===========================================================
||
|| DRAGONQUEST Newsletter August 2001
||
|| Volume 6 / Number 4
===========================================================
The DQ Newsletter is for discussions of the DragonQuest role-
playing game. The key addresses you need to know are:
Rodger Thorm (Editor, Article Submissions, Etc.)
dqn@b...
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 website is in the process of being moved.
It will be part of the list site:
http://groups.yahoo.com/group/dqnewsletter
-----------------------------------------------------------------
C O N T E N T S [v6/n04]
=================================================================
Editorial -- Mechanicians and Alchemists {STILL} Wanted
Revised Optional Damage Rules -- Rodger Thorm
Additional Water Magics -- Jason Winter
Advertisements
DragonQuest NET: Summer Doldrums
-----------------------------------------------------------------
EDITORIAL: Mechanicians and Alchemists {STILL} Wanted
=================================================================
Things have been really slow of late on all DQ fronts, so I am going
to re-run this call for submissions, and hopefully we can get one or
two items this time...
Once again, there is not a lot of new material being submitted for
upcoming DragonQuest Newsletters. Rather than putting out a general
request for new material of any sort (although I will gladly take any
new submissions), I thought I might stimulate some fresh ideas by
making a couple of specific requests.
I would like to do an upcoming special issue on Mechanicians and
Alchemists (or, if I get *really* lucky, a special issue on each).
There is a lot of potential in both of these skills, but there is not
a lot of guidance as to what sorts of things these two professions can
build. There must be lots of things out there from various campaigns
that different PC Mechanicians and Alchemists have built or created.
Send us your ideas of things that you, or your PCs, or that other
characters have had in your campaigns, and we'll put together a list
of useful items. This doesn't need to be more than just a sentence or
two, so everyone can contribute! Other things that are related to
these two skills, as well, will be useful.
Rodger Thorm
DQN Editor
-----------------------------------------------------------------
REVISED OPTIONAL DAMAGE RULES
-- Rodger Thorm <dqn@b...>
=================================================================
This is only a preliminary draft of the proposed rule change. I have
already posted a draft of this proposed rule in a couple places, but I
would like to get additional comments as I refine it.
Proposed New Optional Rule:
In place of optional rule 18.5 substitute the following rules for
bonus damage from A-class weapons.
New rule introduces different rules for added damage, SC bonus, and
bonus to defense. These rules would also supercede the Fencing combat
talent in Poor Brendan's Almanac.
Different schools of fencing teach different forms and styles of
combat. Some emphasize offense, others defense or use of two weapons,
or other things.
Precedent: Italian fencing vs French fencing vs Russian fencing.
Different people emphasize different things in combat, so different
fencing styles arise.
Study of a particular school of fencing provides bonuses affecting SC,
DEF, Dam. Cost to study a school of fencing is a small percentage of
cost to study weapon. Studying a particular school of fencing can be
done simultaneously with the study of the appropriate weapon, or can
be done separately at a later time.
This is not unlike studying True Names in order to improve spell cast
chances. It also allows the GM to introduce additional flavor to
combat. Any schools of fencing created by the GM need to be
reasonable and balanced. This also allows for an additional level of
mastery and distinction above and beyond basic weapon skill.
A character may learn more than one school of fencing, but each
additional school adds +25% to the experience cost. A character's
Rank in a school of fencing may never exceed that character's Rank
with the weapon.
Example:
Arolic School Fencing
This school of fencing emphasizes defense and self protection until
the opportunity to land a strike appears.
Effects: +5 + (1 per 2 Ranks) DEF; Dam +1 at Rank 4, +2 at Rank 7,
+3 at Rank 9; subtract (10 - Rank) from SC.
Examples: Alphonse has Rank 3 in Rapier and Rank 2 in Arolic Fencing. He adds +6 to his defense, does no additional damage, and
subtracts -8 from his SC. Aramis has Rank 7 Estoc and Rank 7 Arolic
Fencing. He adds +9 to his defense, does +2 additional damage, and
subtracts -3 from his SC.
This is just a first draft at this idea. My current gaming group is
going to playtest this once we have a working draft.
Comments? Suggestions? Like it or hate it?
-----------------------------------------------------------------
ADDITIONAL WATER MAGICS
-- Jason Winter <Alarian@u...>
=================================================================
[Note: This information was posted to the WebRPG site a while ago. I
asked Jason Winter if we could reprint it in the Newsletter so that
more people could see it, and so that a copy would be in the archives.
He gladly agreed to this, although he also pointed out that not all of
this was his work.
If you recognize something here as being your work, please let us
know, so that we can ascribe proper credit. -- Editor]
New Water Magics
T-2 Sensing the Call of the Water
T-3 Ultravision
S-3 Walk on Water
S-4 Underwater Action
S-9 Wall of Water
S-10 Bolt of Water
S-16 Torrential Geyser
S-18 Spell of Fireproofing
S-19 Sashelan Blessing
S-20 Aura of the Sea
R-1 Ritual of Curing Decompression Sickness
R-3 Ritual of Conjuring Sea Storm
R-4 Ritual of Destiny Sail
The first two are talents.
2. Sensing the Call of the Water
This talent allows the Adept to sense major bodies of water, sensing
all within a 10 mile range ( + 2 per Rank), with an accuracy of [PC +
(5 * Rank)]. The Adept will not know the best route to arrive at the
water, only the exact direction and distance. The experience multiple
for this Talent is 125.
3. Ultravision
The Water Mage is able to see into the ultraviolet spectrum. As long
as he is not under ground, he may see in the dark as if it were
twilight, out to a range of 10 +10/rank (+25/rank if underwater) feet.
This talent is very effective for seeing underwater. The experience
point cost of this talent is 125.
The rest are Special Knowledge Spells.
3. Walk on Water
Range: Touch
Duration: 1 hr. + 1 per Rank
EXP Multiple: 175
Base Chance: 50%
Save: negates (if desired)
Effects: The target of this spell can walk on water. Strong waves will
knock the target down, but they only land on a soft cushion of water,
from which they buoy up to the surface like a cork. The spell can be
cast on animals, wagons, items, etc., as well as unwilling targets.
When walking on water, the target has one-half their normal TMR.
4. Underwater Action
Range: Touch
Duration: 1 hour + 1 hour/rank
EXP Multiple: 200
Base Chance: 20%
Save: none
Description: This spell allows the recipient to move freely underwater
with no penalties. Thus weapons may be swung with no penalty. In
addition, the recipient may survive at great depths without fear of
being crushed by the pressure of the water. A character protected by
this spell need not fear decompression sickness (the "bends").
9. Wall of water
Range: 5 feet + 5 feet/rank
Duration: 10 rounds + 1 round per rank
EXP Multiple: 150
Base: 30%
Save: none
Effects: This brings into effect an immobile wall of continuously
churning water that looks very much like a tidal wave stuck in place.
The wave does no damage unless someone attempts to pass through it. If
a creature attempts to pass though it, they must make a saving throw.
Is successful, target passes through the wall with no damage. If
unsuccessful, the effects depend on the casters rank. At ranks 1-10,
the target cannot pass through
the wall. At rank 11 or higher, the target gets sucked into the wall
and takes d-5 (+1 per 3 ranks) per round until they are able to free
themselves of the wall. To free themselves of the wall, they must roll
their AG+PS or less on percentile. If the target frees themselves of
the wall, they have a 50% chance of landing on either side of the
wall. They have no say in where they land.
10. Bolt of Water
Range: 15 feet + 15 feet/rank
Duration: Immediate
EXP Multiple: 200
Base Chance: 15%
Save: none
Effects: A bolt of water springs from the caster's palm and strikes
the target causing 1 point damage per rank of the caster. This spell
is effective both in and out of water.
16. Torrential Geyser
Range: 15 ft. + 15 per Rank
Duration: Concentration (max. 1 round + 1 per rank)
EXP Multiple: 575
Base Chance: 5%
Save: negates
Effects: This spell summons a geyser of water and fires it at a single
target for the duration of the spell. The water does D ( + 2 per Rank)
damage unless saved against, in which case it does no damage for that
round only. In addition, the target is forced back 5 feet each pulse
the spray strikes the target.
18. Spell of Fireproofing
Range: Touch
Duration: 1 minutes + 1 minute per 2 ranks
Save: None
EXP Multiple: 500
Base Chance: 9%
Area: 1 target
Effects: This spell was designed to protect ships from their worst
enemy: fire. The mage is able to provide 10% protection vs. normal and
magical fires to any one object that is standing or floating in water.
The protection affords total protection, so if there is 30% protection
on a ship and a roll of 30% or less is made, the fire does not even
get started. This spell will protect a single sea-going vessel,
including masts, rigging
and sails, up to 10 feet in length at rank 0. As rank improves, the
mages ability to protect larger ships and provide more protection also
increases. For every rank with this spell, the mage may either
protect an additional 10 feet in length of ships or, increase the
protection of verses fires by 10% or any combination of the two. So a
mage rank 5 in this spell could
give 10% protection to a 60 foot ship, give 60% protection to a 10
foot ship or any combination in-between. In addition, the spell will
also provide protection vs. magical fires. At rank 22, the mage can
protect any size seagoing vessel with 100% protection against normal
and magical fires. It should also be pointed out that this effects ALL
fires. Existing fires
that are on the ship when the spell is cast have a chance of being
extinguished as well. This includes lanterns, a fire in the stove,
etc. It also effects the lighting of fires as well by friendly crew
members. So it would become very difficult for fire use against your
enemy once this spell was cast as well as all attempts to light the
ammo to launch would have a chance of not lighting. This spell can
also be cast on a living creature and will protect them from normal
fires at ranks 1-11 and normal and magical fires at ranks 12+. The
protection extends to worn clothing and carried gear as well. The
protected person must be standing or floating in water (i.e., some
significant portion of their anatomy must be physically in the water).
19. Sashelan Blessing
Range: Touch
Duration: 2 hours/rank of caster
EXP Multiple: 100
Base Chance: 30%
Save: none
Effects: This spell places the target person into a state of deep
slumber as its most immediate effect. It infuses the target(s) with
the ability to breathe water, survive underwater pressure, and remain
dry (including all belongings held when spell was cast) while under
the effects of the Sashelan blessing. If the target of the spell
remains above water, he continues to breathe air, but the spell only
lasts for two rounds per level if the target is not submerged.
The spell leaves a minor coral-pink glamour over the target that is
visible only in the upper fifty feet of water. Once submerged below
that point, the shifts in color make it invisible except by detect
magic spells. This spell cannot be cast on someone who already has
some active water-breathing magic (or the innate ability) active in
her system, nor does it work on any creatures larger than man size.
The target's slumber can be broken by damage or loud noises, but the
hum of the deep (the constant background noise of the sea and its
inhabitants) or any non-damaging impacts (with dolphins or the like)
are not enough to break the spell. If the target is awakened, the
water breathing effect remains for only 1d6 rounds.
20. Aura of the Sea
Range: Touch
Duration: 2 hours +1 hour /rank
EXP Multiple: 350
Base Chance: 25%
Save: none
Effects: This spell surrounds the target in a 2-foot-thick nimbus of
green energy that quickly turns invisible in more than ten feet of
water, as it lights up a 30-foot-radius around the caster. This aura
provides the target with all the adjustments and aid needed for a
surface dweller to venture deep into a body of water with little
problem. It handles the usual problem areas of breathing, sight,
hearing, speech, warmth, and undersea movement all at once.
� Breathing: The aura makes the water within it breathable and keeps
the caster dry as if in air, but is still water.
� Sight: Looking out through the aura, the bearer of this magic sees
normally for the depth in all conditions (including having a
heightened chance at blindness while under the influence of this
spell). In addition, the basic glow of the aura that provides a
60-foot-diameter space of its own light never drops below the
conditions of moonlit night (see "Undersea Facts of Life").
� Speech and Hearing: PCs within aura of the sea hear normally. They
can also engage in conversation, as the aura automatically translates
both aquatic Elvish or the merfolk language into Common for the PC's
ears and any PCs speech to aquatic Elvish. If neither speaker or
listener understand these tongues, they at least have no problem
clearly hearing the other's attempts at communication.
� Warmth: The aura provides a basic level of warmth equal to the air
temperature at the water's surface when cast, regardless of the depth
of the water.
� Movement: Rather than force a person to learn how to swim, the aura
actually allows the target to move simply by thinking and with small
body movements. In other words, the target gains a TMR 9 without any
effort. In terms of other movement (including combat), the bearer has
the effects of Underwater Action, allowing freedom of movement and the
negation of the standard underwater combat penalties.
The remaining are Special Knowledge Rituals
1. Ritual of Curing Decompression Sickness
This ritual completely cure decompression sickness and all of its
associated affects on the target. The ritual takes 1 hour to perform
and may take no other actions during the time the ritual is being
performed. The base chance for success with this ritual is 20%. The
EXP Multiple is 100.
3 Ritual of Conjuring Sea Storm
This spell summons elemental forces of nature in a fierce sea storm.
Waves range from 20 to 50 feet in height, heavy rains obscure vision
for more than a few feet, winds blow at 25 to 60 MPH. The storm may be
delayed up to 2 (+1/rank) hours after casting. The storm may be
summoned anywhere within 1 mile (+1/4 mile per rank) and will last 1
hour (+1 hour/rank). It effects
a 10 mile radius (+2/rank). The EXP Multiple for this ritual is 350.
The base cast chance for this ritual is 15%.
4 Ritual of Destiny Sail
The mage may command the body of water to carry the target vessel to a
specified and known destination. The caster will be entranced for the
duration of the journey as he concentrates on this spell. The vessel's
speed is increased by 2 (+1 per 2 ranks) knots while the spell is in
effect. The destination must be a place which is in contact with the
water (a bank, coast, etc.). The size of the vessel that may be
transported with this ritual is based on the skill the mage has with
this ritual. The size
is 25 feet (+5 feet/rank for ranks 1-10, and +20 feet for ranks 11-21,
and at rank 22 the mage may transport any ship). The casting time for
this ritual is 5 hours. The base cast chance is 15%. The EXP Multiple
is 700.
=================================================================
DragonQuest NET
-----------------------------------------------------------------
Summer has been slow for DragonQuest (and appologies to all the
Australians and New Zealanders (and others) who are forced to put up
with my Northern Hemisphere bias; I know it's not summer everywhere).
In fact, it's been so slow that I'm not even getting any messages
asking what is going on with the Newsletter and when will we see the
next one.
Unfortunately, that also means there isn't much to say about new
DragonQuest information on the Net. Hopefully things will pick up in
the fall (or spring) and we'll see some new sites.
------------------------ADVERTISEMENTS---------------------------
=================================================================
DQN Subscriptions -- If you aren't on the list, send email with your
name and your email address to: dqn@b...
=================================================================
###########################################################
### End of DragonQuest Newsletter v6/n04 -- August 2001
###########################################################