From: owner-runequest-rules@ (RuneQuest Rules Digest) To: runequest-rules-digest@lists.MPGN.COM Subject: RuneQuest Rules Digest V1 #194 Reply-To: runequest-rules@mpgn.com Sender: owner-runequest-rules@ Errors-To: owner-runequest-rules@ Precedence: bulk RuneQuest Rules Digest Tuesday, November 3 1998 Volume 01 : Number 194 RuneQuest is a trademark of Hasbro/Avalon Hill Games. All Rights Reserved. TABLE OF CONTENTS [RQ-RULES] HTML Editors [RQ-RULES] re: is something wrong? [RQ-RULES] Psionics Redux Part 1 RULES OF THE ROAD 1. Do not include large sections of a message in your reply. Especially not to add "Yeah, I agree" or "No, I disagree." Or be excoriated. If someone writes something good and you want to say "good show" please do. But don't include the whole message you praise. 2. Use an appropriate Subject line. 3. Learn the art of paraphrasing: Don't just quote and comment on a point-by-point basis. 4. No anonymous posting, please. Don't say something unless you're ready to stand by it. ---------------------------------------------------------------------- Date: Fri, 30 Oct 1998 15:20:55 -0500 (EST) From: bjm10@cornell.edu Subject: [RQ-RULES] HTML Editors I've been playing with HTML since before there were any kinds of HTML editors out there--I learned the old-fashioned way by cribbing other page's source HTML files. (I remember when there was actual controversy over whether or not tables should be done instead of using
 tags!)  
Anyway, now that my bone fides are out of the way...

I use AOLPress.  I understand HTML 3.2 (and am coming up to speed on HTML
4 and CSS) just fine, thank you very much, but AOLPress lets me get all
the boring crap out of the way.  If I want something to look just so, I go
into the HTML and make it just so, but the vast majority of page creation
is done with the editor.  Why?  Because the vast majority of page 
creation is boring scutwork.  I have found it to be FAR more efficient to 
use AOLPress to do a quick preliminary layout, and once the broad strokes 
are sketched, I then go into the HTML and fine-tune by hand.

Why AOLPress?

1:  The price can't be beat.  It only costs the time it takes to download.
2:  Unlike the utter CRAP that Microsoft puts out, AOLPress does not load 
down your pages with non-standard and degenerate pseudo-HTML (things like 

and DTD statements that do not conform to any standard on the planet, for example). 3: You have a choice of using mozilla (not recommended in my opinion) or strict HTML 3.2 tags when there's a difference. This means that your text size modifications ALWAYS WORK! I've seen so many pages designed on Microslime software with a 2-point typeface (ever try to read a 2-point typeface?) Yeah, on SOME machines with SOME browsers, it looks okay, but it doesn't work on all machines and all browsers. The HTML3.2 tags always work, on all machines and on all 3rd or later iteration browsers. There are some limits, like you can't do embedded lists in the WYSYWIG, but you can always add those by hand in the HTML. *************************************************************************** To unsubscribe from this list send mail to majordomo@mpgn.com with the line 'unsubscribe runequest-rules' as the body of the message. ------------------------------ Date: Fri, 30 Oct 1998 15:55:35 -0500 From: Brad Furst Subject: [RQ-RULES] re: is something wrong? At 02:35 PM 10/30/98 -0500, Bob Stancliff wrote: >Hi, I haven't gotten a rules e-mail in three days or so. Is my e-mail failing? I haven't posted to the rules e-mail in three days or so. Brad Furst esoteric@teleport.com *************************************************************************** To unsubscribe from this list send mail to majordomo@mpgn.com with the line 'unsubscribe runequest-rules' as the body of the message. ------------------------------ Date: Tue, 03 Nov 1998 10:23:22 -0500 From: Tal Meta Subject: [RQ-RULES] Psionics Redux Part 1 Since the list has slowed to a crawl... I've taken a break from my god writeups to revamp my house system, and got around to rewriting my psionics rules. What follows is un-playtested, but hopefully balanced enough to be servicable. The current version is designed to be more compatable with RQ as a whole, removing the seperate "Aspect" points and utilizing magic points instead (allowing characters with this system too use normal magic point matrices). PSIONICS Psionics is the exercise of mental energy. The psionicist's world view is one where the mind, body and spirit have been honed to perfection. Since a psionicist must spend permanent characteristic points to acquire their abilities, they also spend a great deal of time honing the skills that shape those abilities. BECOMING A PSIONICIST Psionicists tend towards two forms of groupings; solitary and Towers. Finding a solitary teacher is rare, as they seldom seek out students. Towers are somewhat easier to run across, especially if the seeker already has some psionic talent. Towers generally accept students without requiring payment, but only if there is a need within the group for more workers. In areas where they are common, Towers serve as communication stations to link kingdoms and empires together, so telepathic aptitude is generally well sought after. However, some areas have found use for psionicists as anything from police forces to the nobility itself. THE ASPECTS A psionic posseses six Aspects, one for each of the major groupings of psionic talents, namely clairsentience (CS), metapsionics (MP), psychokinesis (PK), psychometabolics (PM), psychoportation (PP), and telepathy (TP). His strength in each of these becomes the strength he can put behind the skills he will learn to manipulate them. The total Aspect of a psionic can never, under normal circumstances, exceed his current POW characteristic. Certain races are known to possess psi potential greater than the norm, however. [Example: Loco has a POW of 16. He could have the following breakdown: CS:2, MP:3, PK:1, PM:3, PP:4, and TP:3.] Each Aspect has several skills (or disciplines) that fall under it. A psionicist is limited both by his skill in the controlling discipline and by the strength of his Aspect. IMPROVING PSIONICS - ASPECT Experience: When a psionic increases his POW by any means, he may choose to increase any one of his Aspects by transferring the point of POW to the Aspect he wishes to raise. Training/Practice: A psionic individual can also give himself added levels of in the same fashion that he might employ to raise his POW characteristic. Other: If a psi "forswears" a discipline he has mastered, he may add one point to the strength of the governing Aspect that does not count against his limit. IMPROVING PSIONICS - DISCIPLINES Experience: Disciplines are skills; normal experience is just as effective on them as with any other skill. Training/Practice: Again, as skills, psionic disciplines are as easily trained or researched as any other skill. NATURAL PSIONICS Some races are just naturally psionic. Whether this is a survival trait for the species, or something selectively bred for, such beings have a flair for psionics that "endowed" individuals cannot match. For races with such a natural gift (Deryni, Duergar, Larani, Tiisari, etc.), certain facets of their Aspect are not limited by their POW. For example; a Deryni 's Telepathy Aspect is counted as only 1/3rd of it's total strength (i.e. a Deryni with a score of 9 in TP is considered to only have a score of 3 with regards to balancing their Aspects. MULTIPLE PSIONIC OPERATIONS Solitary - Whenever a psionicist activates a discipline, a percentile dice roll under their skill is required. Under normal circumstances, the normal point cost for that discipline will keep it active for a number of rounds equal to that discipline's governing Aspect. A critical roll will enable the psi to keep the disciline functioning for a number of turns equal to the strength of his Aspect. [Example: Arik possesses CS: 4 and has 55% in the Danger Sense, a 1 point discipline. 1 magic point will cause his danger sense to remain operative for 4 rounds. A critical roll would keep it running for 4 turns.] Gestalts - When psionicists work together in groups, it is required that all of the participants in an operation have the same effects, in addition to knowing the skill of Gestalt. For each psionic in a gestalt, +1 is added to the highest Aspect of the group. [Example: in a group of 4 psis, Fred Parker has the highest Aspect in Telepathy (6). The other 3 members increase his Aspect to 9.] To form a working link, the psionicists in question must live in close association with one another for several weeks as well as develop a positive percentile skill in Gestalt. GESTALT (00) Simply put, Gestalt is the skill of linking minds together easily for the purposes of psionic operations. To form a Gestalt, the group must successfully roll against the lowest of the member's Gestalt skill, which is modified by -5% for every member of the group. In a Tower, new members are usually restricted to minor tasks that only involve small groups, so that their low skill does not negatively affect the operations of the Tower as a whole. A Gestalt takes a number of melee rounds to enter equal to the number of participants. This check can be made once per melee round. While in a Gestalt, each contributing member besides the coordinator increases the Aspect of the coordinator by 1. However, the magic point cost for the discipline is increased by 1 for each member in the gestalt, as well. [Example: In the above example, each member of Fred Parker's group would have had to expend 5 magic points to perform their mental surgury.] LEARNING PSIONIC DISCIPLINES For the most part, psionic disciplines are skills, and can be taught like any other skills. Anyone who knows a discipline at 90% or better can write down a description of it, using his Write skill. A student who successfully Reads this scroll and studies it for 50 hours can learn the discipline by rolling his INT or less on 1d100. If he fails, he can study another 50 hours, then try his INT x2 or less. Then INT x3, and so forth. If the writer got a Critical success in Write, the reader gets to add his INT x2 to his chance of success on each 1d100 roll( i.e., he starts out at INT x3 instead of INT). If the reader gets a Critical Read when studying, then for that 1d100 roll, he gets to add his INT x2 to his chance. [Example: A critically-Written scroll in Ancient Bakluni describes the discipline of Power Transfer. Aric gets a critical Read Ancient Bakluni while reading it. This means his 1d100 roll is equal to his INT (basic chance) + his INTx2 (for his Critical Read) + his INT x2 (for the scroll's bonus) totaling his INT x5.] If a teacher who knows the discipline helps, his skill is added to the student's chance. If he is teaching more than one pupil, his skill is divided among the total number of students. Example: the instructor knows Animate Shadow at 89% and has 8 students. 89/8 = 11.125, so each student gets +12 to his chance of success when rolling to learn the discipline. At the end of the training or research, the student receives a skill in the discipline equal to his INT. For each point of Aspect a psionicist has, he may possess one discipline in that field. A psi may expand his possible disciplines by either raising his Aspect in that field, or by investing his Aspect into an outside source, and using that external Aspect to store new disciplines. FORGETTING PSIONIC POWERS Alternatively, a psi may "make more room" in himself by forgetting the use of disciplines he already possesses. This process takes a number of hours of meditation equal to the current skill. If a psi "forswears" a discipline he has mastered, he may add one point to the strength of the governing Aspect that does not count against his limit. USING PSIONIC POWERS Psionicists begin all psionic activity on a SR based on their INT, instead of their DEX. On rounds when a psi elects to use his powers, he gives up the opportunity to perform physical actions for the rest of that round. After the name of each discipline will be either a (I) or (S). (I)nstant disciplines require the expenditure of their rated point cost to work once, and (S)ustained disciplines will remain in effect for a number of rounds equal to the strength of the governing Aspect. PSIONIC RECOVERY A psionic expends magic points to fuel his abilities, just like a magic user, and his magic points regenerate at their normal rate. PSIONIC RANGE All psionic disciplines have a range based on the strength of their governing Aspect, as per the table below. Psionic Range Aspect Range Aspect Range 1 Touch 9 640 m 2 Touch 10 1.28 km 3 10m 11 2.56 km 4 20m 12 5.12 km 5 40 m 13 10.24 km 6 80 m 14 20.48 km 7 160 m 15 40.96 km 8 320 m 16 81.92 km The only way to increase the range of a discipline is to enter into a gestalt with enough members to boost the strength of the governing Aspect to the desired level. - -- talmeta@bellatlantic.net - I *am* one of the Chosen Few! ICQ - 12594453 AIM - talmeta1 TANJ Lives! - Alternate Homepage - *************************************************************************** To unsubscribe from this list send mail to majordomo@mpgn.com with the line 'unsubscribe runequest-rules' as the body of the message. ------------------------------ End of RuneQuest Rules Digest V1 #194 ************************************* *************************************************************************** To unsubscribe from this list send mail to majordomo@mpgn.com with the line 'unsubscribe runequest-rules' as the body of the message. RuneQuest is a Trademark of Hasbro/Avalon Hill Games. With the exception of previously copyrighted material, unless specified otherwise all text in this digest is copyright by the author or authors, with rights granted to copy for personal use, to excerpt in reviews and replies, and to archive unchanged for electronic retrieval.