader starts 1@2, goes to 1@5, every else from 1@1 to 1@4.
- Missile Escape B7@4, leader starts 1@3, goes to 1@5, every else from 1@1 to 1@3.
- Great Jump B5@6, leader starts 1@1, goes to 1@2, every else from 1@1 to 1@2.
- Disarm Weaponless B7@5, leader starts 1@2, goes to 1@2, every else from 1@1 to 1@1.
--M. J. Young
