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<p class=MsoNormal><span style='font-size:11.0pt;font-family:"Calibri","sans-serif";
color:#1F497D'>If it were me (which is a huge disclaimer so toss out whatever
doesn't align with your vision) I'd do something like this,...<o:p></o:p></span></p>
<p class=MsoNormal><span style='font-size:11.0pt;font-family:"Calibri","sans-serif";
color:#1F497D'><o:p> </o:p></span></p>
<p class=MsoNormal><span style='font-size:11.0pt;font-family:"Calibri","sans-serif";
color:#1F497D'>I would start by creating a Ritual or Craft skill to create said
charms. Charms of different strength (ie levels of storage and potency) would
require different components to create. The system would be based on a Power
Crystal Lite model; it would essentially be a matrix with limited charges.
The charges could be generated from what we call Power dots,... basically
whenever you succeed on a POW vs POW roll OR roll less then POW X1 on a luck
roll you get a dot in Power and can attempt to increase your POW at the end of
the adventure. Rather than make this roll to attempt to actually increase
your power you could trade that in to infuse the charm with a single charge
(assuming you succeed at the skill to create said charm). Once you have a
charged charm crystal you can activate it just as you would any other
matrix. I would have the effect be to take a re-roll at skill % + POW
(though high potency could up this to + POW X2),... this second roll must be
taken even if it's worse than the original and natural failures and fumbles
still count. Since the charges are generated from the individual I would
say they are attuned to the creator (though this could also change with a high
level of mastery with the creation skill).<o:p></o:p></span></p>
<p class=MsoNormal><span style='font-size:11.0pt;font-family:"Calibri","sans-serif";
color:#1F497D'><o:p> </o:p></span></p>
<p class=MsoNormal><span style='font-size:11.0pt;font-family:"Calibri","sans-serif";
color:#1F497D'>Just some food for thought.<o:p></o:p></span></p>
<p class=MsoNormal><span style='font-size:11.0pt;font-family:"Calibri","sans-serif";
color:#1F497D'><o:p> </o:p></span></p>
<p class=MsoNormal><span style='font-size:11.0pt;font-family:"Calibri","sans-serif";
color:#1F497D'>Cheers,<o:p></o:p></span></p>
<p class=MsoNormal><span style='font-size:11.0pt;font-family:"Calibri","sans-serif";
color:#1F497D'>Bert<o:p></o:p></span></p>
<p class=MsoNormal><span style='font-size:11.0pt;font-family:"Calibri","sans-serif";
color:#1F497D'><o:p> </o:p></span></p>
<p class=MsoNormal><span style='font-size:11.0pt;font-family:"Calibri","sans-serif";
color:#1F497D'><o:p> </o:p></span></p>
<div style='border:none;border-top:solid #B5C4DF 1.0pt;padding:3.0pt 0in 0in 0in'>
<p class=MsoNormal><b><span style='font-size:10.0pt;font-family:"Tahoma","sans-serif"'>From:</span></b><span
style='font-size:10.0pt;font-family:"Tahoma","sans-serif"'> runequest-bounces@rpgreview.net
[mailto:runequest-bounces@rpgreview.net] <b>On Behalf Of </b>Peter Maranci<br>
<b>Sent:</b> Friday, July 31, 2009 8:45 AM<br>
<b>To:</b> RuneQuest Rules<br>
<b>Subject:</b> [Runequest] Charms<o:p></o:p></span></p>
</div>
<p class=MsoNormal><o:p> </o:p></p>
<div>
<p class=MsoNormal>I haven't done any work on my RQ site for a long time,
and I think it's time to do something about that. So I'm going back to an idea
I raised here a LONG time ago: charms.<o:p></o:p></p>
</div>
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<p class=MsoNormal> <o:p></o:p></p>
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<p class=MsoNormal>Charms generally add a small percentage to the chance of
success with a particular skill. There might also be charms which would add to
Luck rolls, or POW vs. POW rolls, or to multiple skills or entire skill
categories (but these would be very rare). What I'm wondering about right now
is the method by which charms are created. I'm basing the concept on real-world
lucky charms...except that in RQ, of course, charms really work.<o:p></o:p></p>
</div>
<div>
<p class=MsoNormal> <o:p></o:p></p>
</div>
<div>
<p class=MsoNormal>Or maybe they DON'T always work. Perhaps charms should
always be secretly recorded by the GM, with their precise effect (or even if
they work at all) unknown to the player.<o:p></o:p></p>
</div>
<div>
<p class=MsoNormal> <o:p></o:p></p>
</div>
<div>
<p class=MsoNormal>While it's possible that charms could be intentionally
created through a spell, I think this should be very rare; it takes all the fun
and mystery out of charms. Instead, charms should usually be created through
successful use of a skill (or, perhaps, ability) in a crisis situation. In
other words, if you have a critical success with a skill in a meaningful
situation, there should be a small chance that the object you use (if
applicable) or some other object on or near your person will become just a
little bit more lucky.<o:p></o:p></p>
</div>
<div>
<p class=MsoNormal> <o:p></o:p></p>
</div>
<div>
<p class=MsoNormal>But the chance of charm creation can't be simply based on
criticals. If it is, then highly-skilled people would be loaded with charms;
they'd be charm *factories*. Charms would be as common as dirt, and about as
interesting. I'd like to work out a mechanism that increases the chance of
LOW-skill people to create charms. <o:p></o:p></p>
</div>
<div>
<p class=MsoNormal> <o:p></o:p></p>
</div>
<div>
<p class=MsoNormal>How about this? When you attain a critical success, the GM
secretly records it. At the end of the week (as with POW gain rolls) he rolls
to see if an applicable object has become lucky. But the chance of a charm
being created is equal to (((100% minus the user's skill (unmodified by magic,
but including any category bonus)) divided by 5).<o:p></o:p></p>
</div>
<div>
<p class=MsoNormal> <o:p></o:p></p>
</div>
<div>
<p class=MsoNormal>Example: a farmer is ploughing his fields when he
unexpectedly encounters a hungry wolf. Grabbing a rock, he throws it at the
wolf. His Throw skill is 34%. He makes a successful critical hit to the head,
crushing the wolf's skull. There is now a (100-34=66) / 5 = 13% chance that at
the end of the week, the rock or some appropriate object that he is carrying on
his person will become lucky. The lucky object will add to his Throw skill when
he uses it, or invokes it (by rubbing it before throwing something) or has it
on his person.<o:p></o:p></p>
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<div>
<p class=MsoNormal> <o:p></o:p></p>
</div>
<div>
<p class=MsoNormal>How much should it add? I see two options. <o:p></o:p></p>
</div>
<div>
<p class=MsoNormal> <o:p></o:p></p>
</div>
<div>
<p class=MsoNormal>1. It can be a variable amount, with the die determined when
the object is created (i.e. roll 1d4 or 1d6 each time the object is used, and
add that to the chance of success)<o:p></o:p></p>
</div>
<div>
<p class=MsoNormal> <o:p></o:p></p>
</div>
<div>
<p class=MsoNormal>2. A standard amount, determined when the object is created.
For versions of RQ/BRP that use skill difficulties, the roll would be 1D6 for
easy skills, 1d4 for average skills, and 1d3 or 1d2 for hard skills.<o:p></o:p></p>
</div>
<div>
<p class=MsoNormal> <o:p></o:p></p>
</div>
<div>
<p class=MsoNormal>Questions:<o:p></o:p></p>
</div>
<div>
<p class=MsoNormal> <o:p></o:p></p>
</div>
<div>
<p class=MsoNormal>Should fumbles have a chance to make an object unlucky, or
to permanently nullify a lucky charm? <o:p></o:p></p>
</div>
<div>
<p class=MsoNormal> <o:p></o:p></p>
</div>
<div>
<p class=MsoNormal>Should charms work only for the person who
"created" them? I think not...but perhaps there should be a one-time
chance to "attune" a lucky charm when you aquire it, if you are not
the creator. Would the standard attuning process work for that? It should be
based on luck, after all.<o:p></o:p></p>
</div>
<div>
<p class=MsoNormal> <o:p></o:p></p>
</div>
<div>
<p class=MsoNormal>Should it be possible for an charm to become more lucky?<o:p></o:p></p>
</div>
<div>
<p class=MsoNormal> <o:p></o:p></p>
</div>
<div>
<p class=MsoNormal>What do you think, sirs?<o:p></o:p></p>
</div>
<div>
<p class=MsoNormal> <o:p></o:p></p>
</div>
<div>
<p class=MsoNormal>->Peter<o:p></o:p></p>
</div>
<p class=MsoNormal><br>
-- <br>
Peter Maranci - <a href="mailto:pmaranci@gmail.com">pmaranci@gmail.com</a><br>
Pete's RuneQuest & Roleplaying! <a href="http://www.runequest.org/rq.htm">http://www.runequest.org/rq.htm</a><br>
The Diary of A Simple Man: <a href="http://bobquasit.livejournal.com/">http://bobquasit.livejournal.com/</a><o:p></o:p></p>
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