Author Topic: The Long Road: OOC  (Read 14317 times)

Catodon

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Re: The Long Road: OOC
« Reply #15 on: January 27, 2012, 04:55:14 PM »
Yes, when I logged into the wiki that's when I got the message saying I wasn't authorized to post. However I don't think I ever registered for the wiki, though I am registered for the forum, and the wiki requested my forum login.

Hmm odd. Now it seems to be letting me do it. Oh well.  ;D Vashkar added to the wiki... hope I squashed all the bugs this time!

Have an AD.
"I just do eyes"
Author of Gulliver's Trading Company and the map of the world of Gullivers travels:
http://www.scribd.com/doc/84956575/Gullivers-Trading-Co-Grub
http://browse.deviantart.com/#/art/Gulliver-s-Travels-World-Map-294804331?hf=1

Catodon

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Re: The Long Road: OOC
« Reply #16 on: January 27, 2012, 05:01:16 PM »
Regarding xp and leveling:
Referee's to award xp. Given these are to be short adventure often this will not result in a level up. Players to note and keep tabs of thier character's xp and apply level ups when earned.
New characters average of pre-existing characters signed up for next adventure minus one (min. third).
"I just do eyes"
Author of Gulliver's Trading Company and the map of the world of Gullivers travels:
http://www.scribd.com/doc/84956575/Gullivers-Trading-Co-Grub
http://browse.deviantart.com/#/art/Gulliver-s-Travels-World-Map-294804331?hf=1

Antilles

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Re: The Long Road: OOC
« Reply #17 on: January 28, 2012, 01:04:46 AM »
Copied over from the recruiting thread, would like a second pair of eyes on it to make sure I've not forgotten something.

Spoiler
Name: Kaze
XP: 2500
Elf Fist
Martial Artist 3
Type: Medium biped fey, reach 1
Speed: 50 ft.

STR: 12
DEX: 12
CON: 12
INT: 14
WIS: 20
CHA: 12

Vitality: 39
Wounds: 12

Melee Attack: 4 = 3 + 1
Quarter Staff +4 (1d8+2 subdual; threat 20; Qualities: Double, trip)

Unarmed Attack:  8 = 3 + 5 [forte]
Punch +9 (1d4+10 lethal; threat 18-20)

Ranged Attack:  4 = 3 + 1
Small Rock +4 (1 subdual; 15 ft. x 3)

Fortitude save: +4 = 2 (base) + 1 (con) + 1 (life of discipline)
Reflex save: +3 = 2 (base) + 1 (dex)
Will save: +7 = 2 (base) + 5 (wis)

Defense: 18 = 10 + 3 (class) + 5 (wis)
DR: 0 = 0 (armor)
Resists: Cold 7 (armor)
Spell Resistance: -

Initiative: +7 = 2 (class) + 5 (wis)

Action dice: 3d4

Lifestyle: 2
Panache: 0 (+1 Appearance, 0s income)
Prudence: 2 (25% Money saved/earned)

Legend: +1
Reputation: 30
Renown: -

Origin Abilities:
Burden of Ages: Regains only 1/2 (round up) healing from effects that heal vitality.
Keen Sight: Visual range increments are equal to Wisdom score x 50 ft. Ignores 2nd and 4th range increment penalties when Aiming.
Sharp Hearing: Hearing range increments are equal to Wisdom score x 10 ft. May act during surprise rounds unless deafened.
Practiced Acrobatics: Regain AD spent on failed Acrobatics checks.

Class Abilities:
Unyielding
Martial Arts
Life of Discipline (Discipline of the Body)
Way of the Warrior

Skills: Total = Ranks + Attribute Modifier + Misc
Acrobatics +6 = 5 + 1
Athletics +6 = 5 + 1
Blend +6 = 5 + 1
Bluff +1 = 0 + 1
Crafting +2 = 0 + 2
Disguise +1 = 0 + 1
Haggle +5 = 0 + 5
Impress +1 = 0 + 1 [+2 error range vs. non-elves]
Intimidate +5 = 0 + 5
Investigate +5 = 0 + 5
Medicine +2 = 0 + 2
Notice +10 = 5 + 5
Prestidigitation +1 = 0 + 1
Resolve +7 = 6 + 1
Ride +1 = 0 + 1
Search +2 = 0 + 2
Sense Motive +10 = 5 + 5 [+2 error range vs. non-elves]
Sneak +6 = 5 + 1
Survival +5 = 0 + 5
Tactics +2 = 0 + 2
Origin Skills: Blend & Crafting
ACP -0

Feats:
Martial Arts
Master's Art
Two-Hit Combo
Tiger Nation
Blocking Basics

Stances:
Fending Stance

Interests: +4 Knowledge bonus
Language: Elf
Language: Common
Study: Lotus Elf Culture
Alignment: Path of the Enlightened (Good)
Study: The Search for Enlightenment

Proficiencies:
Unarmed (forte)
Blunt
Hurled

Advanced tricks:
Parry
Cheap Shot
Shove
Relentless Attack
Merciful Strike

Gear
General Equipment:
Backpack (S/-; Soft 2; 3 lbs.; 10s)
Bedroll (S/-; Soft 1; 3 lbs.; 5s)
Canteen (T/1h; Soft 1; 5 1/2 lbs.; 5s)
Firesteel (D/2h; Hard 1; 1/2 lbs.; 8s)
Supplies
Rations (7 uses; T/2h; Hard 1; 5 lbs.; 5s)
Transportation
-
Armor
(partial, Warm) Padded armor  (DR 0; Cold 7; DP -0; ACP -0; Speed -; Disguise +0; Soft 2; 4 lbs.; 15s)
Weapons
Quarter Staff  (1d8 subdual; threat 20; double, trip; M/2h; Hard 2; 5 lbs; 5s)

Money in hand: 0s
Stake: 0s

Should be finished. I'd appreciate someone giving it a once-over to see if I missed anything. Also, I'm giving 247 silver to the caravan, and unless I find something better to spend them on, the 30 reputation as well. I'm thinking 15 rep towards size of caravan (someone else'll have to pay the remainder 5 rep so we end up at an even 50) and 15 rep towards Tradesman, to represent the caravan NPC's working/earning coin.

Although he's aiming for Vow of Harmony, he'll also favor Vow of Purity, and will act as though he's already under the vows, even if he's not 'formally' taken them yet. Basically he's an ascetic pacifist, who'll only attack when all other options have been exhausted and he's very adverse to killing. Most enemies he'll take alive, and he'll encourage his companions to do likewise, but ultimately he's not his brother's keeper and won't try to stop them if they decide someone needs to die.
"After all is said and done, more is said than done."
- Aesop
Mortality clarified in a single strike!

Catodon

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Re: The Long Road: OOC
« Reply #18 on: January 28, 2012, 01:59:11 AM »
Copied over from the recruiting thread, would like a second pair of eyes on it to make sure I've not forgotten something.

Spoiler
Name: Kaze
XP: 2500
Elf Fist
Martial Artist 3
Type: Medium biped fey, reach 1
Speed: 50 ft.

STR: 12
DEX: 12
CON: 12
INT: 14
WIS: 20
CHA: 12

Vitality: 39
Wounds: 12

Melee Attack: 4 = 3 + 1
Quarter Staff +4 (1d8+2 subdual; threat 20; Qualities: Double, trip)

Unarmed Attack:  8 = 3 + 5 [forte]
Punch +9 (1d4+10 lethal; threat 18-20)

Ranged Attack:  4 = 3 + 1
Small Rock +4 (1 subdual; 15 ft. x 3)

Fortitude save: +4 = 2 (base) + 1 (con) + 1 (life of discipline)
Reflex save: +3 = 2 (base) + 1 (dex)
Will save: +7 = 2 (base) + 5 (wis)

Defense: 18 = 10 + 3 (class) + 5 (wis)
DR: 0 = 0 (armor)
Resists: Cold 7 (armor)
Spell Resistance: -

Initiative: +7 = 2 (class) + 5 (wis)

Action dice: 3d4

Lifestyle: 2
Panache: 0 (+1 Appearance, 0s income)
Prudence: 2 (25% Money saved/earned)

Legend: +1
Reputation: 30
Renown: -

Origin Abilities:
Burden of Ages: Regains only 1/2 (round up) healing from effects that heal vitality.
Keen Sight: Visual range increments are equal to Wisdom score x 50 ft. Ignores 2nd and 4th range increment penalties when Aiming.
Sharp Hearing: Hearing range increments are equal to Wisdom score x 10 ft. May act during surprise rounds unless deafened.
Practiced Acrobatics: Regain AD spent on failed Acrobatics checks.

Class Abilities:
Unyielding
Martial Arts
Life of Discipline (Discipline of the Body)
Way of the Warrior

Skills: Total = Ranks + Attribute Modifier + Misc
Acrobatics +6 = 5 + 1
Athletics +6 = 5 + 1
Blend +6 = 5 + 1
Bluff +1 = 0 + 1
Crafting +2 = 0 + 2
Disguise +1 = 0 + 1
Haggle +5 = 0 + 5
Impress +1 = 0 + 1 [+2 error range vs. non-elves]
Intimidate +5 = 0 + 5
Investigate +5 = 0 + 5
Medicine +2 = 0 + 2
Notice +10 = 5 + 5
Prestidigitation +1 = 0 + 1
Resolve +7 = 6 + 1
Ride +1 = 0 + 1
Search +2 = 0 + 2
Sense Motive +10 = 5 + 5 [+2 error range vs. non-elves]
Sneak +6 = 5 + 1
Survival +5 = 0 + 5
Tactics +2 = 0 + 2
Origin Skills: Blend & Crafting
ACP -0

Feats:
Martial Arts
Master's Art
Two-Hit Combo
Tiger Nation
Blocking Basics

Stances:
Fending Stance

Interests: +4 Knowledge bonus
Language: Elf
Language: Common
Study: Lotus Elf Culture
Alignment: Path of the Enlightened (Good)
Study: The Search for Enlightenment

Proficiencies:
Unarmed (forte)
Blunt
Hurled

Advanced tricks:
Parry
Cheap Shot
Shove
Relentless Attack
Merciful Strike

Gear
General Equipment:
Backpack (S/-; Soft 2; 3 lbs.; 10s)
Bedroll (S/-; Soft 1; 3 lbs.; 5s)
Canteen (T/1h; Soft 1; 5 1/2 lbs.; 5s)
Firesteel (D/2h; Hard 1; 1/2 lbs.; 8s)
Supplies
Rations (7 uses; T/2h; Hard 1; 5 lbs.; 5s)
Transportation
-
Armor
(partial, Warm) Padded armor  (DR 0; Cold 7; DP -0; ACP -0; Speed -; Disguise +0; Soft 2; 4 lbs.; 15s)
Weapons
Quarter Staff  (1d8 subdual; threat 20; double, trip; M/2h; Hard 2; 5 lbs; 5s)

Money in hand: 0s
Stake: 0s

Should be finished. I'd appreciate someone giving it a once-over to see if I missed anything. Also, I'm giving 247 silver to the caravan, and unless I find something better to spend them on, the 30 reputation as well. I'm thinking 15 rep towards size of caravan (someone else'll have to pay the remainder 5 rep so we end up at an even 50) and 15 rep towards Tradesman, to represent the caravan NPC's working/earning coin.

Although he's aiming for Vow of Harmony, he'll also favor Vow of Purity, and will act as though he's already under the vows, even if he's not 'formally' taken them yet. Basically he's an ascetic pacifist, who'll only attack when all other options have been exhausted and he's very adverse to killing. Most enemies he'll take alive, and he'll encourage his companions to do likewise, but ultimately he's not his brother's keeper and won't try to stop them if they decide someone needs to die.

Looks like our our has a very generous start.  :)
"I just do eyes"
Author of Gulliver's Trading Company and the map of the world of Gullivers travels:
http://www.scribd.com/doc/84956575/Gullivers-Trading-Co-Grub
http://browse.deviantart.com/#/art/Gulliver-s-Travels-World-Map-294804331?hf=1

Antilles

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Re: The Long Road: OOC
« Reply #19 on: January 28, 2012, 03:44:55 AM »
Benefit of playing an ascetic, I suppose. So, character looks ok, then? I'll put it on the wiki later today if I don't hear anything.
"After all is said and done, more is said than done."
- Aesop
Mortality clarified in a single strike!

Desertpuma

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Re: The Long Road: OOC
« Reply #20 on: January 28, 2012, 11:05:40 AM »
Here it is still unfinished but recopied to this thread....

Industrious Peasant - Keeper 3 .... I made a slight adjustment and switched out Bandage for Basic Skill Mastery/Horseman

Spoiler

Industrious Peasant - Keeper 3
===============================

S: 11
D: 13
C: 16
I: 14
W: 14
CH: 10

V/W: 27/20 (6 + Con mod/Con & Gr. Fort.)



Industrious
------------

Base Speed: 30'
Bonus Feat: Yeoman's Work
Charming: 1/session, may improve the Disposition of any 1 non-Adversary NPC by 5
Encouragement: 1/scene, may speak to 1 of your teammates for 1 minute to grant them a +1 morale bonus w/saving throws
Enlightened Crafting: Max Crafting rank to +5


Peasant
--------

Bonus Feat: Great Fortitude
Edged Proficiency
Ride Focus: Gain 1 Ride skill focus
Thrifty: +2 Prudence
Paired Skills: Gain ranks in Survival, gain equal ranks in Resolve


BAB: +1
Fort: +7 = +1+3+3
Ref: +2 = +1+1
Will: +5 = +3+2
Def: +3
Init: +2 = +1+1

Lifestyle: +3
Legend: +3

Panache: 1 (10S income)
Prudence: 7 (50% Money Saved/ Earned)



Skills List [8 + Int mod (x4 at 1st)] = 40 @ 1st, 10/level 2nd and on
------------

Bluff: +2 = 2+0
Crafting: +15 = 11+2+2 (19-20 Threat) (Cooking, Inscription, Carpentry)
Haggle: +7 = 3+2+2 (19-20 Threat)
Impress: +2 = 2+0
Investigate: +8 = 6+2
Medicine: +5 = 3+2
Notice: +8 = 6+2
Resolve: +8 = 6+2
Search: +5 = 3+2
Sense Motive: +8 = 6+2
Survival: +10 = 6+2+2 (19-20 Threat)
Tactics: +5 = 3+2

Origin Skills:
Athletics: +5 = 5+0
Ride: +7 = 4+1+2 (19-20 Threat) (Land Vehicles, Riding Mounts, Water Vehicles)


Feats
--------

Great Fortitude (O/T)
Yeoman's Work (O/S)
Basic Skill Mastery/Trader (1st)
Basic SKill Mastery/Horseman (3rd)



Proficiencies
---------------
Edged
Unarmed
Blunt
Bows


Abilities
-----------

Teacher
Man of Reason
Trade Secrets (+8 ranks to Crafting)
Bright Idea


Interests
-----------
Common
Cooking
Native Culture
Documents
Carpentry



Yes, I split up his Lifestyle with a +1 to Panache and +2 to Prudence with no Charisma bonus, this gives him a Prudence of +7.


Living Spycraft Masterm

Antilles

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Re: The Long Road: OOC
« Reply #21 on: January 28, 2012, 12:44:34 PM »
Wiki page created. Also, surprisingly difficult to find good pictures of elven monks, so this is the best I've found so far.

Also, I decided that he's content with being in the background, letting others get all the glory, so the only thing I contemplated spending Reputation on (Renown) I've decided to not do. So, if someone else can contribute at least 5 Reputation, we'll have a scale 8 caravan with a +8 Tradesman (I'm thinking the related skill is Impress) as the other NPC's earning money while we're off doing whatever.
"After all is said and done, more is said than done."
- Aesop
Mortality clarified in a single strike!

foproy

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Re: The Long Road: OOC
« Reply #22 on: January 28, 2012, 02:32:18 PM »
barter may also work since seting up a shop would be good then we can try a higher percentage than 50.
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foproy

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Re: The Long Road: OOC
« Reply #23 on: January 30, 2012, 10:06:53 PM »
so how much rep do i need to spend on the caravan? is all but 5 coming from one person or is this including my offer to cover half. i just need to know for the sake of keeping records.
Jesus loves you, he died for your sins. Protoman hates you, he died for them twice. - Anonymous

Antilles

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Re: The Long Road: OOC
« Reply #24 on: January 30, 2012, 10:47:44 PM »
Looks like I've misread the other thread, all the other 'I'll give X to the caravan' was money, not Reputation, so we're at 15 Reputation for size and 15 for a Tradesman from me, and I believe you volunteered 15 Reputation as well? If so, we're at 30 Reputation, or Scale 6, and one Tradesman. If you (or someone else) can spare some more Reputation, there's several options available. 10, 20 or 45 Reputation to increase Scale, there's one or two Rooms that could conceivably be a part of a caravan, we could use some light Fortifications and there's always room for more Tradesmen.

Also, I don't know if we can call upon Tradesmen to actually perform checks for us. The impression I get is that they're independent professionals that you've agreed to give a place to ply their trade for a cut of the profits, and thus doesn't really owe it to you to do anything. If you want a dedicated merchant for the caravan, I'd suggest buying a contact and naming him 'chief barterer of the caravan' or something.
"After all is said and done, more is said than done."
- Aesop
Mortality clarified in a single strike!

foproy

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Re: The Long Road: OOC
« Reply #25 on: January 30, 2012, 11:34:45 PM »
was not to clear on those rules. i still like the idea. also how about bolo's bastards as a name?
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Catodon

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Re: The Long Road: OOC
« Reply #26 on: January 31, 2012, 01:14:32 AM »
Well I suggest someone put thier hand up to list and tally up all the donated rep and coin then take it on themselves to make draft a list of the group assets.

When this is posted I'll give the others chance to suggest alterations etc.

I hope to get started on the first adventure this weekend.
"I just do eyes"
Author of Gulliver's Trading Company and the map of the world of Gullivers travels:
http://www.scribd.com/doc/84956575/Gullivers-Trading-Co-Grub
http://browse.deviantart.com/#/art/Gulliver-s-Travels-World-Map-294804331?hf=1

Antilles

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Re: The Long Road: OOC
« Reply #27 on: January 31, 2012, 01:57:20 AM »
I've gone through the threads and compiled all the definite declarations of donations that I could see, and threw it up on google docs.
"After all is said and done, more is said than done."
- Aesop
Mortality clarified in a single strike!

Mister Andersen

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Re: The Long Road: OOC
« Reply #28 on: January 31, 2012, 09:32:04 AM »
    Killishandra Freyj


    Name: Killishandra Freyj
    Origin: Sea Ogre-blooded Thesterian Vanguard
    Type: Medium Horror
    Class: Keeper 1 / Captain 2                                        

    Str 15 (+1)  Dex 13 (+1)  Con 13 (+1)  Int 14 (+2)  Wis 12 (+1)  Cha 11 (+0)   

    Action Dice: 3d4
    Speed: 30 ft   

    Initiative +2 (+1 Dex)         
    Defence 14 (+1 Dex)
    DR 3, Fire resistance 3               
    Vitality 27               
    Wounds 13               
                      
    Fortitude +7 (+1 Con, +4 type)         
    Reflex +1 (+1 Dex)
    Will +6 (+1 Wis)

    Unarmed: 3 (+2 Str)
    Melee: 3 (+2 Str)
    Ranged: 2 (+1 Dex)
          
    Lifestyle: 3   
    Panache: 2   
       Appearance: 1   
    Prudence: 1   

    Legend: 3   
    Reputation: 30   
    Renown      
    Heroic: 0   
    Military: 0   
    Noble: 0   

    Special & Class Abilities      
    • Aloof  (Impress and Sense Motive)                              
    • Aquatic II
    • Basic Combat expert
    • Charming   
    • Claw I  (w/weakening poison)
    • Darkvision I
    • Fearless I   
    • Horror
    • Improved stability
    • Man of Reason
    • No Pain
    • Non-ogre starting Disposition -5
    • Paired Skills: Resolve -> Impress
    • Stand Together
    • Teacher

    Feats
    • Ogre-blooded  [ Species ]                  
    • Sea Brave  [ Species ]                  
    • The Gift (Create water, Endure elements) [ Spellcasting ]                     
    • Misdirection Basics  [ Covert ]   
    • Personal Lieutenant  [ Style, 65 XP ]                  
    • Night-Fighting  [ Terrain ]                           
    • Sea Elder  [ Species ]               

    Skills
    Athletics: +8 (6 ranks)
    Crafting: +6 (4 ranks)
    Impress: +6 (6 ranks)
    Intimidate: +5 (4 ranks)
    Investigate: +5 (4 ranks)
    Medicine: +8 (6 ranks)
    Notice: +7 (6 ranks)
    Prestidigitation   : +7 (6 ranks)
    Resolve: +7 (6 ranks)
    Search: +6 (4 ranks)
    Sense Motive: +7 (6 ranks)
    Survival: +5 (4 ranks)

    Skill Foci
    Crafting: Pharmacy, Crafting: Cooking                  

    Interests
    Language: Thesterian, Language: Common, Study: Thesteria, Language: Ogre, Study: Throat singing, Study: Medicine, ...      
       
    Proficiencies & Tricks
    Unarmed. Edged. Relentless Attack. Venom Master.

    Attacks
    • Claw I: 1d6+2 lethal, thr 20, err 1, qual: venomous (weakening)
    • Dugh'leth Ghungmeh'Iw: 2d6 lethal, thr 19-20, qual: linked attack 1/round -- Soul drain II (DC 15 Fort save)   
    • Dagger: 1d6+2 lethal, thr 19-20, err 1, qual: AP2, bleed, grip, hurl                  

    Income: 20 s      
    Coin Saved: 20%      
    Stake: 68 s      
    Max Prizes: 1      

    Inventory   
    • Dagger
    • Partial leather armour with light fittings (dwarven materials, fitted)   
    • Doctor's kit
    • Thieve's tools
    • Purse
    • Firesteel
    • Canteen
    • Bedroll
    • Backpack
    • Balm
    • Bandages
    • Ointment
    • Salve
    • Tonic
    Vigilant Blade Hungry for Blood
        Dugh'leth Ghungmeh'Iw (Small Construct 'Beast' 65 XP): Str 10, Dex n/a, Con 13, Int 10, Wis 10, Cha 10; SZ S (11, Reach 1); Spd 0 ft.; Init VI; Atk n/a; Def n/a; Res VI; Health V; Comp II; Skills: None; Qualities: Banned checks (anything Dexterity), blindsight, class ability (Battle planning I ("Crush them!", "No prisoners!"), fortunes of war II, lookout!, watch out! I), feat (The extra mile), natural spell (Geas), telepathic
         Attacks: Cut Deep (Slam III: 2d6 lethal, thr 19-20, qual: linked attack Soul drain II (DC 15 Fort save))

         An ancient weapon lost to the depths, Vigilant Blade Hungry for Blood -- Dugh'leth Ghungmeh'Iw in the tongue of its makers -- trades its heightened perceptions in return for its wielder satisfying the weapon's bloodlust. Although it holds itself loyal to Killishandra, it is quite capable of making its desires felt through its geas ability should the need arise.

    Fiendbasher

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    Re: The Long Road: OOC
    « Reply #29 on: January 31, 2012, 09:49:57 AM »
    Hm I could be wrong (and often am) but if you're running that character and the PL with mounted combat rules, won't the sword need to have a Defense value? Mounted combat uses the lowest bonus for defense.

    Then again maybe a +0 defense was intentional for stylistic reasons.  ;)
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