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16 KiB
Plaintext
415 lines
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Plaintext
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:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:
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: Earth's Dreamlands : Info on: RPG's, :(313)558-5024 : area code :
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:RPGNet World HQ & Archive: Drugs, Industrial :(313)558-5517 : changes to :
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: 1000's of text files : music, Fiction, :InterNet : (810) after :
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: No Elite / No porn : HomeBrew Beer. :rpgnet@aol.com: Dec 1,1993 :
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:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:
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Chaosium Digest Volume 1, Number 2
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Date: Sunday, January 31 1993
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Number: 2 of 2
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Contents:
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Stormbringer Rule Modifications (John Davis) STORMBRINGER
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Plant Lore (Loren Miller) STORMBRINGER
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Stormbringer Rules for Passions (Loren Miller) STORMBRINGER
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Point Based Character Creation (John Marvin) STORMBRINGER
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Editor's Note:
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This Digest, the second of two being sent out tonight is all
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Stormbringer material. Most of it is from an old Stormbringer mailing
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list.
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Shannon
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====================
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From: John Davis <J.R.Davis@bnr.co.uk>
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Subject: Stormbringer Rule Modifications
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System: Stormbringer
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Here is some stuff I did a while back, pretty much the set of house
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rules I use for Stormbringer. Some of the explanations are a bit
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brief.
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STORMBRINGER RULES MODIFICATIONS
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Critical hits: 10% of chance to hit. Roll damage, and double. If
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dodged or parried by a critical roll, no effect. If dodged normally,
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normal hit only. If parried normally, breaks weapon and inflicts
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normal hit. Armour protects as normal.
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Skill increases: Roll 1D10 for increase for skill up to 50%. Roll 1D6
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over 50%. At 90% or higher, add only one point to the skill. A skill
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increase cannot take skill past 90% (e.g. 88% + 6% = 90%, not 94%).
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Armour:
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Protection Cost
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Soft Leather D4-1 60 LB
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Rigid Leather D6-1 100 LB
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Ring mail D8-1 200 LB
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Barbarian D8-1 400 LB (or more)
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Partial Plate D8-1 400 LB
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Scale mail D8 500 LB
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Chain mail D6+1 600 LB
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Full Plate 2D6 1000 LB (Bulky and encumbering)
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Helmets: If the wearer has no helm, any attack roll with a "1" on the
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units percentile dice hits the unprotected head (and ignores armour
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protection).
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Survival luck roll: Characters who suffer a sudden fatality get a
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single chance to roll their POW x 1 as a percentage. If they succeed,
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they will survive if the player or GM can think of a rational escape
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possibility. (they may still be badly hurt, unconscious, or in a very
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bad position).
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Knockback: if rolled damage before armour is greater than the target's
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SIZ, he is knocked back and must roll DEX x 5 as a percentage or fall
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(modified as appropriate for surface, etc).
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Damage bonuses:
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STR + SIZ Melee Missile
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2 - 10 -D6 -D4
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11 - 16 -D4 -D3
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17 - 24 nil nil
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25 - 32 +D4 +D3
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33 - 40 +D6 +D4
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41 - 60 +2D6 +2D4
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each +20 +1D6 +1D4
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====================
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From: "Loren J. Miller" <MILLERL@WILMA.WHARTON.UPENN.EDU>
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Subject: Plant Lore
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System: Stormbringer
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[this is the first of two articles that I've retrieved from the old
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Stormbringer mailing list. This was the second set of Stormbringer
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Plant Lore rules that Loren proposed. He said that he based it on
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Find Healing Herbs from the Chalana Arroy cult in Cults of Prax -sda]
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HUNTING HERBS
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I. Depending on the terrain, the searcher has some number
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of attempts to find herbs per four hour period (the
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standard search time) with a chance of his Plant Lore
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or Search skill, whichever is higher.
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Terrain Searches
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woods 5
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river bank 4
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fields 3
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cultivated land, oasis 2
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marsh, chaparral 1
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tundra, above the timberline 1/2
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snow, desert 0
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Note it is impossible to find Special plants within
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cultivated or grazed lands.
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II. Ordinary successes earn the searcher a D10 roll on the
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following table. Critical successes allow the searcher
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to choose which entry he wants (most will take choice
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10, and then roll 2D6 and add the highest class of
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Plant Lore which he is capable of using successfully.
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Plant Type
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Roll Type of Plant Found
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1 Inedible but useful (such as rope, preservative,
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insect repellant, sun block, or the like. use your
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imagination.)
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2-7 Edible (the lower the roll, the worse it tastes.
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the higher, the better.)
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8-9 Poisonous
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10 A special or unique plant. Imagine 4 leaf clovers,
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then stop being so ordinary and imagine the Young
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Kingdoms' equivalent to such freakish plants.
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That's what was found. It isn't a normal plant of
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its species; it has an extra leaf, or its root is
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in the shape of a human heart, etc. It is capable
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of being prepared many ways. Roll 2D6 and add or
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subtract any number of an absolute value up to
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Class on Special Plant Type table.
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Roll 2D6 on the Special Plant table, adding or
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subtracting any number of your choice (choose before
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you roll) of an absolute value up to the highest Class
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of Plant Lore mastered by your character. If the result
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is a plant of a class higher than you have mastered,
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then you lack the skill to use or save that plant.
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Special Plant Type
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Roll Usefulness
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<= 4 Edible Plant (Plant Lore class 2)
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5-6 Poisonous Plant (Plant Lore class 3)
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7-8 Sorcerous Plant (Plant Lore class 4)
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9-10 Healing Poultice (1D6 Healing) (Plant
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Lore class 5)
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11-12 Healing Potion (2D6 Healing) (Plant Lore
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class 6)
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13-14 Infection or Disease Cure (complete
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recovery in 1D6 days) (Plant Lore
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class 7)
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15-16 Hallucinogens and Emotion Affecting
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drugs (Plant Lore class 8)
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17-18 Attribute Affecting drugs, usually last
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2D10 hours with 1D6 effect (Plant Lore
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class 9)
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19+ Potion of Invulnerability (only in the
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Forest of Troos) (Plant Lore class 10)
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III. The searcher now makes his Plant Lore skill to preserve
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the plant he has found. It will be preserved (i.e. it
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will not spoil) for a number of hours equal to the
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margin by which the skill was made times the class of
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Plant Lore skill needed to use it. Preservative potions
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may be used to keep plants "fresh and lively" for an
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almost limitless time.
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[Following are a couple of Examples of Special Plants that were
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included in another article by Loren -sda]
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Quylstrey (a.k.a. My Cup Overfloweth)
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Range: Oceanside in Melnibone, variant strains grow worldwide
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Level: 9
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Effect: key ingredient in a potion which raises Str, Con, and Dex
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up to 12 if they were below, lasts 3D8 hours per dose. Typical
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patches of Quylstrey supply 1D8 doses. Is highly poisonous if
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not combined with appropriate co-ingredients.
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Angelwort
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Range: Tall grass
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Level: 5
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Effect: Makes a good healing poultice. Typical growths supply 2D8
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doses.
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Blessed Niritsine
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Range: Mountains
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Level: 6
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Effect: Makes a good healing potion, healing 2D6 damage. Typical
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growths supply 1D8 doses.
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Gumstave
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Range: Tall grass
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Level: 6
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Effect: Makes a good healing potion, healing 2D6 damage. Typical
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growths supply 1 dose. It has been successfully cultivated.
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Deadly Nightshade
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Range: Deciduous forests
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Level: 3 (level 1 poison)
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Effect: 1D8 damage if ingested. May be prepared as a blade venom as
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well, which will do identical damage.
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Eight Rare Plants from the Forest of Troos
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Range: Forest of Troos
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Level: 10
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Effect: These eight rare species, when properly prepared and
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combined, may be formed into the Potion of Invulnerability.
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Noidel
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Range: Short grass and Scrub
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Level: 8 Hallucinogen and poison
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Effect: One of the plants which the Imryrrians used to influence
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their dreams, the Noidel bush is covered with "lush, poison
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fruit glimmering a purplish blue, a night-colour which even
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the light of day [does] not disperse."
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====================
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From: "Loren J. Miller" <MILLERL@WILMA.WHARTON.UPENN.EDU>
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Subject: Stormbringer rules for Passions
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System: Stormbringer
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[When Loren sent these to the Stormbringer list, he said they were
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a set of rules that the Gamemaster was thinking of implementing.
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I thought them somewhat interesting and odd, and thus they have been
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included here -sda]
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PASSIONS
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Gaining Raw Passion
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Raw Passion is a measure of the suffering which a character undergoes
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for his or her principles, whatever motives the character may have.
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Every time a character must roll on the Major Wounds table, he gains
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1D8 Raw Passion.
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Every time a character is affected by a dose of hallucinogen or
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deliriant poison, he gains 1D8 Raw Passion.
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Every time a character's mind is invaded by demonic Telepathy or
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Emotion Control or another means, or he is attacked by a demon or huge
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(more than 3xSIZ) creature, he gains 1D8 Raw Passion (huge demons are
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worth 2D8. huge mind invading demons are worth 3D8).
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Every time a character loses permanent attributes he gains 1D8 Raw
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Passion for each attribute point lost.
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If a character tries and fails to become an agent or priest, or to win
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to great political power, he gains 1D8 Raw Passion.
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If a character attempts a Summoning and fails to summon, influence or
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bind his target he gains 1D8 Raw Passion.
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If a character kills or witnesses the death of a friend or companion
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he gains Raw Passion. 1D8 for an acquaintance. 2D8 for a friend or
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long-time companion / party member. 3D8 for family member, favorite
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pet, or best friend.
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If a character is insulted or embarrassed in public he gains 1D8 Raw
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Passion.
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If a character is strongly affected by a work of art he gains
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1D8 Raw Passion.
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If a character loses at love he gains 3D8 Raw Passion.
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If a character acts against the Stormbringer genre, detrimentally to
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the campaign, or in a notably bizarre fashion he will gain 1D8 Raw
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Passion (GM's discretion).
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Using Raw Passion
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There are two sorts of Passions: Raw Passion, which is undirected
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until it passes a certain level; and Passionate Traits, which are
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Passion directed in a specific manner. It may help to think of Raw
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Passion as an unspent pool of points which will eventually become
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Passionate Traits.
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Once a character has begun to accumulate Raw Passion, the player
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should decide what Passionate Trait the character is developing and
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mark this down on his character sheet.
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If a character's Raw Passion exceeds his POWx3 and he earns additional
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Raw Passion he must roll 1D100 against his total Raw Passion. If the
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roll is a success then the developing Passion is now a full-blown
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Passionate Trait; if the roll is a failure then there is no effect.
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Call for player votes on how Raw Passion manifests itself. If the
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other players agree with the player's own choice of Passion, i.e. if
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the character has consistently pursued some goal or course of action,
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make it his new Passionate Trait. Otherwise there should be a popular
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vote. As a last resort, the GM will pick at random. Record Raw Passion
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as the magnitude of the Passionate Trait. Then subtract POWx3 from Raw
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Passion.
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Passionate Traits
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Likely Passionate Traits for player characters include extreme
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versions of ordinary roleplaying character behavior. Some examples, in
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no particular order, are
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Doomed, Loyalty (Lord), Loyalty (Nation), Love (Family),
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Hospitality, Companionship, Honor, Fame, Loyalty
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(Religion), Hate (Religion), Love (Folk), Hate (Folk),
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Love (Individual), Hate (Individual), Love (Occupation),
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Hate (Occupation), Bloodlust, Berserk, Curious,
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Addiction, Leader, Joker, Compulsive (Behavior),
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Delusion, Gluttony, Money, Trust (Others), Jealousy,
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Relaxation, Lust (Sex), Pacifism, Paranoia, Phobia,
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Cruelty, Split Personality, and Love (Own Opinion)
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To handle Passionate Traits, whenever a character is faced by a
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situation where Passion might rule his response, have the player roll
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against the magnitude of the appropriate Passionate Trait, and if the
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roll is a success then the Passionate Trait must manifest itself,
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otherwise the player may roleplay it. Roleplay the effect of
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Passionate Traits. If a player does not roleplay his Passionate traits
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the GM may give the character 1D8 Raw Passion.
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Overcoming Passionate Traits
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The Psychiatry skill is useful for overcoming, or rationalizing,
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Passionate traits. Since this skill is not taught in the Young
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Kingdoms one must bind a demon with the skill (or embody a virtue of
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knowledge) in order to buy back Raw Passion or a Passionate Trait.
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Each full week (48 hours of treatment) make a Psychiatry roll,
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successful treatment will subtract 1D8 from Passion. Plant Lore skill
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(Class 9 Potions) may also be able to overcome Passionate Traits
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(Figure each potion will subtract about 1D8 Passion). In order for one
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to progress toward overcoming Passionate traits, a character's raw,
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unallocated Passion must be reduced to zero. Once the magnitude of a
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Passion has been paid off, the Passion has been overcome and may be
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marked off the character sheet.
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The Lords of Law and Chaos may remove and change Passions instantly if
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they wish.
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Defeating enemies, and other happy moments, can avert the formation of
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new Passions. Subtract 1D8 Passion points from each character's Raw
|
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Passion (or Passionate Trait of choice if Raw Passion is already zero)
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whenever an adventure is a success. Special adventures may subtract
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even more Passion points.
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Rest and relaxation remove POW Passion points per year.
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Each six months of a successful romance subtracts 1D8 Passion points,
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first from Raw Passion points, then from other Passionate Traits in
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random order, and allocates them towards a Passion of Love (Beloved).
|
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|
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|||
|
====================
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|||
|
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|
From: "John W. Marvin" <jmarvin@us.oracle.com>
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Subject: Point Based Character Creation
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|
System: Stormbringer
|
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|
|
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|
[again, this is pulled from the old Stormbringer mailing list -sda]
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I've evolved my character creation into a point based system (turning
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away from Chaos, are we? :-), and would like to share it:
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|
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|
CHARACTER CREATION
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|
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|
1. Each player starts with 82 attribute points, to be distributed
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later.
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2. The GM will give the player a choice of one or more nationalities,
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which should make sense based on where the campaign is at.
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3. The player rolls three times on the class chart for their nation.
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If they don't like their choices, they can gain another roll for each
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attribute point they spend. After their fourth extra roll, spending
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another attribute point (a total of five have been spent) lets the
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player choose any class available to their nation.
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|
4. A character's base age is 25. They can gain extra attribute
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points by trading experience for potential, or gain age by trading
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|
potential for experience. For every year under 25, add one attribute
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|
point (max gain is 7). STR, DEX, CON & SIZ may not exceed age. For
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every two years over 25 (round in PC's favor), subtract one attribute
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point (max loss is 7).
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5. Further attribute points can be gained by giving the PC
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disadvantages. These can come up naturally from play (tongueless
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|
slaves of Melnibone...), or can be fairly generic. The GM may adjust
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|
as best fits their campaign:
|
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|
|
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|
Chaos Lord hates you 10 attribute points
|
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|
Lawful Lord hates you 9
|
|||
|
Elemental Lord hates you 9
|
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|
Theocrat hates you 8
|
|||
|
Major sorceror hates you 5
|
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|
Outlaw in one nation 3 (+1 for each extra nation)
|
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|
Major figure hates you 3
|
|||
|
Minor figure hates you 1
|
|||
|
|
|||
|
6. Player then distributes attribute points as desired, max 18, min 3.
|
|||
|
|
|||
|
7. Player then rolls any nationality bonus (max may go over 18, min
|
|||
|
may not drop below 1, subtract from highest attribute if a low score
|
|||
|
would go to zero or below). Priests roll for INT bonuses based on
|
|||
|
age.
|
|||
|
|
|||
|
=Nhoj=
|
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|
|
|||
|
====================
|
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|
|
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|
The Chaosium Digest is a Discussion Forum for Chaosium Games which do
|
|||
|
not have another specific area for discussion. To submit an article,
|
|||
|
mail to: appel@erzo.berkeley.edu
|