From: RuneQuest-Request@Glorantha.Holland.Sun.COM (RQ Digest Maintainer) To: RuneQuest@Glorantha.Holland.Sun.COM (Daily automated RQ-Digest) Reply-To: RuneQuest@Glorantha.Holland.Sun.COM (RuneQuest Daily) Subject: RuneQuest Daily, Thu, 17 Feb 1994, part 2 Sender: Henk.Langeveld@Holland.Sun.COM Content-Return: Prohibited Precedence: junk --------------------- From: sandyp@idcube.idsoftware.com (Sandy Petersen) Subject: re: RQ Daily Message-ID: <9402162216.AA12044@idcube.idsoftware.com> Date: 16 Feb 94 10:16:21 GMT X-RQ-ID: 3118 Good news, sports fans! I've found my dragon magic stuff, thanks to Oliver J. Apparently it was more complete than I'd remembered. So here goes. Mike Dawson -- if you like, I hereby grant permission for you to publish this in your rag. Here goes: Mastered Personality Traits per rank: WARRIOR: brave/cowardly, energetic/lazy, loyal/independent, merciful/cruel, temperate/indulgent NOBLE: chaste/promiscuous, forgiving/vengeful, just/partial, trusting/suspicious RULER: generous/selfish, honest/deceitful, honorable/dishonorable, modest/proud NOTE that I've left off some trait descriptions (saving 'em for a later mailing). WARRIOR EFFECTS DRAGON ARMOR (Cowardly): Costs 1d6 trait, lasts for one fight. This effect absorbs damage at the rate of 1 MP per damage pt. All damage done (after subtracting for armor, parry weapons, etc.) is absorbed using as many MPs as needed. MPs used to absorb this can be taken from all available sources. Not even critical hits bypass this defense. If MPS run out, you go unconscious and the Dragon Armor effect ends. DRAGON'S CLAW (Loyal): Costs 1d6 trait, lasts for one fight. One limb is turned into a claw w/two-edged curved nails. The claw does 2d6 base damage. Chance to hit begins at a percentage equal to the 'newt's Manipulation bonus. It can parry at a starting percentage equal to the 'newt's Agility bonus. Skill can increase by experience. The claw blocks 12 points when parrying, and its armor points do not decrease when exceeded. DRAGON STRENGTH (Energetic): Costs 1d6 trait, lasts for one day. increases STR by 50%. Drop fractions. This effect is often used in conjunction w/Growth. FIREBREATH (Cruel): Costs 1d3 trait per use (more if stacked). Lets the 'newt breathe fire like a dragon. A cone of fire with a range in meters equal to the user's POW. This firebreath does 1d10 damage to the general HP of everyone in its path (you're not shielded by standing behind someone else). Armor protects normally, but all engulfed weapons & armor lose 1 AP. This effect can be stacked. GROWTH (Lazy): Costs 1d4 trait, lasts for one day. Increases SIZ by 6. May be repeatedly used over successive rounds to increase mass. If SIZ reaches over triple the 'newt's STR, it becomes unable to move by itself. SCORN WOUND (Brave) [also known as Pre-Healing]: Costs 1d8 trait per use. Can be called on at any time, but has no immediate effect. When invoked, the user can instantly cure all effects of any one chosen wound one round after damage is determined. The effect can be "saved" for years after it is invoked. If the 'newt is killed by the wound, this ability can bring him back from the dead, but it costs him an additional 1d8 trait, in addition to the points already spent when the magic was "sacrificed" for. SPROUT WINGS (Independent): Costs 1d8 trait, lasts one day. Sprouts wings letting the 'newt fly at thrice normal speed (6 for warriors, 9 for nobles). A winged 'newt has an identical HLT to a ruler 'newt. A ruler 'newt that invokes this becomes capable of flying onto the Heroplane or spirit plane if other conditions are met. SUSTAIN LIFE (Temperate): Costs 1d6 trait, lasts a number of days equal to the user's CON. Renders the 'newt immune to the need for food, drink and rest. Often used on forced marches. TATTOO MATRIX (Indulgent): Costs 1 trait per POW pt spent. By spending POW, the 'newt makes a magic tattoo in his skin. It can be a spell matrix, an MP-storage device, an armoring or strengthening enchantment, or any other standard device. POW spent is normal for the type, but the matrix creation is always successful. When the dragonewt graduates to another stage of existence, all tattoos are lost. UTUMA SKILL (Merciful): Costs 1d6 trait per attempt. This is the cleansing ritual suicide, which has a base chance equal to the 'newt's Magic bonus. It cannot be performed unless an utuma is available. A successful skill roll indicates that the dragonewt has killed itself and returned to its current caste without danger of regression to former caste through imperfect personality. A failed skill roll still kills the user. If a dragonewt is ready to progress to the next stage, it must not use this skill while killing itself. NOBLE EFFECTS ATTUNE LANDSCAPE (Promiscuous): Costs 1d6 trait per use. Lets the 'newt achieve oneness with its surroundings. It becomes nearly impossible to see so long as it does not move (once it moves, the effect ends). Unless a viewer receives a Special success in the appropriate Perception skill, the 'newt cannot be detected. This even applies to spells such as Second Sight or Detect Enemy. If the 'newt succeeds in using its Hide skill when invoking this effect, any potential enemy must actually be aware of the presence or possible presence of the 'newt to even attempt using a Perception skill (and he still needs a special success to spot him). DON ARMOR SKILL (Suspicious): Costs 1d4 trait each time armor is donned. Cannot be used unless a set of ornamental dragonbone armor is available. Successful skill use lets the 'newt don his armor in 1d10+10 rounds. In addition, each full 05% rolled gives the armor 1 pt of damage absorption, up to the total of the user's Don Armor percentiles. EXAMPLE: a 'newt has 25% Don Armor. Its player rolls an 18 on 1d100, giving it 3 pts of armor. This is used only before important journeys or battles, and the armor is normally left on until the mission is accomplished. Experience can increase Don Armor, which starts at a percentage equal to the 'newt's Knowledge bonus. Note that a 'newt who fails his skill roll on Donning armor may need to doff it and try again, thus costing himself multiple points in his Suspicious. FIRST STRIKE SKILL (Trusting): Costs 1d4 trait per use, lasts for the duration of the battle. This is the skill of attacking with precision, speed, and smoothness, and has a base chance equal to the 'newt's Manipulation bonus. Each round of combat, the 'newt may attempt a First Strike skill roll. It can even be used (with the same effects) if the weapon is sheathed. Critical Success = attack occurs on the user's DEX SR, cannot be parried or dodged, and automatically hits (i.e., an attack roll that is a fumble or failure hits anyway). Special Success = attack occurs on the user's DEX SR and may not be parried or dodged, assuming it hits. Success = attack occurs on the user's DEX SR. Failure = attack occurs on the user's normal SR. Fumble = user flings weapon 1d6 meters in random direction. HEROIC LEAP (Chaste): Costs 1d3 trait per use. Lets the 'newt jump up to half his STR in meters. If a simultaneous Jump skill roll fails, the 'newt lands prone and must succeed at DEXx5 or take 1d6 damage ignoring armor. Used to scale heights, cross obstacles, or in a fight to surprise a foe and attack first, or from behind. SOUL-BLAST (Vengeful): Costs 1d4 trait per use. The MPs of the 'newt are matched vs. those of his foe as a bolt of green energy. If the 'newt overcomes the target, the latter loses 2d6 magic points. RULER EFFECTS ENERGY DEFLECTION (Modest): Costs 1d6 trait, lasts 1d6 hours. Let's the 'newt block incoming missiles and spells with a successful Parry. A dragonbone weapon must be used. A successful parry puts the weapon's armor points between the user and a missile. A parried spell affects the weapon rather than the user -- in most cases (Sever Spirit, Demoralize, etc.) this results in no effect. SUMMON DREAM DRAGON (Dishonorable): Costs 2d6 trait per attempt. To use this, the 'newt must meditate for 6 hours. At the end of this time, it must attempt a roll of its POW or less on 1d100. Success forms a dream dragon within 60m of the user. The dream dragon must be created randomly each time the effect is used. Once it appears, it obeys the summoner's commands for 1 hour. Then it departs. --------------------- From: devinc@aol.com Subject: Re: RuneQuest Daily, Mon, 14 Feb 1994, part 1 Message-ID: <9402162031.tn15182@aol.com> Date: 17 Feb 94 01:31:21 GMT X-RQ-ID: 3119 Sandy Writes: ) I submit that each individual archetype of elf has its own ) personality, and that this personality in addition is modified ) by the season. I agree. In my campaign, one PC was an elf a ffiliated with a lemon tree. Needless to say, he had a really "sour" disposition (urrghh!) Devin Cutler devinc@aol.com --------------------- From: davidc@cs.uwa.oz.au (David Cake) Subject: Re: My Wind Lord PC Message-ID: <199402170137.JAA20334@cs.uwa.oz.au> Date: 17 Feb 94 01:38:17 GMT X-RQ-ID: 3120 In reply to MOB, I decided that my PC could become a Wind Lord, and even fudged the rules in his favour (he turned out, due to a mistake in his adding up, to be 2% away from mastery in one of his five skills - but he passed a role played test (it was sword parry, and he parried 10 times with no failures and one critical), so I decided that the temple could not tell the difference between 88% and 90%, and Orlanth could, but only sent the Impests). I considered other reasons for him not being excepted by the priests, and in fact the ranking priest wanted to reject him for just the reasons that you describe - hangs out with disreputable people (PCs), likely to do rash things (like insult Lunars), etc. This was Faltikus the Good, who gave in under pressure from Krogar Wolfhelm (who put him up to entering the Garhound Contest in the first place) and Govoran the Magnificent (who besides his reputation as 'the last honest Orlanth priest in Pavis' is also related to the Garhound family). The remaining Orlanth priest in Pavis, Frekor Firmfarer, while normally supporting Faltikus, was less concerned about the PCs disreputable friends than Faltikus - for reasons that are obvious if you know much about him. So in the end the Orlanth cult decided that he could become a Wind Lord, and he passed the tests with flying colours (I roleplayed most of them out to make the occasion more dramatic). Cheers Dave ---------------------