From: owner-runequest-rules@ (RuneQuest Rules Digest) To: runequest-rules-digest@lists.MPGN.COM Subject: RuneQuest Rules Digest V1 #195 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 195 RuneQuest is a trademark of Hasbro/Avalon Hill Games. All Rights Reserved. TABLE OF CONTENTS [RQ-RULES] Psionics Redux Part 2 [RQ-RULES] A bit slow at the moment. [RQ-RULES] Psionics [RQ-RULES] Psionics Redux Part 3 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: Tue, 03 Nov 1998 10:33:38 -0500 From: Tal Meta Subject: [RQ-RULES] Psionics Redux Part 2 PSIONIC DISCIPLINE DURATION All psionic disciplines, once successfully activated, remain in operation for a number of rounds equal to the strength of their governing Aspect. At the end of that time, roll for the discipline again with a (cumulative) -10% penalty, and if successful, the discipline remains in effect with no further expenditure of magic points. If the roll fails, the psi may elect to refuel the discipline with magic points, or allow it to lapse. Certain disciplines look forwards or backwards into time. In these cases, consult the table below. Take the skill of the character and divide it by 20. The view is accurate to the limit of the governing attribute, and less than certain for each point of skill/20 in excess of that point. Discipline/Time Table Levels Delay Levels Delay 1 1 round 6 1 day 2 1 minute 7 3 days 3 1 hour 8 1 week 4 6 hours 9 1 month 5 12 hours 10 1 season [Example: Arik possesses CS: 4 and a skill in Precognition of 80%. If he were to attempt to forsee any dangers that lie ahead on the trail his caravan will be traveling. he'd have a clear picture of what the next 6 hours held, but would not be able to see beyond that. If he possessed a skill of 90%, his vision would extend into the next 12 hours, but would be less clear after the seventh hour. It is important to note that the future is not set: even a clear view of the future can hold surprises. PSIONICS vs. PSIONICS & NON-PSIONICS Psionics is not magic. Spells designed to protect a character from magic generally have either no effect whatsoever, or a lessened effect against psionics (although, depending on the number of psionics in your campaign, the magic users are sure to design spells to better counter their effects). Spells which provide the user with bonuses in Spirit Combat work at half effectiveness against Telepathic attacks. Conversely, Magic is not psionics, and while there are psionic abilities designed to detect magic, there aren't many designed to directly counter magic, either. PSIONIC COMBAT (00) Psionicists are taught the skill of Psionic Combat, a highly specialized form of attack and defense that in some ways resembles Spirit Combat. Every trained psionicist has the skill, Psionic Combat. During a melee round, a psi may make an attack on a SR equal to his INT. Each turn combatants get a number of points of action equal to 1/10th their Psionic Combat skill (round up). These points are divided into dice as the combatant desires, attack and defense. N points convert into an "1dN" roll. To keep it easy, only the values of 1, 2, 3, 4, 5, 6, 8, 10 and 12 may be used. When attacked, a psi may decide to defend, or reserve all of his points for attack when his turn comes. Obviously, a d1 roll has a value of 1. Psionic combat normally costs no magic points for attack or defense (unless your defenses fail), though there exist telepathic disciplines that can be used for attack and defense that do require magic points to employ. [Example: Nuril Chya (INT 13, magic points currently 16, TP: 4, Psionic Combat 75% = 8 points) takes on a Fred Parker (INT 15, magic points currently 17, TP: 5, Psionic Combat 67% = 7 points). The first turn Nuril decides to use 6 on attack, and 2 on defense. Fred decides to use 3 on attack and 4 on defense. Nuril rolls 4 for attack and 1 for defense, and Fred gets 2 for attack and 3 for defense. Nuril's defenses soak up 1 point of the damage, so he loses 1 magic point, lowering it to 15. Fred's defenses block 3 points of damage, so he also loses 1 point, lowering his magic points to 16. The next action, on SR5, Fred does not attack, but assumes a defensive position. Nuril, on SR3, looking for a quick resolution to the fight, decides to expend 3 magic points on his telepathic Bolt attack and rolls a 9 on a 3d6, in addition to committing all of his 8 points to offense, rolling a 3, for a total of 12. However, Fred chose to erect a Shield on 5, using 2 magic points and rolling a 10 on his 2d6, and rolled a 5 on his defense roll, for a total of 15. Fred's defenses hold, but he still loses the 2 mp he spent for the shiield (leaving him with 14), and Nuril loses 3 for his bolt (leaving him with 12). Next round, on 15, Fred maintains his defenses, expending no further mp (his wall will remain for 5 rounds). His Shield roll this time is 8, and his defense roll is a 3, for a total of 11. Sensing his opponent's weakness, he invests 3 mp in his own Bolt, and rolls a 12. Nuril can only defend, and he rolls a 5 - not enough! Fred's Bolt removes 7 magic points from Nuril's 12, leaving him with 5. On 13, Nuril is erecting his own Shield, spending 4 magic points, and rolling a 15 on his 4d6. On 5, Fred launches another Bolt, expending a full 5 magic points and rolling a 21 - Nuril rolls his defense and only gets a 5, and Fred's Bolt tears away his remaining magic point, leaving him unconscious..... Non-psionicists do not have access to telepathic attacks, but they always defend against them with their full magic points. Once an opponent has been reduced to 0 magic points, a psi has full access to their mind, unopposed by resistance on the part of their target. PSIONIC SPECIALISTS Psionicists, like most other arcane practitioners, can specialize in their abilities. Those who specialize in any branch of psionics do so at the cost of never having any of the other Aspects ever rise above 1; in return, their chosen Aspect may rise to the full value of their POW. CLAIRSENTIENCE 1 POINT DISCIPLINES DANGER SENSE (S) This discipline allows the character to sense danger moments before it befalls him. The danger in question can be natural or manmade (i.e. a landslide and an ambush both qualify). In game terms, this power alerts the character to any impending danger to himself within range. [Example: Camber's has CS:5. While riding along a trail, his Danger Sense alerts him to several bandits lying in wait when he approaches within 40 meters of them; he alerts his companions, spoiling the ambush.] DETECT INTENT (I) This discipline allows the psionic to view the aura of creatures and objects. The stronger the Aspect, the more distinct the impression. In effect, the psi has a percentage chance equal to his Aspect x10 in determining the general beliefs of his target. On a critical roll, cult affilliations and more distinct philosophies become appearant. DETECT MAGIC (S) This discipline allows the psionic to view the magical auras of objects and places out to the range defined by his Aspect. DETECT PSIONICS (S) This discipline allows the psionic to detect other psionics with a chance equal to 10x their Aspect. This assumes that there is no ongoing psionic activity at the time. If the target is actively using psionics, the chance to detect activity is 100%, with a 5chance equal to 10x their Aspect of discerning the exact psionic ability in use. The possessor of this discipline cannot detect by any means a psionic protected by severance, mind bar, or other mind clouding spells/abilities or devices. PERCEPTION AMPLIFICATION (S) By the use of this discipline, the psionicist increases, in a general fashion, all the skills related to his perception skills modifier. The possessor of this discipline gains a base increase equal to his Aspect. 2 POINT DISCIPLINES CLAIRAUDIENCE (S) This discipline allows the psionic to concentrate upon a locale and hear what transpiring within a 20m radius. If the locale is one that the psionic is familiar with, distance is not a factor. Under any other circumstance, range limits apply. CLAIRVOYANCE (S) This discipline allows the psionic to concentrate upon a locale and see what transpiring within a 20m radius. If the locale is one that the psionic is familiar with, distance is not a factor. Under any other circumstance, range limits apply. PRECOGNITION (I) This discipline allows the psi to view a limited version of the future. The distance forward that can be viewed is dependant on the psi's Aspect. There is a cumulative 3% chance per point of Aspect of foreseeing a future that is NOT possible, which may cause him to act in effort to prevent the future he has seen (generally with disastrous outcomes). PSYCHOMETRY (I) This discipline allows the user to detect psychic impressions left on an object or place by its previous owners or occupants. Thus, by handling an object, the psi could tell its previous owners race, alignment, and probable fate. It can also be used to receive visions of those who have suffered strong emotions or died in a particular place. Not all objects or places give off such impressions, however. - -- 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. ------------------------------ Date: Tue, 03 Nov 1998 16:01:16 +0000 From: Simon Hibbs Subject: [RQ-RULES] A bit slow at the moment. 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? Brad Furst : >I haven't posted to the rules e-mail in three days or so. Most of the action has moved over to the BFRP diges, which is generating vast amounts of debate. Of course, energies devoted to that aren't available for general RQ rules chat. To summaries, the debate is now centering on whether or not to amalgamate attack/parry into a single weapon skill, hide/sneak into a general stealth skill and oratory/fast talk into a single persuade skill. I advocate all three amalgamations, but have come up against stiff resistance. Most objections are along the lines that this will make BFRP into an unplayably simplistic baby game. Anyway, I'm gratified to have converted Michael Cule to the one true faith of Elric! The most sophisticated and playable incarnation of BRP in fantasy so far [End of Advert]. Is anyone aware of an implementation of BRP for science fiction, other than Ringworld and Other Suns? I've got a campaign concept for an SF game set a few hundred years in the future and I'm planning on adapting Cthulhu, but I'd be interested in seeing any other stuff out there. Si *************************************************************************** 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, 3 Nov 1998 15:55:16 -0500 (EST) From: bjm10@cornell.edu Subject: [RQ-RULES] Psionics It should be noted that the term "psionics" was invented in the 1930s. It was invented to actually *REPLACE* the term "magic", when referring to "paranormal" phenomena. That is, "psionics" and "magic" were the SAME THING, except that "psionics" was to approach it in a "scientific" manner. The fact that we tend to associate "fantasy psionics" with pseudo-asian cultures is actually because the occultist fad of the 1930s was specifically connected with India and China. Therefore, in any actual pre-industrial setting, it would all actually be MAGIC. *************************************************************************** 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 15:54:47 -0500 From: Tal Meta Subject: [RQ-RULES] Psionics Redux Part 3 METAPSIONICS 1 POINT DISCIPLINES KNOWLEDGE AMPLIFICATION (S) By the use of this discipline, the psionicist increases, in a general fashion, all the skills related to his knowledge skills modifier. The possessor of this discipline gains a base increase equal to his Aspect. LIGHTS (S) The use of this discipline allows the user to produce minor effects involving light. The lights produced by this discipline are shimmery and varied in color, although the user can choose a particular color if he wishes. One non-lethal variation of psionic combat involves psis struggling to extinguish one another's lights, or to change the colors thereof. In such a contest, control of the light goes to the individual with the higher Aspect in metapsionics. Another function of this ability allows the user to light candles or other small flames at a cost of 1 point per every flame kindled. MAGIC AMPLIFICATION (S) By the use of this discipline, the psionicist increases, in a general fashion, all the skills related to his magic skills modifier. The possessor of this discipline gains a base increase equal to his Aspect. 2 POINT DISCIPLINES AURA ALTERATION (S/I) This discipline can be used one of two ways. It can be used to change the personal aura of an individual (to disguise the true intent/cult affiliation and show one that is false) or it can be used to recognize and alter an unfavorable (cursed, geased, or possessed) aura in another. Changing the personal aura of the psi costs the standard 2 points, to change that of another requires the psi to study the true aura either via Telepathy (for non-psis), or he may enter into a Gestalt with another psi to bring their auras into conjunction. The cost to change another's aura is twice the cost of changing one's own (i.e. 4 points). This is the Sustained version of Aura Alteration. The removal of curses and other unfavorable auras costs a number of mp equal to twice intensity of the original discipline used or spell cast upon the target. (Divine spells require 4x the magic points, as usual). Using this discipline to expel a possessing spirit requires the psi to establish telepathic contact with the mind of the afflicted, and then he may enter into psionic combat with the possessing spirit to drive it off. An unsuccessful attempt to drive off a possessing spirit will often cause the spirit to "jump" from the target to the psi attempting to help him. EXTENSION (S) This discipline permits the psi to extend the range of his psionic disciplines without entering into a gestalt. For each two full points of strength in his Aspect, he may add 1 point to the strength of any of his other Aspects while employing this discipline. [Example: Loco has MS: 5 and TP: 4. Using Extension, he could effectively raise his TP to 6 for the purposes of range/distance for costs similar to that of being in a Gestalt (i.e. using a 1 point discipline would now cost 3 magic points instead of 2, (besides the cost of this discipline). Discipline skill rolls are reduced by 10% per raised Aspect point, so in the above example, if Loco had a 60% skill in Animal Telepathy, he'd be reduced to a skill of 40% in successfully activating it. LENGTHEN (S) This discipline permits the psi to extend the duration of his psionic disciplines without entering into a gestalt. For each two full points of strength in his Aspect, he may add 1 point to the strength of any of his other Aspects while employing this discipline. [Example: Loco has MS: 5 and TP: 4. Using Lengthen, he could effectively raise his TP to 6 for the purposes of duration for costs similar to that of being in a Gestalt (i.e. using a 1 point discipline would now cost 3 magic points instead of 2, (besides the cost of this discipline). Discipline skill rolls are reduced by 10% per raised Aspect point, so in the above example, if Loco had a 60% skill in Animal Telepathy, he's be reduced to a skill of 40% in successfully activating it. In the event of a critical roll with either skill, the duration of the discipline is measured in hours, instead of turns. If both rolls should be critical, then the duration is measured in days. 4 POINT DISCIPLINES ENDOWMENT (I) This discipline allows the psi to endow eligible non-psionics with psionic power. An eligible non-psi must have a POW of at least 16, and must FAIL a save of POW x 5. Individuals who make the save have no usable talent and cannot EVER receive psionic powers. As part of the hour long ritual, both the psi and the applicant must expend 1 POW, which will give the applicant a random psionic Aspect with 1 point of strength; a critical roll on the part of the Endowing psi will allow him to choose the Aspect the applicant gains. POWER TRANSFER (I) This discipline is for creating both objects of power and psion familiars. Before attempting to send power into something, it must be primed by the expenditure of 10 mp. For Psionic Objects: Psionic objects are commonly created to extend the powers of a psionicist, by creating an additional source of Aspect that is not limited by POW. In addition to the magic points required by the use of this discipline, the psi must typically also sacrifice a variable amount of Aspect or POW to the item in question to form the basis of it's Aspect. A successful discipline roll is required to align the Aspect correctly, otherwise it will become a random Aspect (i.e. not what the psi intended). On a critical roll, the object gains 1d3 Aspect of the desired type. Each point of Aspect the item gains carries with it one of the psi's disciplines, which are also retained by the psi in question. The disciplines possessed by the object will be equal to those possessed by the psi, though they can never increase in skill. [Example: Leotus is preparing an iron sword to become a psionic object of power. He adds 3 points of POW, and a successful Power Transfer roll aligns them as Telepathic Aspect. He speands 12 magic points and impresses the 3 of his disciplines upon the item. Leotus can choose to forget these disciplines, frreing up space for new ones, or could lend the item to another and they could utilize the disciplines inherant in the item with their own magic points to fuel them. (Much like a spell matrix).] For Psionic Familiars: Naturally, an animal has it's own POW, and can regenerate magic points on it's own. By expending 1 point of their own INT, a psionicist can transform an animal's fixed-INT into normal-INT, as well as raise that INT by 1d10. Sacrificing POW will not increase the animal's POW, but will give it Aspect, as with objects. The same procedures used for objects are duplicated with animals. The major difference being that since the animal is alive, it regenerates magic points which the psi can use to fuel his disciplines, has full use of the disciplines itself, though it stands the risk of dying. PSYCHOKINESIS 1 POINT DISCIPLINES ANIMATE SHADOW (S) This discipline allows the user to manipulate his own shadow (or shadows, if multiple light sources cause them). A shadow thus manipulated cannot actually damage anything, although they can be made to seem to leave their caster and move independently. Shadows always remain 2 dimensional and remain "cast" upon a flat surface. INERTIAL BARRIER (S) This discipline surrounds its user with a wall of "elastic" air, protecting him from certain forms of attack equal to his Aspect. While it won't stop a bullet, less forceful projectiles (like knives or arrows) are usually deflected away harmlessly. Compare the user's Inertial Barrier Aspect against the rolled damage of the weapon involved on the resistance table: If the barrier wins, the psi takes no damage; if the weapon wins, it does damage at -1 per die. [Example: Nuril has a PK:5, and when his Inertial Barrier is active, he has 5 AP vs. melee weapons, thrown or "strung" missile weapons (a bullet simply moves too quickly) and breath weapons based on flame, gas, or cold. (Acid based attacks will "coat" the barrier and seep through.)] LEVITATION (S) This discipline allows the user to lift himself and up to 3 ENC / Aspect. The psionic can lift himself vertically at a rate of 2' / SR, for a number of rounds equal to his Aspect. [Example: Abed has PK: 3. With Levitation, he can lift himself and up to 9 ENC of equipment.] MANIPULATION AMPLIFICATION (S) By the use of this discipline, the psionicist increases, in a general fashion, all the skills related to his manipulation (and attack) skills modifier. The possessor of this discipline gains a base increase equal to his Aspect. 2 POINT DISCIPLINES ENERGY CONTROL (I) This discipline gives its possessor a fair amount of control over various energy forms, be they fire, electricity, manna, etc. Each point of Aspect adds to the amount of energy he can control, and the range it can be controlled at. For each 2 points of Aspect, the psi can control an additional 1d6 worth of energy per magic point. The energy must already be present to be controlled. i. e. in order to create a 3d6 bolt of fire, there must be a fire of bonfire size or greater present for the psi to control. The psi in this example would require PK:6, would spend (2x3)=6 magic points, and would need to make a second discipline skill roll to hit his target. A psi can use this power to bind his own psionic energy into a prepared vessel (See the discipline, Power Transfer). The following abilities are gained as the psi's Aspect grows in strength. PK: 2 - Bind Energy - At this level, a psionicist can do the following: Keep a fire from spreading (depending on size of blaze) or deny an Elemental it's normal movement. It can also be used to "lock" items with charges of magical energy from being used. It can also be used to form a 'Ward', a defined area that when crossed, inflicts damage equal to the potential energy contained within it. [Example: Fred Parker is bedding down in the forest for the night. Before going to sleep, he places a ward, by binding the energy of his campfire into a circle 10 m in diameter. Anyone approaching within 10 m of his camp is automatically affected as though they'd jumped into the center of his campfire, and take 2d6 damage!] PK:4 - Energy Lance - At this point, the psionicist can cause existing energy forms (torches, etc.) to flare and reach out to strike a target. The range of the lance is dependant on the amount of energy present generally figured as the cube of the damage dice. A torch that would do 1d6 damage can be made to arch only 1 m away, but a bonfire that normally does 3d6 damage could be made to strike up to 9 m away. Using this against an Elemental (by causing it's substance to arc away) does 1d6 damage per Aspect to the Elemental per action. PK:6 - Energy Flare - Control is much finer now, and the psionicist can choose to either lance the energy forms as above, or cause them to divide into a number of lesser bolts to strike multiple targets. A 1d6 torch would still only be able to strike at 1 target, but the aforementioned bonfire could be made to strike 3 separate targets for 1d6 each. PK:8 - Transformation: At this level, the psi can begin to turn one energy form into another. A bonfire could be transformed into a small snowstorm, or converted directly to electrical energy, etc. The transformation is inefficient; each 1d6 of damage potential in the old energy form becomes 1d4 in the new form. [Example: A bonfire that had 3d6 worth of heat could be transformed into 3 1d4 electrical discharges.] At this level he can, for instance, convert magical energy stored in wands, magic point matrices, etc. directly into heat, causing them to melt, burst into flame, etc.. Magic Points stored in matrices are counted as 6 = 1d6 of energy potential. TELEKINESIS (S) This discipline allows the psi to move objects weighing up to 5 ENC per Aspect. Objects being so moved must always be in view of the psi, although this may sometimes violate the actual range of the discipline. (Normally, the range is standard, but if the object to be moved is being scryed by one means or another, the range is based on the center of the scry's focus). If used to move an unwilling creature, the psi must match the strength of his Telekinesis against the POW of the creature (and must have enough strength to affect the total SIZ of the creature in question. The movement rate of a telekinetically lifted object is equal to the difference between the Telekinetic's total SIZ limit and the ENC of the object. (i.e. a telekinetic capable of lifting 5 SIZ who was moving a SIZ of 3 would give it a movement rate of 2). [Example: Nuril has a PK: 2, giving him a strength of 10 with his Telekinesis. His Range with Tk. is 40 m. If he were to attempt to lift a rock weighing 4 ENC, he could move it at a rate of 6.] All costs above assume that only gross movement is sought. Careful movement (wrapping a cord around a pole, throwing a rock, etc.) would double the mp cost, and precise movement (turning a key in a lock, tying shoelaces, etc.) would triple the cost. Use the psi's own skills if he is attempting to accomplish them via this discipline. - -- 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 #195 ************************************* *************************************************************************** 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.