Chaosium Digest Volume 15, Number 7 Date: Sunday, August 4, 1996 Number: 1 of 1 Contents: Suggestions for _Unknown East_ Magic (Charlie Seljos) ELRIC! Announcement: HPL Film Festival (Andrew Migliore) CALL OF CTHULHU Editor's Note: Well, I have returned from my travels upon the Island of Britain, and happily settled back into the chaotic cacophony of everyday life. The trip itself was a lot of fun. While visiting Bath, Glastonbury, Warwick Castle, and many other sites of note, I picked up lots of ideas for both _Nephilim_ and _Pendragon_. No doubt you'll be seeing them in these parts sooner or later. I think the highpoint of the trip was Convulsion 3D, the coolest gaming convention I've been to. It was a Gloranthan convention, but the other Chaosium games all had their place as well. Tons of fun, and I was also very happy to meet many people that I had previously only chatted with over the net. A highly recommended convention, and definite congratulations go out to David Hall, Kevin Jacklin, Lewis Jardine, David Scott, Nick Brooke and Rick Meints who no doubt killed themselves for the con, and also made us foreigners feel very welcome. With no further ado, a plethora of cool new releases and some fun articles. See you next week. Shannon NEW RELEASES: The Chaosium releases noted below have all just begun shipping. They should start to show up in game stores late next week. The Pagan Publishing release is another brand new product that has not quite made it to game stores yet, but should in the next few weeks. All these items will also be available at GenCon, for those of you making the trek there. * Call of Cthulhu - _The Cthulhu Cycle_ (Chaosium, 264 pg., $10.95) is the eleventh book is Chaosium's line of Mythos fiction. It contains thirteen stories relating to "The Call of Cthulhu". Authors include Dunsany, James, Lovecraft, Derleth, Foster, Henderson, Smith, Carpenter, Murray, Burleson, Murray, Paulsen and Comtois. _Tales of Terror_ (Pagan Publishing, $9.00) is a set of more than 50 Tales of Terror, in the style of the popular _Unspeakable Oath_ feature. * Elric! - _Sailing on the Seas of Fate_ (Chaosium, 80 pg., $12.95) contains everything you could need to run adventures on the Seas of the Young Kingdoms, including: rules for ships and ship combat; stats for several ships; encounters at sea; a Digest full of boats and their crews; new creatures of the sea; an adventure and several scenerio hooks; and a few pages on the Dark Ship that Sails across the Million Spheres. * Mythos - _The Art of Playing Mythos_ (Chaosium, 160 pg., $8.95) is a book full of lore for the Mythos player. It contains: revised rules; the FAQ list; ideas on deck construction; guidelines for creating your own adventures; notes detailing how the various cards fit into Lovecraft's stories; and card listings indexed in several manners. * Nephilim - _Nephilim Gamemaster's Companion_ (Chaosium, 96 pg., $14.95) is a book that I edited. It contains lots of great resources for the Nephilim Gamemaster, including: a history of the universe; rules for arterfacts, relics and masterpieces; new rules for creatures and an expanded bestiary; several articles on Nephilim campaign design; and a San Francisco campaign setting. MAGAZINE SIGHTINGS: * Call of Cthulhu - "Crude Oil, Part 2", by Matt Staroscik and John Wick, a ten page adventure, is the 1990s sequel to issue #26's 1920s CoC adventure. More fun with Tsathoggua and his Formless Spawn, Shadis #27. * Glorantha - _Tales of the Reaching Moon, Issue 15_ is the Prax Special, Part Deux. It contains tons more stuff on the wastelands around the River of Cradles, and is now available from Reaching Moon Megacorp in the UK, and will show up in the rest of the world eventually. RECENT BOOKS OF NOTE: The Fedogan and Bremer book should be available at normal bookstores. The Necronomicon Press books can be ordered directly from them by calling 1-401-828-7161. You can also mail necropress@ids.net for more information. The Pagan Publishing limited editions can be ordered from them through their catalog at http://www.halcyon.com/rev/outsider.html, or can be purchased at GenCon. * Call of Cthulhu - _Before... 12:01... and After_ (Fedogan & Bremer, 374 pg., $27.00) is not properly Mythos, but it is a collections of stories by an author well-known to the genre, Richard Lupoff. It includes "The House on Rue Chartres", which features Lovecraft as a character, and "The Doom that came to Dunwich", written for the forthcoming anthology _Return to Lovecraft Country_. _The Book of Hyperborea_ (Necronomicon Press, 173 pg., $9.95) is a new collection containing all of Clark Ashton Smith's Hyperborea stories including the hard-to-find "The House of Haon-Dor" and "Lament for Vixeela" and the unabridged form of "The Coming of the White Worm". _Far Away & Never_ (Necronomicon Press, 116 pg., $7.95) is a new collection of Ramsey Campbell's heroic fantasy stories. Not entirely Mythos, but interesting none-the-less. It also includes Campbell's unpublished contribution to the round-robin novel, _Genseric's Fifth-born Son_, which features the hounds of Tindalos. _Crypt of Cthulhu #93_ (Necronomicon Press, $5.95), _Cthulhu Codex #8_ (Necronomicon Press, $4.50) and _Midnight Shambler #3 (Necronomicon Press, $4.50) are the newest issues of Robert Price's Lovecraftian magazines. _Ambrose_ (Pagan Publishing/Armitage House, $3.50) is a new Carcosan chapbook written by John Tynes. _A Guide to the Cthulhu Cult_ (Pagan Publishing/Armitage House, $8.00), edited by Pierre de Hammais, is a scholarly analysis of the ancient Cult of Cthulhu, drawing on soures as diverse as _The Necronomicon_ and _The Bible_. -------------------- From: Charlie Seljos Subject: Damage and Multiple Targets for _Unknown East_ Magic System: Elric! SOME COMMENTS ON THE MAGIC SYSTEM PRESENTED IN THE UNKNOWN EAST --------------------------------------------------------------- I was looking over my copy of the Elric! supplement _The Unknown East_, and I found myself wondering how GMs and players might determine the effects a particular spell might have. The magic system presented in _The Unknown East_ allows players and GMs a tremendous amount of flexibility, and has room for plenty of creativity as well. Although the rules provide some excellent examples, they don't seem to cover a few important specifics -- namely damage and multiple targets and/or recipients. MAGICAL DAMAGE Suppose that Aslak of the Withered Peaks casts a spell at an enemy with the intention of rotting his opponent's flesh. Aslak has a POW of 19, and he just happens to know the Sphere of Flesh and the Rune of Diminution, so the spell costs him only 2 magic points. The question is, how much damage does the spell do? The Eastern magic rules discuss damage for spells cast on weapons, but they don't address spells that directly damage their victims. If we simply applied the Rule of Four to One, (spot rules on page 58 of _The Unknown East_) and took one-fourth (rounded up) of Aslak's POW as the strength of the spell, it would 5 points of damage. But, the very idea that a spell would do a constant amount of damage seems inconsistent with the Chaotic nature of magic. Here's what I might suggest: use a variant of the Rule of Four to One and the Roll Table from the Elric! game for Demon powers. Aslak's POW, divided by four, is 5 (rounded up). On the roll table, a Demon Power generated with a 5 magic point sacrifice yields 1d10. Therefor, Aslak's spell does 1d10 points of damage to his target, if the target fails its resistance roll (MP vs MP). This is a bit less damage than an average arrow, since most arrows gain some damage from the STR+SIZ bonus of the archer. Does the target's armor, if any, provide protection? I would say probably not, because the armor was not the target of the spell. [NOTE: The Roll Table utilized above can be found on page 88 of the Elric! rulebook.] I have written to Lawrence Whitaker about this. He did the majority of the writing for the _Unknown East_ booklet, and he seems to think that this is an excellent way to resolve the situation. I have not yet contacted him about the other ideas in this note, but I will do so. MULTIPLE TARGETS I remember in the Elric saga that an Eastern sorcerer, by the name of Drinij Bara fought very well, without benefit of weapons, against a large group of opponents. Although Moorcock didn't go into too much detail, he stated that Bara's incantations shattered bone, shredded flesh, and severed limbs. Drinij Bara also cast a spell that caused many archers' arrows to reverse their course, and return to strike the archers. What kind of combination of Spheres and Runes would one have to use for this kind of effect? Also, would the caster of such a spell have to defeat each archer in a MP vs. MP contest for his or her spell to be effective? Would the sorcerer need to expend an additional magic point for each arrow that he or she wished to return to its sender? In this case, a sorcerer with a POW of, say, 20, could easily reflect 8 to 10 arrows, at a cost of about 14 magic points -- about five for the spell, and nine more for the nine additional arrows. Finally, would such a spell remain in effect as per the Elric! magic rules -- for the sorcerer's POW in rounds (20, in this case) rounds? That would make sense to me. A sorcerer using such a spell might be safe, so long as 10 or fewer arrows were shot at him in a single round, assuming he won all MP vs. MP contests. But if an eleventh archer targeted him... How would a GM want to handle spells that are intended to affect more than one target? Or an area-affecting spell? Investing more magic points, perhaps, and increasing the radius/area of effect... Here are some of my ideas on the subject. Although on page 55 of _The Unknown East_, the rules specifically state that a spell may have no more than one target, this seems to be a rather severe restriction not quite in keeping with the Eastern magic presented in the Elric! saga, in my considerably-less-than-humble opinion. A possible solution for spells that affect a number of objects or targets is, once again, to use a variant of the Rule of Four to One and the Elric! Roll Table. A sorcerer casting a spell that would temporarily induce madness in a group of enemies might be able to affect a number equal to his or her POW divided by four. Again, however, it is unlikely that anything as inherently Chaotic as spell would affect a constant number of targets. To determine the number of targets affected, simply divide the sorcerer's POW by four, and compare the results to the Roll Table. If the sorcerer's POW is 24, then his spell will affect the same number of targets as a demon power which was purchased with (24 divided by 4 = 6) 6 magic points, or 1d10+1d2 targets. Note that in this case, the sorcerer would need to make a successful MP vs. MP against all targets, and he would have no way of knowing in advance just how many targets he would affect -- he might affect up to twelve, or as few as three. Similarly, a missile-reflecting spell might reflect a number of missiles equal to a Roll Table power purchased with one-fourth of the sorcerer's POW rating. In the case of reflecting missiles, overcoming MP is probably not needed, as is noted below. Example: Aslak of the Withered Peaks is in a predicament. Bandits have stolen an artifact before he was able to steal it himself. He successfully sneaks near their camp, but is distraught when he takes a head-count of his opponents -- there are six of them. Aslak must make clever use of his precious magic-points, and so he casts a spell which he hopes will cause as much confusion and in-fighting as possible. Fortunately for Aslak, the GM rules that he can accomplish this with a spell using the Rune of Inhibition and the Sphere of Flesh. Since Aslak already knows the Sphere of Flesh, and the Rune of Inhibition is only one place away from the rune of Diminution (the Rune he was trained in), the spell only costs him 3 magic points. Since he is casting a spell which does not use only the Rune and Sphere he is specialized in, Aslak must also make a special Luck roll to cast the spell (see _The Unknown East_ Magic rules, near the bottom of page 54). Aslak's POW is 19, and his spell costs 3 magic points, so he has an 80% chance of casting his spell successfully (19 - 3 = 16; 16 x 5% = 80%). He rolls a 59, and the spell goes off. Aslak's POW divided by four, is 5 (rounded up). Aslak's spell will affect a number of opponents equal to a demon power purchased with five magic point on the Roll Table, or 1d10. Aslak's player rolls a seven, and so the entire bandit gang could be affected. Unfortunately, two of the bandits successfully overcome Aslak in a MP vs MP contest, and are unaffected. However, these bandits will need to deal with their four screaming companions who are swinging swords and maces at phantoms of their own imagination before they can even consider dealing with the sorcerer. The affected bandits will continue to be plagued by such visions for 19 rounds -- plenty of time for Aslak to make off with the artifact. If, as a GM, you feel that this makes Eastern magic too powerful, you may wish to consider an alternative -- charge the sorcerer the normal magic point cost for the spell, but charge an additional magic point for each target beyond the first that he or she wishes to affect. Note that this will also reduce the sorcerer's chance of casting the spell successfully, if he or she needs to make a special Luck roll to cast the spell. Furthermore, spending the additional magic points in no way guarantees that the additional targets will be affected -- it merely allows the sorcerer to make use of the Roll Table. Using this rule, Aslak would have needed to put 5 additional magic points into his spell if he wished to have any chance of affecting all six of his opponents. His chance of successfully casting the spell would also be considerably lower -- only 55% (19 - [3 + 5] = 11; 11 x 5% = 55%). A GM wishing to further limit such a spell might also rule that, because of the number of targets, the spell does not last as long. He or she might subtract one round from the duration of the spell for each additional target. Again, using the previous example, Aslak's opponents would only be affected for (19 - 5 = 14) 14 rounds, rather than 19. A less merciful GM might rule that each additional target subtracts two rounds from the spell's duration. Finally, a GM might instead simply declare that the spell affects each target for a random duration, and use the Roll Table to determine that number for each target. The GM should use the number of magic points used for the spell to determine what dice he or she will use on the Roll Table. This kind of rule could also be applied when dealing with a spell that reflects a random number of missiles, such as the one employed by Drinij Bara in the Elric saga. The GM would still use one-fourth of the sorcerer's POW on the Roll Table to determine the maximum number of missiles that a sorcerer could reflect, but the sorcerer might also have to spend one additional magic point per missile after the first in order to actually reflect multiple missiles. Of course, he or she would have to spend these magic points when the spell was cast, unless the GM was particularly kind, and allows him or her to mark off a magic point only after a missile was reflected. Finally, it seems unlikely that the sorcerer would need to defeat the victims of such a spell in a MP vs MP contest, since the spell affects the arrows directly, but some GMs may think that this makes such spell too powerful, and allow its victims the resistance roll anyway. Note that the spell would only reflect missiles which would normally have struck te sorcerer -- it would not reflect misses. Example: During the confusion created by his previous spell, Aslak of the Withered Peaks has managed to steal the artifact from the group of bandits. Unfortunately, it took him some time to discover where the item was, and the bandits have recovered from the effects of his spell. As he runs toward his waiting horse, the pursuing bandits, who are armed with bows, begin to launch arrows at him. Noticing the arrows falling near him, Aslak casts another spell to save his hide. Fortunately, his last spell killed or incapacitated two of the bandits, and so only four of them are able to use their bows against him. Aslak casts a spell which he hopes will reflect arrows back at his opponents. Aslak uses the Sphere of Air and the Rune of Direction in his spell. The Sphere of Air is one place away from the Sphere of Flesh, his specialty, and the Rune of Direction is three places away from the Rune of Diminution, which he also knows. The spell cost him 6 magic points. But, because Aslak is facing the threat of several arrows, his player decides to put three more magic points into the spell, to give Aslak the chance of reflecting all the incoming projectiles, bumping the magic point cost of the spell up to 9. He must also make the special Luck roll again. His POW is 19, and his spell costs 9 magic points, so he has a 50% chance of success (19 - 9 = 10; 10 x 5% = 50%). He succeeds just as the four bandits launch their arrows. Two of the arrows score hits, and are bounced back to the surprised bandits, gravely wounding them. The remaining bandits wisely decide to allow the sorcerer to keep the stolen artifact. I welcome any comments and suggestions about these rule ideas. -------------------- From: Andrew Migliore Subject: Announcement: HPL Film Festival System: Call of Cthulhu Beyond Books presents First Annual H. P. Lovecraft Film Festival '96 Location: Fifth Avenue Cinemas 510 SW Hall Street Portland Oregon When: October 4, 5, 6 What: The works of HPL as adapted to film and TV. Feature film is THE NECRONOMICON by Brian Yuzna (producer of RE-ANIMATOR, FROM BEYOND, BRIDE OF RE-ANIMATOR) Shorts include THE MUSIC OF ERICH ZANN by John Strysik, THE OUTSIDER by Aaron Vanek, others... Trailers from HPL films such as FROM BEYOND, BRIDE OF RE-ANIMATOR, THE HAUNTED PALACE... Several dealers tables will be setup in the lobby including: ROBERT GAVORA, BOOKSELLER (rare Arkham House first editions), Soundtracks from Richard Band (e.g. THE RESURRECTED, BRIDE OF RE-ANIMATOR, REANIMATOR, FROM BEYOND), posters t-shirts and more... Lovecraftian art from the collection of Dick Wald will be on display. Guests: Brian Yuzna, Stuart Gordon, Jeffery Combs (these three are not confirmed [schedules permitting]), John Strysik (MUSIC OF ERICH ZANN), Aaron Vanek (THE OUTSIDER) ------------------------------------------------------- Andrew Migliore voice: 503/243-2478 Electronic Book Technologies fax: 503/243-2479 610 SW Broadway, Suite 505 email: ajm@ebt.com Portland, OR 97205 www: http://www.ebt.com -------------------- The Chaosium Digest is an unofficial electronic 'zine about Chaosium's Games. In no way should it be considered representative of the views or beliefs of Chaosium Inc. To submit an article, subscribe or unsubscribe, mail to: appel@erzo.org. The old digests are archived on ftp.csua.berkeley.edu in the directory /pub/chaosium, and may be retrieved via FTP.