491 lines
22 KiB
Plaintext
491 lines
22 KiB
Plaintext
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RuneQuest Digest Compilation Edition.
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Volume 1, issues 1-3.
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edited by: Andrew Bell
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transfered to CIS by: Janet Naylor 72727,574
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Copyright, Andrew Bell
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*************************************************************************
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*** RQ Digest, Volume 1, Number 1
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From: abbott@dean.berkeley.edu (Mark Abbott)
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Subject: RQ Martial Arts
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Here's a home grown system for running martial artists. This assumes RQIII
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but could easily be modified to work with RQII. It's developed from my
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experience studying the Korean art of Hapkido, with a bit of other stuff
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thrown in for the fun of it. For instance, we most definitely do not
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practice parrying missiles but I really liked that on the old Kung Fu
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TV shows so it's in here.
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The belt progression shown is a nice easy one to compute. It's not really
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accurate compared to the real world but it's fine for game terms. In
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reality, 4th dan (4th degree black) is considered mastery but with this
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belt system RQ-defined mastery comes right at 1st Kub or 1st dan black belt.
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Using these skills, you can easily simulate a variety of arts. Hapkido
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emphasizes both throwing and striking techniques but many arts do not. To
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set up another art, just change the emphasis on the different sets of skills,
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or drop some out entirely.
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By the way, this does not use the RQIII martial arts skill which doubles
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damage. This replaces it.
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The skills are mostly obvious but: Kicking is just that, Strike/Block is
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all hand strikes and parrying with the hands/arms. Normal RQIII rules apply
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as to which weapons will damage the parrying object. Joint locks are the
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joint breaking holds and twists which are characteristic of jujitsu and
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aikido. Throws are what is normally associated with jujitsu and judo.
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Falling is exactly that, the ability to fall safely. Dodge is the RQIII
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skill. Missile parry is the ability to parry missile weapons.
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In our local games these skills are all used by specialized groups which
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restricts their availability. Also, these groups all frown on the use
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of armor which further limits the power of these skills. In practice,
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the martial artist is a weaker but somewhat more versatile fighter than
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the run of the mill. His lack of armor keeps him from being really
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tough. However, if armor is uncommon then the martial artist
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will really shine.
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MARTIAL ARTIST SKILLS
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SKILL SR BASIC DAMAGE NOTES
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Kicking 3 15% d8 Specials do automatic knockback, flying
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kicks do automatic knockback but use
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both actions for that round, ie you
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cannot dodge/block/do another attack.
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Strike/Block 3 15% d4 Specials do automatic knockback
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Joint Locks 3 00% 2d4 Armor absorbs damage. Assume arms to be
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the target under normal circumstances.
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Occasionally the target will be neck or
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legs.
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Come-alongs fall in this category. If
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the skill is successfully used and the
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damage rolled is enough to incapacitate
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the limb, the player may opt for a
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come-along with the damage inflicted
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if the opponent attempts to escape.
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Joint locks may be executed using a
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short stick or staff at the weapon
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percentage or the joint locking
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percentage, whichever is lower.
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Throwing 3 00% 1/4 Size of target
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Successful use gives a resistance roll
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of STR+AGI+(Throwing skill/5) vs.
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SIZE+AGI. Both the skill roll and
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resistance roll are necessary for a
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completed throw. A succesful throw
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gives the thrower one extra attack that
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round at +20%.
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Falling - 15% - Negates 1/4 Size +d6 falling damage,
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+2d6 for specials and +3d6 for criticals
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Missile Parry - 00% - Allows the user to stop missile weapons.
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Success indicates that the missile was
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deflected, a special that it was caught,
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a critical that it may be thrown back.
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One use constitutes one of the PC's
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actions that round. May be used twice
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in the same round.
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Shafted/hafted missiles may be parried
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with the hands. Other missiles must
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be parried with a weapon or object.
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Arrows/javelins/hatchets are shafted/
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hafted, sling bullets are not.
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Ability to parry with a weapon is based
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missile parry or weapon parry, whichever
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is lower.
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Dodge - 05% - If used at 1/2 percentage the martial
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artist need not count Dodging as one of
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his two actions in a round. This option
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may only be taken once per round.
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A Martial Artist attacking the same opponent more than once in the same
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round may not use the same attack skill more than once in that round. In
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other words, he may not kick the same opponent twice in the same round although
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he could first throw and then kick. This rule applies to all attacks
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except Strikes-an opponent may be punched twice in the same round.
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For Hapkido belt progression use this formula. N=Average of all 8 skills
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(Kick, Strike, Block, Throw, Joint Locks, Fall, Missile Parry, Dodge) or
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lowest skill +20%, whichever is lower.
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Kub # = 10- (N/10). Drop fractions. Negative numbers are degrees of Black.
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Kub # 10,9 8,7 6,5,4 3,2,1 0 and lower
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Belt White Yellow Blue Brown Black
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-Mark Abbott
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abbott@dean.berkeley.edu
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The RuneQuest(tm) Digest is a courtesy of Andrew Bell.
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All opinions and material above is the responsibility of the originator, and
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copyrights are held by them.
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RuneQuest is a trademark of Chaosium, Inc.
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*****************************************************************
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*** RQ Mailing list, Volume 1, Number 2
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From: 8hum190@violet.Berkeley.edu (Elliot Wilen)
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Subject: Potions for RuneQuest
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They ain't perfect, I'm sure, but everybody would change them anyway.
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--Elliot Wilen
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Here they are:
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These rules are intended to re-introduce man-made poisons
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and potions to the RQ III system. For the most part, they
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amount to an update and extension of the RQ II rules. I'll be
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the first to admit that they aren't, strictly speaking,
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'realistic'. Real poisons do not improve in potency according
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to the skill of their maker--they are simply manufactured
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according to recipe, and they have a more-or-less constant
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effect. But I'm presenting these rules anyway since they do
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integrate well with the overall RuneQuest system, and people
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may find some or all of them useful.
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Disclaimer: these rules have not been playtested. They may
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be sketchy in places. Suggestions for improvement, especially
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after playtest, are welcome.
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Throughout the text, I've indicated notes by using a
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number inside of square brackets [ ] .
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Alchemical Skills
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Poison, as described in the Player's Book, usually causes
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damage to total hit points. However, other types of drugs,
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breathed, injected, ingested, poured into an ear, or
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contacted by the skin, do exist. Some alternatives to simple
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damage-causing poison are: acid, drugs which cause sleep,
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drugs which cause paralysis, and mind-altering drugs which
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cause hallucinations, changes in behavior, or loss of
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willpower. Healing potions and salves may also exist. There
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are also antidotes to the various kinds of poisons. Finally,
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certain types of magic spells may be stored in a potion. (At
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GM discretion, not all 'potions' need necessarily be in liquid
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form: cakes, pills, and powders are okay, too.)
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Making Potions
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Each type of potion, poison, drug, or acid requires a different
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skill to manufacture. We can classify all of these skills under
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the general rubric of Alchemical skills, just as Play
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Instrument and Craft are also sets of skills. Alchemy skills
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are Knowledge skills with base chance of 00% and no
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experience check box. This means that they cannot be
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learned or increased through experience, only through
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training and research, though they may be
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trained/researched up to 100%.[1]
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Use of Alchemy is somewhat different from the usual
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application of a skill percentage.[2] The maximum potency of
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a specific item which a character is capable of making is 1/5
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of the character's skill, rounded up. Thus the highest possible
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potency is 20.[3] Success is guaranteed unless the player
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fumbles. If this happens, roll again against the skill
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percentage. A normal success on this roll indicates that the
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character realized his mistake; otherwise the faulty product
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will not be detected until it is used. A fumble on this roll
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would mean something especially bad happened: not only is
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the potion weakened/useless/having unintended effect, but the
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alchemist accidentally imbibed/ingested/inhaled (etc.) some of
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it! (In this case, it may take normal effect the important
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point is that something happened to the poor guy.)
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Cost of Manufacture and Prices
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The cost of manufacturing a potion depends on its type and
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POT. Since people will inevitably set their own prices, I've
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made no effort to set precise costs. Instead, I've extrapolated
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prices from RQ II and multiplied them by a semi-arbitrary
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factor of 10 to convert from Lunars to pennies. The cost of
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purchase would be roughly ten times the cost of
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manufacture. These prices should be considered to apply for a
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small city. Adjust as appropriate for other locations of
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manufacture/sale.
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One dose is approx. 100 ml. = 1 U.S. gill = 4 fluid oz. = 1/2
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cup
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General Type Cost of Ingredients per Dose (per point of
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POT)
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Acid 50p
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Poison 40p (should be increased considerably for
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special poisons, such as slow-acting or
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contact)
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Drug 200p minimum; cost varies highly depending
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on effect
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Antidote As Cost of Countered Agent
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Healing 200p (if used)
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Magic 400p (POT=maximum MP which may go
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into it)
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Effect of Potions
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Acid--A full dose causes its POT in damage to whatever it
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contacts. Adjust damage for contact with less than a full
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dose. (Keep in mind that if acid is splattered on someone,
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he's likely not to be hit by all of it.) Effects on objects will
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vary according to construction, POT, and length of contact.
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Armor and weapons will be damaged or even rendered
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completely useless by powerful acids--one way to handle this
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would be to roll on the resistance table for each round of
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contact, having the POT of the acid attack the armor points
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of the weapon or armor. Each success results in the loss of
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one armor point.
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Poison--This works exactly as described in the Player's Book,
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page 83. Note that the 'typical' man-made poison is ingested
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and takes effect very quickly. Blade venoms (for application
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to weapons), contact poison, slow-acting poison, poison gas,
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and other special types will cost more to manufacture--twice
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as much or higher.
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Drugs--Most drugs will need to overcome the CON of their
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target to take effect. If they do not successfully overcome
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the CON, partial effects may still apply. Typical effects of
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drugs include sleep, paralysis while retaining consciousness,
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hallucinations, and loss of willpower. Partial effects might
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include temporary loss of STR, DEX, INT, or maximum
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fatigue points. The effects of a drug typically last 2*POT
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hours.
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Antidote--According to GM discretion (and possibly only after
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research by characters), each drug or poison may be
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counteracted by an antidote. Antidotes may be taken in
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advance of contact with a harmful agent, in which case the
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substance has its POT reduced by the POT of the antidote
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before being applied. Antidotes last for 1/2 hour after being
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taken. Alternatively, an antidote may be administered after
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the harmful substance has been introduced into the system
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of its victim. Poison antidotes will counter an amount of
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poison damage already received equal to 1/2 POT. The POT of
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a drug antidote must attack the POT of the drug on the
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resistance table; success indicates that the drug has been
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successfully counteracted. Note that multiple doses of an
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antidote of a given POT will *not* have a greater effect than
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a single dose, but a greater POT antidote will supersede a
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previously-administered antidote of lower POT. (Note also
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that the GM should devise prices for the antidotes of natural
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poisons such as snake venom, since they have no price of
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their own.)
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Healing--If it is desired to include non-magical healing
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potions and healing salves in your campaign, you may allow
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them to heal their POT in hit points of damage. Since these
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rules would make it possible to create potions which heal 20
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or more points of damage, you might want to increase the
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ratio of skill percentage:POT for healing potions (say, 1:10).
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On the other hand, such potions really don't make a whole
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lot of sense, and non-magical healing is already handled by
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the First Aid skill.
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Magic Potions
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Only Sorcery and Spirit Magic spells may be put into
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potions.[4]
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The effect of a magic potion is exactly as if the spell had
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been cast on the person who drank the potion; it does not
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give the person the ability to cast the spell. Thus a potion of
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disruption disrupts the drinker, a befuddle potion befuddles
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him, and a heal potion heals him. On the other hand, an
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extinguish potion is meaningless, as is a wish potion, because
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extinguish cast on a human has no effect, and a wish is not
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cast on anyone at all.
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In general, making a magic potion involves storing a spell
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and magic points in liquid form. Of course, special (costly)
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substances are needed to brew the liquid which stores the
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magic. Since a potion is good for only one use, the magician
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does not lose permanent power. Instead, he expends the
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normal MP cost of the spell. The spell may be manipulated
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by sorcery skills and/or boosted, as long as the cost is paid
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and the potion has the requisite POT.
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Manufacture of the magic potion is treated exactly as for
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other potions: roll versus Alchemy skill and assume success
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unless a fumble occurs, etc. However, if the spell is being
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manipulated, use the lowest skill involved (out of Alchemy
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and the relevent Sorcery skills). When the potion is drunk,
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it automatically takes effect unless it is resisted.
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------------------------------------------------
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Notes
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1]Or higher, given the standard rules on training. However,
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since the highest skill level attainable (for a Knowledge skill)
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through research is 111%, then if one assumes that teachers
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cannot teach people of higher skill than they, and that all
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knowledge of Alchemy was originally gained through
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research, then the highest possible POT is 23. Alternatively,
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the maximum could simply be set at 100%.
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2]Though it may be appropriate to apply a similar system to
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Craft and some other skills.
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3]Usually. See note 1.
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4]The main reason I said this is because I had a hard time
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fitting in Divine Magic. In general, I'm much less certain
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about these magic potion rules than about the others.
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-Elliot
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The RuneQuest(tm) mailing list is a courtesy of Andrew Bell.
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All opinions and material above is the responsibility of the
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originator, and copyrights are held by them.
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RuneQuest is a trademark of either Chaosium or Avalon Hill.
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***********************************************************
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*** RQ Digest, Volume 1, Number 3
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From: John Redden <redden@ttidca.tti.com>
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Subject: PC Dragon variant
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S T R O H L D R A G O N S
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Dragon 1-5 5-10 10-20 20-50 50-100 100+
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Age yrs. yrs. yrs. yrs. yrs. yrs.
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very young adolescent young adult adult old ancient
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Power 3-6 7-10 11-14 15-18 19-22 23-26
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Scale
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Arm pts 1-2 2-3 3-4 5-6 6-7 7-8
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(note: armor pts = POW / 3)
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INT = 10+D10 DEX = 3D6 APP = 10 + D8 (to dragon of its own culture)
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old D&D size SIZ and SIZ and CON CON tail bash/ bite breath breath
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description STR STR max max claw base base diameter damage
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halfling/ducksize D6+6 12 2D6 12 D3 D4 1m D2
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human/orc/elf size 2D6+6 18 3D6 18 D4 D6 1.5m D3
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ogre/troll size 3D6+6 24 3D6 18 D6 2D4 2m D4
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hill giant size 3D6+12 30 (3D6/2)+8 18 D6 2D4 2.5m D6
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stone giant size 4D6+12 36 (4D6/2)+8 20 D6 2D6 3m D6+1
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frost giant size 5D6+12 42 (5D6/2)+8 23 D6 2D6 3.5m D8+1
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fire giant size 5D6+18 48 (5D6/2)+11 26 D6 3D4 4m 2D6
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cloud giant size 6D6+18 54 (6D6/2)+11 29 D6 3D6 4.5m 2D8
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storm giant size 7D6+18 60 (7D6/2)+11 32 D6 3D6 5m 3D6
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titan size 7D6+24 66 (7D6/2)+14 35 D6 4D4+2 5.5m 3D8
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(elemental dragons) .. .. .. .. .. .. .. ..
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Add damage mod to bash, claw or bite. Breath weapon range is meters in POW.
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D6 fatigue pts are lost per breath as per RQ III Creatures Book. The dragon
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can have a breath or bite and a claw or bash per melee round. If the dragon
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gains 100%+ in an attack skill then it may split it for multiple attacks.
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Draconic skills vary with local culture, but almost all healthy dragons have
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fly at 80% by the time they are adolescent.
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Common draconic spell: (spirit magic version) STIFFWING 1 Pt
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Duration: 25min * dragons current POW. Stackable. Reusable.
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This spell enables the dragon to magically enhance its aerodynamic shape.
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The wings assume a soaring position and the dragon is able to double the flying
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move base in calm weather. Typically the dragon will fly above bad weather and
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travel intercontinental distances. No fatigue pts are lost during stiffwing
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flying. Divine and sourcerous versions of stiffwing exist.
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A dragons breath depends on its color (yes, I get to dig out all those old
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D&D dragon types and use them). Physical breaths conform to belching damage.
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For magical breaths a POW vrs. POW must be made for all those in the area of
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effect (these breaths would be befuddle breath, illusion breath).
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For STROHL dragons POW increases are difficult. They are limited by age.
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They have a common reincarnation cycle so their religions tend to be similar.
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The common reincarnation cycle does not translate into a common draconic
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culture. There are three distinct draconic cultures known by the characters
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in the STROHL game.
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Toranian Dragons
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The first group has a central population in a land about the summed size of
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England, Scotland and Ireland. The dragons associate closely with city dwelling
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humanoids. This culture is like a "Pernese" type. People ride them (a separate
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skill) and they become the "airforce" for this land. They do their hatching
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near the main site of a city state. Humanoids are attached to the young dragons
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and will care for them once they leave th nest. Humanoids are not allowed into
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the inner parts of the draconic caves where the eggs are laid. Older dragons
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always present the young to the humanoids during certain rituals. The humanoid
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then helps care and train the young dragon in the ways of the Toranians. The
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color of Toranian dragons varies from neutral colors (gray, brown, off-white)
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to metalic (iron, mercury, gold, tin).
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|
Exotican Dragons
|
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|
Exotica is a land about the size of Australia. A somewhat obscure but well
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organized group of dragons dwell here. They are oldest group. The humans that
|
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|
have met them say they know the most about the early history of STROHL. Much
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|
of the culture is shrouded in prophecies and the effect their draconic culture
|
||
|
will have on pivitol events. Other humans who have contacts with Exotican
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|
cultures tell stories a fourth group in in draconic lore. These stories speak
|
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|
of elemental dragons from the dim time. Most dismiss these tales a delusions.
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The Exotican dragons have dealings with centaur clans and griffon prides.
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||
|
The dragons often will mitigate between the two constantly fighting groups for
|
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|
favors. Much of what is known about draconic culture in Exotica comes from the
|
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|
centaurs, so some say that it is tainted with their viewpoint. The Toranian
|
||
|
dragons say their Exotican relatives have been through so many reincarnations
|
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|
that they suffer from pointless mysticism. The Exotican dragons are crystalline
|
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|
in color (topaz, quartz, ruby).
|
||
|
|
||
|
Scarletian Dragons
|
||
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|
This group of dragons is dangerous. They have discovered some of the ancient
|
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|
technology on STROHL to complement their sorcery and magic. Their draconic
|
||
|
leader commmands them from a large aircraft in the shape of a flying wing.
|
||
|
Somehow the Scarletians learned how to make things like guns (better than the
|
||
|
mostali), energy weapons, attack craft and then the wing. They base themselves
|
||
|
on the edge of the known world in the Lands of Night. The scarletians have
|
||
|
a large army at their command consisting of humans, orcs, renegade mostali, and
|
||
|
others. They are at war with the Twilonian Empire and have successfully
|
||
|
defeated their western army. The scarletians are chromatic dragons.
|
||
|
|
||
|
//A RQIII houserule in our game. Strike rank has always been bothersome to me.
|
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|
However timed actions do add a sense of strategy to th game. What I use
|
||
|
instead is "Melee Round DEX". Each characters MRD starts at current natural
|
||
|
DEX but then is reduced by SIZ and weapon length to give a new MRD for that
|
||
|
weapon. Actions reduce the MRD further. So do variable pt spells. MRD can
|
||
|
go negative but the character still gets to their basic actions (they may go off
|
||
|
last). Multiple spells and missiles can be done as long as MRD isn't negative
|
||
|
(again the character gets a least one missile action). The effect is identical
|
||
|
to strike rank and I find it more comfortable.
|
||
|
|
||
|
|
||
|
The RuneQuest(tm) mailing list is a courtesy of Andrew Bell.
|
||
|
All opinions and material above is the responsibility of the originator, and
|
||
|
copyrights are held by them.
|
||
|
|
||
|
RuneQuest is a trademark of either Chaosium or Avalon Hill.
|
||
|
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************************************************************************
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