Bell Digest vol02p05.txt

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)

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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.

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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.

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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

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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.

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