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|| DRAGONQUEST Newsletter November 1994 ||
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|| Volume 1 / Number 9 ||
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The DQ Newsletter is for discussions of the DragonQuest role
playing game. The key addresses you need to know are:
Philip Proefrock (Editor, Article Submissions, Etc.)
psproefr@miamiu.acs.muohio.edu
David Nadler (Distribution Coordinator)
nadled@uh2297p01.daytonoh.ncr.com
Drake Stanton (FTP Site Coordinator)
drache@netcom.com
All articles are copyrighted property of their respective authors.
Reproducing or republishing an article, in whole or in part, in any other
forum requires permission of the author or the moderator. The DragonQuest
Newsletter also maintains an ftp archive site:
[ftp://ftp.netcom.com/pub/drache]
which includes back issues of the newsletter and other articles of interest
to DragonQuest players and GMs.
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C O N T E N T S
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Editorial -- Philip Proefrock
Letters -- John Kahane
-- Editors
Column: The BEASTIARY
-- Likshara -- John Kahane
-- Ahl-at-Rab -- Charles Summerhill
The Races of Oaerth -- Charles Summerhill
Luck Characteristic -- Charles Summerhill
Column: DQ ARCHIVE
-- Character Generation Spreadsheet -- Dave Nadler
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EDITORIAL: The Canonical DQ Index
=================================================================
I have a begun a project and I need everyone's input, even the lurkers out
there. I am trying to gather an index of all published DragonQuest related
material, both SPI's material as well as third party items. I am _not_
going to try to catalog all of the 'zine and private material in this index;
that's a separate task. (Although I certainly wouldn't mind getting copies
of that material
as well. I am just afraid that that list will always be much more
incomplete, whereas the Commercial Index may be fairly complete in its
coverage.) I think all of us would find it useful to have a complete index
of published DQ material. Perhaps we can even come up with a way of making
copies accessible at some point.
I know that, in addition to the two SPI editions and the TSR edition of
the game itself, there were several adventure modules (mostly by SPI), a
GM's Screen, and the Frontiers of Alusia map/campaign setting. And then
Judges' Guild produced a couple of DQ items (which I have never seen,
myself), SPI's Ares magazine ran articles and a couple of smaller
adventures, and Dragon magazine had some articles, too.
I also know that there must be more than that. I'm sure there are some of
you who have old magazine back issues with DQ related articles I don't know
of. Let me know what you have, or even articles you've seen, but don't have
copies of. We will try to track things down in order to get as complete a
resource for everyone's use as we can. I hope to have a preliminary draft
of the
Index posted to the Archive in a month or two; then we will continue to
update it periodically as needed.
Personally, I would like to get photocopies of these articles (especially
articles from SPI's _Ares_ magazine which I don't already have) for my own
archives, so perhaps we can work something out if you have an article I
don't have. Send article sightings to:
psproefr@miamiu.muohio.edu (Philip Proefrock)
------------------------_L_E_T_T_E_R_S_--------------------------
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I saw the reprint of the posts that came out of the Internet side of
things about the business with DRAGONQUEST and the Cold Iron issue, and just
thought that I would comment on it. You were quite right in that the
designers of the game took an approach to this that stemmed from the
English/Irish mythologies and how magic was interfered with by cold iron and
all. The DQ rules state, as you mentioned as well, that it's a minute
quantity of cold iron that prevents a mage from casting spells, and I think
this is where part of the problem lies for some folks.
The rules don't state specifically *how much* iron will interfere with
casting, but the guideline of "a few ounces" of iron is a good one. I've
never really had a problem with this issue at all in any of the campaigns
that I've run (and I've been running DQ now since the game first came out on
the market); my players have always accepted this, and feel it's a small
price to pay in order to play a Mage, and fits well with the faerie fear and
vulnerability to cold iron that is present in the game (and mythology).
Besides, if a Mage wants to avoid this, he or she can purchase a weapon or
set of armour that is silvered or truesilvered (although it will be a bit
more expensive), and the magical properties of silver and truesilver more
than make up for the extra cost.
I think the limitations that cold iron place on magic use and spellcasting
is something that the GM can control, if he or she wishes. If one feels
that it's a "silly" rule (which I do not), then one can always discard it,
but as has been pointed out, this places a very small limiting factor on
magic, one that is plausible and fits in well with the mythologies from
which the DRAGONQUEST game is derived.
-- John Kahane (John.Kahane@p5.f198.n163.z1.fidonet.org)
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There have been some recent discussions on DragonQuest topics in the
newsgroup rec.games.frp.misc. As John's letter (above) mentions, an earlier
discussion was included in last month's newsletter. But I know that not
everyone who gets the newsletter has access to the newsgroup. Our question
for all of you is: should we try to collect these discussions and circulate
them as newsletter supplements, or just compile them for the archive, or is
it not worth the bother?
Let us know.
-- Editors
(psproefr@miamiu.muohio.edu) (nadled@uh2297p01.daytonoh.ncr.com)
-------------------_The_ _B_E_A_S_T_I_A_R_Y_---------------------
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Likshara
-- John Kahane
Just thought I would send along another little beastie that I came up with
the for the DragonQuest campaign that I run. This one, obviously, is
classed under the Felines category, and is quite dangerous. My players have
told me over the last couple of years that the liksharan is one of the more
dangerous feline predators that they've encountered in their time, and its
natural speed and magical resistance are what give this beastie the edge.
As you'll see below....
LIKSHARA
Natural Habitat: Plains, Hills
Frequency: Uncommon Number: 1-8 (3)
Description:
Likshara (sing.: liksharan) are a form of carnivorous cat. They are light
brown, snub-snouted animals, and can grow as large as six feet in length
(but average around 4 feet). Their hides are specked with small, dark
rings, they have short tails and very rounded ears. Likshara weigh several
hundred pounds apiece, but are highly agile for their mass and size.
Talents, Skills, and Magic:
While likshara do not have any talents or magic, they do have the natural
ability to see at night with a range of 150 feet. In addition, likshara are
very sure-footed, and rarely trip or fall
(requires an AGx5 or less roll). Likshara are naturally magic-resistant,
and increase their Magic Resistance values by +15%.
Movement Rates: Running: 450
PS: 22-26 MD: 25-30 AG: 28-34 MA: 1-6
EN: 17-24 FT: 22-30 WP: 10-14 PC: 19-24
PB: 8-11 TMR: 9 NA: Fur absorbs 2 DP
Weapons:
The likshara can attack with its bite, with a Base Chance of 32%, and
doing +1 damage. The claws of the creature have a Base Chance of 65%, and
do +3 damage. The creature can attack with bite and claws in both Melee and
Close Combat. If the likshara attack with claws in Close Combat, the Base
Chance is increased by +15%.
Comments:
Likshara are a form of feline creature that are said to have been created
or formed during the time of the Wars of Binding, since they were not seen
in the world before this time. Carnivorous by nature, the likshara evolved
in plains but gradually adapted to slightly mountainous terrain. With their
natural bonus to magical resistance and their great speed and skill with
claws, the likshara are feared throughout the continent by lone travelers
who will usually avoid the mountainous and hilly terrain where the likshara
dwell. The hide of a liksharan is quite unusual and is worth 150 Silver
Pennies for one in good condition.
-- John Kahane (John.Kahane@p5.f198.n163.z1.fidonet.org)
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Ahl-at-Rab (from the Races of Oaerth)
-- Charles Summerhill (charles.summerhill@grapevine.lrk.ar.us)
{For some additional background on this new character race, see the
article on "The Races of Oaerth" in this issue. -- ED}
XX.XX Ahl-at-Rab are a warlike species of saurians who populate deserts and
other wastelands throughout Oaerth. They are a nomadic race, continually
moving from place to place in search of food. They are believed to be
distantly related to the sea-dwelling Makara.
Sometimes called 'Sand Devils,' they are humanoid in form. They are slow
moving, but powerful creatures averaging about six-and-a-half feet tall,
though seven foot tall males are not uncommon. They have scaly hides which
range in color from tan to dark brown. A fin-like crest runs from the
center of the forehead to the base of the neck, and is believed to help
maintain body temperature. Like all reptiles, the Ahl-at-Rab are
cold-blooded.
These 'Sand Devils' live for combat and have a strong sense of honor and
constantly seek glorious death in battle. They will almost never retreat
unless hopelessly outnumbered.
The Ahl-at-Rab are believed to be distant relatives of an extinct race of
super-intelligent saurians, known only as the Old Ones, that once ruled most
of the world. The Ahl-at-Rab rarely practice Magic. There is usually only
one Shaman (plus assistant) per tribe. [Average Tribe Size: 20 to 100
individuals; children would be at the rate of 1.5 or so per couple.] A
shaman would not always be found in the smaller tribes, and still only one
per larger tribe (they are jealous of their secrets and power over the
Tribe). Those who do perform magic will almost always choose the College of
Earth Magics (and always the Druidic branch). However, rumors have been
heard of some of the Ahl-At-Rab practicing magic of a College of one of the
Entities (Black Magics, Necromancy, Greater and Lesser Summonings).
Special Abilities:
1. The Ahl-at-Rab possess poor sight, but this is more than made up for by
two extra senses: the sense of infrared smell (like some types of snakes)
and the ability to sense ground vibrations. Range on "infrared smell" is
similar to what a snake possesses. They would have a range of about 30 feet
in calm weather, less if lots of wind. Ground Vibration sense should vary
great depending on terrain. Useful over distance only if the Ahl-at-Rab
"put their ear to the ground". Otherwise very short distance (good for
fighting blind or against invisible foes).
2. If an Ahl-at-Rab character possesses the Ranger skill and chooses to
specialize in Deserts/Wastelands, he pays one-half the Experience Points to
progress Ranks.
3. If an Ahl-at-Rab character takes the Beast Master skill, and he chooses
to specialize in Reptiles, Avians and/or Humanoids, he spends three-quarters
the Experience Points to progress Ranks. However, should he choose to
specialize in other Animal types, he pays the normal Experience Points for
that Rank. Should he choose to train any animals outside that group
(Reptiles, Avians, or Humanoids) it will take twice the usual time to do so.
Characteristic Modifiers:
Physical Strength +2
Dexterity -1
Agility -2
Endurance +2
Willpower -1
Fatigue +2
Tactical
Movement Rate -1
Natural Armor +1
Average Life Span: 40 to 60 Oaerth years.
Experience Multiplier: 1.1
-- Charles Summerhill (charles.summerhill@grapevine.lrk.ar.us)
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RACES OF OAERTH
-- Charles Summerhill (charles.summerhill@grapevine.lrk.ar.us)
=================================================================
I have added several new races to my DQ campaign, and changed some of the
others in various ways. What follows are those new and changed races (ones
not changed are not included.) The GM should carefully read the changes to
the shape-changer; they are the most significant -- strangely enough they
resulted from my original gaming group and the way that we all read the
rules. To be honest, I stole the Ahl-at-Rab and the Druas from a game
supplement book called "Bestiary" from Bard Games.
Oaerth is a co-creation between me and two other GMs over the last twelve
years. It is an unmapped, mostly undefined world that is not quite the same
as Earth (duh!). Most of our characters began in an alternative-history
Earth, but after a few years they managed to travel to this world. We have
used it in all of our campaigns since. And BTW, it is spelled Oaerth (with
the 'a' and 'e' as one letter), so it is different than Gary Gygax's
Greyhawk world as well.
Oaerth Races
Experience Point Multiplier Table
-RACE- -MULTIPLIER-
Ahl-at-Rab 1.1
Druas 1.3*
Elf 1.2
Giant 1.5
Halfling 1.1
Human 1.0
Runir (Dwarf) 1.1
Shape-Changer 1.6
Sylvari
(True Elf) 1.4
Uruku (Orc) 0.9
[*Note that the Druas have a different Experience Multiple when learning
Magic: 0.85]
{Rather than including the entire set here, we will include a few of these
races in the Beastiary column over the next few months. The Ahl-at-Rab are
included in the 'Beastiary' column in this issue. A complete set of Oaerth
character races will be posted to the Archive soon. --ED}
-- Charles Summerhill (charles.summerhill@grapevine.lrk.ar.us)
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LUCK CHARACTERISTIC
-- Charles Summerhill (charles.summerhill@grapevine.lrk.ar.us)
=================================================================
[The following *optional* ability score is currently under playtesting. The
characters have used their Luck points very sparingly, and so far it seems
to be working fine. However, this could have unbalancing effects in a game
and should be introduced with caution.]
XX.XX Luck is a measure of a character's ability to cheat what fate has in
store.
The Luck characteristic in an optional rule that allows the characters a
chance to change certain _random_ events to something more in their favor.
Luck, like Fatigue, is a characteristic that will regularly increase and
decrease during game play.
Each character (when initially generated) will start out with two points of
Luck. A character will gain one additional point of Luck at the completion
of a successful adventure (unsuccessful adventures do not add Luck points).
A character may spend Luck points at any time to cause an unfortunate
random event to either turn their way or not to happen at all. It is even
possible to spend more than one point at a time to get a particular event to
occur (or not to occur).
Some of the purposes that Luck can be used for include:
*Cancel the effects of being Stunned;
*Cancel the effects of a backfire;
*Add +10% to the chance of success per point of Luck spent;
*Add +10% to Magic Resistance per Luck point spent (including
Active Resistance);
*Any other reasonable purpose that the GM approves.
In addition to any of the other specific uses of Luck described above, a
player may simply either re-roll, or have re-rolled, the results of the last
die roll. For instance, if a character is struck
for a Grievous Injury, s/he may immediately call for a re-roll of the dice
which would nullify the Grievous Injury (unless the re-roll is also a
Grievous Injury, at which point the character in question could spend more
Luck points or simply accept his/her fate). However, only the last die roll
can be re-rolled. If a Grievous Injury was rolled, but the player chose not
to change that result with Luck, and then the specific Grievous Injury
result was the instant death of the character, only the particular Grievous
Injury could be re-rolled; the fact that the attack was a Grievous Injury is
then unchangeable with Luck.
Luck points are accumulated at the conclusion of each successful adventure
(not unsuccessful adventures), as a bonus to each character. The exact
amount has yet to be determined though Play Testing, but for the moment it
is assumed to be 1 point per adventure. Under no circumstances can a player
accumulate more than 4 Luck points total. Any other points normally gained
are simply lost.
The GM should not feel obligated to allow the use of Luck in all situations.
Anytime that they are used, the use itself, as well as the effects
provided, are completely up the GM. The player should let it be known what
s/he is trying to accomplish, and the GM will determine exactly what can be
done. Luck points are intended primarily to prevent the death of a
character by the roll of a die. Remember that when a character's Luck
points are all used up, the character is effectively *out of luck*.
-- Charles Summerhill (charles.summerhill@grapevine.lrk.ar.us)
---------------------_D_Q_ _A_R_C_H_I_V_E_-----------------------
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[Archive ftp site is at: ftp.netcom.com in the pub/drache directory.
Archivist and ftp Guru: Drake Stanton (drache@netcom.com)]
Title of Archive
ARCHIVE NAME: CHARSTAT.XLS
This is in response to Daniel Allbutt's request for an automated tool to
help in character generation (Letters: v1n8). I created a spreadsheet (in
Excel 4.0) to simplify but not completely automate the character generation
process. In reality, the spreadsheet simply lists all of the skills
(weapons & trades) along with their experience point cost by rank. In
column A, the skills are listed. In column B, one can enter the rank
desired, and in column C the total experience point cost is listed. Columns
D and out contain the point cost per rank for a skill.
On the bottom of the spreadsheet are three "summary" numbers. The first
"Used" is the sum of experience points to achiee the desired ranks entered
above. The second "Allowed" is manually input to show the number of
experience points that can be spent to create a character. The third
"Available" shows the difference between "Used" and "Allowed" thus showing
how many points one can yet spend in finishing the character.
The spreadsheet doesn't take into account some items like the first skill
not having any cost for rank 0, or the halved cost of thievry if one is a
superiorly ranked spy. I started working on a second spreadsheet (which
I'll also place on the FTP site) which is the character sheet. My intent
was to somehow link the selected skills from the EXPCHART.XLS file into the
CHARSTAT.XLS spreadsheet. Perhaps sometime in the future.
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### End of DragonQuest Newsletter v1/n9 -- November 1994
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