================================================================ || || || DRAGONQUEST Newsletter April 1995 || || || || Volume 2 / Number 4 || ---------------------------------------------------------------- Special SHAPE CHANGERS Issue ================================================================ 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.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/dr/drache] which includes back issues of the newsletter and other articles of interest to DragonQuest players and GMs. ----------------------------------------------------------------- Special SHAPE CHANGERS Issue ----------------------------------------------------------------- C O N T E N T S ================================================================= Administrivia Editorial Letters -- John Rauchert -- John Kahane -- Andrew Carter The Tale of a Dagger -- Andrew Carter Shape Changers -- from the rec.games.frp.misc Newsgroup Alternate Shape-Changer Conversion Method -- Mark Sheppard Reshaping the Shape-Changer -- John F. Rauchert Ritual of Becoming a Shape-changer -- Andrew Carter Column: DQ ARCHIVE Advertisements ----------------------------------------------------------------- ADMINISTRIVIA: Dave Nadler ================================================================= This issue is bigger than usual. If you have problems receiving the entire issue (i.e. you don't see the END OF NEWLETTER text at the botton), please let me know. ----------------------------------------------------------------- EDITORIAL: ================================================================= This is the first "Special Issue" of the DragonQuest Newsletter: the Shape-Changers Special Issue. Hopefully we will have other special theme Newsletters from time to time in the future. This issue started as I was going through some material that I had received for the Newsletter. There were a couple of articles from different sources relating to shape-changers, so I thought I would see what else I could find and try to have an issue largely devoted to a single topic. I announced that we would try to do a shape-changers special issue, and asked for any material relating to shape-changers. We did get additional material, and I think that this issue has turned out very well. Future special issues will depend both on what you would like to see and on what material I get. (If eveyone wanted to see a Merfolk issue, that would be fine, but I need the material submitted, too.) Suggestions for future special issues (hopefully along with some of your own material on the subject) is welcome, as are all submissions to the Newsletter. ------------------------_L_E_T_T_E_R_S_-------------------------- ================================================================= For a "dead" game system, DQ seems to have a pretty thriving underground (or is that cyberground?). I played DQ a lot in my college days and I think that at the time it seemed like a breath of fresh air removed from the endless D&D dungeon crawl. Any game system that had creatures able to chew up a haughty party and spit them out was something different. I think right now, because of a dearth of published "official" material, we are in the "Variants from Hell" stage of DQ, although this may be part of its appeal because it is a wide open system with no one telling you what is right or wrong. Anyway, keep up the good work, I have no ego about anything I submitted so it doesn't matter to me when/if it gets published. I'd just like to see this phenomena continue. (aren't Green Dragons supposed to be the wimpy ones?) -- John Rauchert (john.rauchert@sait.ab.ca) ----------------------------------------------------------------- ...(a)nother idea that I have is for a Character Corner. People can submit some of their favourite characters from over the years for publication in the newsletter. I have a couple of characters that I can easily send in to get the ball rolling. What do you think? -- John Kahane (john.kahane@p5.f198.n163.z1.fidonet.org) [Along with the Beastiary, I have thought that having a "Character Corner" of one sort or another would be a good thing, and I'm glad to see someone else calling for this, too. These characters could be NPCs that other campaigns could use. One person's favorite player character might become an interesting NPC, even a possible patron or adventure contact in another campaign. Starting next month, we will add this column to our regular features in the Newsletter (although it may alternate with the Beastiary, depending on the material that is submitted for these columns). -- ED.] ----------------------------------------------------------------- What a great idea! I`m very much looking forward to this special Shape-changer edition. Here is a Ritual that you can include if you want. [The "Ritual of Becoming a Shape-changer" can be found later in this issue. -- ED.] Please have more of these specials in the future. -- Andrew Carter c/o (dallbutt@st.nepean.uws.edu.au) ----------------------------------------------------------------- THE TALE OF A DAGGER -- Andrew Carter c/o (dallbutt@st.nepean.uws.edu.au) ================================================================= Our GM said to me, while playing my ShapeChanger Bear character BEORN, "There is a small gentleman charging you with a dagger." As I was in Bear form and wielding a Hand-and-a-Half, I said confidently, "Well this is one dead little gentleman." The next thing my character saw was the face of our Healer as he regained consciousness! This particular weapon`s stats are as follows: Name: "NYIDAINN" which means "New Moon Dead" in Dwarven. Rank: 9 {enchanted}. Weapon: Dagger. Appearance: Ordinary, to hide true nature. Initiative Value: Perception + Modified Agility + 9 Strike Chance: 92% + Modified Manual Dexterity {includes R15 Enchantment, Shaping Magics}. Damage: +3 / +15 vs shapechangers. Class: A. Range: 8. Use: RMC. Weight: 10 oz. Special Properties: This weapon is silvered which means that an Adept's cast chances are reduced by 10 when in contact with it. It is considered a magic weapon. It has the following spells permanently invested in it: R15 Enchanting Weapons. Shaping Magics. R15 Slaying Weapons. New Spell. Shaping Magics and Ensorcelments and Enchantments. [Andrew says he will detail this in a later newsletter. -- ED.] Brief History: This would probably be unknown to the players. "NYIDAINN" was forged by Dwarves deep below the Mountains. A cruel Shapechanger by the name of Everric (which means `Boar King`) rules a clan of vicious Shapechangers in a nearby swamp. His expansionist desires now threaten a Dwarven clan in the nearby mountains. In fact, now raids below the surface became commonplace. The Dwarves, being very good weapon makers, forged several weapons to combat these ShapeChangers - "NYIDAINN" being one of these devastating weapons. It used to contain the "EYE OF AMENU". It is up to the GM to decide where to place this. It was lost in a battle in the swamp - or maybe even an underground battle - no-one really knows. There is only one thing that can be certain - the battle was never decisive. The assassin that was holding this blade never reached Everric who, through his spies, learnt about these weapons. Everric and his clan, along with the Dwarves, still battle today. PCs could be caught in the middle of this as both groups are using powerful magics to recover the weapon. Just an idea for a GM who may not want the party to keep such a powerful weapon or wants to use good role-playing opportunities. If you want some more ideas for this adventure, or more details for the other weapons, drop me a line (at the Email address below). -- Andrew D. Carter c/o (dallbutt@st.nepean.uws.edu.au) ----------------------------------------------------------------- SHAPE CHANGERS -- from the rec.games.frp.misc Newsgroup ================================================================= From: david_novak@cv.hp.com (david) c_king@cc.colorado.edu says: >Okay, but how do you determine what is equivalent to 25 PS? If I remember the falling damage correctly, 10' = 1 endurance, 20' = 4 endurance, 30' = 9 endurance, etc. I would argue that Mother Nature has a strength far in excess of 25, therefore, at about 30', the shape changer would take 9 endurance (possibly minus the 5 for their natural armor, but this is endurance damage, so I would leave that up to you). >But the rule as stated doesn't say they have to breathe just like any other creature; it says they can't be harmed except by silvered weapons, magic, or creatures with a PS greater than 25 (none of which drowning/asphyxiation damage is). As for breathing underwater and being affected by natural fire, I would again say that Mother Nature has a strength above 25, therefore the shapechanger would eventually be affected by these types of damage. It probably should take longer for the shapechanger to be affected than a normal mortal, but that 1.4 experience multiple has to go for something. As for how much damage the shapechanger suffers, I would figure out how much damage you would give a normal human, and then subtract the 5 points for natural armor. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - From: jgbst8+@pitt.eduwrote: >Okay, but how do you determine what is equivalent to 25 PS? Ah, wing it? Seriously though, just figure out how much a regular crushing blow from a PS 25 person would cause in damage, then at a falling distance that would cause a similar amount of damage, start applying damage. >...doesn't say they have to breathe just like any other... I don't remember anything in the rules stating *explicitly* that normal creatures breathe either, but I took it as read. Shape- changing is not a panacea for all of life's processes, unlike being undead. It is a magical enhancement of certain aspects of nature to an extreme, silver unravels that magical enhancement. Thus they are enhanced creatures and not magical constructs or undead. Thus they breathe, eat, and take dumps. Because of their enhanced nature they are stronger, faster, tougher, etc. so they can go without air for longer and without food and water, but they still need them. That heightened production of adrenaline and whatever can only go so far. The magic knits their bones together better, increases the armoring value of their skin, etc. but it does not encase them in a magical bubble; its a quasi-natural process combined with magical enhancing. >BTW, the above would have to be equivalent to 26 PS to do damage. I believe another responder put it correctly in that nature has a strength far in excess of 25. Also it would be better to think of the nature of the effect and its implications instead of trying to blunder through a direct interpretation of the rules. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - From: c_king@cc.colorado.edu The problem there is that a "regular crushing blow" from a PS 26 person/creature does D-1 damage. That is, it does anywhere from 0 to 9 points. A fall does damage according to the height, and is not variable (a 10' fall always does 1 point of EN damage, a 20' fall always does 4, etc.). Perhaps I could apply the maximum (9), and say that a fall doing that or more damage is enough to harm a shape-changer. The same might apply towards fire, but would you consider aggregate damage or per pulse? (i.e., would it matter how long the shape-changer remained in the burning environment, or only how intense the fire is?) >I don't remember anything in the rules stating *explicitly* >that normal creatures breathe either, but I took it as read. Yeah, but there's nothing in the rules saying that normal creatures _don't_ take damage _except_ from certain sources... >Shape-changing is not a panacea for all of life's processes... [rest of argument deleted] Good point. So would you say a garrote is effective against shape-changers in beast-form? >I believe another responder put it correctly... I'm not at all sure I buy the "Nature has a strength far in excess of 25" argument. Possible, but not certain. I like the idea of determining the damage that would be caused, and if it equals or exceeds that which would be caused by 26 PS, applying a damage absorption of 5; but the difficulty lies in determining what is equal to or in excess of PS 26... - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - From: jgbst8+@pitt.edu >jgbst8+@pitt.edu writes: >...a "regular crushing blow" from a PS 26 person/creature... I'd use the average damage of the D10-1, so the 30' fall would start to do damage. >The same might apply towards fire, but would you consider... I'd use the base damage not the aggregate. It wouldn't matter how long the shapechanger was in the fire, only whether it was hot enough. He'd probably singe off some leg hair standing in a campfire, but not take any real damage from it. >...a garrote is effective against shape-changers...? A garrote still has to crush the wind-pipe to be effective, only if use by a creature with greater than 25 strength would if be able to even partially accomplish this feat. >...I like the idea...if it equals or exceeds that which would be >caused by 26 PS, applying a damage absorption of 5; but..what is >equal to or in excess of PS 26... Well basically anything that causes more that 5 points of EN seems to fit the bill, except with weapons used by things with less than 25 strength. With them doing more than 5 points its more accuracy of placement that causes the greater damage and not brute force. Hope this helps, its been years since I've GMed DQ so I'm just extrapolating logical assumptions, mostly. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - From: charles.summerhill@grapevine.lrk.ar.us C>Rule [6.9] states (under Special Abilities): "3. A shape-changer C>cannot be harmed while in animal form, unless struck by a C>silvered weapon, magic, or by a being with a Physical Strength C>greater than 25. Five damage points are automatically absorbed C>in the latter case." C>My question is this: How do you handle (non-magical) fire, C>falling from great heights, drowning, and so on? Are shape- C>changers in animal form invulnerable to these harms, or do they C>affect them normally? Most of that hasn't come up (in my campaign) yet. However I would handle each as follows: *Non-magical fire: immune to the effects *Falling from great height: same as being hit by Physical Strength greater than 25, normal damage minus 5 points. *Drowning: tough one, I assume they have to breathe, I would rule that drowning kills normally. ----------------------------------------------------------------- ALTERNATE SHAPE-CHANGER CONVERSION METHOD -- Mark Sheppard c/o (dallbutt@st.nepean.uws.edu.au) ================================================================= This formula may be useful as an alternative to the DQ rules. It converts human stats into stats for ShapeChangers, Were- creatures, Giants, etc. Try it and see what you think. I`d be happy for comments. Monster Stat = {[Human Stat - 5] x [Monster Stat Range / 20]} + Minimum Monster Stat. Where: Human Stat = Stat Value for a Human. Monster Stat = The Corresponding Stat Value for the Non-Human. Minimum Monster Stat = The minimum Stat Value listed for the Non-Human. Monster Stat Range = Maximum Monster Stat - Minimum Monster Stat. Maximum Monster Stat = The Maximum Stat Value listed for the Non-Human. -- Mark Sheppard c/o (dallbutt@st.nepean.uws.edu.au) ----------------------------------------------------------------- RESHAPING THE SHAPE-CHANGER -- John F. Rauchert (john.rauchert@sait.ab.ca) ================================================================= The following was an article that I wanted to write for Dragon, but never got around to doing. I called it RESHAPING THE SHAPE- CHANGER. - - - - - - - - - - - - - - - - - - - - - - This revised version of the shape-changer was spawned by my feeling that this player race was very over-powered and though rare, just one could seriously unbalance a group. Here we have a character who can change form in 5-10 seconds (1 or 2 pulses), is impervious to normal weapons when in animal form plus has the equivalent of leather armour in any case, regenerates at an incredible rate, and has increased resistance to magic to boot. What the following system does is limit how fast a shape-changer changes, the number of times he/she can change and how long it takes to regenerate. A shape-changer may enter combat at night on a full-moon and be pretty confident that any wounds resulting thereof can be healed before the night is out, but beware fighting in daylight. [6.9R] A shape-changer is a separate genetic strain of human, with the ability to change in the form of a particular animal. Type: The player must roll D10 to determine what type of shape-changer his character is. Die Shape-changer Type --- ------------------ 1 - 4 Wolf 5 - 6 Tiger 7 Bear 8 - 9 Boar 10 Stag Traits: Shape-changers are identical in appearance to humans when not in animal form. Shape-changers are somewhat bestial in nature, adopting traits one might expect from an anthropomorphized wolf, tiger, bear, boar, or stag. There exists a love/hate relationship between humans and shape-changers: shape-changers possess some degree of animal magnetism but, if discovered, can expect severe treatment at the hands of humans. Shape-changers are, on the whole, bitter towards humans, and are not above using humans to their advantage. There are very few ways to tell a shape-changer from a human (e.g., they may be discomforted by garlic), and these vary by shape-changer type. Shape-changers are a ruthless lot. Special Abilities: 1. A shape-changer may change from human to animal form (or vice-versa) in one minute during daytime and 30 seconds during the nighttime. 2. A shape-changer possesses a dual nature. While in animal form, human inhibitions will be muted, and while in human form, animal instincts will be dulled. 3. All normal weapons striking a shape-changer will do half normal damage. Silvered weapons, magic, or weapons being wielded by a being with a Physical Strength greater than 25 do normal damage for that weapon. The resultant damage is absorbed according to the Natural Armor of the shape-changer. 4. The shape-changer will regenerate 1 Endurance Point every 30 minutes of rest while in animal form. 5. When changing from one form to another, the Fatigue and Endurance levels remaining in one form is directly proportional to those same levels in another form. Divide the number of points remaining by the maximum value for that characteristic in the present form and then multiply the resultant by the maximum value for the characteristic in the other form. 6. When in animal form the shape-changer acts just as the animal would, skills and spells may be restricted. 7. A shape-changer has his own stats while in human form and revised stats while in animal form according to the table below: Wolf Tiger Bear Boar Stag PS -4 +10 +20 +9 +8 MD +4 +9 -3 +1 +6 AG +4 +12 -3 +7 +9 MA - - - - - WP +5 -5 -5 -8 -5 EN +2 +7 +17 +7 +2 FT +9 +5 +13 +5 +1 PC +15 +13 +13 +7 +15 TMR 8 9 6 7 13 NA 3DP 3DP 4DP 4DP 3DP PB -8 -8 -7 -7 -3 8. A shape-changer is automatically lunar-aspected (see 7.3). 9. A shape-changer may remain in animal form for a variable period of time and [may make a set number of transformations] depending on the phase of the moon (see below). At Night: New Moon........can not shape-change First Quarter.....half the night [1] Full Moon..............all night [2] Last Quarter......half the night [1] By Day: New Moon........can not shape-change First Quarter.......half an hour [1] Full Moon...............one hour [2] Last Quarter........half an hour [1] (Note: A phase of the moon is in effect from the day the phase begins until the day before the next phase begins). 10. If a shape-changer is in animal form during the day, there is a 1% cumulative chance for each 5 minutes he remains in animal form that he will never be able to change back into human form. Similarly, if the shape-changer exceeds the time limits given in Ability 7, there is a 1% cumulative chance (per 5 minutes) of his not being able to regain human form. Roll up a new character, or know an extremely powerful wizard. 11. A shape-changer will be inconvenienced by those wards which can be used against were- creatures. 12. A shape-changer's magic resistance is increased by 5%. 13. If a shape-changer takes the beast master skill (see 53), he expends three-quarters the Experience Points necessary to advance Ranks. A shape-changer's characteristics are not modified, though a new set of characteristics must be generated (see Ability 5). Average Life Span: 55 to 65 Earth years. -- John F. Rauchert (john.rauchert@sait.ab.ca) ----------------------------------------------------------------- RITUAL OF BECOMING A SHAPE-CHANGER -- Andrew Carter c/o (dallbutt@st.nepean.uws.edu.au) ================================================================= "This is a new Special Knowledge spell for the College of Shaping Magics. I would recommend that only GMs read it first to see how much they want to reveal to potential Shape-changers. "How or where did the original Shape-changes come into existence? This Ritual could answer part of the question (if a GM decides to adopt it). I based it loosely upon `R3: Ritual of Becoming Undead` from `Necromantic Conjurations`. It deals with the actual casting of the Ritual as well as the effect on experience multiples. It deals with other races other than humans being Shape-changers. It also deals with the necessary physical components, mainly the animal. As always I would appreciate feedback, good or bad. I would like to hear any changes you make." -- ANDON THE GREAT: Arch Ensorceler and Enchanter. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Ritual of Becoming a Shape-changer. (The College of Shaping Magics) R-26 {Arcane Wisdom} or R-25 {Third Edition}. The Adept may become a Shape-changer by employing this Ritual. At the GM`s discretion, this Ritual may also be performed upon another person, so long as they are present for the entire ritual. Once he joins the ranks of the Shape-changers, he may not reverse the effect. Races other than Humans are only allowed to become shape-changers after careful consideration by the GM. The choice of animals allowed is also the GM`s decision. Two concentric protective circles must be drawn by the Adept, and the recipient must remain within the outer circle throughout the ritual. The Adept conducts the ceremony from the inner circle. The ritual takes two hours to perform. During the course of this, an animal of the species to which the Adept wishes to be able to turn must be present (within the inner circle). The Animal may be bound, but must be conscious during the entire ritual. As the Ritual nears its end, the Adept takes the essence of the animal in the inner circle and places it in the recipient in the outer. If this is the Adept then he moves to the outer circle and places it in himself. Upon the completion of the ritual the GM rolls to determine whether or not the ritual in question was a success. The Base Chance for this ritual is 10% (+3 per rank). If the ritual is successful, the recipient becomes a Shape- changer of the type of animal used in the ritual. The animal must be released after the ritual, regardless of whether or not this was successful. The new Shape-changer will have a strong bond with this individual animal and will have no desire to harm it. If it is harmed in any way, powerful Earth Adepts will probably 'feel' a mana shift and take swift justice! At the GM's option it can become a constant companion. The same animal cannot be used in further attempts to become a shape-changer. Attempting to use the same animal twice will result in an automatic backfire. This is also true of the animal if it was used previously by another Adept with this Ritual. There is no easy way of determining this. The Person or Adept will NOT know if the ritual is successful for at least a month. No Shape-changing can occur before this until the magic 'settles in' and the body adjusts. Only one ritual can be in effect each month. If the Ritual backfires then Lycanthropy (major curse) is contracted. This can not be detected or cured until it manifests itself at the next full moon or other times as determined by the GM. Remember the GM keeps the roll secret, and the person will not know what may happen with regard to success or failure until this month is up. Another Ritual cannot be performed until this major curse is removed. A Shape-changer created this way can pass his ability on to his children, who will have the normal 2.0 EXM. He also now has a change to his EXM. Mercenaries have their EXM multiplied by 150%, Adventurers by 200% and Heroes by 250%. For example a human would be 1.5 until he reached Adventurer level. He would then have to change to 2.0. When he becomes a Hero it would change yet again to 2.5. An Elf would be 3.75, 5, and 6.25 respectively. The GM, of course, is free to change these. These experience point multiples represent the fact that the person changed by this ritual is not wholly at home in his new body (and coincidentally prevent this spell from disadvantaging those who have been Shape- changers from the beginning). The Experience Multiple of this Ritual is 550. ---------------------_D_Q_ _A_R_C_H_I_V_E_----------------------- ================================================================= [Archive ftp site is at: ftp.netcom.com in the pub/dr/drache directory. [ftp://ftp.netcom.com/pub/dr/drache] Archivist and ftp Guru: Drake Stanton (drache@netcom.com)] College of White Magics -- Todd Coy ARCHIVE NAME: whitemag.Z From the introduction: "This College deals with the powers of light, and giving reverance to them, much like The College of Black Magics deals with the powers of darkness. Its knowledge and some of its power comes directly from the Light aligned Spirits and Deities. To become a member of The College of White Magics the Adept must align himself with the powers of Light, most often a Deity. By following his Deity's teachings, and by following of the causes of the powers of Light, the adept gains the powers and spells of this college." ----------------------------------------------------------------- ADVERTISEMENTS ================================================================= Adventurers wanted in the locale of Devil's Head Mountain. Needed to seek out the possible lycanthrope that has been attacking the villages of Sharen, Flaminos, Galti, and Varen. Reward offered for the job. No mercenaries need apply. Contact Shevila Mekronth, village of Sharen for more information. ########################################################### ### End of DragonQuest Newsletter v2/n4 -- April 1995 ###########################################################