Subject: The RQ Digest, Volume 2, Number 5 This issue: Re: everybody trying to pick the lock (Andrew Bell) Spell Crit/Fumble rolls (Steven A. Schrader) Source for Cults of Terror (Andrew Bell) --- Ed's note: my new address *will be* bell@cs.unc.edu . I should have this (acb@cs.duke.edu) account for a while, so mail here should get to me with no problems. At the moment, the bell@unc account does not seem to exist, so send mail here for the time being. --- Subject: Re: everybody trying to pick the lock From: acb@romeo.cs.duke.edu (Andrew Bell) One quick way to limit the random person from successfully picking a lock is to require several successes to pick a lock, and failure sets you back a step. Thus the 50% lock-picker will take a little longer to pick a lock than a 90% lp person, and a 5% lp person has basically no hope. For example, with a multi step lock: Steps ->| 2 | 3 | --------+----+----+ S 90 | 81 | 73 | k 75 | 56 | 42 | i 50 | 25 | 13 | l 20 | 4 | 1 | l 5 | 1/4| ~0 | With multiple attempts, a character's chances improve, but a fumble should either jam the lock or mean the character can't pick that lock. --- From: Steven A. Schrader 237 - 8196 SAS102 at PSUVM Subject: Spell Crit/Fumble rolls While in one of my early GMIng sessions one of my players rolled a 00 for his spell success roll(He knew Sorcery). He groaned aloud and asked "Ok, what happens to me know?" After looking at the rules and trying to find some fumbles for spells and not finding any, I told him, "Well, I can not find anything, so I guess you just failed." Upon thinking about the incident, I deceided that I really wanted to have fumbles for spells. I also figured that if you can screw up so badly that you loose control then why can you not get more from a spell than what you expected(in a way screwing up in a positive manner). So I sat down and thought about it. In order to construct the tables I thought out how magic works. I did not tell my players how it works--that is for them to figure out. I then classified the spells into catagories. A little explanation should go into *MY* concept of magic. I created something called life force that wound about everything and was in everything. It is my idea of GUTs. It is similiar to Star Wars' Force or the Zen concept of Yin-Yang. What magic does is use this life force in some way. The way that the life force is used is how the spell is put into a classification. The classifications are as follows: Soldifying/Weakening Life Force Using Life Force to cause the changing of identity Using Life Force as a recepticle Using Life Force to Stop/Start Reactions Using Life Force to Affect another's mind Channeling Life Force from one place to another Transfer of Information from One Source to Another Yes, some of these are quite close, but I noted differences. Spells that used the same type of mechanism(such as light and slow) were grouped together(Both of these things Stop/Start reactions. Light would excite molecules, and Slow would act as an opposing force to walking). Then I wrote the critical Hit/Fumble tables for each of the classifications. The tables are below: Soldifying/Weakening Life Force Armoring Enchantment Bladesharp Bludgeon Countermagic Damage Boosting Damage Resistance Disruption Dullblade Ironhand Protection Protective Circle Repair Speedart Spell Resistance Spirit Screen Fumbles 01 - 20 Force can not leave body. Force(FOR) is equal to POW. Caster must expend one point of POW for every point of FOR in his body. Any FOR that is left in the body at the end of that melee round will cause 1 point of Damage per point of FOR to a random hit location. 21 - 50 Spell is reversed at half strength 51 - 75 Spell is reversed at full strength 76 - 90 Spell is reversed at double strength 91 - 00 Spell is reversed at Treble strength Critical Successes 01 - 50 Spell effects are the same 51 - 75 Spell effects are doubled 76 - 90 Spell effects are trebled 91 - 100 Spell causes a backlash of force affecting the attacker with one point of POW for every point of POW the spell had. Spirit combat ensues, however, the caster can not raise his POW by this means Using Life Force to cause the changing of identity Create Basilisk Create Vampire Form/Set Phantom Senses Shapechange Species to Species Fumble 01 - 20 Same as on the S/W Fumble table 21 - 40 The thing that was trying to be changed is damaged as above 41 - 60 Thing was changed into something else 61 - 80 Effects halved(Thing is only half changed) 81 - 90 Effects quartered(Thing is only 1/4 changed) 91 - 00 Roll a die 8 and multiply by 10. Do that twice and use the results for the fumble.(Roll twice for two effects) Critical Success 01 - 30 New form of the creature also has the half of the New MInd 41 - 60 New form of the creature has the new mind, but not the Old 61 - 80 Intensity is doubled 81 - 00 Intensity is trebled Moving/Slowing something with Life Force Animate Substance Binding Enchantment Fly Glue Hinder Holdfast Slow Summon Species Teleport Fumble 01 - 25 Move the wrong object 26 - 50 Lose control of the object until another succesful spell is made(Dir 8 sided die) 51 - 75 Object held for duration 76 - 00 The wrong object moved, but out of control Critical Success 01 - 70 Effects are doubled 71 - 00 Effects are trebled Using Life Force as a recepticle Homing Circle Magic Point Matrix Enchancement Spell Matrix Enchancement Fumble 01 - 20 Recepticle is made, Access is denied 21 - 80 Object has 1 point of damage for every point of POW used 81 - 00 Object "Eats" POW. Acts like spell combat. Objects POW vs defender's POW. Is resistance fails, then 1 POW is "Eaten" by the object and added to its total. This Will continue until the place is sealed with another succesful spell of this type. Critical Success None Using Life Force to Stop/Start Reactions Cast Back Darkwall Extinguish Firearrow Fireblade Glow Ignite Immortality* Light Lightwall Silence Smother Fumble 01 - 20 Opposite effects are done 21 - 40 Half oppossite effects 41 - 60 Double Opposite effects 61 - 80 Treble opposite effects 81 - 00 Wrong Vocal Point Critical Success 01 - 70 Double Strength 71 - 00 Treble Strength Using Life Force to Affect another's mind Befuddle Control Species Demoralize Dominate Species Fanaticism Shimmer Stupefacation Fumble 01 - 20 Wrong Target 21 - 40 Half opposite effects 41 - 60 Double oppostie effects 61 - 80 Treble oppostie effects 81 - 90 Affect yourself Critical Success 01 - 50 Affects double targets 51 - 80 double effects 81 - 00 Treble effects Channeling Life Force from one place to another Coordination Create Familiar Diminish Characteristic Dispel Magic Drain Endurance Enhance Glamour Heal Immortality* Regenerate Skin of Life Strength Tap Treat Wounds Venom Vigor Fumble 01 - 20 As S/W roll 21 - 40 As S/W Roll, but in target 41 - 60 Alternate type-Roll on the above table to find spell results 61 - 80 hits wrong target 81 - 90 2 of the 3 types.(S/W rolls are either one or the other) Critical Success 01 - 75 Double effects 76 - 00 Treble effects Transfer of Information from One Source to Another Apprentice Bonding Detect Magic Detect Substances Detect Magic Farsee Mindlink Mystic Vision Second Sight Sense Projection Sense Substance Telepathy Visibility Fumble 01 - 20 Wrong Information given 21 - 40 Wrong Sense used 41 - 60 Nothing returned 61 - 80 Garbage returned 81 - 00 as S/W roll 01-20 Critical Success 01 - 70 more Detailed information given than is usual 71 - 90 Double effects 91 - 00 Treble effects --- Subject: Source for Cults of Terror From: acb@cs.duke.edu (me again) Recently I found out about a company that had RQ II products listed in their 1987, so I ordered some stuff from them and was about to put mention of them in this newsletter. Then I was told that the company was no longer doing sales. Well, apparently the rumors of their death have been greatly exaggerated, although their stock is somewhat limited. Of the stuff I tried to order: RQ Companion OS (out of stock, I guess) Cults of Terror 8.45 Pavis NA Big Rubble NA Questworld 12.70 TrollPak NA (These prices are from the catalog, not from the receipt; they may not be perfectly accurate.) They also list Scorpion Hall (8.45) and Snow King's Bride (5.05) in their catalog. So for you Glorantha fans, Cults of Terror was still be available. To contact them, try: Mountain Mage 7871 South Monaco Court Englewood, CO 80112 (303)-770-9525 The rest of their prices are generally 15% off retail. They do charge shipping ($2.50 up to $20, $3.50 up to $40). I have no relationship to the company except as a satisfied customer. --- 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: acb@romeo.cs.duke.edu acb@dukeac.ac.duke.edu or ...!mcnc!duke!romeo!acb Request old articles by volume number and issue number.