================================================================ || || || DRAGONQUEST Newsletter November 1994 || || || || Volume 1 / Number 9 || ================================================================ 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. ----------------------------------------------------------------- C O N T E N T S ================================================================= 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 ----------------------------------------------------------------- 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_-------------------------- ================================================================= 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) ----------------------------------------------------------------- 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_--------------------- ================================================================= 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) ----------------------------------------------------------------- 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) ----------------------------------------------------------------- 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) ----------------------------------------------------------------- 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_----------------------- ================================================================= [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. ########################################################### ### End of DragonQuest Newsletter v1/n9 -- November 1994 ###########################################################