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<blockquote data-quote="doghead" data-source="post: 1609629" data-attributes="member: 8243"><p><strong>Technobabble</strong></p><p></p><p>3 TECHNOBABBLE</p><p></p><p>Elements: Steam trains, airships, firearms, military power, fortress cities.</p><p></p><p>3.1 Transport</p><p></p><p>3.1.1 Transport: Aerostats</p><p></p><p>Note: <em>The American Heritage® Dictionary of the English Language, Fourth Edition</em> defines aerostats as "[a]n aircraft, especially a balloon or dirigible, deriving its lift from the buoyancy of surrounding air rather than from aerodynamic motion." As these craft don't derive theri lift from aerodynamic motion either, it seems appropriate.</p><p></p><p>Aerostats use anti-weight cells for lift, and Physier Sleaves for propulsion. The Physier Sleave a sleave of arcane metal fitted over a shaft, turned by an engine. As the shaft is rotated, the sleave separates from the shaft forming a series of discrete panel that rotate both with and counter to the shaft. The interplay of forces between these elements gives the vessel propulsion and steerage. Stubby wings and a tails provide additional steerage at speed. The shaft and sleeves are quite long, about a third to haft the length of the vessel, and need to be external. Smaller vessels usually have a single assembly beneath the body of the vessel, although some have twin assemblies located one each wingstub. Battleships, Cruisers and larger distroyers, however, usually have some form of armoured barding protecting the whole assembly to some degree.</p><p></p><p>3.1.1.1 The Streamline: One of the greatest aerostats ever built, the knowledge was lost when the city from which they came was captured. The factory was struck by bombs and almost all the Artificers and Engineers killed. It was twin drive assembly vessel, capable of carry up to 8 people. The Sealine was the maritime variant.</p><p></p><p>3.1.2 Transport: Land Trains</p><p></p><p>These are usually massive, heavily armed and armoured. Land trains are the prime target of renegades and stateless Anarchists. The first unit is usually a battle truck, followed by a locomotive, then a number of cars. A second locomotive is often used mid way back, to pull cars out of trouble in case of an ambush. The Land trains do not use rails, but do need a flat solid surface to repulse off.</p><p></p><p>3.1.3 Transport: Ships</p><p></p><p>Ships are still used to haul the bulk of the worlds overseas cargo. They are far cheaper to build than aerostats.</p><p></p><p>3.1.3 Transport: Submarines</p><p></p><p>These great vessels are the most commonly used for warfare, but a number of great passenger vessels exist as well, as well as a few cargo vessels (the vast majority of cargo vessels are still surface going only). Somewhat like the Nautilus in TLOEG, the majority of them are equally at home on the surface as under it. Indeed, the passenger liners usually remain on the surface when the weather is good and the seas are clear of danger.</p><p></p><p>3.2 FORTRESS CITIES</p><p></p><p>The great fortress cities own their existance to force fields of magic that protect them from bombardment. (The downside is that you cannot fire out as well.) Thus the conquest of a city requires Infantry on the ground (who are not stopped by the fields), or someone inside to turn off the fields. Several of the greatest conquests have come about this way. Needless to say, the magics that power the fields are heavily guarded and access stictly limited.</p><p></p><p>3.3 ARMOUR</p><p></p><p>Arcane metalugy has developed armour significantly, but its still scant protection from a hail of bullets. However, Protection spells/fields are exceptionally effective, and so melee weapons remain a significant part of a the arsenals of the day.</p><p></p><p>+1 Protection magic gives triple soak against firearm munitions, Thus +2 ring gives +6 vs firearm rounds. Needless to say, enhance armour is highly sought after. </p><p></p><p>Protection magic offers no advantage against Light Ray weapons. Fortunately, only the Dwarves know how to make these, and they keep the secret closely guarded. The weapons are also heavy and bulky, with massive power demands.</p><p></p><p>3.3.1 Armour Table</p><p></p><p><span style="font-family: 'Courier New'">Soft Armour ------ Soak - MaxDex -- ACP - ASF -- Spd*</span></p><p><span style="font-family: 'Courier New'"></span></p><p><span style="font-family: 'Courier New'">Battle Coat ------- +1 ---- +8 ----- 0 --- 0% --- +0</span></p><p><span style="font-family: 'Courier New'">Battle Cloak ------ +1 ---- +7 ----- 0 --- 0% --- +0</span></p><p><span style="font-family: 'Courier New'">Battle Jacket&Pants +2 ---- +7 ----- 0 --- 5% --- +1</span></p><p><span style="font-family: 'Courier New'">Battle Vest ------- +3 ---- +6 ----- 0 -- 10% --- +1</span></p><p><span style="font-family: 'Courier New'"></span></p><p><span style="font-family: 'Courier New'">Note: All soft armours can be combined. All values except for MaxDex stack. In the case of MaxDex, simply use the lowest value and subtract one for each additional item added. ie: Cloak + J&P + Vest would give you a MaxDex of (6-1-1) or +4.</span></p><p><span style="font-family: 'Courier New'"></span></p><p><span style="font-family: 'Courier New'">Hard Armour ------ Soak - MaxDex -- ACP -- ASF -- Spd*</span></p><p><span style="font-family: 'Courier New'"></span></p><p><span style="font-family: 'Courier New'">Greaves ----------- +3 ---- +3 ---- -4 --- 10% -- +3</span></p><p><span style="font-family: 'Courier New'">* Mithral --------- +3 ---- +5 ---- -1 ---- 0% -- +1</span></p><p><span style="font-family: 'Courier New'">* Adamantine ------ +5 ---- +3 ---- -3 ----10% -- +3</span></p><p><span style="font-family: 'Courier New'"></span></p><p><span style="font-family: 'Courier New'">Breastplate ------- +5 ---- +3 ---- -4 --- 15% -- +3</span></p><p><span style="font-family: 'Courier New'">* Mithral --------- +5 ---- +5 ---- -1 --- 05% -- +1</span></p><p><span style="font-family: 'Courier New'">* Adamantine ------ +7 ---- +3 ---- -3 --- 15% -- +3</span></p><p><span style="font-family: 'Courier New'"></span></p><p><span style="font-family: 'Courier New'">Battle Suit ------- +7 ---- +2 ---- -6 --- 40% -- +5</span></p><p><span style="font-family: 'Courier New'">* Mithril --------- +7 ---- +4 ---- -3 --- 30% -- +3</span></p><p><span style="font-family: 'Courier New'">* Adamantine ----- +10 ---- +2 ---- -5 --- 40% -- +5</span></p><p><span style="font-family: 'Courier New'"></span></p><p><span style="font-family: 'Courier New'">Assault Suit ------ +9 ---- +2 ---- -6 --- 40% -- +6</span></p><p><span style="font-family: 'Courier New'">* Mithril --------- +9 ---- +4 ---- -3 --- 40% -- +3</span></p><p><span style="font-family: 'Courier New'">* Adamantine ----- +11 ---- +2 ---- -5 --- 30% -- +6</span></p><p><span style="font-family: 'Courier New'"></span></p><p><span style="font-family: 'Courier New'">Note: Breastplates and Greaves may be combined, but the other hard armours may not be combined.</span></p><p><span style="font-family: 'Courier New'"></span></p><p><span style="font-family: 'Courier New'">Note: Speed modifiers - Add these values together for all armour worn. A character may carry up to their Str Bonus in armour without penalty to their Speed. They may wear up to twice their Str Bonus and be Moderately encumbered. They may wear up to three times and be heavily encumbered.</span></p><p><span style="font-family: 'Courier New'"></span></p><p><span style="font-family: 'Courier New'">Dwarves may use their Str Bonus times 1.5.</span></p><p><span style="font-family: 'Courier New'"></span></p><p><span style="font-family: 'Courier New'">Quadrapeds may use their Str Bonus times 2</span></p><p></p><p>3.3.2. Enhanced Armour</p><p></p><p>Armour comes in a number of enhanced variants. These can be created through the standard magic armour lists.</p><p></p><p>Covert: Shadow and Silent Moves (+7500gp).</p><p>Powered: +2 Str (ie Gauntlets of Ogre Power +4,000gp)</p><p>Assault: +2 Protection and Med Fortification (+13,000gp).</p><p>Nightvision: Googles of the Night (+12000gp)</p><p></p><p>All the great nations have their own foundries, producing armour for their soldiers. As well as shipyards to produce the great air and marine warships. Real costs to the nation would probably be about half to a third of the book value. However, the costs of equiupping units is still staggering, and they are used by only the most elite troops. </p><p></p><p>The French are widely considered to be the worlds greatest armoursmiths.</p><p></p><p>3.4 WEAPONS</p><p></p><p>In the gng system, damage is increased by the degree of success of the to hit roll. So, to simplify things, weapons have a single damage value assigned to them (see the Damage Conversion table to see how the numbers were converted from the d20 and d20 Modern weapon tables). </p><p></p><p>3.4.1 Personal Weapons Table</p><p></p><p><span style="font-family: 'Courier New'"><em>Simple</em></span></p><p><span style="font-family: 'Courier New'">Weapon --------- Dam -- Crit -- Range -- Weight</span></p><p><span style="font-family: 'Courier New'">Club ------------ 2 -- 10/+0 -- 10 ft. -- 3 lb.</span></p><p><span style="font-family: 'Courier New'">Crossbow, light - 3 --- 8/+0 -- 80 ft. -- 4 lb.</span></p><p><span style="font-family: 'Courier New'">Crossbow, hvy --- 4 --- 8/+0 - 100 ft. -- 4 lb.</span></p><p><span style="font-family: 'Courier New'">Daggar ---------- 1 --- 8/+0 -- 10 ft. -- 1 lb.</span></p><p><span style="font-family: 'Courier New'">Spear ----------- 3 -- 10/+0 -- 20 ft. -- 6 lb.</span></p><p><span style="font-family: 'Courier New'"></span></p><p><span style="font-family: 'Courier New'"><em>Martial</em></span></p><p><span style="font-family: 'Courier New'">Weapon --------- Dam -- Crit -- Range -- Weight</span></p><p><span style="font-family: 'Courier New'">Axe, hand ------- 2 -- 10/+5 -- 10 ft. -- 2 lb.</span></p><p><span style="font-family: 'Courier New'">Axe, battle ----- 4 -- 10/+5 -- xx xxx -- 6 lb.</span></p><p><span style="font-family: 'Courier New'">Axe, 2H --------- 5 -- 10/+5 -- xx xxx - 12 lb.</span></p><p><span style="font-family: 'Courier New'">Bow, long ------- 3 --- 8/+0 - 100 ft. -- 3 lb.</span></p><p><span style="font-family: 'Courier New'">Bow, short ------ 2 --- 8/+0 -- 60 ft. -- 2 lb.</span></p><p><span style="font-family: 'Courier New'">Halberd --------- 4 -- 10/+5 -- xx xxx - 12 lb.</span></p><p><span style="font-family: 'Courier New'">Sword, dress ---- 3 --- 8/+0 -- xx xxx -- 4 lb.</span></p><p><span style="font-family: 'Courier New'">Sword, pack ----- 2 --- 8/+0 -- xx xxx -- 2 lb.</span></p><p><span style="font-family: 'Courier New'">Sword, great ---- 6 --- 8/+0 -- xx xxx -- 8 lb.</span></p><p><span style="font-family: 'Courier New'"></span></p><p><span style="font-family: 'Courier New'"><em>Personal Firearms</em></span></p><p><span style="font-family: 'Courier New'">Type ----- Dam - Caliber -- Crit - Range - ROF - Mag - Weight</span></p><p><span style="font-family: 'Courier New'">Revolver -- 6 ---- .45 --- 10/+0 - 40 ft. - S - 6 cyc - 3 lb.</span></p><p><span style="font-family: 'Courier New'">Carbine --- 7 ---- .30 --- 10/+0 - 90 ft. - S - 5 box - 6 lb.</span></p><p><span style="font-family: 'Courier New'">Rifle ----- 7 ---- .30 --- 10/+0 -120 ft. - S - 5 box - 9 lb.</span></p><p><span style="font-family: 'Courier New'">Shotgun --- 7 - 12 guage - 10/+0 - 45 ft* - S - 1 int - 7 lb.</span></p><p><span style="font-family: 'Courier New'">Shotgun --- 7 - 12 guage - 10/+0 - 45 ft* - S - 2 int - 9 lb.</span></p><p><span style="font-family: 'Courier New'"></span></p><p></p><p>3.4.2 Dam conversion table</p><p></p><p>The Dam values are drawn directly from the Damage (Medium) column of the weapon tables. As size is already incorporated through Str modifiers (usually) as well as Dan modifiers (in gng), it doesn't seem necessary to add another modifier. And it save on rolls.</p><p></p><p> 1 = 1d3, 1d4.</p><p> 2 = 1d6.</p><p> 3 = 1d8.</p><p> 4 = 1d10</p><p> 5 = 1d12.</p><p> 6 = 2d6</p><p> 7 = 2d8</p><p> 8 = 2d10</p><p> 9 = 2d12</p></blockquote><p></p>
[QUOTE="doghead, post: 1609629, member: 8243"] [b]Technobabble[/b] 3 TECHNOBABBLE Elements: Steam trains, airships, firearms, military power, fortress cities. 3.1 Transport 3.1.1 Transport: Aerostats Note: [i]The American Heritage® Dictionary of the English Language, Fourth Edition[/i] defines aerostats as "[a]n aircraft, especially a balloon or dirigible, deriving its lift from the buoyancy of surrounding air rather than from aerodynamic motion." As these craft don't derive theri lift from aerodynamic motion either, it seems appropriate. Aerostats use anti-weight cells for lift, and Physier Sleaves for propulsion. The Physier Sleave a sleave of arcane metal fitted over a shaft, turned by an engine. As the shaft is rotated, the sleave separates from the shaft forming a series of discrete panel that rotate both with and counter to the shaft. The interplay of forces between these elements gives the vessel propulsion and steerage. Stubby wings and a tails provide additional steerage at speed. The shaft and sleeves are quite long, about a third to haft the length of the vessel, and need to be external. Smaller vessels usually have a single assembly beneath the body of the vessel, although some have twin assemblies located one each wingstub. Battleships, Cruisers and larger distroyers, however, usually have some form of armoured barding protecting the whole assembly to some degree. 3.1.1.1 The Streamline: One of the greatest aerostats ever built, the knowledge was lost when the city from which they came was captured. The factory was struck by bombs and almost all the Artificers and Engineers killed. It was twin drive assembly vessel, capable of carry up to 8 people. The Sealine was the maritime variant. 3.1.2 Transport: Land Trains These are usually massive, heavily armed and armoured. Land trains are the prime target of renegades and stateless Anarchists. The first unit is usually a battle truck, followed by a locomotive, then a number of cars. A second locomotive is often used mid way back, to pull cars out of trouble in case of an ambush. The Land trains do not use rails, but do need a flat solid surface to repulse off. 3.1.3 Transport: Ships Ships are still used to haul the bulk of the worlds overseas cargo. They are far cheaper to build than aerostats. 3.1.3 Transport: Submarines These great vessels are the most commonly used for warfare, but a number of great passenger vessels exist as well, as well as a few cargo vessels (the vast majority of cargo vessels are still surface going only). Somewhat like the Nautilus in TLOEG, the majority of them are equally at home on the surface as under it. Indeed, the passenger liners usually remain on the surface when the weather is good and the seas are clear of danger. 3.2 FORTRESS CITIES The great fortress cities own their existance to force fields of magic that protect them from bombardment. (The downside is that you cannot fire out as well.) Thus the conquest of a city requires Infantry on the ground (who are not stopped by the fields), or someone inside to turn off the fields. Several of the greatest conquests have come about this way. Needless to say, the magics that power the fields are heavily guarded and access stictly limited. 3.3 ARMOUR Arcane metalugy has developed armour significantly, but its still scant protection from a hail of bullets. However, Protection spells/fields are exceptionally effective, and so melee weapons remain a significant part of a the arsenals of the day. +1 Protection magic gives triple soak against firearm munitions, Thus +2 ring gives +6 vs firearm rounds. Needless to say, enhance armour is highly sought after. Protection magic offers no advantage against Light Ray weapons. Fortunately, only the Dwarves know how to make these, and they keep the secret closely guarded. The weapons are also heavy and bulky, with massive power demands. 3.3.1 Armour Table [FONT=Courier New]Soft Armour ------ Soak - MaxDex -- ACP - ASF -- Spd* Battle Coat ------- +1 ---- +8 ----- 0 --- 0% --- +0 Battle Cloak ------ +1 ---- +7 ----- 0 --- 0% --- +0 Battle Jacket&Pants +2 ---- +7 ----- 0 --- 5% --- +1 Battle Vest ------- +3 ---- +6 ----- 0 -- 10% --- +1 Note: All soft armours can be combined. All values except for MaxDex stack. In the case of MaxDex, simply use the lowest value and subtract one for each additional item added. ie: Cloak + J&P + Vest would give you a MaxDex of (6-1-1) or +4. Hard Armour ------ Soak - MaxDex -- ACP -- ASF -- Spd* Greaves ----------- +3 ---- +3 ---- -4 --- 10% -- +3 * Mithral --------- +3 ---- +5 ---- -1 ---- 0% -- +1 * Adamantine ------ +5 ---- +3 ---- -3 ----10% -- +3 Breastplate ------- +5 ---- +3 ---- -4 --- 15% -- +3 * Mithral --------- +5 ---- +5 ---- -1 --- 05% -- +1 * Adamantine ------ +7 ---- +3 ---- -3 --- 15% -- +3 Battle Suit ------- +7 ---- +2 ---- -6 --- 40% -- +5 * Mithril --------- +7 ---- +4 ---- -3 --- 30% -- +3 * Adamantine ----- +10 ---- +2 ---- -5 --- 40% -- +5 Assault Suit ------ +9 ---- +2 ---- -6 --- 40% -- +6 * Mithril --------- +9 ---- +4 ---- -3 --- 40% -- +3 * Adamantine ----- +11 ---- +2 ---- -5 --- 30% -- +6 Note: Breastplates and Greaves may be combined, but the other hard armours may not be combined. Note: Speed modifiers - Add these values together for all armour worn. A character may carry up to their Str Bonus in armour without penalty to their Speed. They may wear up to twice their Str Bonus and be Moderately encumbered. They may wear up to three times and be heavily encumbered. Dwarves may use their Str Bonus times 1.5. Quadrapeds may use their Str Bonus times 2[/FONT] 3.3.2. Enhanced Armour Armour comes in a number of enhanced variants. These can be created through the standard magic armour lists. Covert: Shadow and Silent Moves (+7500gp). Powered: +2 Str (ie Gauntlets of Ogre Power +4,000gp) Assault: +2 Protection and Med Fortification (+13,000gp). Nightvision: Googles of the Night (+12000gp) All the great nations have their own foundries, producing armour for their soldiers. As well as shipyards to produce the great air and marine warships. Real costs to the nation would probably be about half to a third of the book value. However, the costs of equiupping units is still staggering, and they are used by only the most elite troops. The French are widely considered to be the worlds greatest armoursmiths. 3.4 WEAPONS In the gng system, damage is increased by the degree of success of the to hit roll. So, to simplify things, weapons have a single damage value assigned to them (see the Damage Conversion table to see how the numbers were converted from the d20 and d20 Modern weapon tables). 3.4.1 Personal Weapons Table [FONT=Courier New][i]Simple[/i] Weapon --------- Dam -- Crit -- Range -- Weight Club ------------ 2 -- 10/+0 -- 10 ft. -- 3 lb. Crossbow, light - 3 --- 8/+0 -- 80 ft. -- 4 lb. Crossbow, hvy --- 4 --- 8/+0 - 100 ft. -- 4 lb. Daggar ---------- 1 --- 8/+0 -- 10 ft. -- 1 lb. Spear ----------- 3 -- 10/+0 -- 20 ft. -- 6 lb. [i]Martial[/i] Weapon --------- Dam -- Crit -- Range -- Weight Axe, hand ------- 2 -- 10/+5 -- 10 ft. -- 2 lb. Axe, battle ----- 4 -- 10/+5 -- xx xxx -- 6 lb. Axe, 2H --------- 5 -- 10/+5 -- xx xxx - 12 lb. Bow, long ------- 3 --- 8/+0 - 100 ft. -- 3 lb. Bow, short ------ 2 --- 8/+0 -- 60 ft. -- 2 lb. Halberd --------- 4 -- 10/+5 -- xx xxx - 12 lb. Sword, dress ---- 3 --- 8/+0 -- xx xxx -- 4 lb. Sword, pack ----- 2 --- 8/+0 -- xx xxx -- 2 lb. Sword, great ---- 6 --- 8/+0 -- xx xxx -- 8 lb. [i]Personal Firearms[/i] Type ----- Dam - Caliber -- Crit - Range - ROF - Mag - Weight Revolver -- 6 ---- .45 --- 10/+0 - 40 ft. - S - 6 cyc - 3 lb. Carbine --- 7 ---- .30 --- 10/+0 - 90 ft. - S - 5 box - 6 lb. Rifle ----- 7 ---- .30 --- 10/+0 -120 ft. - S - 5 box - 9 lb. Shotgun --- 7 - 12 guage - 10/+0 - 45 ft* - S - 1 int - 7 lb. Shotgun --- 7 - 12 guage - 10/+0 - 45 ft* - S - 2 int - 9 lb. [/FONT] 3.4.2 Dam conversion table The Dam values are drawn directly from the Damage (Medium) column of the weapon tables. As size is already incorporated through Str modifiers (usually) as well as Dan modifiers (in gng), it doesn't seem necessary to add another modifier. And it save on rolls. 1 = 1d3, 1d4. 2 = 1d6. 3 = 1d8. 4 = 1d10 5 = 1d12. 6 = 2d6 7 = 2d8 8 = 2d10 9 = 2d12 [/QUOTE]
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