Subject: The Cannon Cult Chronicle, Volume 5, Number 10 RQDIGESTV05N10 First Distribution: Jan 30, 1991 This issue: RQ III Alchemy system Christopher W. Johnson Brithini Philosophy Paul Reilly Skill Difficulty Charles C. Allen Hrestoli Society Paul Reilly ---------------------------------------------------------------------- From: johnson@ssvax1.dnet.loral.com (Christopher W. Johnson) Subject: RQ III Alchemy system I've been receiving this mailing list for about 3 weeks now (mid Jan) and have just recently received the archives of back issues. One of the items missing from RQ III has been the Alchemy system. A couple of people have asked about a system, so I dug out a project I have had on the back burner for 3 years and tightened up a few rules. This system has been lightly play tested (I've only been able to play about once every 3-4 months) and I welcome any comments and/or suggestions. Note: This started with the original RQ II Alchemy rules. The pricing structure in our world has a weeks room and board at 25p for an average Inn. Please email any responses to me and I'll post a summary. -Chris Johnson johnson@ssvax1.dnet.loral.com Here goes nothing... ----------------------------- Alchemy Alchemy is the skill of creating healing potions, poisons and their antidotes, acids, and magic potions. Alchemy skills are very secret and are regulated by the Alchemy Guild. Guild members are not allowed to teach or show alchemy skills to any one outside the guild. Members who break this policy are known to die horrible deaths. Membership is for life. To join you need to pay a one time guild fee of 5000p, have a sponsor in good standing and be apprenticed for at least 7 years. After your apprenticeship, to stay in good standing, a yearly guild fee of 500p is paid to your home guild. Associate membership may be maintained with a yearly fee of 100p. Associate membership allows you to maintain an active status. Most guilds require an associate membership before allowing you to rent labs or sell potions in their area of control. Associate memberships may be obtained from local guilds for 10-50p depending upon the relationship of your home guild and the local guild. Lapsed membership may be brought up to date by paying a late fee of 150p per year of unpaid dues. This will bring the member up to associate membership level. They must still pay the current year's dues if they wish to become full (or good standing) members. Background Skills: Throw x2, Bargain x1, Speak Own Language x2, Read/Write Own Language x3, Speak Other Language x1, Read/Write Other Language x1, Craft glass x3, Taste Analysis x3, Plant Lore x3, Mineral Lore x3, Animal Lore x3, Devise x3, Enchant x2 or Ceremony x2, Alchemy(1) x5, Recipes(2) x9 (Divide as desired), Fist Attack x1, Dagger Attack x1, Dodge x2 (1) Alchemy is a Knowledge based skill raisable only through training and research. (2) Recipes are Manipulation based skills and are raisable through experience and training. Recipes: 1d3 upon acceptance. 1d2-1 common recipe per year (if available) Equipment: 100p/year in alchemy equipment, 120p in potions or material (Divide as desired), 3d10 pennies in coin, writing equipment, notebook for recipes, heavy leather apron and gloves (2pt protection for chest, abdomen, thighs, and hands), linen and wool clothing, knife, small chest for equipment, firemaker and tinder. Potion Creation The success chance of correctly creating a potion is: success % = Alchemy % + Recipe % - Potency Penalty % The Potency Table lists the potency penalty at the various lab levels. A critical success doubles the potency of the potion without increasing the cost or time required. Fumbles are rolled on the fumble table. The amount that an alchemist can make in one batch is: Alchemy % + Recipe % -------------------- = Total points in batch 10 - Lab Level The time needed to create a batch is: 1 day per point of highest potency Lab Usage An Alchemist in good standing may rent alchemy labs from the guild or another alchemist for: 75 + 10x(Lab Level) p/day An Alchemist that has only active status will pay 2x as much. Every day working in a lab the alchemist has a cumulative chance of breaking equipment equal to: 2500 Breakage % /day = --------------- % Alchemy % x DEX Roll once at the end of the time spent for each batch. If breakage occurs, make a LUC roll and the amount broken is (multiple of LUC roll)xd100 in pennies. A LUC roll of 01 is a crit. Roll LUC again and the fee is (multiple of LUC roll) xd10 in pennies. A LUC roll of 00 is a fumble. Roll LUC again and the fee is (multiple of LUC roll)xd1000 in pennies. Lab Costs The cost of equipping an alchemy lab in silver pennies is shown in the Lab Cost Table. This is only the cost for the equipment needed to run the lab. The cost of the building is extra. These costs are in large city prices (not all large cities have the manufacturing available to make alchemy equipment). The equipment will cost more (2x to 5x the price) if purchased in small cities or towns. The type of equipment needed is virtually nonexistent in small towns or rural areas and if found would easily cost 5x to 10x the large city prices. Alchemists may also try to make their own equipment. The procedure is, first a Craft Glass skill must be made to make a piece of equipment, then the craftsman must roll under their Alchemy skill to see if it is good enough to be used for alchemy. If successful, the piece is worth the craftsman's Alchemy skill in pennies. This may be performed once per day. Larger more complex pieces may be made by taking longer. Roll the Craft Glass skill each day, if you fail the piece is ruined and you must start over. After a number of days crafting the glass, roll the craftsman's Alchemy skill. If successful, the piece is worth the craftsman's Alchemy skill times the number of days spent crafting the piece in pennies. The day-to-day running expenses are also shown in the Lab Cost Table. These expenses occur when ever the lab is being used, and are already figured in with the rental. For game purposes the level of a lab is based on the value (at place of manufacture or large city price) of the equipment it contains. If breakage reduces the value of equipment to a lower level, then the lab operates at the lower level until the broken equipment is replaced. Availability of Labs The availability of labs in any given city is found by rolling on the availability table. Keep rolling for a given lab level until there are no more labs. Example: there is a 50% chance of 1 level 1 lab in a Large City, and a 50% chance for there being a 2nd level 1 lab. LAB LEVEL Selling Potency 0 1 2 3 4 Multiplier 1 5% 4% 3% 2% 1% 1 2 20% 16% 12% 8% 4% 3 3 45% 36% 27% 18% 9% 6 4 80% 64% 48% 32% 16% 10 5 125% 100% 75% 50% 25% 15 6 180% 144% 108% 72% 36% 21 7 245% 196% 147% 98% 49% 28 8 320% 256% 192% 128% 64% 36 9 405% 324% 243% 162% 81% 45 10 500% 400% 300% 200% 100% 55 11 605% 484% 363% 242% 121% 66 12 720% 576% 432% 288% 144% 78 13 845% 676% 507% 338% 169% 91 14 980% 784% 588% 392% 196% 105 15 1125% 900% 675% 450% 225% 120 N 5N^2 4N^2 3N^2 2N^2 N^2 N(N+1)/2 Potency Penalties and Selling multipliers Lab Lab Daily Level Equipment Expense 0 0-1999 5 1 2000-5999 10 2 6000-11999 15 3 12000-19999 20 4 20000+ 25 Lab costs in pennies. LAB LEVEL Location 1 2 3 4 Large City 50% 35% 20% 10% Small City 35% 20% 10% 5% Town 20% 10% 5% 1% Small Town 10% 5% 1% 1% Rural Area 5% 1% 1% 1% Availability of Labs Selling Potions An alchemist makes his money by selling potions. The higher the potency of the potion, the higher the cost it brings. This reflects the extra effort the alchemist needs to put into higher Potency potions. To find what the standard rate for a potion is, multiply the selling price of the potion by the selling multiplier of its Potency. (ie. Heal 1 = 50p, Heal 2 = 150p, ... Heal 6 = 1050p) Magic Potions Alchemists also can make magical potions. These potions contain both the magic points needed to throw the spell and the knowledge of how to cast it once at the normal strike rank. In addition to their cost, the ingredients must be enchanted. Enchantment The enchantment needed for the material is not a permanent enchantment, so no permanent POW loss is needed when performed. The time required to perform this type of enchantment is 1 day/point in the batch. At the end of the time, the enchanter needs to roll under his enchantment skill (ceremony can be added to help this chance). If he is successful, the material may now be used to create magical potions. If the enchantment is a critical success, the POT of the material is doubled at no extra cost in time or POT penalty. If the enchantment is fumbled, all the material is ruined. If the enchantment failed, only the time spent enchanting is lost; the material is still OK. Apothecaries that regularly cater to alchemists, usually carry pre-enchanted material for 3x the normal cost. Making Magical Potions To make a magical potion, the alchemist needs the help of a person who knows a spell (this may be himself). First the alchemist brews a potion of the appropriate type (spirit, sorcery, ...) with enchanted material. When done, the potion is now ready to receive a spell. The spell must be cast into the potion twice. The first casting sets the potion to the particular spell. The second casting stores the spell in the potion. The castings may be performed by two different people, but they must be the same spell. See Shelf Life of Potions for the time constraint. Magic restorative potions need no spell to work. They are simply a storage holder for magic points. The only stipulation is that both the setting and storing of magic points be from the same person. That person then becomes the only person that can use the potion. Shelf Life of Potions and Material Normal alchemy material has a shelf life of 2 seasons (20 weeks). Each season after the first two, the material has a 50% chance of losing its potency. Material that has lost its potency is useless. Enchanted material has a shelf life of one season (10 weeks). Each season after the first, the enchanted material has a 50% chance of losing its enchantment. Material that has lost its enchantment simply needs to be re-enchanted to be usable again. This material also falls under Normal material shelf life for its potency. Roll separately for enchantment and potency. Normal non-magical potions (Only Divine, Spirit, Sorcery, and Magic Restorative potions are considered to be magical) have a shelf life of 2 seasons (20 weeks). Every 2 weeks after the first 20, the potion has a cumulative POT% chance of spoiling. Roll once per 2 week period. A magical potion that has been brewed, but not set, has a shelf life of one week. Every week past the first, there is a cumulative POT% chance of the potion's enchantment breaking down. Roll once per week. If the enchantment breaks down, the potion is useless. After a magical potion is set from the first casting, the second casting needs to take place within 24 hours. Every 24 hours that pass after the first casting, has a cumulative POT% chance of the enchantment breaking down. Roll once per day. If the enchantment breaks down, the potion is useless. A magical potion that has been set and filled, has a shelf life of 1 season (10 weeks). Every week past the first 10, there is a cumulative POT% chance of the potion spoiling. Roll once per week. If a potion spoils, roll d100 and consult the spoilage table. ----------------------------------------------------------------------- Common Recipes Material Selling Name Cost/point Price Notes Abortive 1p 5p Potency is matched against the CON of the recipient plus the number of weeks pregnant minus 10. If it overcomes, the abortion is successful. In either case the recipient is bed ridden and sick to her stomach for Potency days. Acid* 15p 100p Damage from Acid is its POT. Each round the POT lowers by one. When the POT reaches 0 the Acid is gone. Blade Venom* 50p 500p 2x POT is matched against CON. Damage is done to hit points of location hit and occurs 1 second later. Contraceptive 1c 5c Acts as a low grade poison. Every 5 POT lowers CON by 1 (regainable afterwards). Each point of POT lowers the chance of pregnancy by 5%. Each dose lasts a week. Fertility 5c 25c Each point of POT adds 5% to the chance of getting pregnant. Each dose lasts a week. Fire* 20p 200p Fire equal to POT xd3 when burned. Each round the POT lowers by one. When the POT reaches 0 the fire has burned out. Healing 10p 50p Heals 1 hit point per point of POT. Magic Potions: Allows creation of spell potions. All require double POW to create. Divine 50p 500p Each point of POT will hold 1 point of a divine spell. Spirit 10p 100p Each point of POT will hold 1 point of a spirit magic spell. Sorcery 10p 100p Each point of POT will hold 1 point of a sorcery spell. Magic Point 10p 100p Restores 1 Magic Point per point of POT, Restorative up to a Max of 2x normal Magic points. Simple Poisons: Poison-1 10p 75p Match 2x POT to CON. If the poison overcomes the CON, it does full damage (2x POT). Otherwise the poison does half damage. Damage is to total HP and occurs 30 seconds after injection. Poison-d3 30p 225p Same as Poison-1 except damage is POT xd3. Poison-d4 60p 450p Same as Poison-1 except damage is POT xd4. Poison-d6 100p 750p Same as Poison-1 except damage is POT xd6. Complex Poisons: Poison-1 30p 225p Match POT to false CON. If the poison overcomes the CON, it does full damage (2x POT). Otherwise the poison does half damage. Damage is to total HP and occurs 30 seconds after injection. Poison-d3 90p 675p Same as Poison-1 except damage is POT xd3. Poison-d4 180p 1350p Same as Poison-1 except damage is POT xd4. Poison-d6 300p 2250p Same as Poison-1 except damage is POT xd6. Antidotes: Antidote-1 x1 x1 An Antidote will cancel the damage done by the potion up to the level of the antidote. The level of this antidote is its POT. Antidote-2 x1.5 x1.5 Same as Antidote-1 except level is POT x2. Antidote-3 x2 x2 Same as Antidote-1 except level is POT x3. Antidote-4 x2.5 x2.5 Same as Antidote-1 except level is POT x4. Antidote-5 x3 x3 Same as Antidote-1 except level is POT x5. Antidote-6 x3.5 x3.5 Same as Antidote-1 except level is POT x6. Recovery 2p 10p Each point of POT adds 1 to the natural recovery of hit points. Only the strongest potion taken will add to the hit points recovered. (2 recovery 1's will only add 1 to the hit points recovered. Each dose lasts a week. Restorative 7p 35p Restores 5 Fatigue per point of POT, up to Max of 2x normal fatigue. Sleep 3p 15p Match 2x POT to CON. If it overcomes the CON, victim falls asleep for POT x10 minutes. Otherwise the victim is drowsy and must roll CON x3 or fall asleep for POT minutes. Snooze 7p 35p Match 2x POT to CON. If it overcomes the CON, victim falls asleep for POT hours Otherwise the victim is drowsy and must roll CON x3 or fall asleep for POT x5 minutes. Vigor 5p 25p Each point of POT adds 1 to CON to fight off natural (non-spirit) diseases. Only the strongest potion adds to the CON. Each dose lasts long enough to help one CON roll. *=Triple Fumble Chance ----------------------------------------------------------------------- Fumble Table D100 Results 01-05 Automatic Breakage of (multiple of LUC roll) xd10 06-10 Automatic Breakage of (multiple of LUC roll) xd100 11-15 Automatic Breakage of (multiple of LUC roll) xd1000 16-20 Potion failed and you don't know it! 21-25 Potion failed and you don't know it! Poison: It also turned into a Healing potion equal to POT x1/2 of potion. Acid/Fire: It also turned into an armor enhancing potion of POT equal to POT x1/2 of potion. Other: It also turned into a Simple Poison of POT equal to POT x1/2 of potion. 26-30 Potion failed and you don't know it! Poison: It also turned into a Healing potion equal to the POT of potion. Acid/Fire: It also turned into an armor enhancing potion of POT equal to the POT of potion. Other: It also turned into a Simple Poison of POT equal to the POT of potion. 31-33 Potion failed and you don't know it! Poison: It also turned into a Healing potion equal to POT x2 of potion. Acid/Fire: It also turned into an armor enhancing potion of POT equal to POT x2 of potion. Other: It also turned into a Simple Poison of POT equal to POT x2 of potion. 34-35 Potion failed and you don't know it! Poison: It also turned into a Healing potion equal to POT x3 of potion. Acid/Fire: It also turned into an armor enhancing potion of POT equal to POT x3 of potion. Other: It also turned into a Simple Poison of POT equal to POT x3 of potion. 36-40 Explosion! d4 damage to 1 location. Automatic Breakage of (multiple of LUC roll) xd10 41-43 Explosion! d6 damage to 1 location. Automatic Breakage of (multiple of LUC roll) xd100 44-45 Explosion! d8 damage to 1 location. Automatic Breakage of (multiple of LUC roll) xd1000 46-50 Explosion! d4 damage to d3 locations. Roll damage for each location. Automatic Breakage of (multiple of LUC roll) xd10 51-53 Explosion! d6 damage to d3 locations. Roll damage for each location. Automatic Breakage of (multiple of LUC roll) xd100 54-55 Explosion! d8 damage to d3 locations. Roll damage for each location. Automatic Breakage of (multiple of LUC roll) xd1000 56-60 Explosion! d4 damage to d6 locations. Roll damage for each location. Automatic Breakage of (multiple of LUC roll) xd10 61-63 Explosion! d6 damage to d6 locations. Roll damage for each location. Automatic Breakage of (multiple of LUC roll) xd100 64-65 Explosion! d8 damage to d6 locations. Roll damage for each location. Automatic Breakage of (multiple of LUC roll) xd1000 66-70 Potion functions normally but also causes total amnesia for 28-CON hours. 71-73 Potion functions normally but also causes total amnesia for 28-CON days. 74-75 Potion functions normally but also causes total amnesia for 28-CON weeks. 76-80 Potion functions normally but also causes total blindness for 28-CON hours. 81-83 Potion functions normally but also causes total blindness for 28-CON days. 84-85 Potion functions normally but also causes total blindness for 28-CON weeks. 86-90 Potion functions normally but also causes total deafness for 28-CON hours. 91-93 Potion functions normally but also causes total deafness for 28-CON days. 94-95 Potion functions normally but also causes total deafness for 28-CON weeks. 96-98 Blow it: Roll twice on this table and apply both results. 99-00 Blow it badly: Roll three times on this table and apply all three results. ----------------------------------------------------------------------- Spoiled Potion Table D100 Result 01-50 Nothing happens when drunk. 51-60 Turns to Simple poison. POT damage. 61-66 Turns to Simple poison. POT x2 damage. 67-70 Turns to Simple poison. POT x3 damage. 71-75 Magical: Functions normally, but takes POT worth of magic points when cast. Other: Functions normally, but takes POT x2 worth of fatigue points when drunk. 76-80 Magical: Functions normally, but takes POT x2 worth of magic points when cast. Other: Functions normally, but takes POT x4 worth of fatigue points when drunk. 81-85 Magical: Functions normally, but takes POT x3 worth of magic points when cast. Other: Functions normally, but takes POT x6 worth of fatigue points when drunk. 86-90 Explosion! d6 damage to everything in a 1 meter radius. 91-94 Explosion! 2d6 damage to everything in a 1 meter radius. d6 damage in 1-2 meter radius. 95-98 Explosion! 3d6 damage to everything in a 1 meter radius. 2d6 damage in 1-2 meter radius. d6 damage in 2-3 meter radius. 99-00 Be creative. Permanent enhancement for 2x perm POW cost. Turns hair different color. Turns teeth/fingernails different color. Makes teeth/fingernails fall out. Turns teeth/fingernails to a precious metal. Grow tail, horns, forked tongue, ... ----------------------------------------------------------------------- Poisons For ease of gaming purposes, there are two types of poisons: natural and brewed. Natural poisons are found and used in their original state and require no further processing to use. Natural poison is also the poison found in most poisonous animals. Brewed poisons are synthetic or concentrated natural poisons and come it two varieties: simple and complex. Brewed simple poisons are concentrated forms of poisons and attack the CON with twice their brewed potency. (ie. A POT 4 brewed poison will attack the CON of its victim with a potency of 8, while a natural poison of POT 4 will attack with a potency of 4.) They have a delay of 30 seconds, duration of 10 seconds, variable potency, and are plant, animal, or mineral base. Brewed complex poisons are very concentrated forms of poisons and attack false CON with their brewed potency. (ie. A POT 4 complex poison will attack the false CON of its victim with a potency of 4.) They have a delay of 30 seconds, duration of 10 seconds, variable potency, and are plant, animal, mineral, or synthetic base. How Poisons work The potency of a poison is matched against the CON of the poisoned individual on a resistance table. If the poison overcomes the individual's CON, then the full DAM is done directly to the individual's total hit points over the duration. If the poison does not overcome the CON, then it has a lessened effect-usually this means that half the poison's DAM is done to the total hit points. Some poisons are made to react so violently with the body that no CON roll is made for normal characters. If a character has a false CON versus poisons, he may make a roll of the false CON versus the POT of the poison. If the poison overcomes the false CON, the victim takes full damage, otherwise the poison has lessened effect (check recipe). In either case, the false CON helps fight the effects of the poison. Any damage to hit points done by a poison is reduced by the characters false CON. There are spells that help against poisons. These spells usually add a temporary false CON to help fight off the effects of a poison. Treat a character under the effects of one of these spells like a character with a false CON versus poisons. Poison damage is always damage to the total hit points of the adventurer unless otherwise stated in the recipe and is not healable by normal Healing spells and potions. If an adventurer takes two doses of a poison, he resists versus each one separately: two doses of a POT 5 poison is not the same as one dose of POT 10 poison. Blade Venom This is a special type of poison, made for use on a weapon. It is expensive and dangerous (Triple fumble chance) to make. Damage taken from blade venom acts only against the hit location affected as with weapon damage. If the CON attack of the blade venom does not work, the poison will have 1/2 effect. Blade venom has a delay of 1 second and a duration of 10 seconds. To negate the effect of blade venom, an antidote must already have been taken. Blade venom must be carefully applied. It takes 10 seconds to apply to an arrow point, 25 seconds for a spear point, and 60 seconds for a sword. At the above speeds, a character must make a roll of DEX x5 on d100 to have successfully coated the weapon. A roll of 96-00 indicates that the character cut himself and got blade venom in the cut. If he takes 3 times the above periods he can do it safely and only a roll of 00 indicates a cut. One dose of blade venom will coat 5 arrows, 2 spear points, or 1 sword or axe blade. Blade venom is a highly volatile liquid and will have lost its potency by the end of 15 minutes. In combat, blade venom will stay on the weapon for 3 strikes against armor, or for 1 penetration. If even 1 point of damage is done to the target through its armor, the blade venom will go into the wound and no longer be on the weapon. Simple Systemic Poisons This is often found in animal stings (scorpions, spiders, manticores). The effects are not immediate, and for game purposes can be said to take effect 30 seconds after injection. The various types of systemic poisons are: MANTICORE VENOM-The type of poison injected by manticores, scorpion men, scorpions, and other insects. POISON GAS-The poison breathed by dream dragons and walktapi. WYVERN VENOM-Injected by a wyvern's sting, snake's bite, and other reptiles. SPIDER VENOM-From the bites of spiders, whether large or small. JELLYFISH VENOM-From the stings of jellyfish, stingrays and other fish. HERBAL POISON-Made from poisonous plants. MINERAL POISON-Made from non-organic materials. Ingredients for herbal and mineral poisons are generally available, but the others usually have to be quested for, since they and their antidotes require a base of the appropriate poison. Antidotes The making of agents counter-active to a specific substance. The cost of making the antidote is the based on the cost of making the substance it is the antidote for. Antidotes last for 2 hours after being taken. A specific level 4 antidote would counteract 4 points of the appropriate poison. Unless the antidote must counteract a magical substance, no magic points are needed to make an antidote. The Use of Antidotes An antidote given to a poisoned, but not yet dead, character within 10 minutes will cancel the damage done by the poison up to the level of the antidote. The antidote must normally be specific to the poisoning. For example, manticore poison will not be alleviated by snake bite antidote no matter how potent the antidote is. However, some antidotes are 1/2 effective (always round up) against other certain poisons. These are: Spider Venom Mineral Antidote Wyvern Venom Gas Antidote Manticore Venom Spider Antidote Poison Gas Wyvern or Mineral Antidote Jellyfish Venom Manticore Antidote ---------------------------------------------------------------------- From: paul@bondi.phyast.pitt.edu (Paul Reilly) Notes on Philosophy In my campaign we have worked out several details of the philosophy of various groups in Glorantha; sadly, I have often forgotten exactly what is based on Chaosium or AH releases and what comes from our own ideas. Following is a note on Brithini philosophy; it is deduced from hints and statements in various RQ sources with embellishments of our own. Substantial contributions to this excerpt came from discussions with Mike Holliday. If people are interested, I will post more such tidbits. - Paul Reilly (paul@bondi.phyast.pitt.edu) The Brithini View of Life and Death (excerpted from transcripts of an interview with Jrak, First Musician and High Lord of Jrustela, in the Dark Season edition of Spinning Boulder Magazine, 939 ST. Also present is Zora, a singer and Jrak's travelling companion.) Interviewer: Jrak, you have managed to achieve immortality, as all your fans know. Is this the same as the "immortality" of the Brithini? Jrak: Not really. In some ways their "immortality" is much more restrictive than my own; another big difference is, of course, that they can be slain by violence, while I cannot. And of course, there are tremendous technical and mathematical differences, primarily due to the deep philosophical differences we have with the Brithini. Int: Can you elaborate? Jrak: Certainly. Consider the Fifth Governing Runic Equation of Jaxartes... Int: In layman's terms, please. Perhaps a few comments on the philosophy of the Brithini. Jrak: Hmm. Stop me if I digress too much. According to the Brithini, Life and Death are really one thing; we would say "two aspects of one Principle", but they consider them to be actually one. In fact, they regard all the Opposed Pairs of Condition Runes to be single Principles. However, for purposes of this discussion, we'll confine ourselves to Life and Death. The Brithini experience an immunity to the slow death of old age, and a surprising resistance to disease, poisons, and even death by violence. When one of their people is destroyed, their Zzaburi can usually "revive" him, as we would say; however, their own term for this process is "Repair". In order to enjoy this immunity from Death, however, they pay a terrible cost. The Brithini must eschew any use of the Life/Death principle, insofar as is possible, in order not to be touched by Death. This is the reason for their near-total celibacy (violated only to replace destroyed Brithini, and then only at great personal cost to the sexual partners) and also why they never murder anyone. Int: But Brithini kill in warfare all the time. Jrak: No, they don't. Int: I don't understand. Jrak: Why not? Int: Please explain on a simple level, the seeming contradiction. Jrak: Very well. Remember, first, that Brithini habits are very static and that their behavior and philosophies were forged long before the Dawning, perhaps before the Darkness. When would you say someone has committed a murder? It is a matter of intent and commission. In Brithini society, the Talari make virtually all the decisions. They will never order someone killed. They might say to a subordinate Horali (soldier), "Stop that man from climbing that tree." The Horali might stop the man by, for example, cutting his throat. Int: But isn't that killing the man? Jrak: Not really. In Godtime, the man would not die simply from having his throat cut. Now, of course, he usually would, but from the Horal's point of view, he has not killed the man, simply injured him. The man dies of natural causes: lack of blood and inability to breathe. Int: Isn't that a distinction without a difference? Jrak: It is enough of a difference to enable the Brithini to live for centuries or millenia without aging. Note that their Talars are forbidden to handle or use weapons. By separating the decision of killing from the execution, the Brithini insulate themselves from Death (and , of course, Life). Int: Huh. What about their sorcerers? Jrak: They never use magic to kill someone. However, their spells may make it very difficult for the subject to stay alive. Int: What happens if they violate these restrictions? Jrak: Slow and lingering death. For example, "the spell forbidden by Uxorio" causes Brithini farmers (the Dronari) go berserk and kill enemies, but the caster, the peasants, and the Talar who ordered it are doomed to a horrible fate: death by old age. Int: Wow. What about sex? Jrak: The unfortunate couple chosen to reproduce lost Brithini will generally age and die, having been contaminated by the Life (Fertility)/Death Principle. We believe that the original founder of the Seshneli culture were Brithini who were forced by necessity to reproduce, and, doomed to age anyway, fell away from the other strictures of the Brithini culture. Int: But you are Immortal, and you have sex. Jrak: My immortality is differently based. Basically, I am protected because... Zora: (Jrak's female companion, a singer) Jrak! Shouldn't you avoid revealing the secret of your immortality in a public interview? Jrak: Oh. Right. Well, basically, I view Life and Death as separate, so I can insulate myself from Death without avoiding Fertility. Right, Zora? Zora: And how... ---------------------------------------------------------------------- From: cca@gibbs.physics.purdue.edu (Charles C. Allen) Subject: Skill Difficulty Michael Norrish proposes adding "levels" to RQ Sorcery in order to differentiate between weaker and more powerful spells. I believe the problem is somewhat more deeply rooted than that, and for some time have advocated the following scheme that applies to *all* skills. A character's base skill ability can vary from 0 to 100%, regardless of the skill. In order to determine his actual skill ability, the skill modifiers must be taken into account: A = m(skill)*B + p(skill) + q(character) where A = actual skill ability, what you need to roll under B = base skill ability (starts at 0, can go to 100%) m(skill)= multiplier for that skill p(skill)= add for that skill q(char) = add for that character (as per the standard rules) Now the whole thing boils down to determining suitable values for m and p for each skill. Powerful spells can be given a low m and a negative p (yes, the character would have to train for awhile before they would be able to throw the spell at all). If A is negative, I prefer to play that there is *no* chance of success, rather than the "0-5 always succeeds" that the RQ rules promote. This also applies to weapons skills, or any other skill. Finally, a way to make it easier to parry with a shield than with a dagger! Another simple change that is associated is to say that the maximum MP that can be expended by a single character on a spell is POW*B/100. These changes obviously bring up some other questions, but I'll let you folks ask those yourselves in your criticisms. ---------------------------------------------------------------------- From: paul@bondi.phyast.pitt.edu (Paul Reilly) Subject: Hrestoli Society Malkioni societies: The Hrestoli Hrestoli society is based on the assumption that each person should be given the chance to rise through the four castes, according to his or her native ability, desires, and the dedication with which he or she works. Hrestoli society is perhaps seen at its best in the successful kingdom of Loskalm, a highly civilized state in the westernmost part of Fronela. Loskalm, home to almost five million people (including Junora) is one of the three largest human states in Genertela (the others being Kralorela and the Lunar Empire). Scholars of Loskalm attribute their extraordinary success to the state-sponsored Hrestoli meritocracy; those from other lands point out Loskalm's numerous natural resources, its excellent seacoast, and access to the trade carried by the Janube River as major factors. In theory, every Hrestoli starts life as a member of the Farmer caste. This theory is put into practice in post-Ban Loskalm in a very real way: the children of Lords, Wizards and Knights serve a turn out in the fields or performing other "righteous labor" appropriate to the Farmer caste while they are in their early teens. While other peoples, especially Rokari, view this as a waste of time that could be well spent in training future soldiers, administrators, or sorcerers in their appropriate professions, it has several beneficial effects. Perhaps the most important, although subtle, is that it gives all classes a strong feeling of common origin and it breaks down their loyalty to family or township in favor of a loyalty to their fellow workers and to the abstract entity that is the Kingdom of Loskalm. In later life, people of all castes are more likely to work for the common good of the kingdom above their own gain than are the people of almost any other country. A second benefit, and one more usually quoted, is that those citizens gifted by Providence (the visible hand of the Invisible God) with the appropriate talents receive the training necessary to make full use of those talents for the benefit of their people. This ideal is well realized in Loskalm, especially in the core areas of the two peninsulas, and less well in other Hrestoli regions. The natural tendency of parents to attempt to further their children's careers tends to break down this ideal meritocracy except where it is strictly enforced. Even in Loskalm, a Lord's child has a much, much, better chance of becoming high caste than the child of a peasant, due partially to heredity but largely to the better training and diet available to high caste children. Caste and occupational testing is supposed to be free of bias, but the child of a well-known family is likely to do better in his parent's profession due to the family's reputation, apart from other factors. All in all, however, the continuous rise of a small number of people into higher castes has powerfully benefited Loskalm, both by expanding the potential pool of talent among leaders, artisans, fighters, and wizards, and by fostering a community feeling and reducing social pressure among the lower classes. There are drawbacks to this seemingly ideal system, however. One of the greatest is that the fighters and leaders, while very well rounded, have less training in their respective duties than do their counterparts in other countries; for example, a Rokari Knight's children are practically "born to the saddle" and are receiving weapons training by the age of seven. The greater natural talent of many Hrestoli warriors makes up in some part for the lesser training, but the average Rokari knight will probably defeat his Hrestoli counterpart in a one-on-one match, given equal magical support. Hrestoli esprit-de-corps and ability to maintain discipline tends to make Hrestoli units superior, however. The training problem is more severe for Hrestoli lords and wizards, who may spend many years as warriors before learning first the magical arts and then the arts of leadership. Hrestoli Lords have much less training in statecraft than their counterparts in other countries, but their extensive apprenticeships among the lower castes gives them a strong background in ruling them, and as individuals, they are very formidable. Another problem, seen more in Junora and in non-Loskalmi Hrestoli areas than in the peninsular regions, is that while the social tension of the lower classes is reduced by their prospect of promotion upwards, occasionally a "demotion" of a high-caste individual's children into a lower caste produces resentment, or even open rebellion. This problem is especially notable in Junora, where the strict criteria of the Ecclesiarch of Southpoint are being applied to the children of nobles whose families ruled as virtual independent overlords during the long separation of Junora from the main body of Loskalm during the Ban. If the Count of Molene, say, is told by church Examiners that his first-born son will never rise out of the Knight class and must eventually swear fealty to a peasant's son, he might very well rebel, with the tacit support of his neighbors and of the kingdom of Jonatela. The meritocratic system depends on the mutual agreement of the vast majority of key citizens in order to succeed; this is also its Achilles heel. ---------------------------------------------------------------------- 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. Unless specified in the specific article, all RQ Digest material is freely redistributable on a not-for-profit basis as long as author credit is included. RuneQuest is a trademark of Chaosium, Inc. 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