From MurfNMurf at aol.com Sun Sep 1 00:44:12 2002 From: MurfNMurf at aol.com (MurfNMurf at aol.com) Date: Sat, 31 Aug 2002 10:44:12 EDT Subject: [RQ-Rules] Return of the Mystery spell #2 Message-ID: <114.168416c3.2aa2303c@aol.com> In a message dated 8/31/2002 6:14:43 AM Central Standard Time, Jeremy wonders about the Season spell: > Would it be too powerful if you used the Duration chart for 'how long past > its > prime'? I read the post and immediately thought of a sorceror trapped in > an old > ruins coming across 200 year old food... > Hmmm, I really like the sound of that. It'd make for one heck of a sorcerous feat, if you ask me. I certainly wouldn't think it *too* powerful for a Sorcerer to pull off. Now I don't use Duration myself, so I had the 1 Intensity per week past its prime (whatever *that* might be) bit. However, if you use Duration in your campaign, and wanted to use it with regards to the age of the foodstuffs that could be affected, I don't see why you *couldn't*. Heck, even if you *don't* use Duration in your campaign, you could always add the Duration chart to the spell's description. I swiped the spell from *someone*, and I wish he were a memebr of this list so we could get thee creator's imput :) -Ken- --- StripMime Report -- processed MIME parts --- multipart/alternative text/plain (text body -- kept) text/html --- From steve at perrinworlds.com Sun Sep 1 02:25:29 2002 From: steve at perrinworlds.com (Steve Perrin) Date: Sat, 31 Aug 2002 09:25:29 -0700 Subject: [RQ-Rules] Return of the Mystery spell #2 and Alchemy References: <114.168416c3.2aa2303c@aol.com> Message-ID: <004b01c2510b$232df620$6401a8c0@surfcity.net> Just an observation that this discussion and the alchemy discussion going on at the same time have some points in common. The ability to make old ingredients "fresh" might be very important to an alchemist... Steve Perrin, watching and thinking. www.perrinworlds.com/SPQR.html ----- Original Message ----- From: To: Sent: Saturday, August 31, 2002 7:44 AM Subject: Re: [RQ-Rules] Return of the Mystery spell #2 > In a message dated 8/31/2002 6:14:43 AM Central Standard Time, Jeremy wonders > about the Season spell: > > Would it be too powerful if you used the Duration chart for 'how long past > > its > > prime'? I read the post and immediately thought of a sorceror trapped in > > an old > > ruins coming across 200 year old food... > > > Hmmm, I really like the sound of that. It'd make for one heck of a > sorcerous feat, if you ask me. I certainly wouldn't think it *too* powerful > for a Sorcerer to pull off. > Now I don't use Duration myself, so I had the 1 Intensity per week past > its prime (whatever *that* might be) bit. > However, if you use Duration in your campaign, and wanted to use it with > regards to the age of the foodstuffs that could be affected, I don't see why > you *couldn't*. > Heck, even if you *don't* use Duration in your campaign, you could always > add the Duration chart to the spell's description. > I swiped the spell from *someone*, and I wish he were a memebr of this > list so we could get thee creator's imput :) > -Ken- > > > --- StripMime Report -- processed MIME parts --- > multipart/alternative > text/plain (text body -- kept) > text/html > --- > _______________________________________________ > RQ-Rules mailing list > RQ-Rules at crashbox.com > http://www.crashbox.com/rq-rules > http://www.crashbox.com/mailman/listinfo/rq-rules > From pascal.dury at fr.unisys.com Mon Sep 2 19:44:08 2002 From: pascal.dury at fr.unisys.com (Dury, Pascal) Date: Mon, 2 Sep 2002 04:44:08 -0500 Subject: [RQ-Rules] Spells DB Message-ID: <5FA5BB3B120AD3119D5C00105A16403D065FD839@FR-DEF-EXCH-1> I'm sorry to say that, but MS doesn't sell it anymore... However, you should be able to read it (and convert it if you want to manipulate) With any recent version (like Access 2000 or XP). Pascal -----Message d'origine----- De : David Smart [mailto:jurrubin at earthlink.net] Envoy? : vendredi 30 ao?t 2002 22:46 ? : rq-rules at crashbox.com Objet : Re: [RQ-Rules] Spells DB Leon Kirshtein wrote: > > I know a number of you folks outwhere have been > collecting spells for your campaings and it is a pain > in the ass job to do. I therefore createde this small > Access 97 database to store sorcery spells and such. > I have also put in some some basic spells from Sandy's > rules and some other spells I had at the moment. This > is nowhere near a complete list. It is up to you to > add stuff to it. > > I will be expanding this to include spirit and divine > magic as well as other things, as I have time. Please > let me know what else you guys want. *sigh* How about a copy of Access97? :( I've been trying to find a CD I can buy and they all long gone. If anyone knows of a website I can order it from, I'd greatly appreciate being pointed in the right direction. David Smart _______________________________________________ RQ-Rules mailing list RQ-Rules at crashbox.com http://www.crashbox.com/rq-rules http://www.crashbox.com/mailman/listinfo/rq-rules From jellen at ameritech.net Thu Sep 5 15:02:26 2002 From: jellen at ameritech.net (J and/or Ellen) Date: Thu, 5 Sep 2002 00:02:26 -0500 Subject: [RQ-Rules] Alchemical Recipes Message-ID: <006d01c25499$6ebffac0$14fd6d40@frkt5> My thanks to those of you who contributed your ideas (or links to others' ideas) regarding alchemy. The ideas have helped me tremendously in assembling an alchemy system. One alchemy issue that I haven't yet resolved, however, is specific recipes. Most of the alchemy systems that I've found grant the alchemist skills in certain types of brewing, such as Brew Beer or Brew Love Potion, rather than skill in a particular recipe. I understand that this concept mirrors that of weapon proficiency: one become skilled in the category of one-handed sword, not specifically in the use of a scimitar. But I'm not sure that alchemy skills and weapon skills are analogous. For instance, suppose that Alky the Alchemist brews nothing but a specific recipe for Storm Bull Stout for 30 years. His Brew Beer skill would be in the triple digits, but why? I can see how a warrior who has wielded nothing but a scimitar would have little trouble with a broadsword, but why would Alky be such as wiz at concocting Pamalt Liquor, a beer he's never attempted to brew in his life? I know I'm splitting hairs, but that's what this group is for, right? J. --- StripMime Report -- processed MIME parts --- multipart/alternative text/plain (text body -- kept) text/html --- From steve at perrinworlds.com Thu Sep 5 15:20:23 2002 From: steve at perrinworlds.com (Steve Perrin) Date: Wed, 4 Sep 2002 22:20:23 -0700 Subject: [RQ-Rules] Alchemical Recipes References: <006d01c25499$6ebffac0$14fd6d40@frkt5> Message-ID: <00b201c2549c$0d71fa40$6401a8c0@surfcity.net> Good points. I figure that brewing a particular potion is like using a particular spell. You have to learn the spell first. Under Quest Rules, the chance to get off any spell known is the same (I like things simple) as long as you know the type of magic, but you still have to learn the spell. Thus, a system such as you discuss would probably mean that all potions need the same general steps of preservation of ingredients, timing of preparations, and auspices to brew the final potion, but one still had to learn the individual potions' ingredients, preservation types, etc. This puts a lot of onus on the GM, because he has to keep track of what alchemical concoctions each alchemist knows. Steve Perrin Probably having to deal with this in the Skills section of Quest Rules... www.perrinworlds.com/SPQR.html ----- Original Message ----- From: "J and/or Ellen" To: Sent: Wednesday, September 04, 2002 10:02 PM Subject: [RQ-Rules] Alchemical Recipes My thanks to those of you who contributed your ideas (or links to others' ideas) regarding alchemy. The ideas have helped me tremendously in assembling an alchemy system. One alchemy issue that I haven't yet resolved, however, is specific recipes. Most of the alchemy systems that I've found grant the alchemist skills in certain types of brewing, such as Brew Beer or Brew Love Potion, rather than skill in a particular recipe. I understand that this concept mirrors that of weapon proficiency: one become skilled in the category of one-handed sword, not specifically in the use of a scimitar. But I'm not sure that alchemy skills and weapon skills are analogous. For instance, suppose that Alky the Alchemist brews nothing but a specific recipe for Storm Bull Stout for 30 years. His Brew Beer skill would be in the triple digits, but why? I can see how a warrior who has wielded nothing but a scimitar would have little trouble with a broadsword, but why would Alky be such as wiz at concocting Pamalt Liquor, a beer he's never attempted to brew in his life? I know I'm splitting hairs, but that's what this group is for, right? J. --- StripMime Report -- processed MIME parts --- multipart/alternative text/plain (text body -- kept) text/html --- _______________________________________________ RQ-Rules mailing list RQ-Rules at crashbox.com http://www.crashbox.com/rq-rules http://www.crashbox.com/mailman/listinfo/rq-rules From jellen at ameritech.net Thu Sep 5 16:37:14 2002 From: jellen at ameritech.net (J and/or Ellen) Date: Thu, 5 Sep 2002 01:37:14 -0500 Subject: [RQ-Rules] Alchemical Recipes References: <006d01c25499$6ebffac0$14fd6d40@frkt5> <00b201c2549c$0d71fa40$6401a8c0@surfcity.net> Message-ID: <007b01c254a6$ac111460$14fd6d40@frkt5> I think I've got a solution, so to speak. For SPQR, I've created two Knowledge overskills: Brew , such as Brew Beer, and Brew , such as Brew Acid. Each overskill is composed of an infinite number of recipes, such as Brew Storm Bull Stout or Brew Mustard Gas, that characters can invent or discover, then go on to specialize in. When trying to learn a recipe from a text, the alchemist can just use the appropriate overskill percentage; when being tutored, it's up to the teacher's Instruct skill. Once an alchemist learns a recipe, he can make the concoction at an ability that is initially equal to the corresponding overskill's percentage. ----- Original Message ----- From: "Steve Perrin" To: Sent: Thursday, September 05, 2002 12:20 AM Subject: Re: [RQ-Rules] Alchemical Recipes Good points. I figure that brewing a particular potion is like using a particular spell. You have to learn the spell first. Under Quest Rules, the chance to get off any spell known is the same (I like things simple) as long as you know the type of magic, but you still have to learn the spell. Thus, a system such as you discuss would probably mean that all potions need the same general steps of preservation of ingredients, timing of preparations, and auspices to brew the final potion, but one still had to learn the individual potions' ingredients, preservation types, etc. This puts a lot of onus on the GM, because he has to keep track of what alchemical concoctions each alchemist knows. Steve Perrin Probably having to deal with this in the Skills section of Quest Rules... www.perrinworlds.com/SPQR.html ----- Original Message ----- From: "J and/or Ellen" To: Sent: Wednesday, September 04, 2002 10:02 PM Subject: [RQ-Rules] Alchemical Recipes My thanks to those of you who contributed your ideas (or links to others' ideas) regarding alchemy. The ideas have helped me tremendously in assembling an alchemy system. One alchemy issue that I haven't yet resolved, however, is specific recipes. Most of the alchemy systems that I've found grant the alchemist skills in certain types of brewing, such as Brew Beer or Brew Love Potion, rather than skill in a particular recipe. I understand that this concept mirrors that of weapon proficiency: one become skilled in the category of one-handed sword, not specifically in the use of a scimitar. But I'm not sure that alchemy skills and weapon skills are analogous. For instance, suppose that Alky the Alchemist brews nothing but a specific recipe for Storm Bull Stout for 30 years. His Brew Beer skill would be in the triple digits, but why? I can see how a warrior who has wielded nothing but a scimitar would have little trouble with a broadsword, but why would Alky be such as wiz at concocting Pamalt Liquor, a beer he's never attempted to brew in his life? I know I'm splitting hairs, but that's what this group is for, right? J. From gianni at basicrps.com Fri Sep 6 00:59:37 2002 From: gianni at basicrps.com (Gianni) Date: Thu, 5 Sep 2002 16:59:37 +0200 Subject: [RQ-Rules] Homebrewing References: <3a.2bd47d19.2aa07e97@aol.com> Message-ID: <001101c254ec$daaa3cc0$8502600a@otvfrap043> Hello For alchemy, I use the rules in Tradetalk issue No.6 (IIRC) Gianni webmaster of basicrps.com From MurfNMurf at aol.com Fri Sep 6 03:24:30 2002 From: MurfNMurf at aol.com (MurfNMurf at aol.com) Date: Thu, 5 Sep 2002 13:24:30 EDT Subject: [RQ-Rules] Alchemical Recipes Message-ID: <3e.23bc4533.2aa8ed4e@aol.com> In a message dated 9/5/2002 12:03:30 AM Central Standard Time, J wonders: > But I'm not sure that alchemy skills and weapon skills are analogous. For > instance, suppose that Alky the Alchemist brews nothing but a specific > recipe for Storm Bull Stout for 30 years. His Brew Beer skill would be in > the triple digits, but why? I can see how a warrior who has wielded nothing > but a scimitar would have little trouble with a broadsword, but why would > Alky be such as wiz at concocting Pamalt Liquor, a beer he's never > attempted to brew in his life? > > I know I'm splitting hairs, but that's what this group is for, right? > Heck, just because weapons are *appartently* category based [really? I know that the category is listed rather than the weapon-proper on the previous experience tables, but I thought that was more a case of the specific weapon depending more on the GM's interpretation of the cultural norms or player preference, rather than anything rulesy], rather than weapon-specific, I don't think that sets *any* sort of precedence that Alchemical Potions should be handled in a similar manner. I think you should *definately* keep each recipe seperate. One of the systems I saw online [Phipp's maybe?] not only had each recipe being a seperate recipe [you *know* what I mean], but also had the different mediums as seperate recipes as well; so if Alky could brew Healing 20 in the standard liquid potion form, knowledge of brewing the same Healing 20 in pill form would require a *seperate* recipe. In the example given of Alky being a Brewmeister-Supreme at Storm Bull Stout, yet not knowing the recipe for Pamalt Liquor; assuming he's had a *sample* of the Pamalt, and succeeded with a Taste Analysis roll, I think it'd be okay for him to *attempt* to brew up a batch---based soley on research. Such early attempts *might* [and I'm going out on a limb with *might* at such a low chance of success] taste okay. Eventually improving his Pamalt-knockoff recipe, Alky might even get a product that tastes downright *fine*, but it'll *never* be Pamalt-proper without Alky learning Pamalt's recipe. Attempting a Pamalt knockoff without having ever obtained a sample would, of of course, be downright impossible--strictly the realm of Alchemical Divination, if you ask me:) -Ken Murphy- --- StripMime Report -- processed MIME parts --- multipart/alternative text/plain (text body -- kept) text/html --- From jellen at ameritech.net Fri Sep 6 04:46:36 2002 From: jellen at ameritech.net (J and/or Ellen) Date: Thu, 5 Sep 2002 13:46:36 -0500 Subject: [RQ-Rules] Homebrewing References: <3a.2bd47d19.2aa07e97@aol.com> <001101c254ec$daaa3cc0$8502600a@otvfrap043> Message-ID: <004a01c2550c$908b1e00$8dc64942@frkt5> Several members of this group have made the same suggestion. Could anyone please tell me how I can get my mitts on said issue? ----- Original Message ----- From: "Gianni" To: Sent: Thursday, September 05, 2002 9:59 AM Subject: Re: [RQ-Rules] Homebrewing Hello For alchemy, I use the rules in Tradetalk issue No.6 (IIRC) Gianni webmaster of basicrps.com _______________________________________________ RQ-Rules mailing list RQ-Rules at crashbox.com http://www.crashbox.com/rq-rules http://www.crashbox.com/mailman/listinfo/rq-rules From bakerdcraig at hotmail.com Fri Sep 6 15:22:19 2002 From: bakerdcraig at hotmail.com (Donald Baker) Date: Fri, 06 Sep 2002 05:22:19 +0000 Subject: [RQ-Rules] Homebrewing Message-ID: >From: "J and/or Ellen" >Reply-To: rq-rules at crashbox.com >To: >Subject: Re: [RQ-Rules] Homebrewing >Date: Thu, 5 Sep 2002 13:46:36 -0500 > >Several members of this group have made the same suggestion. Could anyone >please tell me how I can get my mitts on said issue? > Hi try www.tradetalk.de Keith > _________________________________________________________________ Join the world?s largest e-mail service with MSN Hotmail. http://www.hotmail.com From leonbk at yahoo.com Sat Sep 7 01:24:36 2002 From: leonbk at yahoo.com (Leon Kirshtein) Date: Fri, 6 Sep 2002 08:24:36 -0700 (PDT) Subject: [RQ-Rules] Sorcery DB online Message-ID: <20020906152436.41420.qmail@web14506.mail.yahoo.com> Ok, gentleman due to popular demand (well, I wanted it). I have arranged, through well placed contacts, to have the Sorcery spells database to be made available to all online at: http://onview.comtecnet.com/rq/default.asp Disclamer: This is work in progress!!! You will need be using IE since it is written as an ASP page. The location will likely to change in the future, but I will keep you posted. I have changed the way some of the spells work to suit my campaing. If you disagree with me on the school groupings or any other things, email me. I would like to see your ideas. If you wish to see any spells added email them to me. I do not promise to add them, or not to change them. ===== "No good deed shall go unpunished." __________________________________________________ Do You Yahoo!? Yahoo! Finance - Get real-time stock quotes http://finance.yahoo.com From rico at ricosweb.com Sat Sep 7 01:56:02 2002 From: rico at ricosweb.com (Rich Allen) Date: Fri, 6 Sep 2002 09:56:02 -0600 Subject: [RQ-Rules] Sorcery DB online In-Reply-To: <20020906152436.41420.qmail@web14506.mail.yahoo.com> Message-ID: <000c01c255bd$e672fa70$cb0a0a0a@dohealth.com> > You will need be using IE since it is written as an > ASP page. ASP is a *server-side* scripting language, not client-side; the site works just fine in Netscape 6. Rich Allen From MurfNMurf at aol.com Sat Sep 7 06:52:17 2002 From: MurfNMurf at aol.com (MurfNMurf at aol.com) Date: Fri, 6 Sep 2002 16:52:17 EDT Subject: [RQ-Rules] Power Matrix Message-ID: <8d.1dcc7b0f.2aaa6f81@aol.com> Hi gang, While reading over Leon's spell list, I ranacross the following description for *Power Matrix*: *Different from Sandy's rules. This spells creates a power multiplier. The size of the multiplier is determined by the power expended. Note a minimum of 2pt of power is needed to create the basic x2 multiplier. A person may benefit from only from the largest multiplier in his possession. Okay, so does anyone know just *what* his multiplier is, and how is it used ewxactly? Thanks -Ken- --- StripMime Report -- processed MIME parts --- multipart/alternative text/plain (text body -- kept) text/html --- From MurfNMurf at aol.com Sat Sep 7 07:05:35 2002 From: MurfNMurf at aol.com (MurfNMurf at aol.com) Date: Fri, 6 Sep 2002 17:05:35 EDT Subject: [RQ-Rules] Undead Fascination Message-ID: <4f.23092f6a.2aaa729f@aol.com> Hi, While trying to hunt down a spell description last week, I ran across something attributing an ability of a particular undead creature to fascinate normal folks into inaction just by their natural gawkable creepiness. It was either for RQ or CoC. Does this sound familiar to anyone? Help :) -Ken- --- StripMime Report -- processed MIME parts --- multipart/alternative text/plain (text body -- kept) text/html --- From slposey at concentric.net Sat Sep 7 09:46:48 2002 From: slposey at concentric.net (Stephen Posey) Date: Fri, 06 Sep 2002 17:46:48 -0600 Subject: [RQ-Rules] Undead Fascination References: <4f.23092f6a.2aaa729f@aol.com> Message-ID: <3D793E68.4966F150@concentric.net> MurfNMurf at aol.com wrote: > > Hi, > While trying to hunt down a spell description last week, I ran across > something attributing an ability of a particular undead creature to fascinate > normal folks into inaction just by their natural gawkable creepiness. > It was either for RQ or CoC. Does this sound familiar to anyone? > Help :) Vaguely sounds like the "Harmonize" ability of the Jack-O-Bear in RQ1 (and 2?), otherwise I'm clueless. Stephen Posey slposey at concentric.net From MurfNMurf at aol.com Sat Sep 7 10:15:59 2002 From: MurfNMurf at aol.com (MurfNMurf at aol.com) Date: Fri, 6 Sep 2002 20:15:59 EDT Subject: [RQ-Rules] Undead Fascination Message-ID: <11b.160d3ec3.2aaa9f3f@aol.com> In a message dated 9/6/2002 6:49:53 PM Central Standard Time, Stephen writes: > Vaguely sounds like the "Harmonize" ability of the Jack-O-Bear in RQ1 > (and 2?), otherwise I'm clueless. > > Now that you bring it up, the Jackobear's Harmonizing ability *does* sound vaguely close. Boy, I could just *kick* myself for not writing the stuff down when I found it! :) -Ken- --- StripMime Report -- processed MIME parts --- multipart/alternative text/plain (text body -- kept) text/html --- From leonbk at yahoo.com Sat Sep 7 10:51:20 2002 From: leonbk at yahoo.com (Leon Kirshtein) Date: Fri, 6 Sep 2002 17:51:20 -0700 (PDT) Subject: [RQ-Rules] Power Matrix In-Reply-To: <8d.1dcc7b0f.2aaa6f81@aol.com> Message-ID: <20020907005120.164.qmail@web14507.mail.yahoo.com> --- MurfNMurf at aol.com wrote: > Hi gang, > While reading over Leon's spell list, I ran across > the following > description for *Power Matrix*: > *Different from Sandy's rules. This spells creates a > power multiplier. The > size of the multiplier is determined by the power > expended. Note a minimum of > 2pt of power is needed to create the basic x2 > multiplier. A person may > benefit from only from the largest multiplier in his > possession. > > Okay, so does anyone know just *what* his > multiplier is, and how is it > used ewxactly? Well since I came up with it I guess I am the one to explain it. The original idea came from Role Master/Middle Earth RPG. Basically, a multiplier is an item, which allows someone who is attuned to it, to generate a multiple of MP from his POW. For example: Tim the Enchanter has a power of 15 and a x3 power multiplier. He thus has access to 45 MP (15x3) for casting spells. He still defends and attacks with a power of 15, but for every 3 MP he spends his defense and attack power will go down by one. Leon ===== "No good deed shall go unpunished." __________________________________________________ Do You Yahoo!? Yahoo! Finance - Get real-time stock quotes http://finance.yahoo.com From MurfNMurf at aol.com Sat Sep 7 11:46:38 2002 From: MurfNMurf at aol.com (MurfNMurf at aol.com) Date: Fri, 6 Sep 2002 21:46:38 EDT Subject: [RQ-Rules] Re: Undead Fascination Message-ID: <9d.2d8821fc.2aaab47e@aol.com> Hi gang, Well, I decided to try a *google* search once again. Somewhere between results 41-50, after looking up "undead cthulhu fascination", I saw what I thought I was looking for; which turned out to be Chaosium Digest Volume 9, Number 4. Inside was a CoC article by Mark Morrison dealing with using *The Fiend*, a Dead Villain from a former scenario, to torment a character. While written for CoC (obviously), the stuff within could pretty easily be modified for use in RQ. Most *especially* neat, IMO, are a couple of the Undead-related abilities; *Deadsense* and *Mezmerize* (Mezmerize being the ability I was looking for in the first place) :) -Ken- http://pages.prodigy.net/chaos-digest/chaos-digest/chaos-digest-v09n04.txt --- StripMime Report -- processed MIME parts --- multipart/alternative text/plain (text body -- kept) text/html --- From paul.s.sommer at get2net.dk Sat Sep 7 17:16:59 2002 From: paul.s.sommer at get2net.dk (paul) Date: Sat, 07 Sep 2002 09:16:59 +0200 Subject: [RQ-Rules] Re:RQ-spell list, map forum, dwarven sorcery References: <20020831163743.354904C1DE@thinbits.com> Message-ID: <3D79A7EB.B3D2E3B0@get2net.dk> > ----- Original Message ----- > From: "Leon Kirshtein" > To: > Sent: Friday, August 30, 2002 9:18 AM > Subject: Re: [RQ-Rules] Spells DB > > Well apparantly the server strips the attachments. If > you would like a copy email me. > > > > I know a number of you folks outthere have been > > > collecting spells for your campaings and it is a > > > pain > > > in the ass job to do. I therefore created this > > > small > > > Access 97 database to store sorcery spells and > > such. > > > > > > I have also put in some some basic spells from > > > Sandy's > > > rules and some other spells I had at the moment. > > > This > > > is nowhere near a complete list. It is up to you > > to > > > add stuff to it. > > > > > > I will be expanding this to include spirit and > > > divine > > > magic as well as other things, as I have time. > > > Please > > > let me know what else you guys want. > > > > > > > > > > > > ===== > > > "No good deed shall go unpunished." Hi leon Yes I would love a copy ........By the way I have adapted good word doc's of weapon damages and ranges .....and an excellent complied RQ (pavis area ) price list if anyone wants one. Am currently working on a a person by person ..building by building database of New pavis City.Should be interesting....... Anybody involved in making maps of glorantha please getb in touch with me .......we are going to try and centralise alot of this Map data, someone has agood similar website already but we need MORE ;-) Lastly,...I need more info on Dwarven Magic/sorcery applications within the game .....they have access to all sorcery type spells ??? how do they heal them selves etc any help would great. Ciao Paul sommer Copenhagen ,Denmark ------------------------------------------------------------------------ "don't talk to me about my players ...please....no.....sob" ------------------------------------------------------------------------ --- StripMime Report -- processed MIME parts --- multipart/alternative text/plain (text body -- kept) text/html --- From mcarthur at dstc.edu.au Mon Sep 9 09:58:49 2002 From: mcarthur at dstc.edu.au (Robert McArthur) Date: Mon, 9 Sep 2002 09:58:49 +1000 (EST) Subject: [RQ-Rules] Re: Undead Fascination In-Reply-To: <9d.2d8821fc.2aaab47e@aol.com> Message-ID: On Fri, 6 Sep 2002 MurfNMurf at aol.com wrote: > Well, I decided to try a *google* search once again. > Somewhere between results 41-50, after looking up "undead cthulhu > fascination", I saw what I thought I was looking for; which turned out to be > Chaosium Digest Volume 9, Number 4. > Inside was a CoC article by Mark Morrison dealing with using *The Fiend*, > a Dead Villain from a former scenario, to torment a character. > While written for CoC (obviously), the stuff within could pretty easily be > modified for use in RQ. > Most *especially* neat, IMO, are a couple of the Undead-related abilities; > *Deadsense* and *Mezmerize* (Mezmerize being the ability I was looking for in > the first place) :) Please, oh please, make it "mesmerise" or "mesmerize". www.dictionary.com, as well as all my dictionaries, couldn't find "mezmerize". A pleasant pedant :-) From leonbk at yahoo.com Mon Sep 9 23:40:32 2002 From: leonbk at yahoo.com (Leon Kirshtein) Date: Mon, 9 Sep 2002 06:40:32 -0700 (PDT) Subject: [RQ-Rules] Broken Spell? In-Reply-To: <3D659B1D.7C0665BA@libra.seed.net.tw> Message-ID: <20020909134032.11972.qmail@web14506.mail.yahoo.com> --- Jeremy Martin wrote: > For all those playing with Sandy Petersen's Sorcery > system: > > Your High Vow gives presense equal to your Magic > Bonus, right? (INT + > DEX - 20) > > Maintaining a spell takes Presence equal to the > intensity of the spell, > right? > > So wouldn't you be able to cast an Enhance DEX of > any intensity (you > could handle), and it's Presence cost would be > offset by an equal > increase in Presence, effectively a free spell? > > Has anyone seen this or thought of a way around it? > > Does this spell still exist? I don't find it in > Leon's spell database, > but definitely pulled it from somewhere... > > Thanks, > > Jeremy My answer would be that although the modifier changes presence does not vary that quickly, so a temporary boost in your modifier has no long term effect. I am still adding spells to the database and trying to iron out some of the differences between versions and spell names so bare with me please, but thanks for pointing out that the Enhance spells are missing. I will add them ASAP. ===== "No good deed shall go unpunished." __________________________________________________ Do You Yahoo!? Yahoo! Finance - Get real-time stock quotes http://finance.yahoo.com From leonbk at yahoo.com Tue Sep 10 00:33:44 2002 From: leonbk at yahoo.com (Leon Kirshtein) Date: Mon, 9 Sep 2002 07:33:44 -0700 (PDT) Subject: [RQ-Rules] Broken Spell? In-Reply-To: <20020909134032.11972.qmail@web14506.mail.yahoo.com> Message-ID: <20020909143344.6871.qmail@web14504.mail.yahoo.com> --- Leon Kirshtein wrote: > spell names so bare with me please, but thanks for > pointing out that the Enhance spells are missing. I > will add them ASAP. > Actually these are coverd by the Boost [characteristic] spells. Leon ===== "No good deed shall go unpunished." __________________________________________________ Do You Yahoo!? Yahoo! Finance - Get real-time stock quotes http://finance.yahoo.com From MurfNMurf at aol.com Tue Sep 10 02:34:10 2002 From: MurfNMurf at aol.com (MurfNMurf at aol.com) Date: Mon, 9 Sep 2002 12:34:10 EDT Subject: [RQ-Rules] Another Sorcery spell Message-ID: <197.cc75b65.2aae2782@aol.com> Hi, Don't know if I've sent this one previously of not. In fact, I can't remember if I swiped this one or made it up, but here goes: Whirlwind Ranged This spell creates a whirlwind which deflects missiles fired at the Sorcerer. At least 4 Intensity must be used for the spell to have any effect. The whirlwind has an area of effect of 1m radius per Range used. Each excess Intensity decreases the chance of any missiles (whether entering or exiting the spell's area of effect) by -10%. -Ken- --- StripMime Report -- processed MIME parts --- multipart/alternative text/plain (text body -- kept) text/html --- From leonbk at yahoo.com Tue Sep 10 03:25:45 2002 From: leonbk at yahoo.com (Leon Kirshtein) Date: Mon, 9 Sep 2002 10:25:45 -0700 (PDT) Subject: [RQ-Rules] Another Sorcery spell In-Reply-To: <197.cc75b65.2aae2782@aol.com> Message-ID: <20020909172545.32007.qmail@web14510.mail.yahoo.com> IMC, a sorcery spell to be considered viable it has to meet certain criteria. 1. It has to be balanced as to other spells of a similar type for the cost. 2. It has to be generic enough to be played across a variety of campaigns (not the name of the spell, which can change with each game/player/sorcerer) 3. It has to be useful across a range of the Intensity skill. This spell runs into a problem with #3. As written this spell sounds a lot more like a 2pt divine spell looking for a cult then sorcery. --- MurfNMurf at aol.com wrote: > Hi, > Don't know if I've sent this one previously of > not. In fact, I can't > remember if I swiped this one or made it up, but > here goes: > > Whirlwind > Ranged > This spell creates a whirlwind which deflects > missiles fired at the Sorcerer. > At least 4 Intensity must be used for the spell to > have any effect. The > whirlwind has an area of effect of 1m radius per > Range used. Each excess > Intensity decreases the chance of any missiles > (whether entering or exiting > the spell's area of effect) by -10%. > > -Ken- ===== "No good deed shall go unpunished." __________________________________________________ Do You Yahoo!? Yahoo! Finance - Get real-time stock quotes http://finance.yahoo.com From leonbk at yahoo.com Tue Sep 10 04:13:54 2002 From: leonbk at yahoo.com (Leon Kirshtein) Date: Mon, 9 Sep 2002 11:13:54 -0700 (PDT) Subject: [RQ-Rules] Broken Spell? In-Reply-To: <3D665BA7.668BAE6@libra.seed.net.tw> Message-ID: <20020909181354.44174.qmail@web14510.mail.yahoo.com> --- Jeremy Martin wrote: > Which were also missing, in my copy at least... I only found the > Enchant [char] spell when I went looking, and that's completely > different. Although a probably more balanced approach to the whole > situation. > > As to the effects of Enhance (Boost, whatever) [char], the only reason > you'd use it is to increase Attack skills, HP, Fatigue, etc. Since DEX > helps calculate your Magic bonus, I'd have to change that. Which, in > turn, would alter your Presence. If you say it's a temporary effect, at > what time have you had it long enough to get Presence? I would say that the High Vow being equal to your Magic modifier is a convenient game mechanic. After all your Presence (and specifically the High Vow) is a determination of your personality and convictions as opposed to your hand eye coordination (DEX). Having said that you have the choice of the following: 1. Do not allow temporary enhancements, no matter how long they last, effect Presence. I would consider Boost DEX and Coordination to be temporary, while Enchant DEX to be permanent. or 2. Allow Spells to effect Presence, but at the same time strictly enforce side effects when these spells are dispelled. That is do not allow the players to drop spells as they want to but use ether a random method or LIFO (last in, first out) to determine which spells can no longer be maintained. > Can you tell I get called Rules Lawyer some times? Well not really supervising, you are on the RULES list. ===== "No good deed shall go unpunished." __________________________________________________ Do You Yahoo!? Yahoo! Finance - Get real-time stock quotes http://finance.yahoo.com From MurfNMurf at aol.com Tue Sep 10 04:47:29 2002 From: MurfNMurf at aol.com (MurfNMurf at aol.com) Date: Mon, 9 Sep 2002 14:47:29 EDT Subject: [RQ-Rules] Another Sorcery spell Message-ID: <69.2cf52057.2aae46c1@aol.com> Hmmm, I'd been looking through the RQ rules and ran across the wind STR table (page 85, bottom right), where each wind STR over 10 would reduce missile weapon accuracy by 5%, and I wanted a spell that'd allow a Sorcerer to ape this effect. When typing it up, I couldn't remember whether the mod was -5 or -10, so I put it at -10%, which does seem a little excessive :) -Ken- --- StripMime Report -- processed MIME parts --- multipart/alternative text/plain (text body -- kept) text/html --- From rog_benham at hotmail.com Tue Sep 10 07:20:38 2002 From: rog_benham at hotmail.com (Roger Benham) Date: Mon, 09 Sep 2002 22:20:38 +0100 Subject: [RQ-Rules] Missiles and Charging Targets Message-ID: Just watched a documentary on the effectiveness of the long bow at Agincourt. What struck me was in game terms, if a mounted attacker gets his mount's damage bonus when hiting or hit, does the same apply if the attacker is charging someone who fires a missile at them? The attacker has the momentum of the mount to add to their damage and the same for being hit, so does a missile hit give a similar return? I mean, charging into a stationary sharp pointy object at 20 MPH is less than healthy, so imagine if that same sharp pointy object is fired at you at great speed as you're charging, the resultant damage should surely be considerably higher...? Thoughts?  ------------------------------------------ Send and receive Hotmail on your mobile device: ------------------------------------------ Click Here ------------------------------------------ --- StripMime Report -- processed MIME parts --- text/html (html body -- converted) --- From steve at perrinworlds.com Tue Sep 10 12:58:16 2002 From: steve at perrinworlds.com (Steve Perrin) Date: Mon, 9 Sep 2002 19:58:16 -0700 Subject: [RQ-Rules] Another Sorcery spell References: <197.cc75b65.2aae2782@aol.com> Message-ID: <006d01c25876$06bf9800$6401a8c0@surfcity.net> So you are saying that 4 levels of Intensity gives you -10% to the chance of arrows hitting you? 5 Levels is -20%, etc.? For relative simplicity's sake, I think I would let the spell work from the beginning, in 5% increments. Also, is this a different roll from any Dodge? Does it add to Dodge? Does it add to Parry against thrown weapons? Is the attacker supposed to subtract the number from his chance to hit before rolling (or after rolling) to hit with the thrown/shot weapon? Steve ----- Original Message ----- From: To: Sent: Monday, September 09, 2002 9:34 AM Subject: [RQ-Rules] Another Sorcery spell > Hi, > Don't know if I've sent this one previously of not. In fact, I can't > remember if I swiped this one or made it up, but here goes: > > Whirlwind > Ranged > This spell creates a whirlwind which deflects missiles fired at the Sorcerer. > At least 4 Intensity must be used for the spell to have any effect. The > whirlwind has an area of effect of 1m radius per Range used. Each excess > Intensity decreases the chance of any missiles (whether entering or exiting > the spell's area of effect) by -10%. > > -Ken- > > > --- StripMime Report -- processed MIME parts --- > multipart/alternative > text/plain (text body -- kept) > text/html > --- > _______________________________________________ > RQ-Rules mailing list > RQ-Rules at crashbox.com > http://www.crashbox.com/rq-rules > http://www.crashbox.com/mailman/listinfo/rq-rules > From steve at perrinworlds.com Tue Sep 10 13:01:10 2002 From: steve at perrinworlds.com (Steve Perrin) Date: Mon, 9 Sep 2002 20:01:10 -0700 Subject: [RQ-Rules] Broken Spell? References: <20020909181354.44174.qmail@web14510.mail.yahoo.com> Message-ID: <007a01c25876$6e6e41e0$6401a8c0@surfcity.net> Just to stick my editorial head in here. The phrase is "Affect spell," not "Effect Spell" Effecting a spell makes it happen. Affecting a spell changes how it works. I believe that is what we are dealing with here. Steve Perrin, riding an old hobby horse... ----- Original Message ----- From: "Leon Kirshtein" To: Sent: Monday, September 09, 2002 11:13 AM Subject: Re: [RQ-Rules] Broken Spell? > --- Jeremy Martin wrote: > > Which were also missing, in my copy at least... I > only found the > > Enchant [char] spell when I went looking, and that's > completely > > different. Although a probably more balanced > approach to the whole > > situation. > > > > As to the effects of Enhance (Boost, whatever) > [char], the only reason > > you'd use it is to increase Attack skills, HP, > Fatigue, etc. Since DEX > > helps calculate your Magic bonus, I'd have to change > that. Which, in > > turn, would alter your Presence. If you say it's a > temporary effect, at > > what time have you had it long enough to get > Presence? > > I would say that the High Vow being equal to your > Magic modifier is a convenient game mechanic. After > all your Presence (and specifically the High Vow) is a > determination of your personality and convictions as > opposed to your hand eye coordination (DEX). > > Having said that you have the choice of the following: > 1. Do not allow temporary enhancements, no matter how > long they last, effect Presence. I would consider > Boost DEX and Coordination to be temporary, while > Enchant DEX to be permanent. > > or > > 2. Allow Spells to effect Presence, but at the same > time strictly enforce side effects when these spells > are dispelled. That is do not allow the players to > drop spells as they want to but use ether a random > method or LIFO (last in, first out) to determine which > spells can no longer be maintained. > > > Can you tell I get called Rules Lawyer some times? > > Well not really supervising, you are on the RULES list. > > ===== > "No good deed shall go unpunished." > > __________________________________________________ > Do You Yahoo!? > Yahoo! Finance - Get real-time stock quotes > http://finance.yahoo.com > _______________________________________________ > RQ-Rules mailing list > RQ-Rules at crashbox.com > http://www.crashbox.com/rq-rules > http://www.crashbox.com/mailman/listinfo/rq-rules > From steve at perrinworlds.com Tue Sep 10 13:04:32 2002 From: steve at perrinworlds.com (Steve Perrin) Date: Mon, 9 Sep 2002 20:04:32 -0700 Subject: [RQ-Rules] Missiles and Charging Targets References: Message-ID: <008501c25876$e6629200$6401a8c0@surfcity.net> I get to wear all kinds of hats, today. On to being a history stickler... Except for the initial charge of the French vanguard, all the French attackers were dismounted at Agincourt. It was the latest in brilliant French tactics. Put people in full horse armor on foot and march them across a plowed, muddy, field for a couple of hundred yards before engaging emplaced archers and armored men who had been resting, and laughing, the whole time. Steve Perrin, fully cognizant of why the area is called Azincourt these days... ----- Original Message ----- From: "Roger Benham" To: Sent: Monday, September 09, 2002 2:20 PM Subject: [RQ-Rules] Missiles and Charging Targets > > Just watched a documentary on the effectiveness of the long bow at Agincourt. What struck me was in game terms, if a mounted attacker gets his mount's damage bonus when hiting or hit, does the same apply if the attacker is charging someone who fires a missile at them? > The attacker has the momentum of the mount to add to their damage and the same for being hit, so does a missile hit give a similar return? I mean, charging into a stationary sharp pointy object at 20 MPH is less than healthy, so imagine if that same sharp pointy object is fired at you at great speed as you're charging, the resultant damage should surely be considerably higher...? > Thoughts?  > > > > > ------------------------------------------ > Send and receive Hotmail on your mobile device: > ------------------------------------------ > Click Here > ------------------------------------------ > > > > > --- StripMime Report -- processed MIME parts --- > text/html (html body -- converted) > --- > _______________________________________________ > RQ-Rules mailing list > RQ-Rules at crashbox.com > http://www.crashbox.com/rq-rules > http://www.crashbox.com/mailman/listinfo/rq-rules > From rog_benham at hotmail.com Tue Sep 10 18:28:51 2002 From: rog_benham at hotmail.com (Roger Benham) Date: Tue, 10 Sep 2002 09:28:51 +0100 Subject: [RQ-Rules] Missiles and Charging Targets Message-ID: Donning my own hat (s)... True, lots of French knights were on foot, 18,000 by current estimates, but the initial attacks were made mounted knights on chargers- over 4,000 of them.  As the foot knights advanced, one of the hazards aside from longbow arrows were loose and often wounded horses wandering the battlefield in a state of funk.  These were colliding with people and knocking them down, so yes there were mounted knights under fire! As for French incompetence, this is true- having trailed an English army one fifth the size of their own for nine days, they actually had a plan to deal with the archers- The Somme Plan- but this called for wide, sweeping cavalry charges around the wings of the English army to attack the centre whilst exposing the knights to the minimum of arrow fire, the French then allowed themselves to end up fighting between two small woods/copses which meant the mounted knights were crowded together between them at the charge, presenting a better target for the archers anyway, completly the opposite of the Somme Plan! >From: "Steve Perrin" >Reply-To: rq-rules at crashbox.com >To: >Subject: Re: [RQ-Rules] Missiles and Charging Targets >Date: Mon, 9 Sep 2002 20:04:32 -0700 > >I get to wear all kinds of hats, today. On to being a history stickler... > >Except for the initial charge of the French vanguard, all the French >attackers were dismounted at Agincourt. It was the latest in brilliant >French tactics. Put people in full horse armor on foot and march them across >a plowed, muddy, field for a couple of hundred yards before engaging >emplaced archers and armored men who had been resting, and laughing, the >whole time. > >Steve Perrin, fully cognizant of why the area is called Azincourt these >days... > >----- Original Message ----- >From: "Roger Benham" >To: >Sent: Monday, September 09, 2002 2:20 PM >Subject: [RQ-Rules] Missiles and Charging Targets > > > > > > Just watched a documentary on the effectiveness of the long bow at >Agincourt. What struck me was in game terms, if a mounted attacker gets his >mount's damage bonus when hiting or hit, does the same apply if the attacker >is charging someone who fires a missile at them? > > The attacker has the momentum of the mount to add to their damage and the >same for being hit, so does a missile hit give a similar return? I mean, >charging into a stationary sharp pointy object at 20 MPH is less than >healthy, so imagine if that same sharp pointy object is fired at you at >great speed as you're charging, the resultant damage should surely be >considerably higher...? > > Thoughts?  > > > > > > > > > > ------------------------------------------ > > Send and receive Hotmail on your mobile device: > > ------------------------------------------ > > Click Here > > ------------------------------------------ > > > > > > > > > > --- StripMime Report -- processed MIME parts --- > > text/html (html body -- converted) > > --- > > _______________________________________________ > > RQ-Rules mailing list > > RQ-Rules at crashbox.com > > http://www.crashbox.com/rq-rules > > http://www.crashbox.com/mailman/listinfo/rq-rules > > > >_______________________________________________ >RQ-Rules mailing list >RQ-Rules at crashbox.com >http://www.crashbox.com/rq-rules >http://www.crashbox.com/mailman/listinfo/rq-rules ------------------------------------------ Join the world?s largest e-mail service with MSN Hotmail. ------------------------------------------ Click Here ------------------------------------------ --- StripMime Report -- processed MIME parts --- text/html (html body -- converted) --- From Nick.Middleton at invensys.com Tue Sep 10 18:56:58 2002 From: Nick.Middleton at invensys.com (Nick.Middleton at invensys.com) Date: Tue, 10 Sep 2002 09:56:58 +0100 Subject: [RQ-Rules] Missiles and Charging Targets Message-ID: > >Donning my own hat (s)... > >True, lots of French knights were on foot, 18,000 by current estimates, but the initial attacks were made >mounted knights on chargers- over 4,000 of them.  As the foot knights advanced, one of the hazards aside from >longbow arrows were loose and often wounded horses wandering the battlefield in a state of funk.  These were >colliding with people and knocking them down, so yes there were mounted knights under fire! > >As for French incompetence, this is true- having trailed an English army one fifth the size of their own for nine >days, they actually had a plan to deal with the archers- The Somme Plan- but this called for wide, sweeping cavalry >charges around the wings of the English army to attack the centre whilst exposing the knights to the minimum of >arrow fire, the French then allowed themselves to end up fighting between two small woods/copses which meant the >mounted knights were crowded together between them at the charge, presenting a better target for the archers >anyway, completly the opposite of the Somme Plan! > >>From: "Steve Perrin" >>Reply-To: rq-rules at crashbox.com >>To: >>Subject: Re: [RQ-Rules] Missiles and Charging Targets >>Date: Mon, 9 Sep 2002 20:04:32 -0700 >> >>I get to wear all kinds of hats, today. On to being a history stickler... >> >>Except for the initial charge of the French vanguard, all the French >>attackers were dismounted at Agincourt. It was the latest in brilliant >>French tactics. Put people in full horse armor on foot and march them across >>a plowed, muddy, field for a couple of hundred yards before engaging >>emplaced archers and armored men who had been resting, and laughing, the >>whole time. >> >>Steve Perrin, fully cognizant of why the area is called Azincourt these >>days... >> Let me check: they couldn't make the tactic work, so instead they charged heavy horses (in heavy armour), ridden by heavy Knights (in heavy armour), across a recently ploughed (and I believe rained on for several days?) field in to the teeth of large archery blocks? Having got a significant percentage of the mounted force massacred, and thoroughly churned up said field, THEN they send heavy Knights (in heavy armour) across the field (the one they have just churned up with heavy horses (in heavy armour) ridden by heavy knights (in heavy armour), many of which were presumably at this point helping raise morale by dying messily in front of the advance or careering out of control across the field...) to engage an army of cornered, desperate Englishman, mostly peasants who wouldn't understand chivalry and the idea of honourable surrender if it bit them? Englishmen armed, if memory serves, with Bill-hooks, an excellent weapon for tripping and dismembering a man in armour, or indeed pulling him off a horse and dismembering him? No wonder the French have bad memories of Agincourt! From rog_benham at hotmail.com Tue Sep 10 19:43:43 2002 From: rog_benham at hotmail.com (Roger Benham) Date: Tue, 10 Sep 2002 10:43:43 +0100 Subject: [RQ-Rules] Missiles and Charging Targets Message-ID: Err.. basically.. yes. They may have known that most of the English were rife with dysentery and starving, and since they outnumbered them so heavily, they may have just thought "Why not!" Since so few of the high ups survived on the attacking French mounted force, no one really knows. The archers used falchions, a heavy cutting weapon in the main. Polearms were probably used by the yeomanry. The archers were also the ones who killed all the prisoners at the behest of the King too. >From: Nick.Middleton at invensys.com >Reply-To: rq-rules at crashbox.com >To: rq-rules at crashbox.com >Subject: Re: [RQ-Rules] Missiles and Charging Targets >Date: Tue, 10 Sep 2002 09:56:58 +0100 > > > > > >Donning my own hat (s)... > > > >True, lots of French knights were on foot, 18,000 by >current estimates, but the initial attacks were made >mounted knights >on chargers- over 4,000 of them.  As the foot knights advanced, one of >the hazards aside from >longbow arrows were loose and often wounded horses >wandering the battlefield in a state of funk.  These were >colliding >with people and knocking them down, so yes there were mounted knights under >fire! > > > >As for French incompetence, this is true- having trailed an English army >one fifth the size of their own for nine >days, they actually had a plan to >deal with the archers- The Somme Plan- but this called for wide, sweeping >cavalry >charges around the wings of the English army to attack the centre >whilst exposing the knights to the minimum of >arrow fire, the French then >allowed themselves to end up fighting between two small woods/copses which >meant the >mounted knights were crowded together between them at the >charge, presenting a better target for the archers >anyway, completly the >opposite of the Somme Plan! > > > >>From: "Steve Perrin" > >>Reply-To: rq-rules at crashbox.com > >>To: > >>Subject: Re: [RQ-Rules] Missiles and Charging Targets > >>Date: Mon, 9 Sep 2002 20:04:32 -0700 > >> > >>I get to wear all kinds of hats, today. On to being a history >stickler... > >> > >>Except for the initial charge of the French vanguard, all the French > >>attackers were dismounted at Agincourt. It was the latest in brilliant > >>French tactics. Put people in full horse armor on foot and march them >across > >>a plowed, muddy, field for a couple of hundred yards before engaging > >>emplaced archers and armored men who had been resting, and laughing, >the > >>whole time. > >> > >>Steve Perrin, fully cognizant of why the area is called Azincourt >these > >>days... > >> > >Let me check: they couldn't make the tactic work, so instead they charged >heavy horses (in heavy armour), ridden by heavy Knights (in heavy armour), >across a recently ploughed (and I believe rained on for several days?) >field in to the teeth of large archery blocks? Having got a significant >percentage of the mounted force massacred, and thoroughly churned up said >field, THEN they send heavy Knights (in heavy armour) across the field (the >one they have just churned up with heavy horses (in heavy armour) ridden by >heavy knights (in heavy armour), many of which were presumably at this >point helping raise morale by dying messily in front of the advance or >careering out of control across the field...) to engage an army of >cornered, desperate Englishman, mostly peasants who wouldn't understand >chivalry and the idea of honourable surrender if it bit them? Englishmen >armed, if memory serves, with Bill-hooks, an excellent weapon for tripping >and dismembering a man in armour, or indeed pulling him off a horse and >dismembering him? > >No wonder the French have bad memories of Agincourt! > > >_______________________________________________ >RQ-Rules mailing list >RQ-Rules at crashbox.com >http://www.crashbox.com/rq-rules >http://www.crashbox.com/mailman/listinfo/rq-rules ------------------------------------------ Send and receive Hotmail on your mobile device: ------------------------------------------ Click Here ------------------------------------------ --- StripMime Report -- processed MIME parts --- text/html (html body -- converted) --- From leonbk at yahoo.com Wed Sep 11 01:49:37 2002 From: leonbk at yahoo.com (Leon Kirshtein) Date: Tue, 10 Sep 2002 08:49:37 -0700 (PDT) Subject: [RQ-Rules] Alchemical Recipes In-Reply-To: <9d.2d8821fc.2aaab47e@aol.com> Message-ID: <20020910154937.26299.qmail@web14508.mail.yahoo.com> The recent discussion of Alchemy got me thinking. I have always thought that Alchemy in RQ was kind of under developed. The idea of just storing spells in potions did not really appeal to me. So, in the spirit of the thing, I have scrounged around and came up with a format for potion recipes. This material is heavily based on some C&S rules as well as an old The Complete Alchemist Rule Book by Bard Games. The general outline for the recipes is: Name Form the potion takes, cost to enchant (based on ingredients) Ingredients Description Ingredients may be substituted with like, but the effects may vary. I am leaving that up to you guys to figure that out for now. Alchemical Recipes: Alchemical Alcohol Liquid, 4MP 1 bushel of Grapes This recipe will create a small vial of alchemical alcohol. This concoction has many uses, such as an aid to physicians in cleansing wounds (+1%/POT). One vial is possibly enough to get someone drunk (POT vs. CON). Substitute ingredients have same results. Explosive Compound Liquid, 2MP Crushed Firestone (Sulfur) This recipe will create a small vial of goo and liquid. When ingested there is no effect, but the compound explodes upon force of impact. The explosion is a small one and will do 1d(POT) points of fire damage to a single location. Potion of Strength Liquid, 1MP Troll Blood This recipe will create a small vial of colored liquid. When orally ingested the character will receive +2 strength for the next POT hours. Preservation Solution Liquid, 2MP 1/2 gallon Alcohol This recipe will create 1 vial of preservation solution. This solution will preserve up to 3 SIZ of matter from decomposing for the next POT days. Alchemical Adhesive Paste (Applied), 5MP 1 handful of Spider Webs, Sap from an Evergreen Tree This recipe will create a small amount of sticky paste. If fully spread out it would cover an area as large as 1 square foot. The compound is extremely potent and anything that touches it becomes instantly bonded and cannot be removed without (STR - POT) x5% roll. Itching Powder Powder, 6MP Poison Ivy Leaves, Finely Ground Limestone Description: This recipe will create a small vial of powder. The powder is extremely irritating to skin and causes an itching sensation. It can either be applied to something, or can be thrown. When thrown at a single target, it will break upon impact causing the powder to cover its target. The target will then have to continuously scratch their itches unless they make their (POW - POT) x5% roll, until they have properly cleaned themselves off. It takes at least ten minutes to do so. Oil of Slipperiness Liquid (Applied), 10MP Blubber from a Seal, Slug This recipe will create a small vial of black liquid. If fully spread out it would cover an area as large as 1 square foot. Anyone who steps on the compound will fall instantly (DEX - POT) x5%). If applied to an item, no one will be able to pick up that item unless it is either washed off in some manor or if it is neutralized by pouring on an alchemical adhesive. Love Potion Liquid (Ingested), 5MP Seeds from a Passion Fruit, Sweat from an Initiate of Uleria, Feather from a Cupid Bird This recipe will create a small vial of colored liquid. When the entire vial is ingested, directly or mixed into a drink no bigger than a mug or chalice, the character will instantly fall in love with the next person they see ((POW - POT) x5%). If the person is not of a gender that the character would normally be attracted to, the feeling of love is replaced with one of uncontrollable awe and admiration of the person. Stone Softener Gel (Applied), 4MP Bark from an Oak Tree, Acetone, Basilisk Scale Description: This recipe will create a vial of gel enough to cover 3 SIZ of stone. While the effects last the stone becomes malleable. The density of the treated stone will vary with POT: 1 Wood 3 Clay 5 Flour Dough 10 Liquid 15 Gas Alchemical Acid Liquid (Applied or Thrown), 1MP Dried Gorp powder, Holy Water This recipe will create a small vial of clear liquid. This liquid is a strong acid and will eat away and destroy anything that it is applied to that is not made of materials designed to resist acid. One dose will cover a 1 square foot area. It can also be thrown at someone as a projectile weapon. Upon impact the vial will break and the acid will splash on the target doing POT damage to the location. Oil of Fumbling Liquid (Applied), 7MP Oil from a Mink?s glands, Blubber from a seal, Demon Blood This recipe will create 1 vial of black liquid. If fully spread out it would cover an area 1? square. Anyone coming in contact with this substance will fumble with any skill attempted, unless a (POW - POT) x5% roll is made. If applied to an item, that item may not be handled for the next full hour, until the liquid dries out. Even Alchemical Adhesive fails to stick to this liquid. Powder of Burning Powder (Thrown or Applied), 8MP Ashes, Blood of Fire/Sky/Light Initiate, Poison Ivy, Ground Bees This recipe will create a small vial of powder. The powder is extremely irritating to skin and causes a burning sensation as it reacts to the target?s blood. It can either be applied to something, or can be thrown. When thrown at a single target, it will break upon impact causing the powder to cover its target. The target will then have to continuously scratch their itches until they have properly cleaned themselves off. For the next POT rounds, they take 1 points of damage from the burning and scratching. Truth Philter Liquid (Ingested), 2MP Tooth from a truth cultist. This recipe will create a small vial of liquid. When ingested the character must answer the next question truthfully and completely, to the best of their ability, unless they succeed in their (POW - POT) x5% roll. Healing Salve Gel (Applied) , 2MP Aloe Leaves This recipe will create a small vial of reddish gel. The salve cannot be ingested, but rather applied to wounds. Once it is applied to a characters wounds the instantly regain 1d(POT) hit points in a single location. A healing salve may be applied to an unconscious victim. Healing Potion Liquid (Ingested) , 1MP Cave Troll?s Blood This recipe will create a small vial of reddish liquid. When orally ingested it will restore POT hit points back to the character. An ingested liquid cannot be forced down an unconscious victim?s throat. Purify Water Potion Liquid (Applied), 4MP Limestone This recipe will create a small vial of colored liquid. When poured into mug, flask, chalice or similar drinking vessel, any poisons within the liquid will be neutralized if their POT is equal to or less than the POT of the Purify Water. If you wish to attempt to purify a larger amount of water such as a stream or small river, you will need a massive number of doses. Approximately 1 dose for every square yard of running water. Body Healing Potion Liquid (Ingested), 4MP Cave Troll's Blood, Blood of a Healer This recipe will create a small vial of reddish liquid. When orally ingested it will restore 1d(POT) general hit points back to the character. An ingested liquid cannot be forced down an unconscious victim?s throat. Potion of Refreshment Liquid (Ingested), 3MP Peppermint Leaves, Seeds from a Manna Fruit. This recipe will create a small vial of colored liquid. When orally ingested it will instantly restore 1d(POT) magic points back to the character. This number can not exceed their maximum. Potion of Restoration Liquid (Ingested), 5MP Peppermint Leaves, Seeds from a Manna Fruit, Finger from a Berserker (Rare) This recipe will create a small vial of colored liquid. When orally ingested it will instantly restore POT magic points back to the character. This number can not exceed their maximum. Smelling Salts Powder (Applied), 8MP Musk Gland from a Skunk, Ammonia, a Tear from a Healer Initiate (Rare) This recipe will create a small vial of white salts. When held under the nose of an unconscious or sleeping person, it will immediately wake them up with its awful stench their (CON + POT) x5% roll. Once opened, it quickly evaporates. Blindness Potion Liquid (Ingested), 1MP 1 Eye from a Bat This recipe will create a small vial of greenish liquid. When the entire vial is ingested, directly or mixed into a drink no bigger than a mug or chalice, the victim will loose their ability of sight (POW - POT) x5% roll. They suffer all the effects of blindness, including the loss of the ability to fight without the skill blind fighting. This effect lasts for ten minutes or until cured, which ever comes first. An antidote must be used within 1 round of being poisoned to be effective. Lesser Blade Venom Gel (Applied), 2MP Arrow Frog This recipe will create a small vial of greenish gel. The gel may be applied to any weapon that contains a specially designed blood groove. After applying the blade poison, the next one weapon strike that pierces flesh will cause an extra 1d(POT) of damage to the location. Lesser Ingested Poison Liquid (Ingested), 6MP Mistletoe Berries This recipe will create a small vial of greenish liquid. When the entire vial is ingested, directly or mixed into a drink no bigger than a mug or chalice, the victim will feel ill and suffer 1d(POT) of general hit point damage, half if (CON - POT) x5% roll is made.. An antidote or other cure must be used within 1 round of being poisoned to be effective. Blade Venom Gel (Applied), 4MP Arrow Frog, Broo Gland This recipe will create a small vial of greenish brown gel. The gel may be applied to any weapon that contains a specially designed blood groove. After applying the blade poison, the next one weapon strike that pierces flesh will cause an extra POT of damage to the location. Ingested Poison Liquid (Ingested), 8MP Mistletoe Berries, Belladonna This recipe will create a small vial of greenish liquid. When the entire vial is ingested, directly or mixed into a drink no bigger than a mug or chalice, the victim will feel ill and suffer POT of general hit point damage, half if (CON - POT) x5% roll is made. An antidote or other cure must be used within 1 round of being poisoned to be effective. Sleep Potion Liquid (Ingested), 4MP Lynx Hair, Ethanol This recipe will create a small vial of bluish liquid. When the entire vial is ingested, directly or mixed into a drink no bigger than a mug or chalice, the victim will fall into a deep trance like sleep, unless (CON - POT) x5% roll is made. An antidote must be used this poison is consumed to be effective. ===== "No good deed shall go unpunished." __________________________________________________ Yahoo! - We Remember 9-11: A tribute to the more than 3,000 lives lost http://dir.remember.yahoo.com/tribute From gianni at basicrps.com Wed Sep 11 01:55:22 2002 From: gianni at basicrps.com (Gianni) Date: Tue, 10 Sep 2002 17:55:22 +0200 Subject: [RQ-Rules] Sorcery DB online References: <20020906152436.41420.qmail@web14506.mail.yahoo.com> Message-ID: <002c01c258e2$7873bfa0$0902600a@otvfrap043> > Ok, gentleman due to popular demand (well, I wanted > it). I have arranged, through well placed contacts, > to have the Sorcery spells database to be made > available to all online at: > > http://onview.comtecnet.com/rq/default.asp Nice! > If you wish to see any spells added email them to me. Any chance to see battle magic spells in the near future? Cheers, Gianni webmaster of basicrps.com From leonbk at yahoo.com Wed Sep 11 02:03:52 2002 From: leonbk at yahoo.com (Leon Kirshtein) Date: Tue, 10 Sep 2002 09:03:52 -0700 (PDT) Subject: [RQ-Rules] Sorcery DB online In-Reply-To: <002c01c258e2$7873bfa0$0902600a@otvfrap043> Message-ID: <20020910160352.12238.qmail@web14502.mail.yahoo.com> --- Gianni wrote: > > http://onview.comtecnet.com/rq/default.asp > > Nice! > > > If you wish to see any spells added email them to > me. > > Any chance to see battle magic spells in the near > future? Thank you for the complement. I am currently working on that, Divine Magic spells, and Alchemy recipes. Leon ===== "No good deed shall go unpunished." __________________________________________________ Yahoo! - We Remember 9-11: A tribute to the more than 3,000 lives lost http://dir.remember.yahoo.com/tribute From MurfNMurf at aol.com Wed Sep 11 09:33:10 2002 From: MurfNMurf at aol.com (MurfNMurf at aol.com) Date: Tue, 10 Sep 2002 19:33:10 EDT Subject: [RQ-Rules] Another Sorcery spell Message-ID: <26.2d90e2ea.2aafdb36@aol.com> In a message dated 9/9/2002 10:02:29 PM Central Standard Time, Steve writes: > So you are saying that 4 levels of Intensity gives you -10% to the chance of > arrows hitting you? 5 Levels is -20%, etc.? Okay, so its not a very well-though-out spell :) I used the 4 Intensities as both a built-in limiter; tying Intensities up that might otherwise be used to gain actual beneficial spell effects *and* to represent whatever magic is involved in creating the whirlwind's STR 10 to begin with. SInce earlier I'd said that I was basing the effects on a note at the bottom of the wind table concerning winds with STR in excess of 10. > > For relative simplicity's sake, I think I would let the spell work from the > beginning, in 5% increments. Yes, 5% increments would be easier > > Also, is this a different roll from any Dodge? Does it add to Dodge? Does > it > add to Parry against thrown weapons? Is the attacker supposed to subtract > the number from his chance to hit before rolling (or after rolling) to hit > with the thrown/shot weapon? > The effects of the whirlwind is a simple subtraction from the firer's chance to hit; figured before the to hiot roll is made. This wouldn't affect the target's chance to Dodge or Parry Here's a rewrite: Whirlwind Ranged This spell creates a whirlwind which deflects missile fire. The whirlwind has a radius of effect of 1m per Range used. The accuracy of any missile coming into contact with the whirlwind (whether entering or leaving the area) is reduced by -05% per Intensity. -Ken- --- StripMime Report -- processed MIME parts --- multipart/alternative text/plain (text body -- kept) text/html --- From paul.s.sommer at get2net.dk Sun Sep 15 10:09:26 2002 From: paul.s.sommer at get2net.dk (paul) Date: Sun, 15 Sep 2002 02:09:26 +0200 Subject: [RQ-Rules] Re: mostali sorcery rules and spells References: <20020910160421.7667F4C1E2@thinbits.com> Message-ID: <3D83CFB6.C1FF72C3@get2net.dk> > Hi all Anybody got any info on running mosatli characters (RQ3) with regards to their magic abilities ie mostali sorcery??spells? DI? The basic rules are kinda of thin on this line ......There are sites for trolls (troll wonderhome) but little or no mostali or aldrayma sites ........anybody got a site URL out there? ciao Paul Sommer Copenhagen From leonbk at yahoo.com Mon Sep 16 09:43:49 2002 From: leonbk at yahoo.com (Leon Kirshtein) Date: Sun, 15 Sep 2002 16:43:49 -0700 (PDT) Subject: [RQ-Rules] Alchemical Recipes In-Reply-To: <26.2d90e2ea.2aafdb36@aol.com> Message-ID: <20020915234349.37266.qmail@web14508.mail.yahoo.com> The Alchemical Recipes are now available online at the same site as the Sorcery Spells and Arts: http://onview.comtecnet.com/rq/default.asp I am working on Spirit Spells next. I would appretiate any and all feedback Leon ===== "No good deed shall go unpunished." __________________________________________________ Do you Yahoo!? Yahoo! News - Today's headlines http://news.yahoo.com From MurfNMurf at aol.com Tue Sep 17 00:21:20 2002 From: MurfNMurf at aol.com (MurfNMurf at aol.com) Date: Mon, 16 Sep 2002 10:21:20 EDT Subject: [RQ-Rules] Another spell Message-ID: Hey gang, Here's another Sorcery spell. -Ken- Trundle Touch A specialized form of the Phantom Touch illusion spell, this requires Intensity equal to ? the target's SIZ to have any effect. For the spell's duration, the affected item or area is made more comfortable. With this spell, a blanket, suit of armor, or even the hard ground can be made comfortable enough to sleep fitfully. Each excess Intensity reduces any Fatigue loss associated with sleeping in armor, etc, by 1pt. --- StripMime Report -- processed MIME parts --- multipart/alternative text/plain (text body -- kept) text/html --- From leonbk at yahoo.com Fri Sep 20 00:10:21 2002 From: leonbk at yahoo.com (Leon Kirshtein) Date: Thu, 19 Sep 2002 07:10:21 -0700 (PDT) Subject: [RQ-Rules] Online DB In-Reply-To: <26.2d90e2ea.2aafdb36@aol.com> Message-ID: <20020919141021.91755.qmail@web14510.mail.yahoo.com> The online database has been updated to include spirit magic spells. The following is currently available: - Sorcery Spells - Sorcery Arts - Spirit Spells - Alchemical Recipes The following are being worked on and will be available soon: - Divine Spells - Sorcery Vows - A downloadable Access 97 version of the database Things on the drawing board: - Sorcery spells, arts, vows lists by sect and/or specilization. - Skills Leon ===== "No good deed shall go unpunished." __________________________________________________ Do you Yahoo!? New DSL Internet Access from SBC & Yahoo! http://sbc.yahoo.com From leonbk at yahoo.com Fri Sep 20 00:15:59 2002 From: leonbk at yahoo.com (Leon Kirshtein) Date: Thu, 19 Sep 2002 07:15:59 -0700 (PDT) Subject: [RQ-Rules] Online DB In-Reply-To: <20020919141021.91755.qmail@web14510.mail.yahoo.com> Message-ID: <20020919141559.93009.qmail@web14510.mail.yahoo.com> Database address: http://onview.comtecnet.com/rq/default.asp or http://www.geocities.com/leonbk/magic.htm --- Leon Kirshtein wrote: > The online database has been updated to include > spirit > magic spells. > > The following is currently available: > - Sorcery Spells > - Sorcery Arts > - Spirit Spells > - Alchemical Recipes > > The following are being worked on and will be > available soon: > - Divine Spells > - Sorcery Vows > - A downloadable Access 97 version of the database > > Things on the drawing board: > - Sorcery spells, arts, vows lists by sect and/or > specilization. > > - Skills > > Leon > > ===== > "No good deed shall go unpunished." > > __________________________________________________ > Do you Yahoo!? > New DSL Internet Access from SBC & Yahoo! > http://sbc.yahoo.com > _______________________________________________ > RQ-Rules mailing list > RQ-Rules at crashbox.com > http://www.crashbox.com/rq-rules > http://www.crashbox.com/mailman/listinfo/rq-rules ===== "No good deed shall go unpunished." __________________________________________________ Do you Yahoo!? New DSL Internet Access from SBC & Yahoo! http://sbc.yahoo.com From gianni at basicrps.com Fri Sep 20 01:46:12 2002 From: gianni at basicrps.com (Gianni) Date: Thu, 19 Sep 2002 17:46:12 +0200 Subject: [RQ-Rules] Online DB References: <20020919141559.93009.qmail@web14510.mail.yahoo.com> Message-ID: <001b01c25ff3$ae8db790$0902600a@otvfrap043> > Database address: > > http://onview.comtecnet.com/rq/default.asp > I can't find 'harmonisation' amongst the spirit spells! How come? Gianni webmaster of basicrps.com From leonbk at yahoo.com Fri Sep 20 02:06:07 2002 From: leonbk at yahoo.com (Leon Kirshtein) Date: Thu, 19 Sep 2002 09:06:07 -0700 (PDT) Subject: [RQ-Rules] Online DB In-Reply-To: <001b01c25ff3$ae8db790$0902600a@otvfrap043> Message-ID: <20020919160608.90892.qmail@web14505.mail.yahoo.com> I maybe missing spells, just because I do not have them. I do not have a description of 'harmonisation'. Please send me all spells and recipes which you do not see in my database and I will add them or at least email you back as to why I chose not to include them. You will also be able to use the Access version to maintain your own lists, when I get to adding it to the website. Leon --- Gianni wrote: > > Database address: > > > > http://onview.comtecnet.com/rq/default.asp > > > > I can't find 'harmonisation' amongst the spirit > spells! > > How come? > > Gianni > webmaster of basicrps.com > > _______________________________________________ > RQ-Rules mailing list > RQ-Rules at crashbox.com > http://www.crashbox.com/rq-rules > http://www.crashbox.com/mailman/listinfo/rq-rules ===== "No good deed shall go unpunished." __________________________________________________ Do you Yahoo!? New DSL Internet Access from SBC & Yahoo! http://sbc.yahoo.com From aescleal at btinternet.com Fri Sep 20 19:59:18 2002 From: aescleal at btinternet.com (aescleal at btinternet.com) Date: Fri, 20 Sep 2002 10:59:18 +0100 (BST) Subject: [RQ-Rules] Online DB Message-ID: <5033743.1032515958780.JavaMail.root@127.0.0.1> Harmonise is a weird one, it wen't from being a 2pt Battle Magic spell in 2nd ed to a 1pt Divine Spell in GoG (available to Donandar members IIRC). Cheers, Ash > from: Gianni > date: Thu, 19 Sep 2002 16:46:12 > to: rq-rules at crashbox.com > subject: Re: [RQ-Rules] Online DB > > > Database address: > > > > http://onview.comtecnet.com/rq/default.asp > > > > I can't find 'harmonisation' amongst the spirit spells! > > How come? > > Gianni > webmaster of basicrps.com > > _______________________________________________ > RQ-Rules mailing list > RQ-Rules at crashbox.com > http://www.crashbox.com/rq-rules > http://www.crashbox.com/mailman/listinfo/rq-rules From leonbk at yahoo.com Sat Sep 21 03:50:43 2002 From: leonbk at yahoo.com (Leon Kirshtein) Date: Fri, 20 Sep 2002 10:50:43 -0700 (PDT) Subject: [RQ-Rules] Online DB In-Reply-To: <5033743.1032515958780.JavaMail.root@127.0.0.1> Message-ID: <20020920175043.9614.qmail@web14504.mail.yahoo.com> Ok, here is the list of final additions to the online database: Vows Access 97 version is now available for download Several Spirit Spells Several Sorcery Spells My version of Sandy's Sorcery Whats it for this week more things to come starting Monday. Leon PS I am going to keep Harmonize as a Divine spell, so it will appear then that section is finished. --- aescleal at btinternet.com wrote: > Harmonise is a weird one, it wen't from being a 2pt > Battle Magic spell in 2nd ed to a 1pt Divine Spell > in GoG (available to Donandar members IIRC). > > Cheers, > > Ash > > > from: Gianni > > date: Thu, 19 Sep 2002 16:46:12 > > to: rq-rules at crashbox.com > > subject: Re: [RQ-Rules] Online DB > > > > > Database address: > > > > > > http://onview.comtecnet.com/rq/default.asp > > > > > > > I can't find 'harmonisation' amongst the spirit > spells! > > > > How come? > > > > Gianni > > webmaster of basicrps.com > > ===== "No good deed shall go unpunished." __________________________________________________ Do you Yahoo!? New DSL Internet Access from SBC & Yahoo! http://sbc.yahoo.com From MurfNMurf at aol.com Tue Sep 24 12:38:25 2002 From: MurfNMurf at aol.com (MurfNMurf at aol.com) Date: Mon, 23 Sep 2002 22:38:25 EDT Subject: [RQ-Rules] Another Sorcery spell Message-ID: <134.14c55bdc.2ac12a21@aol.com> Hi gang, Here's a Golem creation-type spell, cobbled together from several different sources. You'll note that no stats are actually provided for the automatons created. Hopefully next time, after I rassle with volume densities and the square cube law for a bit. Input, of course, is always appreciated. And of course, Leon, feel free to add this to your list ;) -Ken- Create Automaton Ritual Enchantment When cast on a specially prepared mannequin most commonly of stone, metal, wood or clay construction, but sometimes made from a single dead body or an amalgam of body parts (or occasionally even more exotic materials), this spell allows a Sorcerer to create an animated Automaton , usually but not necessarily human in shape. It tirelessly follows orders until destroyed, or until the thing's creator dies, whereupon it collapses and returns to its prior inertness. Typically used as unquestioning servants; as beasts of burden; as sentinels to guard a temple or Sorcerer's library; to defend the Sorcerer and his residence; patrol borders; or even act as the Sorcerer's companion. Sorcerers have been known to create Automatons in the shapes of dogs, horses, the duplicate of a specific person (including themselves), or even ones that are able to alter their shape. Once the Sorcerer finishes performing this ritual over the construct; during which a minimum of 3 POW, +1 MP per point of the Automaton's SIZ are expended; the Automaton can move, sense the presence of living things, and act in a manner directed by its creator, or in keeping with any Conditions associated with its creation. Any sort of Magic Detection or abilities will instantly reveal the true nature of the creature. If the Sorcerer has created the mannequin to be enchanted himself, the roll needed to create the Automaton must be under both the Sorcerer's Enchanting skill, as well as the Craft used to create the object. If the Sorcerer instead uses an object created by someone else, he must expend 1 POW to attune the construct. A Sorcerer can create as many Automatons as desired, provided he has the material and characteristics to do so. Upon activation, an Automaton has 1D6 DEX. Its SIZ, AP (and thus, HP) are determined by the substance used. APP is generally determined by the skill and desire of the craftsman. If the Sorcerer wishes for the Automaton to be able to resist spells, he must put additional MP into the ritual as well. While Automatons are normally fairly unintelligent, a Sorcerer may desire to make one of higher INT. Sacrificing 1 INT gives the thing 1D6+6 INT; each additional INT point sacrificed providing another 1D6. Unless the Sorcerer is willing to sacrifice his INT to increase that of the Automaton, it remains none too bright, with complicated orders likely to be confusing. The Sorcerer may give it orders, or change those orders at any time; taking 1 Melee to do so; during which neither the Automaton nor Sorcerer may do anything else. Ownership of the Automaton cannot be transferred, but such a thing can be commanded to perform a single task for another person. Any excess POW used in the Create Automaton spell can be added to the Automaton's stats, divided up as the Sorcerer pleases. For example, using Create Automaton 8, the Sorcerer could add 2 to the Automaton's Move, 1 to its DEX, and 2 to its AP. --- StripMime Report -- processed MIME parts --- multipart/alternative text/plain (text body -- kept) text/html --- From MurfNMurf at aol.com Tue Sep 24 13:00:11 2002 From: MurfNMurf at aol.com (MurfNMurf at aol.com) Date: Mon, 23 Sep 2002 23:00:11 EDT Subject: [RQ-Rules] Create Metal Message-ID: <158.149bb6c7.2ac12f3b@aol.com> Hi gang, Just about finished with my Sorcery document, I discover there are still a couple of spells giving me trouble.... With the following spell I'm stuck as to what Intensity to assign a couple of metals. Some of the metals seem as if they'd have a higher Intensity requirement that listed, for that matter In addition, a couple of the metals I added have non-too-imaginative names (Tungsten, for example). Help! -Ken- Create [Metal] Ritual Enchantment This spell allows the Sorcerer to conjure an amount of the specified type of metal out of thin air. The metal created equals 1 ENC for each set of Intensities used to form it. The metal which appears is not enchanted, but does come in any form required Metal Intensities Aluminum 2 Adamantine XXXX Brass XXX Bronze 1 Copper 3 Gold 3 Iron 6 Lead 2 Orichalcum XXXX Platinum XXX Silver 4 Steel XXXX Tin 2 Titanium XXXX Tungsten XXXX --- StripMime Report -- processed MIME parts --- multipart/alternative text/plain (text body -- kept) text/html --- From leonbk at yahoo.com Tue Sep 24 13:11:55 2002 From: leonbk at yahoo.com (Leon Kirshtein) Date: Mon, 23 Sep 2002 20:11:55 -0700 (PDT) Subject: [RQ-Rules] Another Sorcery spell In-Reply-To: <134.14c55bdc.2ac12a21@aol.com> Message-ID: <20020924031155.60727.qmail@web14502.mail.yahoo.com> --- MurfNMurf at aol.com wrote: > Input, of course, is always appreciated. > And of course, Leon, feel free to add this to > your list ;) > -Ken- Ok, Ken I'll take you up on the offer :) I have also added Alchemy rules to the database on the 'Alchemy' page This the version of your spell I am going to include in the database: Create [substance] Golem When cast on a specially prepared mannequin most commonly of stone, metal, wood or clay construction, but sometimes made from a single dead body or an amalgam of body parts (or occasionally even more exotic materials), this spell allows a Sorcerer to create an animated Golem , usually but not necessarily human in shape. It tirelessly follows orders until destroyed, or until the thing's creator dies, whereupon it collapses and returns to its prior inertness.. When the spell is cast , both magic points and POW must be expended. Each magic point gives the golem one magic point. Each point of POW gives the golem either 1d6 STR or 1d6 DEX, specified by the enchanter. . Additional POW must be expended by the enchanter depending on the SIZ of the golem and the material it is made of. Amount of POW to be expeneded by substance: Flesh - 1POW per 10 SIZ. Clay - 1POW per 6 SIZ. Wood - 1POW per 5 SIZ. Brick - 1POW per 4 SIZ. Stone - 1POW per 3 SIZ. Metal - 1POW per 2 SIZ. Runic Metal - 1POW per 1 SIZ. This power may be expended before the Create Golem spell is cast and is doen trough the casting of the Enchant [substance] spells. ===== "No good deed shall go unpunished." __________________________________________________ Do you Yahoo!? New DSL Internet Access from SBC & Yahoo! http://sbc.yahoo.com From leonbk at yahoo.com Tue Sep 24 13:15:55 2002 From: leonbk at yahoo.com (Leon Kirshtein) Date: Mon, 23 Sep 2002 20:15:55 -0700 (PDT) Subject: [RQ-Rules] Create Metal In-Reply-To: <158.149bb6c7.2ac12f3b@aol.com> Message-ID: <20020924031555.77194.qmail@web14501.mail.yahoo.com> Ken, I think these spells are covered by Transmute spell. For example you could have a 'Transmute Air to Lead' spell and that should do it. I am not really keen on matter from nothing spell. Where should be some sort of La of Conservation in magic IMO. Leon --- MurfNMurf at aol.com wrote: > Hi gang, > Just about finished with my Sorcery document, I > discover there are still a > couple of spells giving me trouble.... > With the following spell I'm stuck as to what > Intensity to assign a couple > of metals. Some of the metals seem as if they'd have > a higher Intensity > requirement that listed, for that matter In > addition, a couple of the metals > I added have non-too-imaginative names (Tungsten, > for example). > Help! > -Ken- > > Create [Metal] > Ritual Enchantment > This spell allows the Sorcerer to conjure an amount > of the specified type of > metal out of thin air. The metal created equals 1 > ENC for each set of > Intensities used to form it. > The metal which appears is not enchanted, but > does come in any form > required > > Metal Intensities > Aluminum 2 > Adamantine XXXX > Brass XXX > Bronze 1 > Copper 3 > Gold 3 > Iron 6 > Lead 2 > Orichalcum XXXX > Platinum XXX > Silver 4 > Steel XXXX > Tin 2 > Titanium XXXX > Tungsten XXXX > > > --- StripMime Report -- processed MIME parts --- > multipart/alternative > text/plain (text body -- kept) > text/html > --- > _______________________________________________ > RQ-Rules mailing list > RQ-Rules at crashbox.com > http://www.crashbox.com/rq-rules > http://www.crashbox.com/mailman/listinfo/rq-rules ===== "No good deed shall go unpunished." __________________________________________________ Do you Yahoo!? New DSL Internet Access from SBC & Yahoo! http://sbc.yahoo.com From leonbk at yahoo.com Fri Sep 27 06:37:25 2002 From: leonbk at yahoo.com (Leon Kirshtein) Date: Thu, 26 Sep 2002 13:37:25 -0700 (PDT) Subject: [RQ-Rules] Online database In-Reply-To: <9d.2d8821fc.2aaab47e@aol.com> Message-ID: <20020926203725.39119.qmail@web14502.mail.yahoo.com> The Divine Spells page is now available for viewing, however, the spells are only about 40% entered. It will take me a few days to finish them all. The zipped file has also not been updated. This will be updated as I go along. Leon ===== "No good deed shall go unpunished." __________________________________________________ Do you Yahoo!? New DSL Internet Access from SBC & Yahoo! http://sbc.yahoo.com From leonbk at yahoo.com Fri Sep 27 06:38:07 2002 From: leonbk at yahoo.com (Leon Kirshtein) Date: Thu, 26 Sep 2002 13:38:07 -0700 (PDT) Subject: [RQ-Rules] Online database In-Reply-To: <9d.2d8821fc.2aaab47e@aol.com> Message-ID: <20020926203807.12513.qmail@web14504.mail.yahoo.com> The Divine Spells page is now available for viewing, however, the spells are only about 40% entered. It will take me a few days to finish them all. The zipped file has also not been updated. This will be updated as I go along. http://onview.comtecnet.com/RQ/default.asp Leon ===== "No good deed shall go unpunished." __________________________________________________ Do you Yahoo!? New DSL Internet Access from SBC & Yahoo! http://sbc.yahoo.com From gianni at basicrps.com Mon Sep 30 19:02:09 2002 From: gianni at basicrps.com (Gianni) Date: Mon, 30 Sep 2002 11:02:09 +0200 Subject: [RQ-Rules] New BRP, plus new magic item References: <000001c24289$a11ed3a0$0a01a8c0@MAIN> <002201c24294$e3fb85a0$0102600a@otvfrap043> <3D592646.37A355CE@concentric.net> <002d01c2436c$8f7602c0$0102600a@otvfrap043> <3D5A779D.FF6DE78@concentric.net> Message-ID: <001301c26860$0f52f800$0902600a@otvfrap043> Hello all The Chaosium web site says the new BRPS booklet is out. Unfortunately, based on what is available here: http://www.chaosium.com/forms/BRP_Character_Sheet.pdf, I think it is a mere reprint of the 1980/1981 booklet :-( Gianni webmaster of basicrps.com