Subject: Charismatic Wisdom, Volume 3, Number 9 First Distribution: June 12, 1989 This issue: Range: A Common Divine Spell (Andrew Bell) Detailed body part charts (Ed Wallman) Re: Yet another experience system (Ian Domville) Editor's note: Readership has broken the hundred mark! --- From: bell@cs.unc.edu (Andrew Bell) Subject: Range: A Common Divine Spell Here's a fairly obvious spell to add to the list of common divine spells: Range 1 point No Range, Temporal, Stackable, Reusable Common Every point of Range doubles the range of any ranged divine magic. Thus 1 point gives the typical spell a range of 200 meters, 2 points gives a range of 400 meters, and so on. It has no effect on spells without specific range (like the Mastakos special spell, Teleport) or touch spells. This spell is another exception to the rule that just one divine spell can be cast per melee round. It and the spell to be Ranged must be cast in the same melee round. It can be combined with Extension to give a spell both increased range and duration. --- From: Ed WallmanSubject: detailed body part charts Probably other people have made complicated body part charts, but I haven't seen them. These were made just for entertainment purposes so I don't use drastic effects if a certain part is hit. I find it entertaining to find out that a lightning bolt blows off a troll's leg at the knee, but I haven't bothered with regularly and permanently popping out eyes. If nothing else, they can be used for placing scars more accurately. The dashes mark out the RQ body parts accurate to within a few percentage points so the normal body part hit points can be used. Parts marked 97/1 and 97/2 require an additional die roll to decide which part was hit. I make no claims of having correct percentages for each part. -ED BODY PARTS FOR MELEE HITS 01 R foot - 02 L foot 03 R ankle 04 L ankle 05-08 R lower calf 09-12 L lower calf 13-16 R upper calf 17-20 L upper calf 21-22 R knee 23-24 L knee 25-28 R lower thigh 29-32 L lower thigh 33-36 R upper thigh 37-40 L upper thigh - 41 genitals - 42-44 R hip 45-47 L hip 48-51 R side of gut 52-55 L side of gut - 56 R lower chest - 57 L lower chest 58-59 R upper chest 60-61 L upper chest - 62-63 R hand - 64-65 L hand 66-68 R lower forearm 69-71 L lower forearm 72-74 R upper forearm 74-77 L upper forearm 78 R elbow 79 L elbow 80-82 R upper arm 83-85 L upper arm 86-87 R shoulder 88-89 L shoulder - 90 neck - 91 R side of jaw 92 L side of jaw 93 R cheek 94 L cheek 95/1 R ear 95/2 L ear 96 nose 97/1 R eye 97/2 L eye 98 forehead 99 R top of head 00 L top of head - BODY PARTS FOR MISSLE/SPELL HITS 01 R foot 02 L foot 03 R ankle 04 L ankle 05-07 R lower calf 08-10 L lower calf 11-13 R upper calf 12-14 L upper calf 15 R knee 16 L knee 17-19 R lower thigh 20-23 L lower thigh 24-26 R upper thigh 27-28 L upper thigh - 29 genitals - 30-34 R hip 35-39 L hip 40-44 R side of gut 45-49 L side of gut - 50-56 R lower chest - 57-63 L lower chest 64-69 R upper chest 70-75 L upper chest - 76 R hand - 77 L hand 78-79 R lower forearm 80-81 L lower forearm 82-83 R upper forearm 84-85 L upper forearm 86 R elbow 87 L elbow 88-89 R upper arm 90-91 L upper arm 92-93 R shoulder 94-95 L shoulder - 96/1 neck - 96/2 R jaw 96/3 L jaw 97/1 R cheek 97/2 L cheek 98/1 R ear 98/2 L ear 99/1 nose 99/2 R eye 99/3 L eye 00/1 forehead 00/2 R top of head 00/3 L top of head - --- From: Ian Domville Subject: Re: Yet another experience system (YAES) In issue 3.8, Mats Olsson describes an interesting approach to one half of the skill check frenzy problem, ie. "I've got my tick in one weapon, which weapon next". (The other half is, of course, the lock-picking orgy.) > "Whenever a skill is used, a skill gain check die appropriate for the skill > is used. If the skill gain check die indicates a skill gain is possible > and the player succeeded in using the skill, the player checks if he would > have failed if he had read the dice the other way and added his skill bonus. > If so, he gains 1% in the skill." > Ok, I've said my bit. How about some comments? It's a trifle complicated for me. Have you play-tested it ? The problem is that one "tick" gives an increase roll. Consequently, if characters can have a tick every time the skill is used, they rise far too fast. In my game, one tick isn't enough to gain an increase roll. The number of ticks required depends upon the skill. I use a range from 2 to 7. For example, combat, magic and first aid need 5. Scan needs 7 (in my game, observation is very important.) Less common skills such as conceal or track need 2. Characters now keep track of the number of ticks gained in a skill, up to a limit of twice the number required for a roll. After a decent rest (24 hours), they can make any rolls they are eligible for by discarding the appropriate number of ticks. Alternatively, they can use them to offset the cost of training (not as much needed if you've got some hard practice). In addition, rolls made at 10% of the skill (ie. not all specials) give an immediate bonus roll. Increase rolls : roll d100, add the relevant skills modifier, subtract the current skill. If this is positive, divide by 10 and truncate (not round). The result is the increase gained. increase = truncate( (d100 + modifier - skill)/10) During combat, all a player has to do is keep adding ticks for successful rolls. Except for when bonus increase rolls are gained, there are no extra dice involved. Of course, at the end of the day we must all choose our favourite and stick with it. This works for my campaign. Incidentally, for Lore skills successful rolls don't give a "tick". Only an unsuccessful one combined with obtaining the information elsewhere (eg. another character's successful roll) gets a tick. - Ian Domville (id@stl.stc.co.uk) --- The RuneQuest(tm) mailing list is a courtesy of Andrew Bell. All opinions and material above are the responsibility of the originator, and copyrights are held by them. RuneQuest is a trademark of Chaosium, Inc. Send submissions, mailing list changes, requests for old article lists, etc. to: bell@cs.unc.edu ...!mcnc!unc!bell Request old articles by volume number and issue number.