From MurfNMurf at aol.com Tue Nov 4 11:32:10 2003 From: MurfNMurf at aol.com (MurfNMurf at aol.com) Date: Mon, 3 Nov 2003 19:32:10 EST Subject: [RQ-Rules] Rewrite of my Elemental article---Part 1 Message-ID: <3f.2450abf8.2cd84d8a@aol.com> ELEMENTALS Elementals are Otherworld entities; not particularly bright Spirits which manifest in bodies supplied by the local environment. The most common Elementals are Gnomes, Lava Gnome, Leshies, Lunes, Rimes, Salamanders, Shades, Sylphs, and Undines; forming their bodies from earth, lava, vegetation, moonlight, ice, fire, darkness, air, and water, respectively. Elementals are generally categorized as Small, Medium, Large, Huge, Gigantic, or Colossal, depending on POW. POW Type 10 and below Small 11-20 Medium 21-30 Large 31-40 Huge 41+ Gigantic 75+ Colossal Elementals are incomplete; all lacking CON, and most lacking DEX. STR and SIZ are usually derived from the material used. INT is1D6. POW is 1D6 per m3 of the Elemental's volume. Hit Points vary between the different species of Elemental, but are ultimately dependent on volume. Since most Elementals tend to be insubstantial, their SIZ is usually expressed as a volume rather than an actual number to be found on the SIZ Table. An Elemental would be described as having a SIZ of, say, 3 cubic meters (m3). Elementals lack Fatigue Points, and never tire. If a value is needed for an insubstantial Elemental's SIZ, the Elemental's Hit Points may be used as its SIZ. Thus, if a 14 HP Sylph entered a trunk that was later lifted, its SIZ would be treated as if it were 14. Elementals with substance, however, such as the Gnome or Undine, have SIZ depending on the weight of a specific volume of material. They are capable of being controlled by spells, but w hen left to their own devices, Elementals act solely on the basis of physical tropisms, simply doing whatever is natural: Gnomes crystallize, Lava Gnomes and Salamanders burn flammable materials, Lunes illuminate, Rimes frost surfaces, Shades flee light, Sylphs breeze around, and Undines pool after flowing to the lowest point. Many Deities hold sway over a particular element, and Priests of certain Deities can learn to control appropriate Elementals. When an Elemental is initially Summoned, a randomly determined specimen magically appears sometime after the Summoning Ritual was successfully completed, at a Summoner-determined point within 60m. Unless being called forth from an item into which it has already been bound, an Elemental cannot normally be Summoned without at least some of the element present for it to manifest. The amount needn?t be anywhere near that used by the Elemental, but keep in mind that when a character is out of water in the middle of the desert, he will not be able to Summon an Undine for drinking purposes, as he is out of water. Elementals Summoned using Rune or Spirit magic form the melee following the ritual?s completion, on SR 1. Elementals Summoned by Sorcery use a somewhat different mechanic, and will form on SR 1 of the melee following the ritual?s completion, providing, of course, that sufficient volume of the appropriate element is on hand for the Elemental to manifest. Should there be less than the optimum volume of element present, 1D100 is rolled each melee, with the Elemental forming only if the roll is equal or less than the percentage of the element currently present. For example: If Vilius the Sorcerer had only a relatively small 2m3 fire blazing, and was trying to Summon a large, 10m3 Salamander, the burn would be only 20% of that normally required. Assuming a successful Summons, at ritual?s end a roll of 20 or less would be required before the Salamander would appear; this roll being made each melee until successful. Upon arrival, the creature will be stunned; unable to act until the GM rolls under its POW on 1D100 on SR 1 (which can be attempted each melee until successful). Once able to act, the creature will be hostile to the Summoner and everyone in the area of the Summoning. Once successfully controlled (which may take some time, depending on the type of magic used), the Controller (who may or may not be the Summoner) is in Mindlink with the Elemental and may give it orders, or change those orders at any time; taking 1 melee to do so; during which neither the Elemental nor Controller may do anything else. Since no Elemental has more than INT 6, complicated orders are likely to be confusing. Once successfully controlled, an Elemental will not move or attack unless ordered to do so. However, it will automatically attack anything caught within or on top of it, which may inadvertently include its Controller. The Elemental obeys its Controller until either physically destroyed, or the commanding spell?s duration has been exceeded. Following up the initial Summons, an Elemental will usually be commanded to give its Secret or True Name. Once given, this name allows the Summoner to call on that particular Elemental again with future Summonings, if so desired; making the Summoning and control process that much easier, less random, and safer. Such a creature?s characteristics will always be the same, regardless of how many times it might have been physically destroyed previously. If, however, the Elemental is ever reduced to zero POW, it is permanently destroyed and will never return; the Summoner once more having to re-sacrifice POW if he wants another Elemental. Any number of Elementals may be Summoned and Controlled at one time by an individual (provided the magician possessed enough of the proper resources), as they fight independently of one another. Elementals, having both physical and spirit aspects, are vulnerable to magic, and some may even be affected by weapons; breaking up their physical construction, and eventually disrupting them. Elementals have only a single Hit Location, and, in most cases, no armor. When an Elemental has been reduced to zero Hit Points, it dissolves, and its Spirit returns to the Otherworld, from where it may again be Summoned to inhabit another volume of the appropriate material. Regardless of the generally large SIZ of most Elementals, a successful attack roll is still required to hit one, even if the attacker is engulfed. Elementals primarily attack by engulfing victims. Anyone engulfed must overcome the Elemental's STR with his own to shake free of its influence. In the event an Elemental is unable to entirely envelope a target, the Hit Location it has grappled is held fast, and any actions the victim attempts requiring the use of that part have the Elemental's STR subtracted from any chance of success. COMBAT BETWEEN ELEMENTALS Elementals may attack one another in combat. In cases where it seems a specific Elemental would be ineffective attacking another, both their highly magical natures and the conflicting natural forces involved make it possible. Combat between Elementals continues until one is destroyed. Anyone entering the Elemental combat zone suffers automatic attacks from both Elementals. For each of the Elementals involved, 1D100 roll is made each melee of combat: An 01Critical success indicates the Elemental has succeeded in practically annihilalated its opponent; blasting away a number of its HP and MP equal to the attacking Elemental?s HP, as well as m3 volume equal to 1/ 6th the HP/MP damage inflicted. A Critical success indicates the Elemental has succeeded in tearing away 3m3 of the opponent?s volume, as well as the result of a single 2D6+6 roll from both the opponent?s MP and HP. A Special success indicates the Elemental has succeeded in tearing away 3m3 of the opponent?s volume, as well as the result of a single 3D6 roll from both the opponent?s MP and HP. A result of 90 and below indicates the Elemental has succeeded in tearing away 2m3 of the opponent?s volume, as well as the result of a single 2D6 roll from both the opponent?s MP and HP. A result of 95 and below indicates the Elemental has failed to connect in any significant manner, and the opponent suffers only minimal damage; losing the result of a single 1D3 roll from both MP and HP. A result of 96+ indicates the Elemental has failed entirely, and the opponent is untouched. A 00 Fumble indicates not only has the Elemental failed to harm its opponent, but the opponent has succeeded against the Elemental in such a way as to destroy an additional m3 of its volume, as well as blasting another 1D6 from both MP and HP. The 2m3/ 2D6 loss results mentioned above assumes the interaction of pretty average Elementals; neither really more effective or susceptible than the other. In the case where interaction between opposite forces or elements occurs (Undine against Salamander, or Salamander against the green-growing Leshy, for example), the GM determines one the Dominant force, and the other the Inferior. The Dominant force will normally deliver 3m3/ 3D6, while the Inferior does 1m3/ 1D6 damage. -------------- next part -------------- An HTML attachment was scrubbed... URL: http://localhost.localdomain/pipermail/rq-rules/attachments/20031103/da4a7743/attachment.html From MurfNMurf at aol.com Tue Nov 4 11:46:30 2003 From: MurfNMurf at aol.com (MurfNMurf at aol.com) Date: Mon, 3 Nov 2003 19:46:30 EST Subject: [RQ-Rules] Rewrite of my Elemental article---Part 5 Message-ID: <4f.3662d704.2cd850e6@aol.com> LUNES Lunes are formed from moonlight. If not bound into an item, the Moon must be out for a Lune to manifest. Lunes are unable to manifest during the Dark of the Moon. Once formed, the Lune appears as a vaguely humanoid pool of ethereal, silvery white light which can move at will. Lunes move at 3m per SR, +2m per SR for each 3m3 of volume. Anyone attempting to block the path of a Lune will be engulfed automatically. Lunes attack by engulfing opponents. Anyone within a Lune has his perceptions altered; being extremely confused, as if Befuddled, for the duration engulfed; the victim needing to make a successful INT x1 roll to shake off the effect. In addition, each melee a victim is completely engulfed , the Lune drains 1MP on SR 10, regardless of armor or magical protection, for as long as the victim stays within or passes through the field. These are automatic effects of all Lunes; requiring no resistance roll, and cannot be turned off. A Lune is able to engulf 10 SIZ of opponent, or fraction thereof, per m3 of volume. It can attack more than one foe at a time, dividing its volume among them. On the SR a Character is engulfed, he can be Moonstruck by the Lune; causing severe confusion, and, in extreme cases, Madness, by overcoming the POW of each target caught within it with its MP. A Lune can only Moonstrike a given victim once every Full Turn. As long as an individual is engulfed, he cannot be attacked by the Lune's Moonstrike after the first attempt. However, if he or the Lune leaves and returns, he can again be attacked. Unconscious targets are immune to being Moonstruck If successful, consult the Moonstrike Table below to determine the attack's effect: Success level Effects on target Critical -1D4 INT permanently. Roll again, with additional effects lasting 3D20 - POW days. Special Severe paranoia for 3D20 minutes. Success Befuddled for 3D10 minutes. The victim spouts gibberish for the duration, if POW x3 missed. Failure Befuddled for 1D10 minutes if INTx5 missed. The victim spouts gibberish for the duration, if a POW x5 roll is failed. Fumble No effect. Lunes can only be affected by magic. Silver, being a metal associated with the Moon, has no effect on them. Lunes have 1D6 STR, 1D6 POW, and 1D6 HP per m3 of volume. During the Full Moon, HP and MP are doubled. SMALL LUNES Characteristics Average STR 1D6 3-4 SIZ 1m3 - POW 1D6 3-4 HP 1D6 3-4 Move 3 Weapon SR Attack% Damage Engulfment 1/10 - Moonstrike MEDIUM LUNE Characteristics Average STR 3D6 10-11 SIZ 3m3 - POW 3D6 10-11 HP 3D6 10-11 Move 5 Weapon SR Attack% Damage Engulfment 1/10 - Moonstrike LARGE LUNE Characteristics Average STR 6D6 21 SIZ 6m3 - POW 6D6 21 HP 6D6 21 Move 7 Weapon SR Attack% Damage Engulfment 1/10 - Moonstrike HUGE LUNE Characteristics Average STR 9D6 31-32 SIZ 9m3 - POW 9D6 31-32 HP 9D6 31-32 Move 9 Weapon SR Attack% Damage Engulfment 1/10 - Moonstrike GIGANTIC LUNE Characteristics Average STR 12D6 42 SIZ 12m3 - POW 12D6 42 HP 12D6 42 Move 11 Weapon SR Attack% Damage Engulfment 1/10 - Moonstrike COLLOSAL LUNE Characteristics Average STR 22D6 77 SIZ 22m3 - POW 22D6 77 HP 22D6 77 Move 19 Weapon SR Attack% Damage Engulfment 1/10 - Moonstrike -------------- next part -------------- An HTML attachment was scrubbed... URL: http://localhost.localdomain/pipermail/rq-rules/attachments/20031103/80f13fad/attachment.html From MurfNMurf at aol.com Tue Nov 4 11:48:36 2003 From: MurfNMurf at aol.com (MurfNMurf at aol.com) Date: Mon, 3 Nov 2003 19:48:36 EST Subject: [RQ-Rules] Rewrite of my Elermental article---Part 6 Message-ID: <12d.33c0bbf4.2cd85164@aol.com> RIMES Rimes are Summoned from ice and cold, and manifest as thick, shifting, semi-solid clouds of dense fog, frost, ice, freezing wind and sleet, able to move at will; even into warm, sunny places. Rimes move at 2m per SR, +2m per SR for each 3m3 of volume. Anyone attempting to block the path of a Rime will be engulfed automatically. Rimes are able to drop the temperature, blanket an area with frost, crack or shatter inanimate objects, or freeze water or living things solid. Rimes radiate coolness to a radius of 1m per m3 of volume. Within this area the temperature can be dropped by up to 5 degrees C lower than the surrounding air per point of the Elemental's POW. This cooling is gradual; taking 2D6-2 minutes, and lasts for an additional 2D6 hours once the Elemental leaves. The temperature cannot be reduced to, or below, 0 degrees C. Rimes can blanket an area to a radius equal to the Elemental's POW x1m with heavy frost that lasts until the ground or air temperature rises above 10 degrees C. Depending on the temperature, time of year, type of vegetation, and presence of shade, this frost may last quite a while. Some or all plants in the affected area may be killed.. While cold weather is able to slowly split rocks or shatter trees, Rimes are able to perform these feats instantaneously; affecting either a portion of a rock face no more than 1m2 per m3 of the Elemental's volume, or a single object; inflicting 1D3 damage per point of the Rime's POW. If an item takes more than 2x AP in damage, it is destroyed. Items are broken and useless, while stone is reduced to dust and gravel. Rimes can engulf 10 SIZ of opponent, or fraction thereof, per m3 of volume. A Rime is able to attack more than one foe at a time, dividing its volume among them. The Rime engulfs its victims; attempting to Freeze the target. Metal armor will not protect against this damage, but non-metal armor and Protection and Shield spells will Each melee Engulfed, a roll of 2D6, +1D6 per 15 POW is matched against the AP of the victim's best non-metallic armor (including Protection and Shield spells). If the attack is successful, the target takes the full damage of the above roll directly to Total HP on SR 10. Should AP successfully resist, the victim takes only half the roll in freezing damage. If the Rime is unable to fully Engulf a victim, only 1D6 is rolled against the target's AP instead. Within a range equal to POW +1D6 meters, the Rime can reach out and attempt to touch a single target on SR 10 each melee. This freezing touch has a 25% bas, +05% per m3 of volume, +modifier chance of successfully hitting a single Hit Location; doing 1D6, +1D6 per 10 POW damage. The Rime also radiates a field of intense cold to its HP x1m. Thus the area affected by the field shrinks as the Rime takes damage. All humans within the area must flee, or be affected by the intense cold associated with it; frozen for 1HP and 1D6 Fatigue per melee at SR 10, regardless of armor or magical protection for as long as the victim stays within or passes through the field. In addition to the affects of this field, anyone within a Rime has both his sense of touch numbed, and sense of smell blunted by the freezing air; each melee engulfed reducing all physical or smell-related tasks by -10. These are automatic effects of all Rimes, and cannot be turned off. Victims reduced to zero or fewer, but not yet equal to Total Negative HP through Freezing , have a POWx1 chance of later being revived; assuming proper Medical attention (and slow thawing) makes itself available. Victims reduced to at least Total Negative HP by Freezing are frozen rock-solid, and are quite dead; breaking or shattering if dealt a heavy impact or subjected to rough handling. Rimes can also attack by hurling razor-sharp, jagged, needle-like missiles of ice at a target each melee, at SR 10. These darts have a Range equal to the Elemental's POW x1m, and have a 50% chance of successfully hitting; doing 1D10+1, +1 per 3m3 of Elemental volume. Rimes can only be affected by magic, heat, or flame. Rimes have 2D4 STR, 1D6 POW, and 1D6 HP per m3 of volume. SMALL RIME Characteristics Average STR 2D4 5 SIZ 1m3 - POW 1D6 3-4 HP 1D6 3-4 Move 2 Weapon SR Attack% Damage Engulfment 1/10 - 2D6 Ice Missile 10 50 1D10+1 MEDIUM RIME Characteristics Average STR 6D4 15 SIZ 3m3 - POW 3D6 10-11 HP 3D6 10-11 Move 4 Weapon SR Attack% Damage Engulfment 1/10 - 3D6 Ice Missile 10 50 1D10+2 LARGE RIME Characteristics Average STR 12D4 30 SIZ 6m3 - POW 6D6 21 HP 6D6 21 Move 6 Weapon SR Attack% Damage Engulfment 1/10 - 4D6 Ice Missile 10 50 1D10+3 HUGE RIME Characteristics Average STR 18D4 45 SIZ 9m3 - POW 9D6 31-32 HP 9D6 31-32 Move 8 Weapon SR Attack% Damage Engulfment 1/10 - 5D6 Ice Missile 10 50 1D10+4 GIGANTIC RIME Characteristics Average STR 24D4 60 SIZ 12m3 - POW 12D6 42 HP 12D6 42 Move 10 Weapon SR Attack% Damage Engulfment 1/10 - 5D6 Ice Missile 10 50 1D10+5 COLOSSAL RIME Characteristics Average STR 44D4 110 SIZ 22m3 - POW 22D6 77 HP 22D6 77 Move 18 Weapon SR Attack% Damage Engulfment 1/10 - 7D6 Ice Missile 10 50 1D10+8 -------------- next part -------------- An HTML attachment was scrubbed... URL: http://localhost.localdomain/pipermail/rq-rules/attachments/20031103/b6136c61/attachment.html From MurfNMurf at aol.com Tue Nov 4 11:54:39 2003 From: MurfNMurf at aol.com (MurfNMurf at aol.com) Date: Mon, 3 Nov 2003 19:54:39 EST Subject: [RQ-Rules] Rewrite of my Elemental article---Part 8 Message-ID: <136.268bc905.2cd852cf@aol.com> SHADES Shades must be Summoned from shadows in which no light is visible. Once manifest, the Shade consists of a pool of absolute pitch-black darkness which can move at will, even in broad daylight. Only the strongest light is able to penetrate them. Shades move at 6m per SR; either flowing across the ground, or through the air. Anyone attempting to block the path of a Shade will be engulfed automatically. Shades can douse small lights, such as candles or lanterns. They can also hide objects from view within themselves. Shades attack by engulfing opponents. Anyone within a Shade is effectively blinded for the duration. Each melee a Shade engulfs its victim, it drains him of 1D# (the number being equal to 1/10 the creature?s POW) MP on SR10, regardless of armor or magical protection, for as long as the victim stays within or passes through . These are automatic effects of all Shades; requiring no resistance roll, and cannot be turned off. Shades can engulf 10 SIZ of opponent, or fraction thereof, per m3 of volume. A Shade is able to attack more than one foe at a time, dividing its volume among them. Each melee an engulfed victim succeeds with an INTx5 roll, he can attack or cast spells at the Shade. If struck, the Shade will strike back on SR 10. This Counter Strike has a 25% base, +05% per m3 of volume, + modifier, chance of success. Damage is 1D6, +damage bonus based on the Shade's STR. On the SR the Shade engulfs its victims in its pool of darkness, it attacks using Fearshock; filling them with such terror that they are unable to move; causing terror, and in extreme cases, catatonia, or even Death by overcoming the CON of each victim enveloped with its MP. A Shade can only use Fearshock on a given victim once every Turn. As long as a Character is engulfed, he cannot be attacked by the Shade's Fearshock after the first attempt. However, should he or the Shade leave and return, he can again be attacked. Unconscious targets are immune to Fearshock. If successful, consult the Fearshock Table below to determine the attack's effect: Success level Effects on target Critical Victim dies if CONx3 roll is missed.Otherwise, catatonic for 5D20 -POW days. Special Victim in coma for 1D6 hrs if a CON x5 roll missed. Otherwise collapses 3D20-CON melees. Success The victim is terrified and runs from the Shade for 1D3 melees. In addition to being Demoralized for 3D10 minutes. Failure Fixed INT creatures are Demoralized for 2D10 melees. Fumble No effect. Shades can only be affected by fire, light, and magic. Shades have 1D6 STR, 1D6 POW, and 1D6 HP per m3 of volume. SMALL SHADE Characteristics Average STR 1D6 3-4 SIZ 1m3 - POW 1D6 3-4 HP 1D6 3-4 Move 6 Weapon SR Attack% Damage Engulfment 1/10 - 1MP +Fear Counter Strike 10 30-9 1D6-1D4 MEDIUM SHADE Characteristics Average STR 3D6 10-11 SIZ 3m3 - POW 3D6 10-11 HP 3D6 10-11 Move 6 Weapon SR Attack% Damage Engulfment 1/10 - 1D2MP +Fear Counter Strike 10 40-5 1D6-1D4 LARGE SHADE Characteristics Average STR 6D6 21 SIZ 6m3 - POW 6D6 21 HP 6D6 21 Move 6 Weapon SR Attack% Damage Engulfment 1/10 - 1D3MP +Fear Counter Strike 10 60 1D6+1D4 HUGE SHADE Characteristics Average STR 9D6 31-32 SIZ 9m3 - POW 9D6 31-32 HP 9D6 31-32 Move 6 Weapon SR Attack% Damage Engulfment 1/10 - 1D4MP +Fear Counter Strike 10 70+4 1D6+1D6 GIGANTIC SHADE Characteristics Average STR 12D6 42 SIZ 12m3 - POW 12D6 42 HP 12D6 42 Move 6 Weapon SR Attack% Damage Engulfment 1/10 - 1D4+1MP+Fear Counter Strike 10 85+4 1D6+2D6 COLOSSAL SHADE Characteristics Average STR 22D6 77 SIZ 22m3 - POW 22D6 77 HP 22D6 77 Move 6 Weapon SR Attack% Damage Engulfment 1/10 - 1D8MP +Fear Counter Strike 10 135+4 1D6+4D6 -------------- next part -------------- An HTML attachment was scrubbed... URL: http://localhost.localdomain/pipermail/rq-rules/attachments/20031103/070f1545/attachment.html From MurfNMurf at aol.com Tue Nov 4 11:50:56 2003 From: MurfNMurf at aol.com (MurfNMurf at aol.com) Date: Mon, 3 Nov 2003 19:50:56 EST Subject: [RQ-Rules] Rewrite of my Elemental article---Part7 Message-ID: <1df.129bfa60.2cd851f0@aol.com> SALAMANDERS Salamanders are Summoned from an existing flame. Once manifest, Salamanders appear as large, intense, brightly burning flames which can appear vaguely humanoid or beast-like, or as walls, columns, cylinders or waves of churning flame, able to move at will without being extinguished, and requiring no fuel. A Salamander can be doused with water or soil, like any normal fire. Salamanders normally creep across the ground at 1m per SR, +1m per 3m3 of volume. Fire, being unpredictable, occasionally allows the Salamander to cover quite a bit of ground; moving as quickly as a galloping horse, at 20m per SR for up to 3 melees. Salamanders cannot fly, but are able to leap over or across most obstacles; covering a distance in meters equal to their volume. As a Salamander sweeps across an area, anyone or anything in its path will be automatically engulfed and immolated. A Salamander ignites any flammable objects it touches. It can heat metal (and eventually melt it), bake stone and set fires. In addition, it can be used as a terrible weapon to burn people. A Salamander can also douse natural fires, though not other Salamanders, Firebladed weapons, or other sources of magical flame, by coming into contact with the flames and sucking them up; extinguishing the flames by absorbing the fire into itself. This does 1D6 damage to the Salamander per m3 of fire sucked out. Assuming the Elemental survives this dousing, its volume, and ultimately its HP will be increased. Should this volume increase result in the Salamander's POW being raised to a point higher than it was when the Salamander was first Controlled, the Elemental is beyond control, and will do what it would naturally; burning anything and everything within reach. The Salamander attacks by engulfing, or otherwise coming into contact with, and burning, its victims. The Salamander radiates a field of intense heat to its HP x1m. Thus the area affected by the field shrinks as the Salamander takes damage. All humans within the area must flee, or be scorched by the intense heat associated with it; losing 1HP per melee at SR 10, regardless of armor or magical protection, for as long as they stay within or pass through the field. A Salamander is also able to herd already existing flames; 2m2 per point of its POW, and drive it before it at its own Move. These are automatic effects of all Salamanders, and cannot be turned off. A Salamander primarily attacks by Engulfing opponents, and is able to Engulf 10 SIZ of opponent, or fraction thereof, per m3 of its volume. It can attack more than one foe at a time in this fashion, dividing its volume among them. The Salamander Engulfs and burns its victims. Each melee Engulfed, a roll of 2D6,+1D6 per 10 POW is matched against the AP of the victim's best armor (including Protection and Shield spells). If the attack is successful, the target takes the full damage of the above roll directly to Total HP on SR 10. Should AP successfully resist, the victim takes only half the roll (round fractions up) as burn damage. If the Salamander is unable to fully Engulf a victim, only 1D6, +1D6 per 10 POW is rolled against the target's AP instead. When Engulfed, an individual must succeed with a CON roll to hold his breath, or take 1D8 additional damage to Total HP on SR 10 from inhaling the intense heat and flame each melee caught within the Salamander. Within a range equal to POW +1D6 meters, the Salamander can reach out and attempt to touch a single target on SR 10 each melee. This burning touch has a 25% bas, +05% per m3 of volume, +modifier chance of successfully hitting a single Hit Location; doing 1D6, +1D6 per 10 POW damage. The Salamander can belch a gout of flame to a range of POW +1D6 in meters on SR 10 each melee. This has a 50% chance of successfully engulfing and incinerating anything within a radius of 1m per 10 POW point of impact. Damage for this flame gout is determined in the same manner as Engulfment, but is 1D6,+1D6 per 10 POW. Those Engulfed by this fireball must succeed in holding their breaths, or take 1D8 damage to Total HP on SR 10 from inhaling the intense heat and flames. In any melee following contact with fire, a roll of the victim?s POW x5 must succeed, or he continues to burn for another melee; taking 1D6 additional damage. This POW roll is made each melee until the flames are extinguished. A Fumble indicates the flames burn unchecked for 1D3 more melees before another POW roll is possible. A Salamander can be Enchanted into a weapon; turning it into a flaming weapon which does 1D6 damage per 10 POW. Such a weapon is treated as the Salamander itself, and the weapon may be attacked in an effort to kill the Salamander, with any damage taken in excess of the weapon?s AP injuring the Elemental. Salamanders are effectively insubstantial, have no vital parts to incapacitate, and are extremely hard to kill. Any un-enchanted weapon which strikes a Salamander will immediately take damage equal to that inflicted +1D6. These points are lost prior to the weapon actually making contact, and should the weapon be destroyed, the Elemental is left untouched. Salamanders are affected by magic, as well as ordinary water and soil; each 2 liters of water doing 1pt of damage, with each 2kg of soil doing 1D3 damage. Being of flame, however, any non-magical heat or flames are entirely ineffective against them. Salamanders have 1D6 STR, 1D6 POW, and 2D6 HP per m3 of volume. SMALL SALAMANDER Characteristics Average STR 1D6 3-4 SIZ 1m3 - POW 1D6 3-4 HP 2D6 7 Move 1/ 1 Weapon SR Attack% Damage Engulfment 1/10 - 2D6 Gout of Flame 10 50 2D6 Burning Touch 10 30-9 2D6 MEDIUM SALAMANDER Characteristics Average STR 3D6 10-11 SIZ 3m3 - POW 3D6 10-11 HP 6D6 21 Move 2/ 3 Weapon SR Attack% Damage Engulfment 1/10 - 4D6 Gout of Flame 10 50 3D6 Burning Touch 10 40-5 3D6 LARGE SALAMANDER Characteristics Average STR 6D6 21 SIZ 6m3 - POW 6D6 21 HP 12D6 42 Move 3/ 6 Weapon SR Attack% Damage Engulfment 1/10 - 5D6 Gout of Flame 10 50 4D6 Burning Touch 10 60 4D6 HUGE SALAMANDER Characteristics Average STR 9D6 31-32 SIZ 9m3 - POW 9D6 31-32 HP 18D6 63 Move 4/ 9 Weapon SR Attack% Damage Engulfment 1/10 - 6D6 Gout of Flame 10 50 5D6 Burning Touch 10 75+4 5D6 GIGANTIC SALAMANDER Characteristics Average STR 12D6 42 SIZ 12m3 - POW 12D6 42 HP 24D6 84 Move 5/ 12 Weapon SR Attack% Damage Engulfment 1/10 - 7D6 Gout of Flame 10 50 6D6 Burning Touch 10 85+4 6D6 COLOSSAL SALAMANDER Characteristics Average STR 22D6 77 SIZ 12m3 - POW 22D6 77 HP 44D6 154 Move 9/ 22 Weapon SR Attack% Damage Engulfment 1/10 - 10D6 Gout of Flame 10 50 9D6 Burning Touch 10 135+4 9D6 -------------- next part -------------- An HTML attachment was scrubbed... URL: http://localhost.localdomain/pipermail/rq-rules/attachments/20031103/7c7f0b25/attachment.html From MurfNMurf at aol.com Tue Nov 4 11:36:07 2003 From: MurfNMurf at aol.com (MurfNMurf at aol.com) Date: Mon, 3 Nov 2003 19:36:07 EST Subject: [RQ-Rules] Rewrite of my Elemental article---Part 2 Message-ID: GNOMES Gnomes are able to sink into, or rise from the ground at will. They can travel below-ground at 3m/ SR, +1m per 3m3 of volume; moving directly through the earth; leaving a trail of ground dirt behind. If traveling very near the surface, a trail of overturned earth is left as well. Gnomes generally like rocky soil best, and are unable to travel through solid rock or quarried stone at anything like their normal Move; going through such medium at 1/10th its normal rate per Turn A Gnome is able to bring along a human as it travels through the earth; taking him to safety, escape, or a terrible entombment far below the surface; depending on the orders received. To avoid the trip, a human must succeed in resisting the Gnome's STR with his own. Due to the magical nature of the Gnome, it can provide humans with air to breathe while passing through the earth. A Gnome can carry a combined total SIZ equal to its STR. In the case where a Gnome's STR would be insufficient to carry an individual, a Gnome is always able to travel with 1 person. A Gnome may form into a large, vaguely humanoid mass of minerals, earth, stone and moss; wading across the surface of the earth, but unable to cross any major expanse of water, since one of its feet must remain in contact with the soil at all times. Or it can take the form of a large mound, which, when moving, looks like a small rolling ridge. Above-ground movement over most types of terrain is at 1m per SR, +1m per 3m3 of volume. Traveling downhill, a Gnome picks up quite a bit of speed; each 5 SR spent rumbling down a moderate slope increasing this rate by 1, while a severe slope increases it by 3. Maximum downhill movement is 32m per SR. Anyone foolish enough to be blocking a Gnome's path as it travels will be rolled over; taking twice the Elemental's damage modifier. Gnomes can identify the best places within sight to look for particular substances or gems. They can act as guides in finding the easiest passes, or a way in or out of a cavern, open pits in the soil, make tunnels, and find buried objects. They can be used to hold objects that have been stuck into the dirt, keep loose tunnel roofs from falling, or form mounds or ridges in the soil. A Gnome can uproot trees, plow fields, clear the foundation for a home, build or undermine fortifications, batter down doors or gates, produce an avalanche, make a deep slump in the earth, cause a small local earthquake, create a pit or fissure, etc. The m3 volume of material the Gnome can displace is equal to 2x the Elemental's STR. Gnomes have several forms of attack; a pit attack while below ground, and either a Fist or Grapple while above ground. This creeping horror can attack 10 SIZ, or fraction thereof, per m3 of volume. It can attack more than one foe at a time, dividing its volume among them. To Engulf opponents, the Gnome opens a pit with a volume equal to its own, beneath the feet of any targets standing on it at SR1. The target falls in, but has an opportunity to climb out before the Gnome actually closes the pit at SR10. If the pit has a volume of 1m3 per 10 SIZ of opponent, then the target falls in to a depth of about 1m, and his legs are engulfed. If the pit has a volume of 3m3 per 10 SIZ of opponent, it swallows him until only his head and neck remains exposed. If the pit has a volume of 5m3 per 10 SIZ of opponent, it swallows him up completely; engulfing all Hit Locations and burying him alive; with eventual suffocation following. Closing the pit on SR 10, the Gnome does damage based on 2x its STR to all Hit Locations engulfed (though armor still provides protection). Anyone held by the Gnome must overcome the its usually considerable STR to break free. If a Gnome lacks a damage bonus, or attacks a victim in unsuitable soil, the victim is still swallowed as described above; firmly held in place by the Gnome, but without any damage actually being inflicted. The victim must still resist the Gnome's STR to pull free of its grip. While above ground, the Gnome is able to use a Fist, Grapple, or Rollover attack; attacking on the appropriate SR each melee. Both the Fist and Grapple attacks have a 25% base, +05% per m3 of volume, +modifier, chance of success. The Rollover has a 75% chance of success. Because of the innate hardness of its structure, a Gnome will have a minimum of 3D6 AP. For each m3 of the creature?s volume in excess of 1m3, 1pt is added to the 3D6 roll. Thus, a 1m3 volume Gnome would have a 3D6 roll to determine its AP, while one with 2m3 volume would have 3D6+2 AP, and a 22m3 Gnome would have 3D6+22 rolled for AP. In addition, any item striking the Gnome not specifically designed for digging or construction winds up taking any damage it does in excess of its own AP (though the weapon will always take at least 1AP). Thus, an 8AP Axe which manages to deliver 12pts of damage would lose 4AP. If the same weapon did only 3pts of damage, it would still lose 1AP. Items designed for digging or construction , as well as any sort of Enchanted weapons, will normally remain unaffected; only taking damage if the attack roll results in a roll of 96+. Gnomes can be particularly destructive when attempting to batter or undermine a structure. The Elemental's STR/2 is compared to the structure's AP (including Protection and Shield spells). If the AP are successfully overcome, the building takes the Gnome's STR/2 as damage directly to AP on SR 10. If the AP successfully resist, the building takes half damage. It is possible for a Gnome to hide by simply remaining completely motionless. Gnomes have varying SIZ, dependent on the make up of the soil it manifests in. A weight of 1450 kg per m3 being considered about average. Gnomes have 1D6+6 STR, 1D6 POW, and 2D6+6 HP per m3 of volume. All Gnomes, regardless of SIZ, have 2D6 DEX SMALL GNOME Characteristics Average STR 1D6+6 9-10 SIZ 1m3 46 POW 1D6 3-4 DEX 2D6 7 HP 2D6+6 13 AP 3D6 10-11 Move 1/ 3 Weapon SR Attack% Damage Pit (1m3) 1/10 - - Fist 7 30-9 1D6 Grapple 7/4 30-9 1D6 Rollover 7 75 1D6 MEDIUM GNOME Characteristics Average STR 3D6+18 28-29 SIZ 3m3 59 POW 3D6 10-11 DEX 2D6 7 HP 6D6+18 39 AP 3D6+3 13-14 Move 2/ 4 Weapon SR Attack% Damage Pit (3m3) 1/10 - 3D6 Fist 7 40+1 1D6+3D6 Grapple 7/4 40+1 1D6+3D6 Rollover 7 75 6D6 LARGE GNOME Characteristics Average STR 6D6+36 57 SIZ 6m3 67 POW 6D6 21 DEX 2D6 7 HP 12D6+36 78 AP 3D6+6 16-17 Move 3/ 5 Weapon SR Attack% Damage Pit (6m3) 1/10 - 6D6 Fist 7 55+1 1D6+6D6 Grapple 7/4 55+1 1D6+6D6 Rollover 7 75 12D6 HUGE GNOME Characteristics Average STR 9D6+54 85-86 SIZ 9m3 72 POW 9D6 31-32 DEX 2D6 7 HP 18D6+54 117 AP 3D6+9 19-20 Move 4/ 6 Weapon SR Attack% Damage Pit (9m3) 1/10 - 10D6 Fist 7 70+1 1D6+10D6 Grapple 7/4 70+1 1D6+10D6 Rollover 7 75 20D6 GIGANTIC GNOME Characteristics Average STR 12D6+72 114 SIZ 12m3 75 POW 12D6 42 DEX 2D6 7 HP 24D6+72 156 AP 3D6+12 22-23 Move 5/ 7 Weapon SR Attack% Damage Pit (12m3) 1/10 - 13D6 Fist 7 85+1 1D6+13D6 Grapple 7/4 85+1 1D6+13D6 Rollover 7 75 26D6 COLOSSAL GNOME Characteristics Average STR 22D6+132 209 SIZ 22m3 82 POW 22D6 77 DEX 2D6 7 HP 44D6+132 286 AP 3D6+22 32-33 Move 8/ 10 Weapon SR Attack% Damage Pit (22m3) 1/10 - 25D6 Fist 7 135+1 1D6+25D6 Grapple 7/4 135+1 1D6+25D6 Rollover 7 75 50D6 -------------- next part -------------- An HTML attachment was scrubbed... URL: http://localhost.localdomain/pipermail/rq-rules/attachments/20031103/fee1c3b4/attachment.html From MurfNMurf at aol.com Tue Nov 4 11:39:21 2003 From: MurfNMurf at aol.com (MurfNMurf at aol.com) Date: Mon, 3 Nov 2003 19:39:21 EST Subject: [RQ-Rules] Rewrite of my Elemental article---Part 3 Message-ID: <188.211189ba.2cd84f39@aol.com> LAVA GNOMES These s are Summoned from already-existing sources of lava either already at or very near the surface, or from places very deep within the earth. Once manifest, Lava Gnomes normally take the form of lava flows; relentlessly pouring over and around rocks, etc., but also able to appear as walls, columns, cylinders, waves, or even as a large, vaguely humanoid mass of molten earth; wading across the surface, but unable to cross any major expanse of water. Above-ground movement over most types of terrain is at 1m per SR, +1m per 3m3 of volume. Lava, being unpredictable, occasionally allows the Elemental to cover quite a bit of ground; moving at 3x normal for up to 3 melees. Traveling downhill, the Lava Gnome can pick up quite a bit of speed; each 5 SR spent pouring down a moderate slope increasing this rate by 1, while a severe slope increases it by 3. Maximum downhill movement is 32m per SR. Anyone foolish enough to be blocking a Lava Gnome?s path will be knocked down, rolled over, and incinerated. Lava Gnomes are able to sink into, or rise from the ground at will; burning a hole through whatever substances whenever they do so (of course, burning its way through solid rock will take longer than going through soft earth). They can travel below-ground at 3m per SR, +1m per m3 of volume; moving directly through the earth and leaving a heat-fused tunnel behind. If traveling very near the surface, the Lava Gnome?s heat will easily be felt, even by those wearing heavy boots. As the Lava Gnome sweeps across an area, anyone or anything caught in its path, or otherwise coming into contact with it, will automatically be Engulfed and immolated. The Elemental ignites and burns any flammable objects it touches, and can quickly reduce the strongest metals or stone to slag, . In addition, it can be used as a terrible weapon to burn its victims. The Lava Gnome radiates a field of intense heat to its HP x1m. Thus, the area affected by the field shrinks as the creature takes damage. All humans within the area must flee, or be scorched by the intense heat associated with it; losing 1HP per melee at SR 10, regardless of armor or magical protection, for as long as they stay within or pass through the field. These are automatic effects of all Lava Gnomes, and cannot be turned off. A Lava Gnome primarily attacks by Engulfing opponents, and is able to Engulf 10 SIZ of opponent, or fraction thereof, per m3 of its volume. It can attack more than one foe at a time in this fashion, dividing its volume among them. Lava Gnomes are also able to attack using a Lava Missile, or Rollover while above ground. While below ground, Lava Gnomes are able to swallow up opponents in a pit of molten lava, the Lava Gnome flows through the earth, burning its own passage toward its target. Once beneath the target, the Elemental quick-heats the ground overhead; instantly baking the crust to a point where it crumbles away; a pit with a volume equal to the Lava Gnome?s own opening beneath the feet of any targets standing on it at SR1. A successful DEX x5 roll allows the target to leap aside before the ground completely crumbles away at SR 10. Failure drops the victim into the pit of boiling lava. If the pit has a volume of 1m3 per 10 SIZ of opponent, then the target falls in to a depth of about 1m, and his legs are Engulfed. If the pit has a volume of 3m3 per 10 SIZ of opponent, it swallows him until only his head and neck (and, if his arms are raised, his shoulders and arms as well) are exposed; the rest of him being immersed. If the pit has a volume of 5m3 per 10 SIZ of opponent, it swallows him up completely; engulfing all Hit Locations in molten rock. Should the victim be immune to the effects of such intense heat, he will still be facing eventual suffocation following entombment. The Lava Gnome does 13D6 damage to all Hit Locations Engulfed ((though armor and appropriate spells still provides protection). Anyone enveloped or otherwise held by the Lava Gnome must overcome its STR to break free of its grip. If the victim fails to overcome the Elemental?s STR, and the lava has destroyed any immersed Hit Locations, the victim must succeed with a CON x1 roll to maintain a grip on the edge of the pit (or a friend?s hand), or drop further into the lava. While aboveground, the Lava Gnome is also able to attack using a Lava Missile, or Rollover attack; attacking on the appropriate SR each melee. A victim is automatically Engulfed as the result of a Rollover attack. Each melee Engulfed, a victim faces 13D6 lava damage matched against the AP of his best armor (including Protection and Shield spells). If overcome, he takes the full damage of the above roll directly to Total HP on SR 10. Should the victim?s AP successfully resist, he takes only half the 13D6 roll (round fractions up) as burn damage. If the Lava Gnome?s volume is insufficient to allow it to fully cover a victim, only 3D6, +1D6 per 10 POW is rolled against the target's AP. When Engulfed, an individual must succeed with a CON roll to hold his breath, or take 1D10 additional damage to Total HP on SR 10 from inhaling molten slag each melee caught within the Lava Gnome. Within a range in meters equal to the Lava Gnome?s POW +1D6, it can attempt to touch a target?s single Hit Location on SR 10 each melee. This burning touch has a 25% base, +05% per m3 of volume, +modifier chance of successfully hitting; doing 3D6, +1D6 per 10 POW damage. The Lava Gnome can hurl a glob of molten Lava to a range equal to its POW x1m on SR 10 each melee. This has a 50% chance of successfully hitting; engulfing and incinerating anything within a radius in meters equal to the Elemental? s volume. Damage is 3D6, +1D6 per 10 POW. Anyone engulfed by this fireball must succeed with a CON roll to hold his breath, or take 1D10 additional damage to Total HP on SR 10 from inhaling molten slag. In any melee following contact with lava, a roll of the victim?s POW x5 must succeed, or he continues to burn for another melee; taking 1D6 additional damage. This POW roll is made each melee until the flames are extinguished. A Fumble indicates the flames burn unchecked for 1D3 more melees before another POW roll is possible. Lava Gnomes can be particularly destructive when used against structures. The Elemental's STR/2 is compared to the structure's AP (including Protection and Shield spells). If the AP are successfully overcome, the building takes the Gnome's STR/2 as damage directly to its AP on SR 10. If the AP successfully resist, the building takes half damage. Lava Gnomes have no vital parts to incapacitate, and are extremely hard to kill. Unless somehow proofed against lava, any un-enchanted weapon which strikes a Salamander will immediately take damage equal to that inflicted +1D10. These points are lost prior to the weapon actually making contact, and should the weapon be destroyed, the Elemental is left untouched. Lave Gnomes are affected by magic, as well as water and soil; each 100 liters of water doing 1pt of damage. Being of molten earth, however, flame and heat are entirely ineffective against them. Lava Gnomes have varying SIZ, dependent on the weight of a given volume of lava. A weight of 1450 kg per m3 being considered about average. Lava Gnomes have 1D6+6 STR, 1D6 POW, and 2D6+6 HP per m3 of volume. All Lava Gnomes, regardless of SIZ, have 2D6 DEX SMALL LAVA GNOME Characteristics Average STR 1D6+6 9-10 SIZ 1m3 46 POW 1D6 3-4 DEX 2D6 7 HP 2D6+6 13 Move 1/ 3 Weapon SR Attack% Damage Pit (1m3) 1/10 - 13D6 Lava Missile 10 50-9 6D6 Rollover 7 75 13D6 Touch 10 30-9 4D6 MEDIUM LAVA GNOME Characteristics Average STR 3D6+18 28-29 SIZ 3m3 59 POW 3D6 10-11 DEX 2D6 7 HP 6D6+18 39 Move 2/ 4 Weapon SR Attack% Damage Pit (3m3) 1/10 - 13D6 Lava Missile 10 50+1 7D6 Rollover 7 75 13D6 Touch 7 40+1 5D6 LARGE LAVA GNOME Characteristics Average STR 6D6+36 57 SIZ 6m3 67 POW 6D6 21 DEX 2D6 7 HP 12D6+36 78 Move 3/ 5 Weapon SR Attack% Damage Pit (6m3) 1/10 - 13D6 Lava Missile 10 50+1 8D6 Rollover 7 75 13D6 Touch 7 55+1 6D6 HUGE LAVA GNOME Characteristics Average STR 9D6+54 85-86 SIZ 9m3 72 POW 9D6 31-32 DEX 2D6 7 HP 18D6+54 117 Move 4/ 6 Weapon SR Attack% Damage Pit (9m3) 1/10 - 13D6 Lava Missile 10 50+1 9D6 Rollover 7 75 13D6 Touch 7 70+1 7D6 GIGANTIC LAVA GNOME Characteristics Average STR 12D6+72 114 SIZ 12m3 75 POW 12D6 42 HP 24D6+72 156 Move 5/ 7 Weapon SR Attack% Damage Pit (12m3) 1/10 - 13D6 Lava Missile 10 50+1 10D6 Rollover 7 75 13D6 Touch 7 85+1 8D6 COLOSSAL LAVA GNOME Characteristics Average STR 22D6+132 209 SIZ 22m3 82 POW 22D6 77 DEX 2D6 7 HP 44D6+132 286 Move 8/ 10 Weapon SR Attack% Damage Pit (22m3) 1/10 - 13D6 Lava Missile 10 50 +1 13D6 Rollover 7 75 13D6 Touch 7 135+1 11D6 -------------- next part -------------- An HTML attachment was scrubbed... URL: http://localhost.localdomain/pipermail/rq-rules/attachments/20031103/4f9822ef/attachment.html From MurfNMurf at aol.com Tue Nov 4 11:42:34 2003 From: MurfNMurf at aol.com (MurfNMurf at aol.com) Date: Mon, 3 Nov 2003 19:42:34 EST Subject: [RQ-Rules] Rewrite of my Elemental article---Part 4 Message-ID: <119.2b0d3bfd.2cd84ffa@aol.com> LESHIES These are Spirits of wild nature, which, when Summoned, manifest in a specific volume of already-existing plant matter. Almost immediately, the power of the Leshy alters and warps its new body of plant matter to a large, shambling, vaguely humanoid mass of gnarled, moss-covered wood and twisting vines; bristling with sharp or saw-edged leaves; wickedly-pointed, iron-strong thorns, and multiple, grasping limbs (often of great strength). Each Leshy is different from every other Leshy, and each has its own peculiar look which it will assume each time it manifests. Leshies returning to the Otherworld will leave their material forms behind (assuming it hasn?t been destroyed), intact and now firmly-rooted to the ground; an odd-looking, green sculpture standing as proof of the Leshy?s recent trip to the Mundane World. Whether gliding across the ground in a quick, rolling, spidery gait, or taking slow, deliberate plodding steps, all Leshy movement is done accompanied by the soft, murmuring rustle of the unseen breeze sighing through the trees. Quick, skittering movement over most types of terrain is accomplished at 1m per SR, +1m per 3m3 of volume. The Leshy?s slow, plodding gait, on the other hand, is done at half the above-listed rate. While strong-rooted vegetation and sinuous vines can slowly split rock, break or lift flagstones, or crack water pipes or even building walls or foundations, a Leshy is able to perform these feats instantaneously; affecting either a portion of a rock face, a wall or flagstones no more than 1m2 per m3 of the Elemental's volume, or a single object; inflicting 1D3 damage per point of the Leshy?s POW. If an item takes more than 2x AP in damage, it is destroyed. Items are broken and useless, while stone is reduced to dust and gravel. While Leshies are positively covered in sprouting branches, each will have only 1D6+4 serviceable ones which may be used to perform tasks. Provided the Leshy has enough limbs available, this creeping horror may perform several tasks at once; the number of tasks being equal to half the number of serviceable limbs the creature possesses. (So a Leshy with 4 usable limbs could only perform 2 actions, while one with 10 serviceable limbs could conceivably perform up to 5 actions per melee). A Leshy can carry a combined total SIZ equal to its STR. In the case where a Leshy's STR would be insufficient to carry an individual, such a creature is always able to carry 1 person. Anyone foolish enough to be blocking a Leshy's path as it travels will likely be trampled; taking twice the Elemental's damage modifier. Anyone held by a Leshy must overcome its usually considerable STR to break free. If a Leshy lacks a damage bonus, the grappled victim is still firmly held in place by the creature, but without any damage actually being inflicted. The victim must still resist the Leshy's STR to pull free of its grip. A Leshy primarily attacks by grappling, and then either crushing or rending an opponent. The Leshy can also attack using one or more of its branches as a club, or even deliver a memorable kick using one of its sturdy legs. To rend a target, the Elemental must first succeed with a Grapple attack; following it up the next melee with another successful Grapple. With this 2nd success, the creature can tear the grappled limb from the victim if it overcomes the victim?s CON with its STR. The Branch, Grapple, Kick and Stomp attacks each have a 25% base, +05% per m3 of volume, +modifier, chance of success. The Rollover has a 75% chance of success. The Thrown rock has a 50% +modifier chance of successfully hitting. Note that the Leshy?s Stomp attack is almost impossible to perform on anything approaching human-size at 2m3 volume and under. After crushing, stomping, or tearing a victim to pieces, the Leshy will allow the victim?s blood to flow onto its roots; this supernatural fertilization increasing the Leshy?s Hit Points by 1D6 per victim.. Because of the toughness of the Leshy?s gnarled surface and the dense material of its construction, it will have a minimum of 1D3+1AP, +1D3+1 more AP for each 3m3 of its volume. Thus, a 1m3 volume Gnome would have a 1D3+1 roll to determine its AP, while one with 3m3 volume would have 2D3+2 AP, and a Leshy of 22m3 would have 9D3+9 rolled for AP. Any thrusting or small missile weapons striking the Elemental will have little effect besides marring the thing?s surface. Any weapon striking the Leshy not specifically designed for felling trees winds up taking any damage it does in excess of its own AP (though the weapon will always take at least 1AP). Enchanted weapons will normally remain unaffected; only taking damage if the attack roll results in a roll of 96+. When up against axes, Leshies have their AP halfed. The Leshy can be particularly destructive when attempting to batter or undermine a structure. The Elemental's STR/2 is compared to the structure's AP (including Protection and Shield spells). If the APare successfully overcome, the building takes the Gnome's STR/2 as damage directly to AP on SR 10. If the AP successfully resist, the building takes half damage. Leshies are affected by magic, fire, and weapons. Leshies have varying SIZ, dependent on the make up of the various plant matter it manifests in. A weight of 700kg per m3 being considered about average. Leshies have 1D6+3 STR, 1D6 POW, and 1D6+6 HP per m3 of volume. All Leshy, regardless of SIZ, have 2D6 DEX. SMALL LESHY Characteristics Average STR 1D6+3 6-7 SIZ 1m3 38 POW 1D6 3-4 DEX 2D6 7 HP 1D6+6 9-10 AP 1D3+1 3 Move 1/ 1 Weapon SR Attack% Damage Branch drubbing 7 30-12 1D6+2D6 Grapple 7/4 30-12 1D6+2D6 Kick 7 30-12 1D6+2D6 Stomp into ground 7 30-12 1D6+2D6 Thrown Rock 4 50-12 1D3+2D3 Trample 7 75 4D6 MEDIUM LESHY Characteristics Average STR 3D6+9 19-20 SIZ 3m3 51 POW 3D6 10-11 DEX 2D6 7 HP 3D6+18 28-29 AP 2D3+2 6 Move 1/ 2 Weapon SR Attack% Damage Branch drubbing 7 40-4 1D6+3D6 Grapple 7/4 40-4 1D6+3D6 Kick 7 40-4 1D6+3D6 Stomp into ground 7 40-4 1D6+3D6 Thrown Lg. Rock 4 50-4 1D6+3D3 Trample 7 75 6D6 LARGE LESHY Characteristics Average STR 6D6+18 39 SIZ 6m3 59 POW 6D6 21 DEX 2D6 7 HP 6D6+36 78 AP 3D3+3 9 Move 2/ 3 Weapon SR Attack% Damage Branch drubbing 7 55+1 1D6+5D6 Grapple 7/4 55+1 1D6+5D6 Kick 7 55+1 1D6+5D6 Stomp into ground 7 55+1 1D6+5D6 Thrown Stone 4 50+1 1D10+2+5D3 Trample 7 75 10D6 HUGE LESHY Characteristics Average STR 9D6+27 58-59 SIZ 9m3 63 POW 9D6 31-32 DEX 2D6 7 HP 18D6+54 117 AP 4D3+4 12 Move 2/ 4 Weapon SR Attack% Damage Branch drubbing 7 70+1 1D6+7D6 Grapple 7/4 70+1 1D6+7D6 Kick 7 70+1 1D6+7D6 Stomp into ground 7 70+1 1D6+7D6 Thrown Stone 4 50+1 1D10+2+7D3 Trample 7 75 14D6 GIGANTIC LESHY Characteristics Average STR 12D6+36 78 SIZ 12m3 67 POW 12D6 42 DEX 2D6 7 HP 24D6+72 156 AP 5D3+5 15 Move 3/ 5 Weapon SR Attack% Damage Branch drubbing 7 85+1 1D6+8D6 Grapple 7/4 85+1 1D6+8D6 Kick 7 85+1 1D6+8D6 Stomp into ground 7 85+1 1D6+8D6 Thrown Stone 4 50+1 1D10+2+8D3 Trample 7 75 16D6 COLOSSAL LESHY Characteristics Average STR 22D6+66 143 SIZ 22m3 79 POW 22D6 77 DEX 2D6 7 HP 44D6+132 286 AP 9D3+9 27 Move 5/ 9 Weapon SR Attack% Damage Branch drubbing 7 135+1 1D6+13D6 Grapple 7/4 135+1 1D6+13D6 Kick 7 135+1 1D6+13D6 Stomp into ground 7 135+1 1D6+13D6 Thrown Stone 4 50+1 1D10+2+13D3 Trample 7 75 26D6 -------------- next part -------------- An HTML attachment was scrubbed... URL: http://localhost.localdomain/pipermail/rq-rules/attachments/20031103/706c9906/attachment.html From MurfNMurf at aol.com Tue Nov 4 12:11:40 2003 From: MurfNMurf at aol.com (MurfNMurf at aol.com) Date: Mon, 3 Nov 2003 20:11:40 EST Subject: [RQ-Rules] Elemental formatting Message-ID: <161.2790f322.2cd856cc@aol.com> Oh *hell* All those -20- thingy's and odd other bits throughout :( Drat! Sorry Ken -------------- next part -------------- An HTML attachment was scrubbed... URL: http://localhost.localdomain/pipermail/rq-rules/attachments/20031103/c285247c/attachment.html From talmeta at talmeta.net Tue Nov 4 12:51:16 2003 From: talmeta at talmeta.net (Tal Meta) Date: Mon, 03 Nov 2003 20:51:16 -0500 Subject: [RQ-Rules] Rewrite of my Elemental article---Part 8 References: <136.268bc905.2cd852cf@aol.com> Message-ID: <3FA70614.2000707@talmeta.net> Two suggestions: first off, please format all posts to the list as raw ASCII; word files invariably have all sorts of funky characters embedded in them that just take up space and turn what should have been a readable article into chop suey... Second, space them out so that 6 follows 5 follows 4.... shooting them out 1 right after the other invites them to arrive out of order. As the man said: "I sent my girlfriend a set of postcards once. What I wrote was: 'Found a virgin paradise, it's yours, Michael'. What she received was 'Found a virgin, it's paradise, yours, Michael....'" -- talmeta at talmeta.net - Heretic, Dilettante, & God-Machine AIM - talmeta ICQ - 12594453 Homepage - If the odds are a million to one against something occurring, chances are 50-50 it will. From aelarsen at mac.com Tue Nov 4 15:37:29 2003 From: aelarsen at mac.com (Andrew Larsen) Date: Mon, 03 Nov 2003 22:37:29 -0600 Subject: [RQ-Rules] Re: Elementals article In-Reply-To: <20031104011208.5544.53803.Mailman@thinbits.com> Message-ID: I was very interested in the elementals article, but unfortunately it came through on my computer as a series of very garbled texts. Would it be possible to get a copy of the whole file? Andrew E. Larsen From tiberius at runequest.za.org Tue Nov 4 16:47:36 2003 From: tiberius at runequest.za.org (tiberius at runequest.za.org) Date: Tue, 4 Nov 2003 07:47:36 +0200 (SAST) Subject: [RQ-Rules] Slime trail/Digest 206 Message-ID: <57485.196.8.104.37.1067924856.squirrel@mail.wack.co.za> I just received digest 206 and it had one message on it. Is there no way that people can please change their e-mail settings so that we are not bombarded by a massive trail of crap after each message. Some messages I just can't read anymore they are so distorted! By Crom doesn't this bug anyone else? Tony -- Vacca Foeda! From tiberius at runequest.za.org Tue Nov 4 17:00:37 2003 From: tiberius at runequest.za.org (tiberius at runequest.za.org) Date: Tue, 4 Nov 2003 08:00:37 +0200 (SAST) Subject: [RQ-Rules] elemental Article Message-ID: <3093.196.8.104.37.1067925637.squirrel@mail.wack.co.za> MurfNMurf at aol.com sent numerous mails regarding an elemental article. It looks very interesting biut I find it extremly difficult to read and sift through all the formatting tabs. Would it not have be a better idea to mention it and send it to people who requested off list, as an attachemnt (word/PDF/txt or whatever). Tony -- Vacca Foeda! From stolenbjorn at hotmail.com Wed Nov 5 00:07:35 2003 From: stolenbjorn at hotmail.com (Bjorn Stolen) Date: Tue, 04 Nov 2003 13:07:35 +0000 Subject: [RQ-Rules] More on how to eliminate irritating shit in the mails Message-ID: An HTML attachment was scrubbed... URL: http://localhost.localdomain/pipermail/rq-rules/attachments/20031104/05d9be37/attachment.html From steve at perrinworlds.com Wed Nov 5 03:47:14 2003 From: steve at perrinworlds.com (Steve Perrin) Date: Tue, 4 Nov 2003 08:47:14 -0800 Subject: [RQ-Rules] irritating shit in the mails References: Message-ID: <01fa01c3a2f3$5d3409f0$f4407442@wizard> Ken, Just so you, and others, know. The messages came to me just fine, formatted and everything. I'm using Outlook Express and am set up to receive both text and HTML. I only send text, though. Thanks for the work. Dunno if I'll ever use them, but the ideas are always useful. Steve Perrin All the Words You Need ----- Original Message ----- From: Bjorn Stolen To: rq-rules at crashbox.com Sent: Tuesday, November 04, 2003 5:07 AM Subject: [RQ-Rules] More on how to eliminate irritating shit in the mails Someone wrote: Two suggestions: first off, please format all posts to the list as raw ASCII; word files invariably have all sorts of funky characters embedded in them that just take up space and turn what should have been a readable article into chop suey... Second, space them out so that 6 follows 5 follows 4.... shooting them out 1 right after the other invites them to arrive out of order. My reply: ...Or if you are as helpless as I am when it comes to computers and E-mailsettings, you should read your own mails to see wether they are filled with anoying crap. Mine did, and it helped to remove the >'s in my replies, and to stop using apostroph, etc. I think (hope) my posts are better now? And another thing: If someone reading my posts thinks that it have irritating stuff in it, I'd be pleased if they told me! ------------------------------------------------------------------------------ Bli kvitt s?pla Slik unng?r du Spam Unng? spam og s?ppelpost _______________________________________________ RQ-Rules mailing list RQ-Rules at crashbox.com http://www.crashbox.com/rq-rules http://www.crashbox.com/mailman/listinfo/rq-rules -------------- next part -------------- An HTML attachment was scrubbed... URL: http://localhost.localdomain/pipermail/rq-rules/attachments/20031104/72b19dcb/attachment.html From MurfNMurf at aol.com Wed Nov 5 09:09:32 2003 From: MurfNMurf at aol.com (MurfNMurf at aol.com) Date: Tue, 4 Nov 2003 17:09:32 EST Subject: [RQ-Rules] Elemental stuff Message-ID: Well okay, Someone suggested I could send the article out to those who wanted it. Easy enough to do, I guess.... Runequestateer Roll Call! Sound off *now!* Its a *MS Word* document; layed out in 2 column format to ape the RQ3 Creature book layout. Best. -Ken- -------------- next part -------------- An HTML attachment was scrubbed... URL: http://localhost.localdomain/pipermail/rq-rules/attachments/20031104/65184547/attachment.html From gianni at basicrps.com Wed Nov 5 08:51:18 2003 From: gianni at basicrps.com (gianni at basicrps.com) Date: Tue, 4 Nov 2003 22:51:18 +0100 Subject: [RQ-Rules] Elemental stuff In-Reply-To: References: Message-ID: <1067982678.3fa81f5630686@imp.webhuset.no> > Someone suggested I could send the article out to those who wanted it. > Easy enough to do, I guess.... Runequestateer Roll Call! Sound off *now!* Please do send it to me too! BTW I would like to make it available on www.basicrps.com if you're OK. Gianni From gerall at chromebob.com Wed Nov 5 05:40:46 2003 From: gerall at chromebob.com (Gerall Kahla) Date: Tue, 04 Nov 2003 12:40:46 -0600 Subject: [RQ-Rules] Elemental stuff In-Reply-To: References: Message-ID: <3FA7F2AE.905@chromebob.com> MurfNMurf at aol.com wrote: > Well okay, Someone suggested I could send the article out to those > who wanted it. Easy enough to do, I guess.... Runequestateer Roll > Call! Sound off *now!* Its a *MS Word* document; layed out in 2 > column format to ape the RQ3 Creature book layout. I'd like a copy of your elemental write-up, as well... Thanks for your work on them! -- [gerall kahla] = [http://chromebob.com/] [celestial mechanic, roustabout, programmer] From ghoyle1 at airmail.net Wed Nov 5 16:10:35 2003 From: ghoyle1 at airmail.net (Guy Hoyle) Date: Tue, 04 Nov 2003 23:10:35 -0600 Subject: [RQ-Rules] Elemental stuff In-Reply-To: References: Message-ID: <3FA8864B.9030207@airmail.net> Me me me me me!!!! Guy MurfNMurf at aol.com wrote: > Well okay, > Someone suggested I could send the article out to those who wanted > it. Easy enough to do, I guess.... Runequestateer Roll Call! Sound off > *now!* > Its a *MS Word* document; layed out in 2 column format to ape the > RQ3 Creature book layout. > Best. > -Ken- From stolenbjorn at hotmail.com Wed Nov 5 18:56:31 2003 From: stolenbjorn at hotmail.com (Bjorn Stolen) Date: Wed, 05 Nov 2003 07:56:31 +0000 Subject: [RQ-Rules] Elemental stuff Message-ID: An HTML attachment was scrubbed... URL: http://localhost.localdomain/pipermail/rq-rules/attachments/20031105/dbcfb34b/attachment.html From Nick.Middleton at invensys.com Wed Nov 5 19:16:05 2003 From: Nick.Middleton at invensys.com (Nick.Middleton at invensys.com) Date: Wed, 5 Nov 2003 08:16:05 +0000 Subject: [RQ-Rules] Elemental stuff Message-ID: Ken, I've already cut'n'pasted from the e-mails to a Word doc (Lotus notes received the mails free of extraneous characters), but if you could send me the Word doc it would save me having to format it properly (yep, I'm THAT lazy!!) - nickDOTmiddleton at invensysDOTcom (substituting the obvious...) It's a feeble return for all your hard work, but I have Acrobat 6 Standard so I can pdf the word doc if you'd like... best wishes, Nick Middleton >?? Well okay, >?? Someone suggested I could send the article out to those who wanted it. Easy enough to do, I guess.... Runequestateer Roll Call! Sound off >*now!* >?? Its a *MS Word* document; layed out in 2 column format to ape the RQ3 Creature book layout. >?? Best. >? -Ken- From MurfNMurf at aol.com Wed Nov 5 20:30:36 2003 From: MurfNMurf at aol.com (MurfNMurf at aol.com) Date: Wed, 5 Nov 2003 04:30:36 EST Subject: [RQ-Rules] Fish Away! Message-ID: <62.36ea3e17.2cda1d3c@aol.com> Hi gang, Well, as of about 315 this morning (I was up late cleaning the apartmentand listening to something by Enya), everyone who asked *should* have received a copy of my Elemental article. If I left you of the list, be assured it was *not* yet another example of "The Worldwide [Insert your First Name here] Conspiracy" in action, but, was in fact, an *accident*. You are *not* very likely to receive only a lump of icky coal for Yule. Just *ask* and I'll send the thing 'round again :) Best. -Ken- -------------- next part -------------- An HTML attachment was scrubbed... URL: http://localhost.localdomain/pipermail/rq-rules/attachments/20031105/7abd7821/attachment.html From rog_benham at hotmail.com Wed Nov 5 20:23:09 2003 From: rog_benham at hotmail.com (Roger Benham) Date: Wed, 05 Nov 2003 09:23:09 +0000 Subject: [RQ-Rules] Elemental stuff Message-ID: An HTML attachment was scrubbed... URL: http://localhost.localdomain/pipermail/rq-rules/attachments/20031105/e7f85cb5/attachment.html From soltakss at yahoo.com Wed Nov 5 23:39:21 2003 From: soltakss at yahoo.com (=?iso-8859-1?q?Simon=20Phipp?=) Date: Wed, 5 Nov 2003 12:39:21 +0000 (GMT) Subject: [RQ-Rules] Re: Rewrite of my Elemental article---Part 5 In-Reply-To: <20031104010201.5352.71858.Mailman@thinbits.com> Message-ID: <20031105123921.17863.qmail@web9604.mail.yahoo.com> The Smurph: > A Lune is able to engulf 10 SIZ of opponent, or fraction thereof, per m3 > > of volume. It can attack more than one foe at a time, dividing its volume > among > them. On the SR a Character is engulfed, he can be Moonstruck by the Lune; > causing severe confusion, and, in extreme cases, Madness, by overcoming the > POW > of each target caught within it with its MP. A Lune can only Moonstrike a > given victim once every Full Turn. As long as an individual is engulfed, he > cannot > be attacked by the Lune's Moonstrike after the first attempt. However, if > he > or the Lune leaves and returns, he can again be attacked. Unconscious > targets > are immune to being Moonstruck > If successful, consult the Moonstrike Table below to determine the > attack's effect: > > Success level Effects on target > Critical -1D4 INT permanently. Roll again, with > additional effects lasting 3D20 - POW days. > Special Severe paranoia for 3D20 minutes. > Success Befuddled for 3D10 minutes. The victim spouts > gibberish for the duration, if POW x3 missed. > Failure Befuddled for 1D10 minutes if INTx5 missed. > The > victim spouts gibberish for the duration, if a POW x5 roll is failed. > Fumble No effect. I liked high powered elementals so rather than the normal POW vs POW roll, I gave the chance of success as (Attacking MPs - Defending MPs)x5 + 50% and based the specials and criticals on that. This gives higher POW elementals (Shades, Selenes and Lunes) a better chance of a nastier effect. So, if we have a 50 POW Lune attacking a 15 POW man, normally it would have a 99% chance of success (RQ3) or a 95% chance (RQ2), giving Critical/Special/Failure/Fumble of 5/20/-/00 (RQ3) or 4/19/96-99/00 (RQ2). With the variation I use, the attacking chance is (50 - 15)x5 + 50 = 225% giving breakdowns of 11/45/96-99/00 which is far more fun for poor oppressed GMs. > Lunes can only be affected by magic. Silver, being a metal associated > with > the Moon, has no effect on them. Hmm, what about nasty Lunes that don't like Lunars? I wouldn't give immunity to the cult metal for any elementals. Simon ________________________________________________________________________ Want to chat instantly with your online friends? Get the FREE Yahoo! Messenger http://mail.messenger.yahoo.co.uk From grogthing at yahoo.com Thu Nov 6 00:49:16 2003 From: grogthing at yahoo.com (grogthing) Date: Wed, 5 Nov 2003 05:49:16 -0800 (PST) Subject: [RQ-Rules] Elemental stuff In-Reply-To: <3FA7F2AE.905@chromebob.com> Message-ID: <20031105134916.88142.qmail@web41503.mail.yahoo.com> Can I have a helping of elemental documentation also? Please? Greg --- Gerall Kahla wrote: > > > MurfNMurf at aol.com wrote: > > Well okay, Someone suggested I could send the > article out to those > > who wanted it. Easy enough to do, I guess.... > Runequestateer Roll > > Call! Sound off *now!* Its a *MS Word* document; > layed out in 2 > > column format to ape the RQ3 Creature book layout. > > I'd like a copy of your elemental write-up, as > well... Thanks for your > work on them! > > -- > [gerall kahla] = [http://chromebob.com/] > [celestial mechanic, roustabout, programmer] > > > _______________________________________________ > RQ-Rules mailing list > RQ-Rules at crashbox.com > http://www.crashbox.com/rq-rules > http://www.crashbox.com/mailman/listinfo/rq-rules __________________________________ Do you Yahoo!? Protect your identity with Yahoo! Mail AddressGuard http://antispam.yahoo.com/whatsnewfree From MurfNMurf at aol.com Thu Nov 6 03:31:15 2003 From: MurfNMurf at aol.com (MurfNMurf at aol.com) Date: Wed, 5 Nov 2003 11:31:15 EST Subject: [RQ-Rules] Re: Rewrite of my Elemental article---Part 5 Message-ID: <1c0.1136d020.2cda7fd3@aol.com> In a message dated 11/5/2003, Simon has some ideas on those Pesky Lunes: I liked high powered elementals so rather than the normal POW vs POW roll, I gave the chance of success as (Attacking MPs - Defending MPs)x5 + 50% and based the specials and criticals on that. This gives higher POW elementals (Shades, Selenes and Lunes) a better chance of a nastier effect. So, if we have a 50 POW Lune attacking a 15 POW man, normally it would have a 99% chance of success (RQ3) or a 95% chance (RQ2), giving Critical/Special/Failure/Fumble of 5/20/-/00 (RQ3) or 4/19/96-99/00 (RQ2). With the variation I use, the attacking chance is (50 - 15)x5 + 50 = 225% giving breakdowns of 11/45/96-99/00 which is far more fun for poor oppressed GMs. > Lunes can only be affected by magic. Silver, being a metal associated > with > the Moon, has no effect on them. Hmm, what about nasty Lunes that don't like Lunars? I wouldn't give immunity to the cult metal for any elementals. Yikes! An 11% chance of a Critical is a pretty *amazing* thing :) -Ken- -------------- next part -------------- An HTML attachment was scrubbed... URL: http://localhost.localdomain/pipermail/rq-rules/attachments/20031105/df8ee831/attachment.html From alanchambers at comcast.net Thu Nov 6 09:58:22 2003 From: alanchambers at comcast.net (Alan Chambers) Date: Wed, 5 Nov 2003 17:58:22 -0500 Subject: [RQ-Rules] Elemental stuff In-Reply-To: Message-ID: You can add me to the list. Thanks Alan -----Original Message----- From: rq-rules-admin at crashbox.com [mailto:rq-rules-admin at crashbox.com]On Behalf Of Bjorn Stolen Sent: Wednesday, November 05, 2003 2:57 AM To: rq-rules at crashbox.com Subject: Re: [RQ-Rules] Elemental stuff MurfNMurf at aol.com wrote: Well okay, Someone suggested I could send the article out to those who wanted it. Easy enough to do, I guess.... Runequestateer Roll Call! Sound off *now!* Its a *MS Word* document; layed out in 2 column format to ape the RQ3 Creature book layout. I would allso like to get my greedy hands on this stuff! ---------------------------------------------------------------------------- -- Bli kvitt s?pla Slik unng?r du Spam Unng? spam og s?ppelpost _______________________________________________ RQ-Rules mailing list RQ-Rules at crashbox.com http://www.crashbox.com/rq-rules http://www.crashbox.com/mailman/listinfo/rq-rules -------------- next part -------------- An HTML attachment was scrubbed... URL: http://localhost.localdomain/pipermail/rq-rules/attachments/20031105/11788c8f/attachment.html From jurrubin at earthlink.net Thu Nov 6 23:59:49 2003 From: jurrubin at earthlink.net (D. Smart) Date: Thu, 06 Nov 2003 06:59:49 -0600 Subject: [RQ-Rules] Elemental stuff References: Message-ID: <3FAA45C5.6020006@earthlink.net> Although my copy of Netscape received the articles just fine, I'd like to see your formatting also. And thank you for posting your material in the first place. What I've read of it looks great! David Smart MurfNMurf at aol.com wrote: > Well okay, > Someone suggested I could send the article out to those who wanted > it. Easy enough to do, I guess.... Runequestateer Roll Call! Sound off > *now!* > Its a *MS Word* document; layed out in 2 column format to ape the > RQ3 Creature book layout. > Best. > -Ken- From MurfNMurf at aol.com Fri Nov 7 04:05:55 2003 From: MurfNMurf at aol.com (MurfNMurf at aol.com) Date: Thu, 6 Nov 2003 12:05:55 EST Subject: [RQ-Rules] Square Cubed Giant Crabs Message-ID: <107.284bb8cb.2cdbd973@aol.com> Hi gang, Planning on buying a buddy Harryhausen's "Mysterious Island" for Yule, I got to thinking about one of my favorite scenes (which I don't really requires any sort of *spoiler* warning, since we're talking about a pretty *ancient* movie, here); namely, the fight with the Giant Crab. Well, I got to thinking about just how*giant?* a Giant Crab would *really* get. So armed with a limited knowledge of the Sqaure Cube law/rule (where, as I've been lead to believe, each doubling in dimensions increases weight x8), I decided to look up crabs on the WWweb. While others may be familiar with a plethora of different types of crab, I looked up the two I'd heard of; the Dungeness and the Alaskan crab. While I'd seen its long legs at various buffets, the overall looks of the Alaskan just didn't seem crab-proper to me, so I found the Dungeness. The Dungeness looked more like what I thought a crab aughtta look like---as well as looking more like the Giant Crab I was familiar with from "Mysterious Island". So I went with the Dungeness... One source I found said: "At 4 to 5 years of age, a Dungeness crab can be over 6 1/2 inches in shell width and weigh between 2 and 3 pounds. A large male Dungeness crab can exceed 10 inches in shell width. The estimated maximum life span of this crab is between 8 and 13 years". "An average of 25% of a Dungeness crab's weight is edible "meat", making it one of the meatiest crabs available". Okay, so I found several images of the fight with Harryhausen's Giant Crab, and eyeballed the width of the Giant Crab's shell to be at *least* 2 man-lengths wide. Fudging a bit, and figuring a 61/2" wide crab weighed 3 lbs, I decided to have my Giant Crab be 14' ( 168") wide. Using the square cube thingy, I came up with the following: Crab with shell 6.5" across 3 lbs Crab with shell 13" across 24 lbs Crab with shell 26" across 192 lbs Crab with shell 52" across 1,536 lbs Crab with shell 104" across 12,288 lbs Okay, I if double the dimensions again, for a crab with a shell 208" across, I'd multiply the current 12,288 weight by 8 again, *but* my target width for my Giant Crab has been arbitrarily set as 168" wide by me previously. Now 168" wide is a bit more than 1 1/2 times as large as the 104" version, so to get one approaching my arbitrary 168" shell, I'd multiply the 104's weight by 3.375 (1.5 h x1.5w x1.5 L) instead... Crab with shell 156" across (pretty close to 168") weighs in at a whopping 41,472 lbs. Okay now, *am* I doing this math right? A 3 lb crab with a 61/2" wide shell would weight over 20 TONS at my approximated "Mysterious Island" size? Help! :) -Ken Murphy- Of course, 25% of 20 tons *is* a pretty good haul--provided you like crab meat and have a *lot* of boiling water:) -------------- next part -------------- An HTML attachment was scrubbed... URL: http://localhost.localdomain/pipermail/rq-rules/attachments/20031106/fca2df64/attachment.html From Michael.Christian at corbis.com Fri Nov 7 04:26:08 2003 From: Michael.Christian at corbis.com (Michael Christian) Date: Thu, 6 Nov 2003 09:26:08 -0800 Subject: [RQ-Rules] Square Cubed Giant Crabs Message-ID: <306F012D0A00D611BC9D0008C791927404ACA1B1@seamail1.continuum.corbis.corp> I can't verify the math, but since a very large adult male elephant weights in around 7 tons and has a length of around 288 inches with a height of 156 inches it seems a bit heavy. Of course elephants don't have hard shells, but it seems unlikely that there would be 13 tons of difference there. -----Original Message----- From: rq-rules-admin at crashbox.com [mailto:rq-rules-admin at crashbox.com]On Behalf Of MurfNMurf at aol.com Sent: Thursday, November 06, 2003 9:06 AM To: rq-rules at crashbox.com Subject: [RQ-Rules] Square Cubed Giant Crabs Hi gang, Planning on buying a buddy Harryhausen's "Mysterious Island" for Yule, I got to thinking about one of my favorite scenes (which I don't really requires any sort of *spoiler* warning, since we're talking about a pretty *ancient* movie, here); namely, the fight with the Giant Crab. Well, I got to thinking about just how*giant?* a Giant Crab would *really* get. So armed with a limited knowledge of the Sqaure Cube law/rule (where, as I've been lead to believe, each doubling in dimensions increases weight x8), I decided to look up crabs on the WWweb. While others may be familiar with a plethora of different types of crab, I looked up the two I'd heard of; the Dungeness and the Alaskan crab. While I'd seen its long legs at various buffets, the overall looks of the Alaskan just didn't seem crab-proper to me, so I found the Dungeness. The Dungeness looked more like what I thought a crab aughtta look like---as well as looking more like the Giant Crab I was familiar with from "Mysterious Island". So I went with the Dungeness... One source I found said: "At 4 to 5 years of age, a Dungeness crab can be over 6 1/2 inches in shell width and weigh between 2 and 3 pounds. A large male Dungeness crab can exceed 10 inches in shell width. The estimated maximum life span of this crab is between 8 and 13 years". "An average of 25% of a Dungeness crab's weight is edible "meat", making it one of the meatiest crabs available". Okay, so I found several images of the fight with Harryhausen's Giant Crab, and eyeballed the width of the Giant Crab's shell to be at *least* 2 man-lengths wide. Fudging a bit, and figuring a 61/2" wide crab weighed 3 lbs, I decided to have my Giant Crab be 14' ( 168") wide. Using the square cube thingy, I came up with the following: Crab with shell 6.5" across 3 lbs Crab with shell 13" across 24 lbs Crab with shell 26" across 192 lbs Crab with shell 52" across 1,536 lbs Crab with shell 104" across 12,288 lbs Okay, I if double the dimensions again, for a crab with a shell 208" across, I'd multiply the current 12,288 weight by 8 again, *but* my target width for my Giant Crab has been arbitrarily set as 168" wide by me previously. Now 168" wide is a bit more than 1 1/2 times as large as the 104" version, so to get one approaching my arbitrary 168" shell, I'd multiply the 104's weight by 3.375 (1.5 h x1.5w x1.5 L) instead... Crab with shell 156" across (pretty close to 168") weighs in at a whopping 41,472 lbs. Okay now, *am* I doing this math right? A 3 lb crab with a 61/2" wide shell would weight over 20 TONS at my approximated "Mysterious Island" size? Help! :) -Ken Murphy- Of course, 25% of 20 tons *is* a pretty good haul--provided you like crab meat and have a *lot* of boiling water:) -------------- next part -------------- An HTML attachment was scrubbed... URL: http://localhost.localdomain/pipermail/rq-rules/attachments/20031106/ac2de902/attachment.html From steve at perrinworlds.com Fri Nov 7 05:05:58 2003 From: steve at perrinworlds.com (Steve Perrin) Date: Thu, 6 Nov 2003 10:05:58 -0800 Subject: [RQ-Rules] Square Cubed Giant Crabs References: <306F012D0A00D611BC9D0008C791927404ACA1B1@seamail1.continuum.corbis.corp> Message-ID: <008701c3a490$b17ab240$f4407442@wizard> I think the problem with the math is that the basic formula is based on a regular shape like a sphere or cube. A crab is a very flat kind of critter with projecting claws and legs, but not all that much (relatively) body mass. The important thing is the doubling of dimension_s_. For a shape like a crab's, you'd probably have to figure out the body and the limbs separately and add them together. Steve "English major" Perrin ----- Original Message ----- From: Michael Christian To: 'rq-rules at crashbox.com' Sent: Thursday, November 06, 2003 9:26 AM Subject: RE: [RQ-Rules] Square Cubed Giant Crabs I can't verify the math, but since a very large adult male elephant weights in around 7 tons and has a length of around 288 inches with a height of 156 inches it seems a bit heavy. Of course elephants don't have hard shells, but it seems unlikely that there would be 13 tons of difference there. -----Original Message----- From: rq-rules-admin at crashbox.com [mailto:rq-rules-admin at crashbox.com]On Behalf Of MurfNMurf at aol.com Sent: Thursday, November 06, 2003 9:06 AM To: rq-rules at crashbox.com Subject: [RQ-Rules] Square Cubed Giant Crabs Hi gang, Planning on buying a buddy Harryhausen's "Mysterious Island" for Yule, I got to thinking about one of my favorite scenes (which I don't really requires any sort of *spoiler* warning, since we're talking about a pretty *ancient* movie, here); namely, the fight with the Giant Crab. Well, I got to thinking about just how*giant?* a Giant Crab would *really* get. So armed with a limited knowledge of the Sqaure Cube law/rule (where, as I've been lead to believe, each doubling in dimensions increases weight x8), I decided to look up crabs on the WWweb. While others may be familiar with a plethora of different types of crab, I looked up the two I'd heard of; the Dungeness and the Alaskan crab. While I'd seen its long legs at various buffets, the overall looks of the Alaskan just didn't seem crab-proper to me, so I found the Dungeness. The Dungeness looked more like what I thought a crab aughtta look like---as well as looking more like the Giant Crab I was familiar with from "Mysterious Island". So I went with the Dungeness... One source I found said: "At 4 to 5 years of age, a Dungeness crab can be over 6 1/2 inches in shell width and weigh between 2 and 3 pounds. A large male Dungeness crab can exceed 10 inches in shell width. The estimated maximum life span of this crab is between 8 and 13 years". "An average of 25% of a Dungeness crab's weight is edible "meat", making it one of the meatiest crabs available". Okay, so I found several images of the fight with Harryhausen's Giant Crab, and eyeballed the width of the Giant Crab's shell to be at *least* 2 man-lengths wide. Fudging a bit, and figuring a 61/2" wide crab weighed 3 lbs, I decided to have my Giant Crab be 14' ( 168") wide. Using the square cube thingy, I came up with the following: Crab with shell 6.5" across 3 lbs Crab with shell 13" across 24 lbs Crab with shell 26" across 192 lbs Crab with shell 52" across 1,536 lbs Crab with shell 104" across 12,288 lbs Okay, I if double the dimensions again, for a crab with a shell 208" across, I'd multiply the current 12,288 weight by 8 again, *but* my target width for my Giant Crab has been arbitrarily set as 168" wide by me previously. Now 168" wide is a bit more than 1 1/2 times as large as the 104" version, so to get one approaching my arbitrary 168" shell, I'd multiply the 104's weight by 3.375 (1.5 h x1.5w x1.5 L) instead... Crab with shell 156" across (pretty close to 168") weighs in at a whopping 41,472 lbs. Okay now, *am* I doing this math right? A 3 lb crab with a 61/2" wide shell would weight over 20 TONS at my approximated "Mysterious Island" size? Help! :) -Ken Murphy- Of course, 25% of 20 tons *is* a pretty good haul--provided you like crab meat and have a *lot* of boiling water:) -------------- next part -------------- An HTML attachment was scrubbed... URL: http://localhost.localdomain/pipermail/rq-rules/attachments/20031106/fbfcfabd/attachment.html From MurfNMurf at aol.com Fri Nov 7 05:19:04 2003 From: MurfNMurf at aol.com (MurfNMurf at aol.com) Date: Thu, 6 Nov 2003 13:19:04 EST Subject: [RQ-Rules] Square Cubed Giant Crabs Message-ID: <124.27637146.2cdbea98@aol.com> In a message dated 11/6/2003, Steve writes: I think the problem with the math is that the basic formula is based on a regular shape like a sphere or cube. A crab is a very flat kind of critter with projecting claws and legs, but not all that much (relatively) body mass. The important thing is the doubling of dimension_s_. For a shape like a crab's, you'd probably have to figure out the body and the limbs separately and add them together. Hmmm, I don't really see where it would differ enlarging *all* the parts at once (as per square cube thingy), or seperating, then enlarging, *then* adding them back together---ultimately all the parts, if proprotionately increased in size, would weight the same, regardless of the path taken to get there? Y'know, I wish we had Star Treek computers---ask away and get the answer (*presumably* right). Until then,however, I remain woefully *ignorant* when it comes to math (What do you *mean* I entered college having never passed basic math) ... Best. -Ken- "You'll never get credit for my discovery. Who's going to beleive a talking head? Get a job in a sideshow." Herbert West, Reanimator -------------- next part -------------- An HTML attachment was scrubbed... URL: http://localhost.localdomain/pipermail/rq-rules/attachments/20031106/bdf986dc/attachment.html From carpgachair at yahoo.com Fri Nov 7 07:10:54 2003 From: carpgachair at yahoo.com (Paul Cardwell) Date: Thu, 6 Nov 2003 12:10:54 -0800 (PST) Subject: [RQ-Rules] Square Cubed Giant Crabs In-Reply-To: <124.27637146.2cdbea98@aol.com> Message-ID: <20031106201054.84970.qmail@web12403.mail.yahoo.com> --- MurfNMurf at aol.com wrote: > In a message dated 11/6/2003, Steve writes: > I think the problem with the math is that the basic > formula is based on a > regular shape like a sphere or cube. Shape has nothing to do with it. The actual rule states that "Where proportions remain the same, the area increases with the square and volume with the cube." And of course when reducing size, the roots apply. The first phrase is key. In evolution, proportions do not remain the same but larger animals generally develop thicker leg bones (a change in proportion to give better cross-section area to support the greater volume) than their smaller ancestors. There is a far more serious reason why the giant crab is impossible - a bone skeleton is far stronger than a chitinous exoskeleton. The largest insect was a Pennsylvanian era dragonfly about three feet long - and a dragonfly is a rather skinny shape. Most of the time, a crab's weight is supported by water (which is how whales can be so big), but unlike the whales, are somewhat amphibious and need to keep that weight supported, and chitin just doesn't quite fit the need in anything larger than an Alaskan king crab - and notice how thick the exoskeleton is in those! This square-cube law fits any shape, not just compact geometric ones. A thin (or squashed) shape still follows the formula; it is just rather light to its linear dimensions to start with, so cubing it won't end up with any more weight than the cube. However, the limit is the strength of the exoskeleton, which would have to get proportionally thicker to support the weight, and that violates the "same proportions" part of the law. It is a limit to size, but not an exception to the square-cube formula. Paul Cardwell __________________________________ Do you Yahoo!? Protect your identity with Yahoo! Mail AddressGuard http://antispam.yahoo.com/whatsnewfree From tiberius at runequest.za.org Fri Nov 7 17:12:43 2003 From: tiberius at runequest.za.org (tiberius at runequest.za.org) Date: Fri, 7 Nov 2003 08:12:43 +0200 (SAST) Subject: [RQ-Rules] Giant Crabs Message-ID: <12676.196.8.104.31.1068185563.squirrel@mail.wack.co.za> Ken wrote about giant crabs: I can't help with the maths, but some we searching provided: Crustaceans: Macrocheira kaempferi (Japanese giant crab) body over30 cm long and wide, legs up to 1,5 m long (spanning over 3 m)at http://www.nrm.se/ev/dok/djurtal.html.en There is also a Mozambique Giant Crab which is a big blighter, but I didn't find anything about it on the web. Seen one though and I would guess it to have a body of around 30 cm diameter, but legs not so long aqs the Japanese one. There is a decent pic of a giant crab at http://www.pref.shizuoka.jp/7000m/museum/075.html Have you tried searching for prehistoric giant crustaceons (SP)? I did a half assed search and came up with nothing, bar a differnte possible interesting article which could lead me to create RQ stats for http://www.dogpile.com/info.dogpl/search/web/%252522prehistoric%252Bgiant%252BCrustaceans%252522 Tony -- Vacca Foeda! From stolenbjorn at hotmail.com Fri Nov 7 19:49:43 2003 From: stolenbjorn at hotmail.com (Bjorn Stolen) Date: Fri, 07 Nov 2003 08:49:43 +0000 Subject: [RQ-Rules] Square Cubed Giant Crabs Message-ID: An HTML attachment was scrubbed... URL: http://localhost.localdomain/pipermail/rq-rules/attachments/20031107/67db83ec/attachment.html From slposey at concentric.net Sat Nov 8 04:24:59 2003 From: slposey at concentric.net (Stephen Posey) Date: Fri, 07 Nov 2003 10:24:59 -0700 Subject: [RQ-Rules] Square Cubed Giant Crabs In-Reply-To: <20031106201054.84970.qmail@web12403.mail.yahoo.com> References: <20031106201054.84970.qmail@web12403.mail.yahoo.com> Message-ID: <3FABD56B.3060701@concentric.net> Paul Cardwell wrote: > --- MurfNMurf at aol.com wrote: > >>In a message dated 11/6/2003, Steve writes: >>I think the problem with the math is that the basic >>formula is based on a >>regular shape like a sphere or cube. > > Shape has nothing to do with it. The actual rule > states that "Where proportions remain the same, the > area increases with the square and volume with the > cube." And of course when reducing size, the roots > apply. > > The first phrase is key. In evolution, proportions do > not remain the same but larger animals generally > develop thicker leg bones (a change in proportion to > give better cross-section area to support the greater > volume) than their smaller ancestors. > > There is a far more serious reason why the giant crab > is impossible - a bone skeleton is far stronger than a > chitinous exoskeleton. The largest insect was a > Pennsylvanian era dragonfly about three feet long - > and a dragonfly is a rather skinny shape. My understanding of the size problem is that while a chitinous exoskeleton certainly cannot support creatures of the size of the Crab in "The Mysterious Island", there's a bigger problem limiting the size of land borne arthropods: their respiratory system which uses a direct airway method for getting oxygen to the tissues. This limits how far from the surface of the animal any portion of its functional tissues can be. I've not read any cogent exploration of what might be different for exoskeletal creatures that evolved a different respiratory system. > Most of the time, a crab's weight is supported by > water (which is how whales can be so big), but unlike > the whales, are somewhat amphibious and need to keep > that weight supported, and chitin just doesn't quite > fit the need in anything larger than an Alaskan king > crab - and notice how thick the exoskeleton is in > those! Water certainly permits much larger exoskeletal creatures, modern sea spiders reach almost 3 feet in diameter (legs included) though they're very spindly. Ancient Eurypterids ("sea scorpions") reached much greater size (more than two yards in length) and are considered to have been the largest arthropods ever to have lived. Stephen Posey slposey at concentric.net From carpgachair at yahoo.com Sat Nov 8 04:28:13 2003 From: carpgachair at yahoo.com (Paul Cardwell) Date: Fri, 7 Nov 2003 09:28:13 -0800 (PST) Subject: [RQ-Rules] Giant Crabs In-Reply-To: <12676.196.8.104.31.1068185563.squirrel@mail.wack.co.za> Message-ID: <20031107172813.59824.qmail@web12407.mail.yahoo.com> --- tiberius at runequest.za.org wrote: > Ken wrote about giant crabs: > > I can't help with the maths, but some we searching > provided: > > Crustaceans: Macrocheira kaempferi (Japanese giant > crab) body over30 cm > long and wide, legs up to 1,5 m long (spanning over > 3 m)at > http://www.nrm.se/ev/dok/djurtal.html.en You're right, the Macrocheira is bigger than the Alaska king, but I was trying to select something the average reader is familiar with, and their legs are quite common in US and Canadian restaurants. Paul Cardwell __________________________________ Do you Yahoo!? Protect your identity with Yahoo! Mail AddressGuard http://antispam.yahoo.com/whatsnewfree From carpgachair at yahoo.com Sat Nov 8 05:01:40 2003 From: carpgachair at yahoo.com (Paul Cardwell) Date: Fri, 7 Nov 2003 10:01:40 -0800 (PST) Subject: [RQ-Rules] Square Cubed Giant Crabs In-Reply-To: <3FABD56B.3060701@concentric.net> Message-ID: <20031107180140.94642.qmail@web12406.mail.yahoo.com> --- Stephen Posey wrote: > My understanding of the size problem is that while a > chitinous > exoskeleton certainly cannot support creatures of > the size of the > Crab in "The Mysterious Island", there's a bigger > problem > limiting the size of land borne arthropods: their > respiratory > system which uses a direct airway method for getting > oxygen to > the tissues. This limits how far from the surface > of the animal > any portion of its functional tissues can be. > > I've not read any cogent exploration of what might > be different > for exoskeletal creatures that evolved a different > respiratory > system. There are some insects (I don't recall which) which have developed a more efficient system than spirocles which limit the distance from the surface which you correctly state as another problem. They have "book lungs" (several sheets of O2/CO2 interchange tissue) and general movement draws air across them. Granted, this is a long way from true lungs and a diaphragm, but it is a start and an indication of how it might evolve. > Water certainly permits much larger exoskeletal > creatures, modern > sea spiders reach almost 3 feet in diameter (legs > included) > though they're very spindly. > > Ancient Eurypterids ("sea scorpions") reached much > greater size > (more than two yards in length) and are considered > to have been > the largest arthropods ever to have lived. Yes, but again they were supported by water and the "book lung" system works far better in the water - in fact, fish gills are quite similar in function. I know the sea scorpions quite well, my father discovered a species of one, along with a crab and lobster in an Upper Cretaceous Eagle Ford shale formation in what is now Irving, about three stone-throws from Cowboy stadium. Paul Cardwell __________________________________ Do you Yahoo!? Protect your identity with Yahoo! Mail AddressGuard http://antispam.yahoo.com/whatsnewfree From steve at perrinworlds.com Sat Nov 8 04:06:02 2003 From: steve at perrinworlds.com (Steve Perrin) Date: Fri, 7 Nov 2003 09:06:02 -0800 Subject: [RQ-Rules] Giant Crabs References: <12676.196.8.104.31.1068185563.squirrel@mail.wack.co.za> Message-ID: <00d201c3a552$53f6f260$f4407442@wizard> During the Spanish American War of 1898, one of the biggest hazards to the wounded were the Cuban land crabs, which apparently went right after relatively helpless soldiers. They were supposed to be very big, but all I am working on is memory of a description in an old history I read as a young'un. You might try Cuba and crab as parameters for a google. I'm sure to a wounded man with his own troubles, a hungry, aggressive crab probably looked four times bigger than it was, but there were several citings. They're probably an endangered species by this time, if they exist any more at all. Steve Perrin ----- Original Message ----- From: To: Sent: Thursday, November 06, 2003 10:12 PM Subject: [RQ-Rules] Giant Crabs > Ken wrote about giant crabs: > > I can't help with the maths, but some we searching provided: > > Crustaceans: Macrocheira kaempferi (Japanese giant crab) body over30 cm > long and wide, legs up to 1,5 m long (spanning over 3 m)at > http://www.nrm.se/ev/dok/djurtal.html.en > > There is also a Mozambique Giant Crab which is a big blighter, but I > didn't find anything about it on the web. Seen one though and I would > guess it to have a body of around 30 cm diameter, but legs not so long aqs > the Japanese one. > > There is a decent pic of a giant crab at > http://www.pref.shizuoka.jp/7000m/museum/075.html > > Have you tried searching for prehistoric giant crustaceons (SP)? I did a > half assed search and came up with nothing, bar a differnte possible > interesting article which could lead me to create RQ stats for > > http://www.dogpile.com/info.dogpl/search/web/%252522prehistoric%252Bgiant%252BCrustaceans%252522 > > Tony > > -- > Vacca Foeda! > _______________________________________________ > RQ-Rules mailing list > RQ-Rules at crashbox.com > http://www.crashbox.com/rq-rules > http://www.crashbox.com/mailman/listinfo/rq-rules > From MurfNMurf at aol.com Sat Nov 8 15:43:52 2003 From: MurfNMurf at aol.com (MurfNMurf at aol.com) Date: Fri, 7 Nov 2003 23:43:52 EST Subject: [RQ-Rules] Elemental stuff for Gianni Message-ID: <191.218f1328.2cddce88@aol.com> The other day Gianni said: BTW I would like to make it available on www.basicrps.com if you're OK. Well, I'd *intended* on responding, but totally *flaked*... Yes, Gianni, feel free. -Ken- -------------- next part -------------- An HTML attachment was scrubbed... URL: http://localhost.localdomain/pipermail/rq-rules/attachments/20031107/16d013f6/attachment.html From MurfNMurf at aol.com Tue Nov 4 11:57:07 2003 From: MurfNMurf at aol.com (MurfNMurf at aol.com) Date: Mon, 3 Nov 2003 19:57:07 EST Subject: [RQ-Rules] Rewrite of my Elemental article---Part 9 Message-ID: <1ed.1284c6f6.2cd85363@aol.com> SYLPHS Sylphs can be Summoned practically anywhere, except underwater or in the depths of space (whatever that is). Once formed, they are tangible, formed out of what feels like "solidified air", and appearing as whirlwinds; a vaguely humanoid shape sometimes seen within. Sylphs have no fixed volume, and SIZ is primarily used to determine the height from which an enemy can be dropped. Sylphs fly a number of meters per SR equal to ? the Crerature?s POW, +1. Sylphs can fly quite quickly, moving at an amazing 4x normal for up to 3 melees. Anyone attempting to block the path of a Sylph will be engulfed automatically. A Sylph can carry a combined total SIZ equal to its STR while Flying. To avoid the trip, an individual must succeed in resisting the Sylph's STR with his own. In the case where a Sylph's STR would be insufficient to carry an individual, a Sylph is always able to travel with 1 person. Each 3 SIZ carried reduces the Elemental's Move by 1. A Sylph can be used to carry a note or other item to a specific location. It can provide a with breathable air for 1 minute at a cost of 1HP to itself. A Sylph can create a breeze or a whirlwind, increase a Ship's sailing speed by filling its sails, or cut a path of destruction through a settlement. At STR 6-, a Sylph has a hard time blowing out a candle. At STR 7+, a Sylph can easily blow out a candle. At STR 19+, a Sylph has POWx3 of blowing out a torch; the flames of a candle-using lantern having a 25% chance of being blown out. At STR 25+, a Sylph has POWx3 of blowing out a small fire. At STR 31+, a Sylph has POWx5 of blowing out the flame of an oil lamp or small fire; a bonfire having a POWx3 of being blown out. A Sylph can help propel a Ship through the water. Each m3 of the Sylph?s volume raises or lowers Wind STR by 1D6, which in turn affects a ship?s speed. If the Sylph?s STR surpasses the SIZ of the Ship, it can be carried through the air at 20 knots. A Sylph primarily attacks by engulfing any victims in its path; sucking them up in a whirling vortex of flying dust, stones and other debris, and tossing them around like rag dolls; inflicting 1pt damage, and having the unseen Elemental tugging at any belts, helmets, straps, etc. All skills suffer a penalty of -20% while engulfed. Each victim caught must also make two POW x5 rolls each melee; the 1st to keep from being blinded by the dust and debris kicked up, and the 2nd to actually keep hold of any held equipment. Failing the 2nd roll indicates the victim loses his grip on an item and it disappears; probably for good. A Sylph is also able to lift an engulfed victim into the air to a height of 3m per m3 of its volume, then drop them to the ground on SR 10 of the melee in which it snatched up its prey; causing 1D6 damage per 3m fallen; usually with fatal consequences. A victim wishing to avoid being lifted must succeed in resisting the Sylph's STR with his own. If the victim resists, he stays on the ground. In the case of multiple victims, the Sylph may divide its STR equally among them in an effort to overcome each victim's STR on an individual basis. If the Sylph successfully overcomes one, but not the others, then a single victim is lifted while the others remain on the ground. If so commanded, the Sylph will concentrate on a single target, leaving any others alone. Victims being lifted may choose to either attack the Sylph, or cast spells instead of resisting; hoping to destroy the Elemental before it can drop them from its full height. If the Sylph is destroyed, the victim is dropped from only halfway up; causing only 1/2 damage. Sylphs can attack with a blast of wind; a cylinder of effect 3m diameter projected from the Sylph, and extending to a range of the Elemental's POW in meters, and can blow around corners, or up through winding corridors or passages. This occurs on SR 10 each melee, with a 50% chance of successfully hitting. The terrific force of this wind leaves a victim's skin dehydrated and windburned. If the Sylph's STR is higher than that of the victim, and the victim is trying complex maneuvers or moving quickly, a DEX x5 roll is required to remain standing. If the Sylph's STR is 2x that of the victim, a DEX x3 roll is required to remain standing. A victim failing to resist the Sylph's STR is knocked off his feet, in addition to being blown backwards 1m per point of the Elemental's STR in excess of the victim's STR; -1m per 3 SIZ of victim. This windblast can instead be reversed; slowing a victim down and drawing him toward the Elemental; the victim resisting the Sylph's STR with his own. If successful, the victim is able to move normally that melee. Failure indicates the victim is drawn toward the Elemental at a rate equal to 1/2 the Sylph's Move, -1 per 3 SIZ of victim (1 minimum). Sylphs are able to perform some spectacularly destructive feats. If ordered to destroy a building or other structure, the Sylph attempts to engulf , batter, and uproot the structure. The Elemental's STR/5 is compared to the structure's AP (including Protection and Shield spells) on the resistance table. If the attack is successful, the building takes the Sylph's STR/10 as damage directly to its AP on SR 10. If the AP successfully resist, the building takes half damage A Sylph is able to engulf 10 SIZ of opponent, or fraction thereof, per m3 of volume. It can attack more than one foe at a time, dividing its STR between them. A Sylph can use its STR to affect the accuracy of missile fire within a radius equal to its POW x10m ; each STR point above 10 reducing missile accuracy by -05%. A Sylph can be used to protect a target from missile fire. Any missiles are harmlessly knocked aside by the Elemental. Should an enemy score a Critical hit, the missile gets past the Elemental and strikes the target as intended. Sylphs can be added to missile weapons; each m3 of the Elemental?s volume can be used to improve either or both the weapon?s chance to hit, or its Range by +05%. The Sylph can be used to increase the impact of missile weapons by adding its STR to that of the weapon?s wielder for determining damage bonus. Such a weapon is treated as the Sylph itself, and the weapon may be attacked in an effort to kill the Sylph. While there is some minor weight associated with a m3 of air, I decided not to bother assigning a SIZ equivalent. Sylphs are affected by magic. Sylphs have 2D6 STR, 1D6 POW, and 1D6 HP per m3 of volume. SMALL SYLPH Characteristics Average STR 2D6 7 SIZ 1m3 - POW 1D6 3-4 HP 2D6 7 Move 3 Weapon SR Attack% Damage Engulfment 1+ - - Drop from 3m 10 - 1D6/ 1D3 Windblast/draw 10 50 1D3 MEDIUM SYLPH Characteristics Average STR 6D6 21 SIZ 3m3 - POW 3D6 10-11 HP 3D6 10-11 Move 7 Weapon SR Attack% Damage Engulfment 1+ - - Drop from 9m 10 - 3D6/ 2D6 Windblast/draw 10 50 2D3 LARGE SYLPH Characteristics Average STR 12D6 42 SIZ 6m3 - POW 6D6 21 HP 6D6 21 Move 12 Weapon SR Attack% Damage Engulfment 1+ - - Drop from 18m 10 - 6D6/ 3D6 Windblast/draw 10 50 3D3 HUGE SYLPH Characteristics Average STR 18D6 63 SIZ 9m3 - POW 9D6 31-32 HP 9D6 31-32 Move 17 Weapon SR Attack% Damage Engulfment 1+ - - Drop from 27m 10 - 9D6/ 5D6 Windblast/draw 10 50 5D3 GIGANTIC SYLPH Characteristics Average STR 24D6 84 SIZ 12m3 - POW 12D6 42 HP 12D6 42 Move 22 Weapon SR Attack% Damage Engulfment 1+ - - Drop from 36m 10 - 12D6/ 6D6 Windblast/draw 10 50 6D3 COLOSSAL SYLPH Characteristics Average STR 44D6 154 SIZ 22m3 - POW 22D6 77 HP 22D6 77 Move 40 Weapon SR Attack% Damage Engulfment 1+ - - Drop from 66m 10 - 22D6/ 11D6 Windblast/draw 10 50 11D3 -------------- next part -------------- An HTML attachment was scrubbed... URL: http://localhost.localdomain/pipermail/rq-rules/attachments/20031103/02e7c113/attachment.html From MurfNMurf at aol.com Tue Nov 4 12:04:49 2003 From: MurfNMurf at aol.com (MurfNMurf at aol.com) Date: Mon, 3 Nov 2003 20:04:49 EST Subject: [RQ-Rules] Rewrite of my Elemental article---Part 10 (Whew!) Message-ID: <158.26eeb1f6.2cd85531@aol.com> UNDINES When Summoned, Undines may form from any fluid of at least 90% water . It is possible for an Undine to be made of wine, milk, urine, etc. Once manifest, Undines appear as walls, columns, cylinders or waves of churning liquid, able to move at will. Undines flow over land like huge liquid amoebas; sloppily crashing and splashing over and around rocks, etc., at 3m per SR, +1m per m3 of volume. They are also able to move in a flash, at 3x normal for up to 3 melees. Traveling downhill, an Undine picks up quite a bit of speed; each 5 SR spent pouring down a moderate slope increasing this rate by 3, while a severe slope increases it by 6. Maximum downhill movement is 32m/ SR. Anyone foolish enough to block the path of an Undine will be Engulfed automatically. An Undine can purify itself, or other liquids with which it is in contact, of sediment, oils, or particles by sitting and churning for a Full Turn. It is unable to remove dissolved chemicals (such as salt) or miscible liquids (such as alcohol). An Undine can help propel a Ship through the water. If its STR is less than the ship?s SIZ, the ship is treated as if it has a number of extra rowers depending on STR. If its STR surpasses the ship?s SIZ, the ship is carried through the water at 11 knots. An Undine can travel underwater carrying a combined total SIZ equal to its STR. In the case where an Undine's STR would be insufficient to carry an individual, an Undine is always able to travel with 1 person. Anyone wishing to avoid being taken along must succeed in resisting the Sylph's STR with his own. Due to the magical nature of the Undine, those needing it can be provided with air to breath while traveling beneath the surface. An Undine can also carry things partially exposed to the air (should air breathing be required). The Elemental can buoy-up a combined total SIZ equal to its STRx2. Anyone wishing to avoid being taken along must succeed in resisting the Sylph's STR with his own. An Undine can produce a flood, a tidal wave, a river emerging from nowhere, rain from a cloudless sky, etc. The amount of water the Undine can produce or manipulate is equal to its SIZ (not its volume). An Undine can provide a human with 1 dose of drinkable water at a cost of 1HP to itself. Undines can engulf 10 SIZ of opponent, or fraction thereof, per m3 of volume. An Undine is able to attack more than one foe at a time, dividing its volume among them. An Undine can charge into a victim; a massive, forceful wave slamming in an effort to knock him flat before engulfment. Standing opponents who successfully resist the Undine's STR +the number of SR of its straight-line Movement with their STR +SIZ are able to stay on their feet despite the charge; escaping the Elemental's wrath that melee; with it harmlessly flowing around them as it continues past. When a flattened opponent is engulfed, he is momentarily shaken, and must succeed with a CONx3 roll to hold his breath, or be incapacitated through water inhalation; taking 1D8 damage on SR 10 each melee he is caught within the Undine. When an Undine engulfs a standing opponent, however, the opponent is allowed a CON x5 roll to hold his breath. Undines can attempt to bowl over opponents without following it up with a drowning attempt. If the Undine?s STR is higher than that of the victim, and the victim is trying complex maneuvers or moving quickly, a DEX x5 roll is required to remain standing. If the Undine's STR is 2x that of the victim, a DEX x3 roll is required for the victim to remain standing. A victim failing to resist the Undine's STR is knocked off his feet, in addition to being pushed along by the force of the water at a speed of 1m per point of the Elemental's STR in excess of the victim's STR; -1m per 3 SIZ of victim. When in the water, an Undine can either grapple a victim and smash him against the bottom, doing 1D6 damage per m3 of its volume on SR 10, or attempt to force itself into mouths and lungs; eventually drowning the victim. Victims who successfully resist the Undine's STR with their own while being engulfed or held under are able to escape the Elemental's grasp. An Undine attacking multiple targets divides its STR among them. When found on or under rivers, lakes, oceans, or other bodies of water (or other liquids), Undines can attack like Sylphs; sucking victims up a waterspout and into the air to a height of 3m per m3 of the Elemental?s volume, before throwing them back down. If the victim hits water, damage is 1/4 normal. Should the victim come down on something harder, damage is treated as normal. Any un-enchanted weapon constructed of ferrous metal which strikes an Undine loses AP equal to the Elemental?s volume each melee at SR 10; the item quickly rusting and dulling to uselessness. An Undine can push 2 SIZ of object (as in pushing a sailing craft) per point of its STR; adding +4 to the object?s Move. The maximum speed an Undine can add to the object is +16 Move. Undines may be added to weapons or armor. Added to a weapon, the Elemental causes the slowing effects of the medium to be ignored; allowing the weapon to strike normally underwater. Added to armor, the Elemental can buoy the wearer at the surface should he fall in the water, or provide him with breathable air while underwater, or act as a protective layer against flames or Salamander attack. Such enchanted items are treated as the Undine itself, and may be attacked in an effort to kill the Undine, with any damage taken in excess of the item? s AP injuring the Elemental. Undine SIZ is dependent on the 1000 kg weight of a m3 of water. Undines have 2D6 STR, 1D6 POW, and 1D6+6 HP per m3 of volume. Undines are affected by fire and magic. SMALL UNDINE Characteristics Average STR 2D6 7 SIZ 1m3 42 POW 1D6 3-4 HP 1D6+6 9-10 Move 4 Weapon SR Attack% Damage Charge 10 - Knockback Engulfment 1+ - Drowning Bottom Smash 10 - 1D6 Waterspout to 3m 10 - 1D6/ 1D3 MEDIUM UNDINE Characteristics Average STR 6D6 21 SIZ 3m3 55 POW 3D6 10-11 HP 3D6+18 28-29 Move 6 Weapon SR Attack% Damage Charge 10 - Knockback Engulfment 1+ - Drowning Bottom Smash 10 - 3D6 Waterspout to 9m 10 - 3D6/ 2D6 LARGE UNDINE Characteristics Average STR 12D6 42 SIZ 6m3 63 POW 6D6 21 HP 6D6+36 57 Move 9 Weapon SR Attack% Damage Charge 10 - Knockback Engulfment 1+ - Drowning Bottom Smash 10 - 6D6 Waterspout to 18m 10 - 6D6/ 3D6 HUGE UNDINE Characteristics Average STR 18D6 63 SIZ 9m3 67 POW 9D6 31-32 HP 9D6+54 85-86 Move 12 Weapon SR Attack% Damage Charge 10 - Knockback Engulfment 1+ - Drowning Bottom Smash 10 - 9D6 Waterspout to 27m 10 - 9D6/5D6 GIGANTIC UNDINE Characteristics Average STR 24D6 84 SIZ 12m3 69 POW 12D6 42 HP 12D6+72 114 Move 15 Weapon SR Attack% Damage Charge 10 - Knockback Engulfment 1+ - Drowning Bottom Smash 10 - 12D6 Waterspout to 36m 10 - 12D6/6D6 COLOSSAL UNDINE Characteristics Average STR 44D6 154 SIZ 22m3 78 POW 22D6 77 HP 22D6+132 209 Move 25 Weapon SR Attack% Damage Charge 10 - Knockback Engulfment 1+ - Drowning Bottom Smash 10 - 22D6 Waterspout to 66m 10 - 22D6/11D6 NOTES This document came about as my attempt to make Elementals a little tougher, after having had 2 or 3 decent-sized, book-standard Elementals quickly shredded in a very few rounds in a couple of games I was involved in. As I use an only slightly modified RQ3 rule set for my RQ campaign, it probably won?t be all that surprising to learn that RQ3 was my main source of "inspiration". RQ2 had some nice Elemental-related bits which I quickly lifted. I relied heavily on the excellent Elemental material found in Elric/Stormbringer, as well as the old BRP Magic World book. I cadged the cold Elementals, the Rimes, from my friend Ruth?s RQ campaign. The plant Elementals, the Leshy came about as something of a combination of the animated War Tree from Gods of Glorantha, as well as the Jack-in-the-Green; an Elemental-type of nature creature from a write-up of Celtic spells for RQ in an old White Dwarf magazine. In addition, I suppose my recent viewing of The Two Towers is probably the reason for inclusion of Kick, Stomp, and Throw attacks being attributed to the Leshy. I spent time sifting through the WWWeb, and wound up cadging bits from Steve Marsh?s Shattered Norns stuff. The pretty hard-to-nail-down section on Elemental vs. Elemental combat owes quite a bit to Steve Marsh?s Elemental stuff, as well as comments I found on Elemental Combat by Sandy Petersen. There were numerous others, including anything even remotely aping an Elemental-type effect to be found in various spells or monster abilities in several different Call of Cthulhu books. I?d originally used the 1m3, 3m3, and 10m3, Small, Medium, Large ? example? Elementals provided in the RQ3 rulebook for inspiration, but soon changed the sizes after running across a table in the ?Darkness? volume of ?The Book of Drastic Resolutions?---where an Elemental's "size" was determined by its POW rather than its volume, I discovered that the Small, Medium, and Large RQ3 ?example? sizes easily plugged into the ?Small?, ?Medium?, and ?Huge? slots in the ?Drastic? information. To fill the ?Large? spot on the ?Drastic? table, I ended up having to generate what would then pass as a ?Large? Elemental based on average POW; hence the 6m3 version. The old RQ3 10m3 example could be considered a Huge Elemental easily enough, but since its average POW was a bit higher than the 31 that was listed with the ?Huge? entry, I scaled back a bit to get a POW closer to 31; hence the 9m3 version was born. The original ?Drastic? table lacked ?Gigantic? or ?Colossal? entries, but I figured I might as well work them in as an expansion, for those times when something really remarkable might be required. You may note that with the ?Gigantic? and ?Colossal? entries, I steered away from the ?Drastic? material?s apparent pattern of 1-size-classification-per-10 POW. This was done to avoid me having to tack more, even larger-sounding size designations onto the table; as well as allowing me to entirely side-step the unenviable task of having to work up the stats for even more sizes of each of the different types of Elemental. Note also, that with tying Elemental size to POW, it is entirely possible, say, for a 6m3 Elemental----considered a ?Large? Elemental based on average POW, to wind up being classified as ?Huge?. It is also possible for the same ?Large? Elemental to have a POW much lower than average, and wind up being considered a ?Medium?, or even a ?Small? specimen. Note that while I profoundly dislike both the Lune and Shed, I've included stats for them for completeness sake :) Best, Ken Murphy -------------- next part -------------- An HTML attachment was scrubbed... URL: http://localhost.localdomain/pipermail/rq-rules/attachments/20031103/692e27e8/attachment.html From comogatas at yahoo.com Fri Nov 7 08:13:18 2003 From: comogatas at yahoo.com (Eddy) Date: Thu, 6 Nov 2003 13:13:18 -0800 (PST) Subject: [RQ-Rules] BIG CRAB In-Reply-To: <20031106174200.10596.52216.Mailman@thinbits.com> Message-ID: <20031106211318.63567.qmail@web40508.mail.yahoo.com> I ran the Mysterious Island crab numbers through excel. Your math is correct but the easy way to calulate mass based on size (one dimension) difference is that you divide the new size by the old then cube the result. Mulitply this by the old weight to get the new weight. (sizeB/sizeA)^3 * weightA = weightB Here are my numbers: normal crabwidth "weight #multiplier6 inches2 pounds219527 inches3 pounds138248 inches3 pounds9261 Mysterious Island Crabwidth " (14')weight #weight t168 inches43904 pounds22 tons168 inches41472 pounds21 tons168 inches27783 pounds14 tons I used a couple of different original sizes to see if there would be a big difference in scaling up. You didn't give a weight for a 10" crab so I didn't have a base weight to work with. The elephant comment is an excellent point. A skeleton's main purpose is to support an animals musculature. Small animals like spiders, insects and crabs use exoskeletons as armor, skin and skeleton. An exoskelton is heavy, however and becomes rapidly inefficient the larger you scale up an animal. That is why larger animals that do have exoskeletons (turtles, tortoises,etc.) only have partial exoskeletons (and still use endoskeltons for their main skeleton) and have adapted to moving slowly relative to their environment. Put simply, you will never see ants the size of those in "Them" and "Empire of the Ants" or bees and crabs like those of "Mysterious Island" because their muscles could never support the weight of the exoskeletons. Not in our reality anyways. A related analogy are modern buildings, which use a 'skeletal' framework of either wood or steel. The steel frame, especially, replaced the older method of building in which the walls were the load bearing supports, allowing modern skyscrapers. Harryhausen doesn't get enough credit for inspiring our modern giant monster movies. rq-rules-request at crashbox.com wrote: Send RQ-Rules mailing list submissions to rq-rules at crashbox.com To subscribe or unsubscribe via the World Wide Web, visit http://www.crashbox.com/mailman/listinfo/rq-rules or, via email, send a message with subject or body 'help' to rq-rules-request at crashbox.com You can reach the person managing the list at rq-rules-admin at crashbox.com When replying, please edit your Subject line so it is more specific than "Re: Contents of RQ-Rules digest..." Today's Topics: 1. Re: Rewrite of my Elemental article---Part 5 (=?iso-8859-1?q?Simon=20Phipp?=) 2. Re: Elemental stuff (grogthing) 3. Re: Re: Rewrite of my Elemental article---Part 5 (MurfNMurf at aol.com) 4. RE: Elemental stuff (Alan Chambers) 5. Re: Elemental stuff (D. Smart) 6. Square Cubed Giant Crabs (MurfNMurf at aol.com) 7. RE: Square Cubed Giant Crabs (Michael Christian) --__--__-- Message: 1 Date: Wed, 5 Nov 2003 12:39:21 +0000 (GMT) From: =?iso-8859-1?q?Simon=20Phipp?= To: rq-rules at crashbox.com Subject: [RQ-Rules] Re: Rewrite of my Elemental article---Part 5 Reply-To: rq-rules at crashbox.com The Smurph: > A Lune is able to engulf 10 SIZ of opponent, or fraction thereof, per m3 > > of volume. It can attack more than one foe at a time, dividing its volume > among > them. On the SR a Character is engulfed, he can be Moonstruck by the Lune; > causing severe confusion, and, in extreme cases, Madness, by overcoming the > POW > of each target caught within it with its MP. A Lune can only Moonstrike a > given victim once every Full Turn. As long as an individual is engulfed, he > cannot > be attacked by the Lune's Moonstrike after the first attempt. However, if > he > or the Lune leaves and returns, he can again be attacked. Unconscious > targets > are immune to being Moonstruck > If successful, consult the Moonstrike Table below to determine the > attack's effect: > > Success level Effects on target > Critical -1D4 INT permanently. Roll again, with > additional effects lasting 3D20 - POW days. > Special Severe paranoia for 3D20 minutes. > Success Befuddled for 3D10 minutes. The victim spouts > gibberish for the duration, if POW x3 missed. > Failure Befuddled for 1D10 minutes if INTx5 missed. > The > victim spouts gibberish for the duration, if a POW x5 roll is failed. > Fumble No effect. I liked high powered elementals so rather than the normal POW vs POW roll, I gave the chance of success as (Attacking MPs - Defending MPs)x5 + 50% and based the specials and criticals on that. This gives higher POW elementals (Shades, Selenes and Lunes) a better chance of a nastier effect. So, if we have a 50 POW Lune attacking a 15 POW man, normally it would have a 99% chance of success (RQ3) or a 95% chance (RQ2), giving Critical/Special/Failure/Fumble of 5/20/-/00 (RQ3) or 4/19/96-99/00 (RQ2). With the variation I use, the attacking chance is (50 - 15)x5 + 50 = 225% giving breakdowns of 11/45/96-99/00 which is far more fun for poor oppressed GMs. > Lunes can only be affected by magic. Silver, being a metal associated > with > the Moon, has no effect on them. Hmm, what about nasty Lunes that don't like Lunars? I wouldn't give immunity to the cult metal for any elementals. Simon ________________________________________________________________________ Want to chat instantly with your online friends? Get the FREE Yahoo! Messenger http://mail.messenger.yahoo.co.uk --__--__-- Message: 2 Date: Wed, 5 Nov 2003 05:49:16 -0800 (PST) From: grogthing Subject: Re: [RQ-Rules] Elemental stuff To: rq-rules at crashbox.com Reply-To: rq-rules at crashbox.com Can I have a helping of elemental documentation also? Please? Greg --- Gerall Kahla wrote: > > > MurfNMurf at aol.com wrote: > > Well okay, Someone suggested I could send the > article out to those > > who wanted it. Easy enough to do, I guess.... > Runequestateer Roll > > Call! Sound off *now!* Its a *MS Word* document; > layed out in 2 > > column format to ape the RQ3 Creature book layout. > > I'd like a copy of your elemental write-up, as > well... Thanks for your > work on them! > > -- > [gerall kahla] = [http://chromebob.com/] > [celestial mechanic, roustabout, programmer] > > > _______________________________________________ > RQ-Rules mailing list > RQ-Rules at crashbox.com > http://www.crashbox.com/rq-rules > http://www.crashbox.com/mailman/listinfo/rq-rules __________________________________ Do you Yahoo!? Protect your identity with Yahoo! Mail AddressGuard http://antispam.yahoo.com/whatsnewfree --__--__-- Message: 3 From: MurfNMurf at aol.com Date: Wed, 5 Nov 2003 11:31:15 EST Subject: Re: [RQ-Rules] Re: Rewrite of my Elemental article---Part 5 To: rq-rules at crashbox.com Reply-To: rq-rules at crashbox.com -------------------------------1068049875 Content-Type: text/plain; charset="US-ASCII" Content-Transfer-Encoding: 7bit In a message dated 11/5/2003, Simon has some ideas on those Pesky Lunes: I liked high powered elementals so rather than the normal POW vs POW roll, I gave the chance of success as (Attacking MPs - Defending MPs)x5 + 50% and based the specials and criticals on that. This gives higher POW elementals (Shades, Selenes and Lunes) a better chance of a nastier effect. So, if we have a 50 POW Lune attacking a 15 POW man, normally it would have a 99% chance of success (RQ3) or a 95% chance (RQ2), giving Critical/Special/Failure/Fumble of 5/20/-/00 (RQ3) or 4/19/96-99/00 (RQ2). With the variation I use, the attacking chance is (50 - 15)x5 + 50 = 225% giving breakdowns of 11/45/96-99/00 which is far more fun for poor oppressed GMs. > Lunes can only be affected by magic. Silver, being a metal associated > with > the Moon, has no effect on them. Hmm, what about nasty Lunes that don't like Lunars? I wouldn't give immunity to the cult metal for any elementals. Yikes! An 11% chance of a Critical is a pretty *amazing* thing :) -Ken- -------------------------------1068049875 Content-Type: text/html; charset="US-ASCII" Content-Transfer-Encoding: quoted-printable t=3Dutf-8"> f"> In a message dated 11/5/2003, Simon has some ideas on those Pesky Lunes= : 2px solid">I liked high powered elementals so rather than= the normal POW vs POW roll, I gave the chance of success as (Attacking M= Ps - Defending MPs)x5 + 50% and based the specials and criticals on that.= This gives higher POW elementals (Shades, Selenes and Lunes) a better ch= ance of a nastier effect. So, if we have a 50 POW Lune attacking a 15= POW man, normally it would have a 99% chance of success (RQ3) or a 95% c= hance (RQ2), giving Critical/Special/Failure/Fumble of 5/20/-/00 (RQ3) or= 4/19/96-99/00 (RQ2). With the variation I use, the attacking chance is (= 50 - 15)x5 + 50 =3D 225% giving breakdowns of 11/45/96-99/00 which is far= more fun for poor oppressed GMs. > Lunes can only= be affected by magic. Silver, being a metal associated > with >= ; the Moon, has no effect on them. Hmm, what about nasty Lunes that=20= don't like Lunars? I wouldn't give immunity to the cult metal for any ele= mentals. Yikes! An 11% chance of a Critical is a pretty *amazing* t= hing :) -Ken- -------------------------------1068049875-- --__--__-- Message: 4 From: "Alan Chambers" To: Subject: RE: [RQ-Rules] Elemental stuff Date: Wed, 5 Nov 2003 17:58:22 -0500 Reply-To: rq-rules at crashbox.com This is a multi-part message in MIME format. ------=_NextPart_000_0043_01C3A3C6.66F218A0 Content-Type: text/plain; charset="iso-8859-1" Content-Transfer-Encoding: 8bit You can add me to the list. Thanks Alan -----Original Message----- From: rq-rules-admin at crashbox.com [mailto:rq-rules-admin at crashbox.com]On Behalf Of Bjorn Stolen Sent: Wednesday, November 05, 2003 2:57 AM To: rq-rules at crashbox.com Subject: Re: [RQ-Rules] Elemental stuff MurfNMurf at aol.com wrote: Well okay, Someone suggested I could send the article out to those who wanted it. Easy enough to do, I guess.... Runequestateer Roll Call! Sound off *now!* Its a *MS Word* document; layed out in 2 column format to ape the RQ3 Creature book layout. I would allso like to get my greedy hands on this stuff! ---------------------------------------------------------------------------- -- Bli kvitt s?pla Slik unng?r du Spam Unng? spam og s?ppelpost _______________________________________________ RQ-Rules mailing list RQ-Rules at crashbox.com http://www.crashbox.com/rq-rules http://www.crashbox.com/mailman/listinfo/rq-rules ------=_NextPart_000_0043_01C3A3C6.66F218A0 Content-Type: text/html; charset="iso-8859-1" Content-Transfer-Encoding: quoted-printable charset=3Diso-8859-1"> You can add = me to the=20 list. color=3D#0000ff>Thanks color=3D#0000ff>Alan style=3D"PADDING-LEFT: 5px; MARGIN-LEFT: 5px; BORDER-LEFT: #0000ff 2px = solid"> face=3DTahoma=20 size=3D2>-----Original Message----- From: = rq-rules-admin at crashbox.com=20 [mailto:rq-rules-admin at crashbox.com]On Behalf Of Bjorn=20 Stolen Sent: Wednesday, November 05, 2003 2:57 = AM To:=20 rq-rules at crashbox.com Subject: Re: [RQ-Rules] Elemental=20 stuff MurfNMurf at aol.com = wrote:=20 Well okay,=20 Someone suggested I could send the article out to those who = wanted it. Easy enough to do, I guess.... Runequestateer = Roll Call!=20 Sound off *now!*=20 Its a *MS Word* document; layed out in 2 column format to = ape=20 the RQ3 Creature book layout.=20 I would allso like to get my greedy hands on this = stuff! clear=3Dall> --------------------------------- Bli kvitt s=F8pla href=3D"http://g.msn.com/8HMAENNO/2752??PS=3D">Slik unng=E5r du=20 Spam Unng=E5 spam og s=F8ppelpost=20 _______________________________________________ RQ-Rules mailing list=20 RQ-Rules at crashbox.com http://www.crashbox.com/rq-rules=20 http://www.crashbox.com/mailman/listinfo/rq-rules = ------=_NextPart_000_0043_01C3A3C6.66F218A0-- --__--__-- Message: 5 Date: Thu, 06 Nov 2003 06:59:49 -0600 From: "D. Smart" To: rq-rules at crashbox.com Subject: Re: [RQ-Rules] Elemental stuff Reply-To: rq-rules at crashbox.com Although my copy of Netscape received the articles just fine, I'd like to see your formatting also. And thank you for posting your material in the first place. What I've read of it looks great! David Smart MurfNMurf at aol.com wrote: > Well okay, > Someone suggested I could send the article out to those who wanted > it. Easy enough to do, I guess.... Runequestateer Roll Call! Sound off > *now!* > Its a *MS Word* document; layed out in 2 column format to ape the > RQ3 Creature book layout. > Best. > -Ken- --__--__-- Message: 6 From: MurfNMurf at aol.com Date: Thu, 6 Nov 2003 12:05:55 EST To: rq-rules at crashbox.com Subject: [RQ-Rules] Square Cubed Giant Crabs Reply-To: rq-rules at crashbox.com -------------------------------1068138355 Content-Type: text/plain; charset="US-ASCII" Content-Transfer-Encoding: 7bit Hi gang, Planning on buying a buddy Harryhausen's "Mysterious Island" for Yule, I got to thinking about one of my favorite scenes (which I don't really requires any sort of *spoiler* warning, since we're talking about a pretty *ancient* movie, here); namely, the fight with the Giant Crab. Well, I got to thinking about just how*giant?* a Giant Crab would *really* get. So armed with a limited knowledge of the Sqaure Cube law/rule (where, as I've been lead to believe, each doubling in dimensions increases weight x8), I decided to look up crabs on the WWweb. While others may be familiar with a plethora of different types of crab, I looked up the two I'd heard of; the Dungeness and the Alaskan crab. While I'd seen its long legs at various buffets, the overall looks of the Alaskan just didn't seem crab-proper to me, so I found the Dungeness. The Dungeness looked more like what I thought a crab aughtta look like---as well as looking more like the Giant Crab I was familiar with from "Mysterious Island". So I went with the Dungeness... One source I found said: "At 4 to 5 years of age, a Dungeness crab can be over 6 1/2 inches in shell width and weigh between 2 and 3 pounds. A large male Dungeness crab can exceed 10 inches in shell width. The estimated maximum life span of this crab is between 8 and 13 years". "An average of 25% of a Dungeness crab's weight is edible "meat", making it one of the meatiest crabs available". Okay, so I found several images of the fight with Harryhausen's Giant Crab, and eyeballed the width of the Giant Crab's shell to be at *least* 2 man-lengths wide. Fudging a bit, and figuring a 61/2" wide crab weighed 3 lbs, I decided to have my Giant Crab be 14' ( 168") wide. Using the square cube thingy, I came up with the following: Crab with shell 6.5" across 3 lbs Crab with shell 13" across 24 lbs Crab with shell 26" across 192 lbs Crab with shell 52" across 1,536 lbs Crab with shell 104" across 12,288 lbs Okay, I if double the dimensions again, for a crab with a shell 208" across, I'd multiply the current 12,288 weight by 8 again, *but* my target width for my Giant Crab has been arbitrarily set as 168" wide by me previously. Now 168" wide is a bit more than 1 1/2 times as large as the 104" version, so to get one approaching my arbitrary 168" shell, I'd multiply the 104's weight by 3.375 (1.5 h x1.5w x1.5 L) instead... Crab with shell 156" across (pretty close to 168") weighs in at a whopping 41,472 lbs. Okay now, *am* I doing this math right? A 3 lb crab with a 61/2" wide shell would weight over 20 TONS at my approximated "Mysterious Island" size? Help! :) -Ken Murphy- Of course, 25% of 20 tons *is* a pretty good haul--provided you like crab meat and have a *lot* of boiling water:) -------------------------------1068138355 Content-Type: text/html; charset="US-ASCII" Content-Transfer-Encoding: quoted-printable t=3Dutf-8"> f"> Hi gang, Planning on buying a buddy Harryhausen's "Mysterious Islan= d" for Yule, I got to thinking about one of my favorite scenes (which I don'= t really requires any sort of *spoiler* warning, since we're talking about a= pretty *ancient* movie, here); namely, the fight with the Giant Crab. Well, I got to thinking about just how*giant?* a Giant Cra= b would *really* get. So armed with a limited knowledge of the Sqaure Cube l= aw/rule (where, as I've been lead to believe, each doubling in dimensio= ns increases weight x8), I decided to look up crabs on the WWweb. While others may be familiar with a plethora of different=20= types of crab, I looked up the two I'd heard of; the Dungeness and the=20= Alaskan crab. While I'd seen its long legs at various buffets, the overa= ll looks of the Alaskan just didn't seem crab-proper to me, so I found=20= the Dungeness. The Dungeness looked more like what I thought a=20= crab aughtta look like---as well as looking more like the Giant Crab I was f= amiliar with from "Mysterious Island". So I went with the Dungeness... One source I found said: "At 4 to 5 years of age, a Dungeness crab can be over 6 1/= 2 inches in shell width and weigh between 2 and 3 pounds. A large male Dunge= ness crab can exceed 10 inches in shell width. The estimated maximum life sp= an of this crab is between 8 and 13 years". "An average of 25% of a Dungeness crab's weight is edible=20= "meat", making it one of the meatiest crabs available". Okay, so I found several images of the fight wit= h Harryhausen's Giant Crab, and eyeballed the width of the Giant Crab's= shell to be at *least* 2 man-lengths wide. Fudging a bit, and figuring a 61/2" wide crab weighed 3 lb= s, I decided to have my Giant Crab be 14' ( 168") wide. Using the square cube thingy, I came up with the following= : Crab with shell 6.5" across 3 lbs Crab with shell 13" across 24 lbs Crab with shell 26" across 192 lbs Crab with shell 52" across 1,536 lbs Crab with shell 104" across 12,288 lbs Okay, I if double the dimensions again, for a crab with a=20= shell 208" across, I'd multiply the current 12,288 weight by 8 again, *but*=20= my target width for my Giant Crab has been arbitrarily set as 168" wide by m= e previously. Now 168" wide is a bit more than 1 1/2 times as large as the 1= 04" version, so to get one approaching my arbitrary 168" shell, I'= d multiply the 104's weight by 3.375 (1.5 h x1.5w x1.5 L) instead...IV> Crab with shell 156" across (pretty close to 168") weighs i= n at a whopping 41,472 lbs. Okay now, *am* I doing this math right? A 3 lb crab with a= 61/2" wide shell would weight over 20 TONS at my approximated "Mysterious I= sland" size? Help! :) -Ken Murphy- Of course, 25% of 20 tons *is* a pretty good haul--provide= d you like crab meat and have a *lot* of boiling water:) -------------------------------1068138355-- --__--__-- Message: 7 From: Michael Christian To: "'rq-rules at crashbox.com'" Subject: RE: [RQ-Rules] Square Cubed Giant Crabs Date: Thu, 6 Nov 2003 09:26:08 -0800 Reply-To: rq-rules at crashbox.com This message is in MIME format. Since your mail reader does not understand this format, some or all of this message may not be legible. ------_=_NextPart_001_01C3A48A.7C88258C Content-Type: text/plain; charset="iso-8859-1" I can't verify the math, but since a very large adult male elephant weights in around 7 tons and has a length of around 288 inches with a height of 156 inches it seems a bit heavy. Of course elephants don't have hard shells, but it seems unlikely that there would be 13 tons of difference there. -----Original Message----- From: rq-rules-admin at crashbox.com [mailto:rq-rules-admin at crashbox.com]On Behalf Of MurfNMurf at aol.com Sent: Thursday, November 06, 2003 9:06 AM To: rq-rules at crashbox.com Subject: [RQ-Rules] Square Cubed Giant Crabs Hi gang, Planning on buying a buddy Harryhausen's "Mysterious Island" for Yule, I got to thinking about one of my favorite scenes (which I don't really requires any sort of *spoiler* warning, since we're talking about a pretty *ancient* movie, here); namely, the fight with the Giant Crab. Well, I got to thinking about just how*giant?* a Giant Crab would *really* get. So armed with a limited knowledge of the Sqaure Cube law/rule (where, as I've been lead to believe, each doubling in dimensions increases weight x8), I decided to look up crabs on the WWweb. While others may be familiar with a plethora of different types of crab, I looked up the two I'd heard of; the Dungeness and the Alaskan crab. While I'd seen its long legs at various buffets, the overall looks of the Alaskan just didn't seem crab-proper to me, so I found the Dungeness. The Dungeness looked more like what I thought a crab aughtta look like---as well as looking more like the Giant Crab I was familiar with from "Mysterious Island". So I went with the Dungeness... One source I found said: "At 4 to 5 years of age, a Dungeness crab can be over 6 1/2 inches in shell width and weigh between 2 and 3 pounds. A large male Dungeness crab can exceed 10 inches in shell width. The estimated maximum life span of this crab is between 8 and 13 years". "An average of 25% of a Dungeness crab's weight is edible "meat", making it one of the meatiest crabs available". Okay, so I found several images of the fight with Harryhausen's Giant Crab, and eyeballed the width of the Giant Crab's shell to be at *least* 2 man-lengths wide. Fudging a bit, and figuring a 61/2" wide crab weighed 3 lbs, I decided to have my Giant Crab be 14' ( 168") wide. Using the square cube thingy, I came up with the following: Crab with shell 6.5" across 3 lbs Crab with shell 13" across 24 lbs Crab with shell 26" across 192 lbs Crab with shell 52" across 1,536 lbs Crab with shell 104" across 12,288 lbs Okay, I if double the dimensions again, for a crab with a shell 208" across, I'd multiply the current 12,288 weight by 8 again, *but* my target width for my Giant Crab has been arbitrarily set as 168" wide by me previously. Now 168" wide is a bit more than 1 1/2 times as large as the 104" version, so to get one approaching my arbitrary 168" shell, I'd multiply the 104's weight by 3.375 (1.5 h x1.5w x1.5 L) instead... Crab with shell 156" across (pretty close to 168") weighs in at a whopping 41,472 lbs. Okay now, *am* I doing this math right? A 3 lb crab with a 61/2" wide shell would weight over 20 TONS at my approximated "Mysterious Island" size? Help! :) -Ken Murphy- Of course, 25% of 20 tons *is* a pretty good haul--provided you like crab meat and have a *lot* of boiling water:) ------_=_NextPart_001_01C3A48A.7C88258C Content-Type: text/html; charset="iso-8859-1" I can't verify the math, but since a very large adult male elephant weights in around 7 tons and has a length of around 288 inches with a height of 156 inches it seems a bit heavy. Of course elephants don't have hard shells, but it seems unlikely that there would be 13 tons of difference there. face=Tahoma>-----Original Message----- From: rq-rules-admin at crashbox.com [mailto:rq-rules-admin at crashbox.com]On Behalf Of MurfNMurf at aol.com Sent: Thursday, November 06, 2003 9:06 AM To: rq-rules at crashbox.com Subject: [RQ-Rules] Square Cubed Giant Crabs Hi gang, Planning on buying a buddy Harryhausen's "Mysterious Island" for Yule, I got to thinking about one of my favorite scenes (which I don't really requires any sort of *spoiler* warning, since we're talking about a pretty *ancient* movie, here); namely, the fight with the Giant Crab. Well, I got to thinking about just how*giant?* a Giant Crab would *really* get. So armed with a limited knowledge of the Sqaure Cube law/rule (where, as I've been lead to believe, each doubling in dimensions increases weight x8), I decided to look up crabs on the WWweb. While others may be familiar with a plethora of different types of crab, I looked up the two I'd heard of; the Dungeness and the Alaskan crab. While I'd seen its long legs at various buffets, the overall looks of the Alaskan just didn't seem crab-proper to me, so I found the Dungeness. The Dungeness looked more like what I thought a crab aughtta look like---as well as looking more like the Giant Crab I was familiar with from "Mysterious Island". So I went with the Dungeness... One source I found said: "At 4 to 5 years of age, a Dungeness crab can be over 6 1/2 inches in shell width and weigh between 2 and 3 pounds. A large male Dungeness crab can exceed 10 inches in shell width. The estimated maximum life span of this crab is between 8 and 13 years". "An average of 25% of a Dungeness crab's weight is edible "meat", making it one of the meatiest crabs available". Okay, so I found several images of the fight with Harryhausen's Giant Crab, and eyeballed the width of the Giant Crab's shell to be at *least* 2 man-lengths wide. Fudging a bit, and figuring a 61/2" wide crab weighed 3 lbs, I decided to have my Giant Crab be 14' ( 168") wide. Using the square cube thingy, I came up with the following: Crab with shell 6.5" across 3 lbs Crab with shell 13" across 24 lbs Crab with shell 26" across 192 lbs Crab with shell 52" across 1,536 lbs Crab with shell 104" across 12,288 lbs Okay, I if double the dimensions again, for a crab with a shell 208" across, I'd multiply the current 12,288 weight by 8 again, *but* my target width for my Giant Crab has been arbitrarily set as 168" wide by me previously. Now 168" wide is a bit more than 1 1/2 times as large as the 104" version, so to get one approaching my arbitrary 168" shell, I'd multiply the 104's weight by 3.375 (1.5 h x1.5w x1.5 L) instead... Crab with shell 156" across (pretty close to 168") weighs in at a whopping 41,472 lbs. Okay now, *am* I doing this math right? A 3 lb crab with a 61/2" wide shell would weight over 20 TONS at my approximated "Mysterious Island" size? Help! :) -Ken Murphy- Of course, 25% of 20 tons *is* a pretty good haul--provided you like crab meat and have a *lot* of boiling water:) ------_=_NextPart_001_01C3A48A.7C88258C-- --__--__-- _______________________________________________ RQ-Rules mailing list RQ-Rules at crashbox.com http://www.crashbox.com/mailman/listinfo/rq-rules End of RQ-Rules Digest --------------------------------- Do you Yahoo!? Protect your identity with Yahoo! Mail AddressGuard -------------- next part -------------- An HTML attachment was scrubbed... URL: http://localhost.localdomain/pipermail/rq-rules/attachments/20031106/b2199084/attachment.html From kruch7 at cox.net Mon Nov 10 08:15:24 2003 From: kruch7 at cox.net (Joseph Elric Smith Mormon Minion of Arioch) Date: Sun, 9 Nov 2003 16:15:24 -0500 Subject: [RQ-Rules] Rewrite of my Elemental article---Part 10 (Whew!) References: <158.26eeb1f6.2cd85531@aol.com> Message-ID: <01bb01c3a706$97529540$1208a8c0@kenneith93j41k> those where all great ken Gygax is to Gaming what Kirby was to comics Alas poor Elric I was a thousand times more evil than you Slice N Dice: Game and Pizza Parlour WWBYD What would Brigham Young do ? http://www.geocities.com/J_Elric_Smith/Index.html -------------- next part -------------- An HTML attachment was scrubbed... URL: http://localhost.localdomain/pipermail/rq-rules/attachments/20031109/9dec4700/attachment.html From ZanosAndeo at netscape.net Mon Nov 10 23:29:36 2003 From: ZanosAndeo at netscape.net (ZanosAndeo at netscape.net) Date: Mon, 10 Nov 2003 07:29:36 -0500 Subject: [RQ-Rules] Re: Giant Crabs Message-ID: <767680E6.1E12EFD8.0D605462@netscape.net> OK, I'm not a biologist, but since we are talking about this in a fantasy context, but we are striving for a realistic solution, how about combining the endo- and exo-skeleton ideas, specifically giving our crab an endo-skeleton to help support the weight? This should also effectively reduce the weight by replacing muscle and flesh with bone. Anyone with a biology background who can chime in? John __________________________________________________________________ McAfee VirusScan Online from the Netscape Network. Comprehensive protection for your entire computer. Get your free trial today! http://channels.netscape.com/ns/computing/mcafee/index.jsp?promo=393397 Get AOL Instant Messenger 5.1 free of charge. Download Now! http://aim.aol.com/aimnew/Aim/register.adp?promo=380455 From carpgachair at yahoo.com Tue Nov 11 06:26:47 2003 From: carpgachair at yahoo.com (Paul Cardwell) Date: Mon, 10 Nov 2003 11:26:47 -0800 (PST) Subject: [RQ-Rules] Re: Giant Crabs In-Reply-To: <767680E6.1E12EFD8.0D605462@netscape.net> Message-ID: <20031110192647.84210.qmail@web12405.mail.yahoo.com> --- ZanosAndeo at netscape.net wrote: > OK, I'm not a biologist, but since we are talking > about this in a fantasy context, but we are striving > for a realistic solution, how about combining the > endo- and exo-skeleton ideas, specifically giving > our crab an endo-skeleton to help support the > weight? This should also effectively reduce the > weight by replacing muscle and flesh with bone. > Anyone with a biology background who can chime in? > > John Once an organism gets to the indoskeletal stage, an exoskeleton is rather useless except as armor, and the weight penalty negates much of that. In Mythword's permission-use of Gloranthan scorpion men, I had them indoskeletal with scaly skin for natural armor rather than RuneQuest's apparent indoskeleton for precisely that reason. It is a workable alternative. Still, there is an ultimate limit on size. A giant is still limited to just over 13 feet tall without going to elephantine bone thickness, and even there has minimal dodge ability because of the inertia of the weight vs. the muscles to move. I had three years as a biology major in undergraduate school before changing majors, and have tried to keep up with the field since - not very difficult since the emphasis since then has been on nuclear biology (even DNA is after this time!)while biophysics and taxonomy (the emphasis back in the late Pleistocene) has remained rather intact). Paul Cardwell __________________________________ Do you Yahoo!? Protect your identity with Yahoo! Mail AddressGuard http://antispam.yahoo.com/whatsnewfree From stolenbjorn at hotmail.com Tue Nov 11 22:56:51 2003 From: stolenbjorn at hotmail.com (Bjorn Stolen) Date: Tue, 11 Nov 2003 11:56:51 +0000 Subject: [RQ-Rules] Re: Giant Crabs Message-ID: An HTML attachment was scrubbed... URL: http://localhost.localdomain/pipermail/rq-rules/attachments/20031111/159a6246/attachment.html From rog_benham at hotmail.com Wed Nov 12 00:27:06 2003 From: rog_benham at hotmail.com (Roger Benham) Date: Tue, 11 Nov 2003 13:27:06 +0000 Subject: [RQ-Rules] Re: Giant Crabs Message-ID: An HTML attachment was scrubbed... URL: http://localhost.localdomain/pipermail/rq-rules/attachments/20031111/459519bd/attachment.html -------------- next part -------------- An embedded message was scrubbed... From: "Bjorn Stolen" Subject: Re: [RQ-Rules] Re: Giant Crabs Date: Tue, 11 Nov 2003 11:56:51 +0000 Size: 2728 Url: http://localhost.localdomain/pipermail/rq-rules/attachments/20031111/459519bd/attachment.mht From soltakss at yahoo.com Thu Nov 13 23:36:52 2003 From: soltakss at yahoo.com (=?iso-8859-1?q?Simon=20Phipp?=) Date: Thu, 13 Nov 2003 12:36:52 +0000 (GMT) Subject: [RQ-Rules] Re: Rewrite of my Elemental article---Part 5 In-Reply-To: <20031106174200.10596.52216.Mailman@thinbits.com> Message-ID: <20031113123652.8002.qmail@web9608.mail.yahoo.com> Ken: > In a message dated 11/5/2003, Simon has some ideas on those Pesky Lunes: >> So, if we have a 50 POW Lune attacking a 15 POW man, normally it would have >> a >> 99% chance of success (RQ3) or a 95% chance (RQ2), giving >> Critical/Special/Failure/Fumble of 5/20/-/00 (RQ3) or 4/19/96-99/00 (RQ2). >> With the variation I use, the attacking chance is (50 - 15)x5 + 50 = 225% >> giving breakdowns of 11/45/96-99/00 which is far more fun for poor >> oppressed >> GMs. > Yikes! An 11% chance of a Critical is a pretty *amazing* thing :) But it is for a POW 50 Lune, so they should be pretty rare and pretty nasty. Otherwise you have no real benefits for having a high POW. After all, most elementals are pretty easy to knock over in melee so they should have some benefits. Simon ________________________________________________________________________ Want to chat instantly with your online friends? Get the FREE Yahoo! Messenger http://mail.messenger.yahoo.co.uk From MurfNMurf at aol.com Fri Nov 14 20:01:13 2003 From: MurfNMurf at aol.com (MurfNMurf at aol.com) Date: Fri, 14 Nov 2003 04:01:13 EST Subject: [RQ-Rules] Fun with statues Message-ID: <1f0.134f5a8e.2ce5f3d9@aol.com> Hi again gang, Well, still unsure just what to do about Giant Crabs, I've decided to shift focus, and talk about statues. For the sake of our discussion, I've *assumeed* statues of about human size and proportion. Finding the weight of something like this ought to be relatively easy... A cubic meter (m3)of water weighs in at around 1000kg, and I've read several times that the human body is essentially the same density as water. The *average* SIZ 13 RQ human, will range somewhere between 77 and 83kg according to the SIZ table. If we assume the *average* human weight was 100kg, then Mr. Average would have a volume of .1 m3. I'm going with an average weight of 80kg instead, so the average human's volume would be .08 m3. Take the above, and multiply by the m3 weight of whatever substance is being used in the statue's construction. If using this with the square cube law, then the weight of the thing with its raised/lowered-proportions must be figured *before* determining its volume. Once its volume is determined, then you can figure the thing's final weight depending on materials. It wouldn't be too awful hard to work up anything from a small, .3m-high bronze statue of Shiva, to something like the immense, 36m-high bronze statue of the Guardian of the Isle of Colossa from *Jason and the Argonauts*. To determine the AP/HP for such a thing, the mechanics for determining HP for the *Jolanti* from RQ3's *Glorantha Bestiary* can be used (I don't have the Bestiary handy right now, so I'm going rom memory here)---the thing's SIZ acts as its AP, as well as its Total HP. When AP are exceeded, HP are reduced by an amount equal to penetrating damage. With reduction of HP. AP is reduced to a level equal to HP. IIRC, HP/Location are calculated normally, based on the thing's HP. Anyhow, I'm currently wondeing if there is a way to get a rough figure of the surface area (in square cm I guess?) a particular volume (such as a human-shaped statue) would possess. I'm *then* hoping I'll be able to multiply *whatever* this value turns out to be by the cm-thickness of said material--all in an effort to figure the volume, and thus weight of something like a human-sized cast-bronze statue made of 1" thick metal. Does this make sense, and is it do-able? Best. -Ken- -------------- next part -------------- An HTML attachment was scrubbed... URL: http://localhost.localdomain/pipermail/rq-rules/attachments/20031114/939f993f/attachment.html From stolenbjorn at hotmail.com Fri Nov 14 20:53:39 2003 From: stolenbjorn at hotmail.com (Bjorn Stolen) Date: Fri, 14 Nov 2003 09:53:39 +0000 Subject: [RQ-Rules] Fun with statues Message-ID: An HTML attachment was scrubbed... URL: http://localhost.localdomain/pipermail/rq-rules/attachments/20031114/e9029b0a/attachment.html From MurfNMurf at aol.com Sat Nov 15 02:37:23 2003 From: MurfNMurf at aol.com (MurfNMurf at aol.com) Date: Fri, 14 Nov 2003 10:37:23 EST Subject: [RQ-Rules] Fun with statues Message-ID: In a message dated 11/14/2003 4:10:45 AM Central Standard Time, stolenbjorn at hotmail.com writes: One table i've come to appreciate in the rules is the "SIZ equivality table"(or somthing like that) -that pits SIZ next to KG and LB's (beeing an european, I go for the KG's) I somehow get the feeling that this table doesn't do it for you though... Oh, the SIZ table works great, I was just stuck trying to figure the difference in weight between say, a statue made of solid bronze (which is easy enough to figure, really), and a hollow one made of say, half-inch or inch-thick bronze. I mean, there *is* going to be a difference in weight, I just have *no* idea what it might be :) -Ken- -------------- next part -------------- An HTML attachment was scrubbed... URL: http://localhost.localdomain/pipermail/rq-rules/attachments/20031114/4cecc8a1/attachment.html From carpgachair at yahoo.com Sat Nov 15 04:44:59 2003 From: carpgachair at yahoo.com (Paul Cardwell) Date: Fri, 14 Nov 2003 09:44:59 -0800 (PST) Subject: [RQ-Rules] Fun with statues In-Reply-To: <1f0.134f5a8e.2ce5f3d9@aol.com> Message-ID: <20031114174459.42244.qmail@web12408.mail.yahoo.com> OK, we still have some problems here. First, the average human is not equal to the same mass of water, but comes in with a specific gravity of .95. People float, but barely. Obese float better than athletes who in some cases don't float at all. However, the span is essentially .9 to 1.0 specific gravity. That equals the percentage of the weight of water displaced by the volume. Remember Archimedes. The hollow statue is going to have the same problem with the square-cube law as the crab. There will be a point at which the 1" thickness will not be strong enough to support the statue's weight and a crumpling will inevitably occur. With those problems in mind, yes, it is definitely doable, but not easy. And my math is not good enough (nor do I have any figures on the strength of bronze at hand) to do it off the top of my head while writing this posting. Sorry. Paul Cardwell --- MurfNMurf at aol.com wrote: > Hi again gang, > Well, still unsure just what to do about Giant > Crabs, I've decided to > shift focus, and talk about statues. > For the sake of our discussion, I've *assumeed* > statues of about human > size and proportion. > Finding the weight of something like this ought > to be relatively easy... > A cubic meter (m3)of water weighs in at around > 1000kg, and I've read > several times that the human body is essentially the > same density as water. > The *average* SIZ 13 RQ human, will range > somewhere between 77 and 83kg > according to the SIZ table. > If we assume the *average* human weight was > 100kg, then Mr. Average would > have a volume of .1 m3. I'm going with an average > weight of 80kg instead, so > the average human's volume would be .08 m3. > Take the above, and multiply by the m3 weight of > whatever substance is > being used in the statue's construction. > If using this with the square cube law, then the > weight of the thing with > its raised/lowered-proportions must be figured > *before* determining its > volume. Once its volume is determined, then you can > figure the thing's final weight > depending on materials. > It wouldn't be too awful hard to work up anything > from a small, .3m-high > bronze statue of Shiva, to something like the > immense, 36m-high bronze statue > of the Guardian of the Isle of Colossa from *Jason > and the Argonauts*. > To determine the AP/HP for such a thing, the > mechanics for determining HP > for the *Jolanti* from RQ3's *Glorantha Bestiary* > can be used (I don't have > the Bestiary handy right now, so I'm going rom > memory here)---the thing's SIZ > acts as its AP, as well as its Total HP. When AP are > exceeded, HP are reduced by > an amount equal to penetrating damage. With > reduction of HP. AP is reduced to > a level equal to HP. IIRC, HP/Location are > calculated normally, based on the > thing's HP. > Anyhow, I'm currently wondeing if there is a way > to get a rough figure of > the surface area (in square cm I guess?) a > particular volume (such as a > human-shaped statue) would possess. > I'm *then* hoping I'll be able to multiply > *whatever* this value turns out > to be by the cm-thickness of said material--all in > an effort to figure the > volume, and thus weight of something like a > human-sized cast-bronze statue made > of 1" thick metal. > Does this make sense, and is it do-able? > Best. > -Ken- > __________________________________ Do you Yahoo!? Protect your identity with Yahoo! Mail AddressGuard http://antispam.yahoo.com/whatsnewfree From MurfNMurf at aol.com Sat Nov 15 14:41:41 2003 From: MurfNMurf at aol.com (MurfNMurf at aol.com) Date: Fri, 14 Nov 2003 22:41:41 EST Subject: [RQ-Rules] Special Fetures Table Message-ID: <165.27cd6142.2ce6fa75@aol.com> Hi gang, I've put together a Special Features Table for RQ using 1D1000. If anyone wants it, let me know... -Ken- -------------- next part -------------- An HTML attachment was scrubbed... URL: http://localhost.localdomain/pipermail/rq-rules/attachments/20031114/c8c14945/attachment.html From ghoyle1 at airmail.net Sun Nov 16 02:33:24 2003 From: ghoyle1 at airmail.net (Guy Hoyle) Date: Sat, 15 Nov 2003 09:33:24 -0600 Subject: [RQ-Rules] Special Fetures Table In-Reply-To: <165.27cd6142.2ce6fa75@aol.com> References: <165.27cd6142.2ce6fa75@aol.com> Message-ID: <3FB64744.8020204@airmail.net> MurfNMurf at aol.com wrote: > Hi gang, > I've put together a Special Features Table for RQ using 1D1000. > If anyone wants it, let me know... > -Ken- sure, put me on the list for a copy. Guy Hoyle From andrew at crashbox.com Sun Nov 16 02:46:37 2003 From: andrew at crashbox.com (Andrew Mellinger) Date: Sat, 15 Nov 2003 07:46:37 -0800 Subject: [RQ-Rules] Special Fetures Table In-Reply-To: <165.27cd6142.2ce6fa75@aol.com> References: <165.27cd6142.2ce6fa75@aol.com> Message-ID: Sure! We can post it to the RQ-rules page if you like... -Andrew > Hi gang, > I've put together a Special Features Table for RQ using 1D1000. > If anyone wants it, let me know... > -Ken- From MurfNMurf at aol.com Sun Nov 16 04:24:42 2003 From: MurfNMurf at aol.com (MurfNMurf at aol.com) Date: Sat, 15 Nov 2003 12:24:42 EST Subject: [RQ-Rules] Re: Special Fetures Table Message-ID: <190.22921bec.2ce7bb5a@aol.com> I cannot *believe* I misspelled "features"---D'oh! -Ken- -------------- next part -------------- An HTML attachment was scrubbed... URL: http://localhost.localdomain/pipermail/rq-rules/attachments/20031115/9da74899/attachment.html From paul.s.sommer at get2net.dk Sat Nov 15 10:37:15 2003 From: paul.s.sommer at get2net.dk (Paul sommer) Date: Sat, 15 Nov 2003 00:37:15 +0100 Subject: [RQ-Rules] Re:Humakti bladesharp spell confusion References: <20031114180200.7849.27389.Mailman@thinbits.com> Message-ID: <3FB5672B.2918BC3B@get2net.dk> Hej guys Got a humakti player who is using Bladesharp-4 and only paying 1 point for the spell every time ..surely this is RQ2 rules not RQ 3 rules which I play ?? help ....... Ciao Paul Sommer Ps God I hate people who cheat....makes my lifea as a GM harder From jurrubin at earthlink.net Sun Nov 16 12:55:20 2003 From: jurrubin at earthlink.net (D. Smart) Date: Sat, 15 Nov 2003 19:55:20 -0600 Subject: [RQ-Rules] Re:Humakti bladesharp spell confusion References: <20031114180200.7849.27389.Mailman@thinbits.com> <3FB5672B.2918BC3B@get2net.dk> Message-ID: <3FB6D908.5090504@earthlink.net> Well, let's see.... Looking at the 1979 printing of the Cults of Prax , the cult of Humakt reduces the _training_ cost of learning Bladesharp, not the MP cost to cast it. And my set of RQII rules states explicitly the spell costs 1 POW per point of spell. The RQIII Cults book also does NOT mention anything about a reduction of MPs to cast the spell. And RQIII also explicitly states Bladesharp gives +5% to hit and +1 damage per MP spent on the spell. So whether you're using RQII or RQIII, Humakti do NOT get a reduction in MPs used to cast Bladesharp. Never have. And don't let the player try to snow you by saying the reduction is from a Humakti gift/geas combination. The Gift lists in RQII/RQIII do not mention a reduction is MP cost at all. David Smart Paul sommer wrote: >Hej guys > >Got a humakti player who is using Bladesharp-4 and only paying 1 point for the spell every time ..surely this is RQ2 rules not RQ 3 rules which I play ?? help ....... > >Ciao >Paul Sommer > >Ps >God I hate people who cheat....makes my lifea as a GM harder > >_______________________________________________ >RQ-Rules mailing list >RQ-Rules at crashbox.com >http://www.crashbox.com/rq-rules >http://www.crashbox.com/mailman/listinfo/rq-rules > > > From ulo at metrocast.net Sun Nov 16 16:14:02 2003 From: ulo at metrocast.net (Christopher E. Fasulo) Date: Sun, 16 Nov 2003 00:14:02 -0500 Subject: [RQ-Rules] Thanks Message-ID: <001d01c3ac00$7330a090$0100a8c0@Beowulf> I greatly appreciate this group. Thanks -------------- next part -------------- An HTML attachment was scrubbed... URL: http://localhost.localdomain/pipermail/rq-rules/attachments/20031116/b1e26a1b/attachment.html From ghoyle1 at airmail.net Sun Nov 16 18:13:15 2003 From: ghoyle1 at airmail.net (Guy Hoyle) Date: Sun, 16 Nov 2003 01:13:15 -0600 Subject: [RQ-Rules] Re:Humakti bladesharp spell confusion In-Reply-To: <3FB6D908.5090504@earthlink.net> References: <20031114180200.7849.27389.Mailman@thinbits.com> <3FB5672B.2918BC3B@get2net.dk> <3FB6D908.5090504@earthlink.net> Message-ID: <3FB7238B.8060407@airmail.net> D. Smart wrote: > Well, let's see.... > > Looking at the 1979 printing of the Cults of Prax , the cult of Humakt > reduces the _training_ cost > of learning Bladesharp, not the MP cost to cast it. And my set of RQII > rules states explicitly the > spell costs 1 POW per point of spell. > > The RQIII Cults book also does NOT mention anything about a reduction > of MPs to cast the > spell. And RQIII also explicitly states Bladesharp gives +5% to hit > and +1 damage per MP > spent on the spell. > > So whether you're using RQII or RQIII, Humakti do NOT get a reduction > in MPs used to > cast Bladesharp. Never have. > > And don't let the player try to snow you by saying the reduction is > from a Humakti gift/geas > combination. The Gift lists in RQII/RQIII do not mention a reduction > is MP cost at all. Or, let him keep it... but then set him a huge Humakti quest of some kind, to justify it. Guy (Hoyle) From phil.hibbs at cgey.com Mon Nov 17 22:32:37 2003 From: phil.hibbs at cgey.com (Hibbs, Phil) Date: Mon, 17 Nov 2003 11:32:37 -0000 Subject: [RQ-Rules] HTML and MIME emails Message-ID: <993BE7B40B41D31193C50008C75F68F207E97C5C@exast02.capgemini.co.uk> I am not prepared to wade through pages and pages of HTML and MIME attachments. If something can't be done about all this trash in the digest, I'm going to give up. Phil Hibbs. -- ======================================================= This message contains information that may be privileged or confidential and is the property of the Cap Gemini Ernst & Young Group. It is intended only for the person to whom it is addressed. If you are not the intended recipient, youare not authorized to read, print, retain, copy, disseminate, distribute, or use this message or any part thereof. If you receive this message in error, please notify the sender immediately and delete all copies of this message. ======================================================= From stolenbjorn at hotmail.com Mon Nov 17 23:30:35 2003 From: stolenbjorn at hotmail.com (Bjorn Stolen) Date: Mon, 17 Nov 2003 12:30:35 +0000 Subject: [RQ-Rules] Re:Humakti bladesharp spell confusion Message-ID: An HTML attachment was scrubbed... URL: http://localhost.localdomain/pipermail/rq-rules/attachments/20031117/90ac697a/attachment.html From grogthing at yahoo.com Tue Nov 18 00:36:13 2003 From: grogthing at yahoo.com (grogthing) Date: Mon, 17 Nov 2003 05:36:13 -0800 (PST) Subject: [RQ-Rules] Special Fetures Table In-Reply-To: <3FB64744.8020204@airmail.net> Message-ID: <20031117133613.36426.qmail@web41508.mail.yahoo.com> Yes, please may I aslo be cpoied? Greg --- Guy Hoyle wrote: > MurfNMurf at aol.com wrote: > > > Hi gang, > > I've put together a Special Features Table for > RQ using 1D1000. > > If anyone wants it, let me know... > > -Ken- > > sure, put me on the list for a copy. > > Guy Hoyle > > > > > _______________________________________________ > RQ-Rules mailing list > RQ-Rules at crashbox.com > http://www.crashbox.com/rq-rules > http://www.crashbox.com/mailman/listinfo/rq-rules __________________________________ Do you Yahoo!? Protect your identity with Yahoo! Mail AddressGuard http://antispam.yahoo.com/whatsnewfree From ulo at metrocast.net Tue Nov 18 16:29:54 2003 From: ulo at metrocast.net (Christopher E. Fasulo) Date: Tue, 18 Nov 2003 00:29:54 -0500 Subject: [RQ-Rules] Special Fetures Table References: <165.27cd6142.2ce6fa75@aol.com> Message-ID: <002501c3ad94$ffbda6d0$0100a8c0@Beowulf> I would like a copy too. ----- Original Message ----- From: MurfNMurf at aol.com To: rq-rules at crashbox.com Sent: Friday, November 14, 2003 10:41 PM Subject: [RQ-Rules] Special Fetures Table Hi gang, I've put together a Special Features Table for RQ using 1D1000. If anyone wants it, let me know... -Ken- -------------- next part -------------- An HTML attachment was scrubbed... URL: http://localhost.localdomain/pipermail/rq-rules/attachments/20031118/1728b0c2/attachment.html From stolenbjorn at hotmail.com Mon Nov 17 23:26:00 2003 From: stolenbjorn at hotmail.com (Bjorn Stolen) Date: Mon, 17 Nov 2003 12:26:00 +0000 Subject: [RQ-Rules] Special Fetures Table Message-ID: An HTML attachment was scrubbed... URL: http://localhost.localdomain/pipermail/rq-rules/attachments/20031117/e03b787f/attachment.html From andrew at crashbox.com Tue Nov 18 16:59:09 2003 From: andrew at crashbox.com (Andrew Mellinger) Date: Mon, 17 Nov 2003 21:59:09 -0800 Subject: [RQ-Rules] [ADMIN] HTML and MIME emails In-Reply-To: <993BE7B40B41D31193C50008C75F68F207E97C5C@exast02.capgemini.co.uk> References: <993BE7B40B41D31193C50008C75F68F207E97C5C@exast02.capgemini.co.uk> Message-ID: Everyone, I apologize for the lack of filtering. On the previous incarnation of the list we had a filter called stripmine which removed all of this. Ever since the move to the new server about four months ago, this script has not been used. However, the latest update to Mailman does support this, and it is on my list to install. I will hopefully get to this on the upcoming weekend (11/22) and we should be able to get back to plain text. I appreciate everyone's attempts to be minimize HTML and MIME in posts until that tim, and I appreciate everyone's patience. Especially considering down time due to a drive failur and the consequent 8 hours of time to reconstruct the system from backups. Thanks for your support, and I honestly hope to have this all resolved soon. -Andrew (Listowner) >I am not prepared to wade through pages and pages of HTML and MIME >attachments. If something can't be done about all this trash in the digest, >I'm going to give up. > >Phil Hibbs. >-- From andrew at crashbox.com Tue Nov 18 17:05:16 2003 From: andrew at crashbox.com (Andrew Mellinger) Date: Mon, 17 Nov 2003 22:05:16 -0800 Subject: [RQ-Rules] [ADMIN] HTML and MIME emails Message-ID: And what is more, what kind of lame admin sends out his own styled emails? More apologies! A little lesson, I got a new machine in the last few weeks and reinstalled a bunch of software. Most email programs come with HTML and Styled email defaulting to on, so people should go check these things! Sorry. -Andrew From gianni at basicrps.com Tue Nov 18 21:31:33 2003 From: gianni at basicrps.com (gianni at basicrps.com) Date: Tue, 18 Nov 2003 11:31:33 +0100 Subject: [RQ-Rules] [ADMIN] HTML and MIME emails In-Reply-To: References: Message-ID: <1069151493.3fb9f50559d81@imp.webhuset.no> > A little lesson, I got a new machine in the last few weeks and > reinstalled a bunch of software. Most email programs come with HTML > and Styled email defaulting to on, so people should go check these > things! Please do.... And now for something completely different: does anybody have a fr-en/en-fr dictionary of RQ game terms? Cheers Gianni From MurfNMurf at aol.com Wed Nov 19 04:49:43 2003 From: MurfNMurf at aol.com (MurfNMurf at aol.com) Date: Tue, 18 Nov 2003 12:49:43 EST Subject: [RQ-Rules] Help with spell Message-ID: <126.34c02447.2cebb5b7@aol.com> Howdy gang, I've been getting together various things lately---one of which has been a reworking of the Ritual Magic stuff from RQ3 (essentially adding more Ritual spells, really)... *Anyhow*, a virus on our old computer chewed through the file, and one of the spells has been reduced to a rather spotty description, which I'm wondering sounds at all familiar to anyone.. The name has probably been altered from whatever the original might've been ;( Enchant [Weapon] Creates a weapon capable of damaging or killing entities which cannot be harmed by ordinary, non-magical weapons. If the weapon is later broken, melted, etc, Help! :) -Ken- "When I say, 'Fetch beer!' you'll put your pennies together and pick up beer for Tiny. If I only get enough beer I'll be silky as a kitten. But if I'm out of beer" - he made a long pause and looked around him ominously - "may God Almighty have mercy on you!" Legion of the Damned Sven Hassel -------------- next part -------------- An HTML attachment was scrubbed... URL: http://localhost.localdomain/pipermail/rq-rules/attachments/20031118/78b1d49e/attachment.html From slposey at concentric.net Wed Nov 19 04:57:25 2003 From: slposey at concentric.net (Stephen Posey) Date: Tue, 18 Nov 2003 10:57:25 -0700 Subject: [RQ-Rules] [ADMIN] HTML and MIME emails In-Reply-To: <1069151493.3fb9f50559d81@imp.webhuset.no> References: <1069151493.3fb9f50559d81@imp.webhuset.no> Message-ID: <3FBA5D85.4090402@concentric.net> gianni at basicrps.com wrote: >>A little lesson, I got a new machine in the last few weeks and >>reinstalled a bunch of software. Most email programs come with HTML >>and Styled email defaulting to on, so people should go check these >>things! > > > Please do.... > > And now for something completely different: does anybody have a fr-en/en-fr > dictionary of RQ game terms? I've appended some that I accumulated from my translations of the BaSIC rules and JeePee's Conan. HTH Stephen Posey slposey at concentric.net -------------------->8 cut here 8<-------------------- French English ------ ------- armes blanches hand weapons Armes d'Hast Polearms Armes de jet Ranged Weapons Armes de lancer Thrown Weapons Armes de m?l?e Melee Weapons Armes de poing Pistols (Sidearms) Armes de tir Missle Weapons Armes ? feu Firearms blessures Wounds Combat au corps ? corps Hand-to-hand combat Combat ? mains nues Unarmed Combat competence skill Droits et Usage Administration and Customs Esquiver Dodge FORce STRength feuille de personnage character sheet Fusils Rifles Fusils de chasse Shotguns Gu?rison Healing JDR (Jeu de Role) RPG (Roleplaying Game) jet roll (as in dice) jet de Chance Luck Roll Lutte Wrestling Maladresse Fumble Mitraillettes Machineguns Parade Parry points d'?nergie (PE) Magic Points (MP) points de vie (PV) Hit Points (HP) POUvoir POWer Secourisme First Aid sort spell TAIlle SIZe ?quitation Ride English French ------- ------ Administration and Customs Droits et Usage character sheet feuille de personnage Dodge Esquiver Firearms Armes ? feu First Aid Secourisme Fumble Maladresse hand weapons armes blanches Hand-to-hand combat Combat au corps ? corps Healing Gu?rison Hit Points (HP) points de vie (PV) Luck Roll jet de Chance Machineguns Mitraillettes Magic Points (MP) points d'?nergie (PE) Melee Weapons Armes de m?l?e Missle Weapons Armes de tir Parry Parade Pistols (Sidearms) Armes de poing Polearms Armes d'Hast POWer POUvoir Ranged Weapons Armes de jet Ride ?quitation Rifles Fusils roll (as in dice) jet RPG (Roleplaying Game) JDR (Jeu de Role) Shotguns Fusils de chasse SIZe TAIlle skill competence spell sort STRength FORce Thrown Weapons Armes de lancer Unarmed Combat Combat ? mains nues Wounds blessures Wrestling Lutte -------------------->8 cut here 8<-------------------- From LKirshtein at howost.com Wed Nov 19 05:33:59 2003 From: LKirshtein at howost.com (Kirshtein, Leon (Consultant)) Date: Tue, 18 Nov 2003 13:33:59 -0500 Subject: [RQ-Rules] Help with spell Message-ID: <20BE9059B6FC2D4B9E8FF2A9E2C4EEBD018471FE@HOS2KEXCHCL.howost.strykercorp.com> An HTML attachment was scrubbed... URL: http://localhost.localdomain/pipermail/rq-rules/attachments/20031118/413e16f6/attachment.html From pascal.dury at fr.unisys.com Wed Nov 19 20:42:48 2003 From: pascal.dury at fr.unisys.com (Dury, Pascal) Date: Wed, 19 Nov 2003 03:42:48 -0600 Subject: [RQ-Rules] Help with spell Message-ID: Yes, that the same for me. This spell sounds like a specialized version of Enchant [Metal]. The end of the sentence would be that if your weapon is broken, it also brakes the enchantment meaning that you not only have to repair the weapon but also re enchant it. I also play that for metals like Gold or Silver, when enchanted they get the same AP than the bronze (I don't remember if that's HR or plain Rule) Pascal ________________________________ De : rq-rules-admin at crashbox.com [mailto:rq-rules-admin at crashbox.com] De la part de Kirshtein, Leon (Consultant) Envoy? : mardi 18 novembre 2003 18:34 ? : rq-rules at crashbox.com Objet : RE: [RQ-Rules] Help with spell Ken wrote: >Enchant [Weapon] Creates a weapon capable of damaging or killing entities which cannot be harmed by ordinary, non-magical weapons. If the weapon is later broken, melted, etc, Help! :) -Ken- I have always played that, if you enchant the metal itself then it will count as magical for purposes of hitting things which can only be harmed by magic. So an Enchant Bronze spell cast on a sword or an axe would do the job. Leon Kirshtein _______________________________________________ RQ-Rules mailing list RQ-Rules at crashbox.com http://www.crashbox.com/rq-rules http://www.crashbox.com/mailman/listinfo/rq-rules From LKirshtein at howost.com Thu Nov 20 02:41:37 2003 From: LKirshtein at howost.com (Kirshtein, Leon (Consultant)) Date: Wed, 19 Nov 2003 10:41:37 -0500 Subject: [RQ-Rules] Help with spell Message-ID: <20BE9059B6FC2D4B9E8FF2A9E2C4EEBD134A59@HOS2KEXCHCL.howost.strykercorp.com> An HTML attachment was scrubbed... URL: http://localhost.localdomain/pipermail/rq-rules/attachments/20031119/efa94dee/attachment.html From MurfNMurf at aol.com Thu Nov 20 03:17:13 2003 From: MurfNMurf at aol.com (MurfNMurf at aol.com) Date: Wed, 19 Nov 2003 11:17:13 EST Subject: [RQ-Rules] Help with spell Message-ID: <143.1c7ba3e7.2cecf189@aol.com> In a message dated 11/19/2003, Pascal writes: Yes, that the same for me. This spell sounds like a specialized version of Enchant [Metal]. The end of the sentence would be that if your weapon is broken, it also brakes the enchantment meaning that you not only have to repair the weapon but also re enchant it. Oh cool, The sentence fragment sounded familiar to someone :) Thanks. -Ken- -------------- next part -------------- An HTML attachment was scrubbed... URL: http://localhost.localdomain/pipermail/rq-rules/attachments/20031119/19b31050/attachment.html From pascal.dury at fr.unisys.com Thu Nov 20 04:43:33 2003 From: pascal.dury at fr.unisys.com (Dury, Pascal) Date: Wed, 19 Nov 2003 11:43:33 -0600 Subject: [RQ-Rules] Help with spell Message-ID: I usually state the following. The power of the enchantements are focussed in the rune (s) you put on the object (painting, tatoo, engraving etc...) However, depending on the kind of enchantement, the Effects can apply either to the entire object (Armor / Life kind enchantments) , to a part of the object (matrixes) or to the rune itself (binding enchantments). If the runes are damaged, then the enchantment is broken. If the Effects apply to the entire object, then, if the enchanted object is damaged, the enchantment is broken. In all cases, the enchantment can be reactivated by Spending again the POW on the enchantment. >If a sword is enchanted with an Enchant Bronze spell and the sword is broken into two pieces >should the pieces still not be enchanted? What happens to the enchantment, In my world, the enchantment is broken. >if someone was to cast Form/Set Bronze on the sword and change its shape for a period of time? The action of a Form/Set spell act only on the shape of the weapon. It does not attack its integrity (AP) (unless the spell is used for that purpose), so the enchantment(s) remains. Pascal ________________________________ De : rq-rules-admin at crashbox.com [mailto:rq-rules-admin at crashbox.com] De la part de Kirshtein, Leon (Consultant) Envoy? : mercredi 19 novembre 2003 15:42 ? : rq-rules at crashbox.com Objet : RE: [RQ-Rules] Help with spell Dury, Pascal wrote: >This spell sounds like a specialized version of Enchant [Metal]. The end of the sentence would be that if your weapon is broken, it also brakes the enchantment meaning that you not only have to repair the >weapon but also re enchant it. I also play that for metals like Gold or Silver, when enchanted they get the same AP than the bronze (I don't remember if that's HR or plain Rule) . Which brings up a question, about Enchantments in general. Is an enchantment cast on the entire item, or is it focused on a particular part of an item, such as a tattoo or a design? I have always played that if the spell, in it description stated "matrix" then it is focused, but if it doesn't then I am not so sure. If a sword is enchanted with an Enchant Bronze spell and the sword is broken into two pieces should the pieces still not be enchanted? What happens to the enchantment, if someone was to cast Form/Set Bronze on the sword and change its shape for a period of time? Leon Kirshtein _______________________________________________ RQ-Rules mailing list RQ-Rules at crashbox.com http://www.crashbox.com/rq-rules http://www.crashbox.com/mailman/listinfo/rq-rules From LKirshtein at howost.com Thu Nov 20 05:02:27 2003 From: LKirshtein at howost.com (Kirshtein, Leon (Consultant)) Date: Wed, 19 Nov 2003 13:02:27 -0500 Subject: [RQ-Rules] Help with spell Message-ID: <20BE9059B6FC2D4B9E8FF2A9E2C4EEBD0184720C@HOS2KEXCHCL.howost.strykercorp.com> An HTML attachment was scrubbed... URL: http://localhost.localdomain/pipermail/rq-rules/attachments/20031119/5e7bc07a/attachment.html From jurrubin at earthlink.net Thu Nov 20 06:58:55 2003 From: jurrubin at earthlink.net (David Smart) Date: Wed, 19 Nov 2003 13:58:55 -0600 (GMT-06:00) Subject: [RQ-Rules] Help with spell Message-ID: <6780311.1069271935247.JavaMail.root@grover.psp.pas.earthlink.net> An HTML attachment was scrubbed... URL: http://localhost.localdomain/pipermail/rq-rules/attachments/20031119/7b1a5eb6/attachment.html From s.francois2 at wanadoo.fr Thu Nov 20 17:35:32 2003 From: s.francois2 at wanadoo.fr (Stephane FRANCOIS) Date: Thu, 20 Nov 2003 07:35:32 +0100 Subject: [RQ-Rules] Help with spell References: <20BE9059B6FC2D4B9E8FF2A9E2C4EEBD0184720C@HOS2KEXCHCL.howost.strykercorp.com> Message-ID: <001301c3af30$8000e860$8f210c50@privowxtpjksjc> RE: [RQ-Rules] Help with spell> But, what if the sword is not broken in half? What if it takes enough damage to reduce its AP to 1? At 1 AP, the sword is badly beaten, barely usable as a sword, but it's magic is still functionnal, and you can magically restore it's integrity without needing to restore the enchantment. Down to 1 AP, magic OK, 0 or below, magic broken - and sword too. A side note : This Enchant [weapon] spell looks functionnally identical to a sword made with Enchant [metal], but trades the generality of applications (you can make a sword, a helmet, even a door or a plow with enchanted metal) for the convenience of applying a single spell to any material in the proper shape - this work on a wood practice sword as well as on a silver one ! From stolenbjorn at hotmail.com Thu Nov 20 23:45:54 2003 From: stolenbjorn at hotmail.com (Bjorn Stolen) Date: Thu, 20 Nov 2003 12:45:54 +0000 Subject: [RQ-Rules] Help with spell Message-ID: An HTML attachment was scrubbed... URL: http://localhost.localdomain/pipermail/rq-rules/attachments/20031120/5fa41bed/attachment.html -------------- next part -------------- An embedded message was scrubbed... From: "Kirshtein, Leon (Consultant)" Subject: RE: [RQ-Rules] Help with spell Date: Wed, 19 Nov 2003 10:41:37 -0500 Size: 4055 Url: http://localhost.localdomain/pipermail/rq-rules/attachments/20031120/5fa41bed/attachment.mht From carpgachair at yahoo.com Fri Nov 21 01:43:48 2003 From: carpgachair at yahoo.com (Paul Cardwell) Date: Thu, 20 Nov 2003 06:43:48 -0800 (PST) Subject: [RQ-Rules] Help with spell In-Reply-To: <001301c3af30$8000e860$8f210c50@privowxtpjksjc> Message-ID: <20031120144348.39124.qmail@web12402.mail.yahoo.com> --- Stephane FRANCOIS wrote: > RE: [RQ-Rules] Help with spell> But, what if the > sword is not broken in > half? What if it takes enough damage to reduce its > AP to 1? > > At 1 AP, the sword is badly beaten, barely usable as > a sword, but it's magic > is still functionnal, and you can magically restore > it's integrity without > needing to restore the enchantment. Down to 1 AP, > magic OK, 0 or below, > magic broken - and sword too. That is more in keeping with the second rules. (My only copy of RQ3 is a photocopy of the work in progress, without illustrations, provided so I could give a demonstration of the "new rules" at Origins '84.) Under the second rules, an enchanted weapon couldn't shatter (but presumably get beaten out of shape). A repair spell could returning to shape temporarily (two minutes), but a weapon maker had to do the permanent repairs - but the enchantment held as long as the owner who enchanted it, wielded it. Someone else used it and it wasn't enchanted, but was again if the rightful owner reclaimed it. [Useful plot point] Paul Cardwell __________________________________ Do you Yahoo!? Free Pop-Up Blocker - Get it now http://companion.yahoo.com/ From MurfNMurf at aol.com Fri Nov 21 02:01:07 2003 From: MurfNMurf at aol.com (MurfNMurf at aol.com) Date: Thu, 20 Nov 2003 10:01:07 EST Subject: [RQ-Rules] Help with spell Message-ID: <6c.3486d440.2cee3133@aol.com> In a message dated 11/20/2003 12:36:39 AM Central Standard Time, s.francois2 at wanadoo.fr writes: A side note : This Enchant [weapon] spell looks functionnally identical to a sword made with Enchant [metal], but trades the generality of applications (you can make a sword, a helmet, even a door or a plow with enchanted metal) for the convenience of applying a single spell to any material in the proper shape - this work on a wood practice sword as well as on a silver one ! Yes, I was thinking something very similar last night, when wondering why the [Weapon] spell would be any different from the [Metal] spell, since they were starting to sound awfully similar... I've always had it in my head that the [Metal] spell was always meant for raw materials, rather than already-crafted ones, such as weapons (or doors even, I guess). I'd never thought the [Metal] spell could or would be used on something *already* crafted. Strange things, assumptions, huh? :) -Ken- -------------- next part -------------- An HTML attachment was scrubbed... URL: http://localhost.localdomain/pipermail/rq-rules/attachments/20031120/82d39136/attachment.html From MurfNMurf at aol.com Fri Nov 21 03:35:33 2003 From: MurfNMurf at aol.com (MurfNMurf at aol.com) Date: Thu, 20 Nov 2003 11:35:33 EST Subject: [RQ-Rules] RE; {Runequest Rules] Help with spell Message-ID: <65.1d00a653.2cee4755@aol.com> Okay gang, Everyone's thoughtful input has got me to come up with the following: Enchant [Weapon] Ritual Enchantment This ritual is used to create a weapon capable of damaging or killing entities which cannot normally be harmed by ordinary, non-magical weaponry, at a cost of 1 POW per 4 ENC of weapon or 20 arrows to affected. If the weapon is later broken, melted, or otherwise destroyed, the enchantment is broken as well, meaning not only must the weapon be repaired, but it must also be re-enchanted. I'm still unsure as to whether the weapon should get the benefit of the Enchant [Metal] spell. If the weapon's AP are normally lower than that of a Bronze weapon, then the weapon's AP are increased to equal those of Bronze construction, maybe? Or maybe the Bronze-equivalent could cost 1 additional POW at the time of enchanting? Best. -Ken- -------------- next part -------------- An HTML attachment was scrubbed... URL: http://localhost.localdomain/pipermail/rq-rules/attachments/20031120/6101fdd0/attachment.html From LKirshtein at howost.com Fri Nov 21 06:09:33 2003 From: LKirshtein at howost.com (Kirshtein, Leon (Consultant)) Date: Thu, 20 Nov 2003 14:09:33 -0500 Subject: [RQ-Rules] One Use Scrolls Message-ID: <20BE9059B6FC2D4B9E8FF2A9E2C4EEBD01847229@HOS2KEXCHCL.howost.strykercorp.com> An HTML attachment was scrubbed... URL: http://localhost.localdomain/pipermail/rq-rules/attachments/20031120/eb0446c9/attachment.html From stolenbjorn at hotmail.com Fri Nov 21 19:18:06 2003 From: stolenbjorn at hotmail.com (Bjorn Stolen) Date: Fri, 21 Nov 2003 08:18:06 +0000 Subject: [RQ-Rules] One Use Scrolls Message-ID: An HTML attachment was scrubbed... URL: http://localhost.localdomain/pipermail/rq-rules/attachments/20031121/687fc16e/attachment.html -------------- next part -------------- An embedded message was scrubbed... From: "Kirshtein, Leon (Consultant)" Subject: [RQ-Rules] One Use Scrolls Date: Thu, 20 Nov 2003 14:09:33 -0500 Size: 4435 Url: http://localhost.localdomain/pipermail/rq-rules/attachments/20031121/687fc16e/attachment.mht From stolenbjorn at hotmail.com Fri Nov 21 19:16:07 2003 From: stolenbjorn at hotmail.com (Bjorn Stolen) Date: Fri, 21 Nov 2003 08:16:07 +0000 Subject: [RQ-Rules] RE; {Runequest Rules] Help with spell Message-ID: An HTML attachment was scrubbed... URL: http://localhost.localdomain/pipermail/rq-rules/attachments/20031121/551449c8/attachment.html From gianni at basicrps.com Fri Nov 21 19:38:59 2003 From: gianni at basicrps.com (gianni at basicrps.com) Date: Fri, 21 Nov 2003 09:38:59 +0100 Subject: [RQ-Rules] [ADMIN] HTML and MIME emails In-Reply-To: <3FBA5D85.4090402@concentric.net> References: <1069151493.3fb9f50559d81@imp.webhuset.no> <3FBA5D85.4090402@concentric.net> Message-ID: <1069403939.3fbdcf23b90bb@imp.webhuset.no> Hey Stephen > > And now for something completely different: does anybody have a fr-en/en-fr > > dictionary of RQ game terms? > > I've appended some that I accumulated from my translations of the > BaSIC rules and JeePee's Conan. Thanks Stephen this is pretty useful but I was really lookin for more RQ- specifics terms, like 'trollkin', 'dragonewt', 'newtling', 'spirit magic', 'fetch', etc. Does anybody know? (my RQ books are all in English, but I want to start a campaign with some French friends) Gianni From pascal.dury at fr.unisys.com Fri Nov 21 20:33:51 2003 From: pascal.dury at fr.unisys.com (Dury, Pascal) Date: Fri, 21 Nov 2003 03:33:51 -0600 Subject: [RQ-Rules] [ADMIN] HTML and MIME emails Message-ID: IIRC Trollkin -> Trollinet Dragonewt -> Dragonet Newtling -> Newtling Spirit Magic -> Magie de l'esprit Fetch -> Esprit Interieur My Rule books are in the cave (I unfortunately did not play since some time now) so I'll have to dig them up. You can send me the list of terms you want to be translated, I could have a look this WE. Pascal -----Message d'origine----- De : gianni at basicrps.com [mailto:gianni at basicrps.com] Envoy? : vendredi 21 novembre 2003 08:39 ? : rq-rules at crashbox.com Objet : Re: [RQ-Rules] [ADMIN] HTML and MIME emails Hey Stephen > > And now for something completely different: does anybody have a > > fr-en/en-fr dictionary of RQ game terms? > > I've appended some that I accumulated from my translations of the > BaSIC rules and JeePee's Conan. Thanks Stephen this is pretty useful but I was really lookin for more RQ- specifics terms, like 'trollkin', 'dragonewt', 'newtling', 'spirit magic', 'fetch', etc. Does anybody know? (my RQ books are all in English, but I want to start a campaign with some French friends) Gianni _______________________________________________ RQ-Rules mailing list RQ-Rules at crashbox.com http://www.crashbox.com/rq-rules http://www.crashbox.com/mailman/listinfo/rq-rules From MurfNMurf at aol.com Sat Nov 22 03:23:39 2003 From: MurfNMurf at aol.com (MurfNMurf at aol.com) Date: Fri, 21 Nov 2003 11:23:39 EST Subject: [RQ-Rules] RE; {Runequest Rules] Help with spell Message-ID: <177.229bb43a.2cef960b@aol.com> In a message dated 11/21/2003 2:29:28 AM Central Standard Time, stolenbjorn at hotmail.com writes: Well, in "Secrets book", I clearly remember that 1POW was only sufficiant for 3ENC. of metal, but if this is a different spell, that could defend the 4ENC. But then I wonder why someone would bother crafting somthing sith the "enchant metal"-spell... So I think it should read 1 POW per 3 ENC of .... Hmmm...Okay. I can see your point. I guess a bit of an explanation is in order, in that the version of Enchant [Metal] I'm using (which I *may* have cadged from something of Sandy's?) affects 10 ENC per POW used. -------------- next part -------------- An HTML attachment was scrubbed... URL: http://localhost.localdomain/pipermail/rq-rules/attachments/20031121/c2484bd8/attachment.html From LKirshtein at howost.com Sat Nov 22 03:51:30 2003 From: LKirshtein at howost.com (Kirshtein, Leon (Consultant)) Date: Fri, 21 Nov 2003 11:51:30 -0500 Subject: [RQ-Rules] ENC and SIZ Message-ID: <20BE9059B6FC2D4B9E8FF2A9E2C4EEBD0184723F@HOS2KEXCHCL.howost.strykercorp.com> >>Well, in "Secrets book", I clearly remember that 1POW was only sufficiant for 3ENC. of metal, but if this is a different spell, that could defend the 4ENC. But then I wonder why someone would bother crafting somthing sith the "enchant metal"-spell... So I think it should read 1 POW per 3 ENC of .... > Hmmm...Okay. I can see your point. I guess a bit of an explanation is in order, in that the version of Enchant [Metal] I'm using (which I *may* have cadged from something of Sandy's?) affects 10 ENC per POW used. I have always played that 6 ENC = 1 SIZ = 1 POW needed no matter what the spell. This is a rough estimate but it works. By the way this makes an average adventurer SIZ 13 = 78kg = 171.6 lb, which seems right in my book. Leon Kirshtein From soltakss at yahoo.com Mon Nov 24 06:19:11 2003 From: soltakss at yahoo.com (=?iso-8859-1?q?Simon=20Phipp?=) Date: Sun, 23 Nov 2003 19:19:11 +0000 (GMT) Subject: [RQ-Rules] Re:Dragonet In-Reply-To: <20031121170701.27718.65131.Mailman@thinbits.com> Message-ID: <20031123191911.23579.qmail@web9601.mail.yahoo.com> Pacal Dury: > Trollkin -> Trollinet > Dragonewt -> Dragonet > Newtling -> Newtling=20 > Spirit Magic -> Magie de l'esprit > Fetch -> Esprit Interieur=20 What's the French term for Inhuman King, then? RQ3 calls it a Dragonet, does he have a different name in French? Simon ________________________________________________________________________ Want to chat instantly with your online friends? Get the FREE Yahoo! Messenger http://mail.messenger.yahoo.co.uk From gloomshark at hotmail.com Wed Nov 26 06:44:10 2003 From: gloomshark at hotmail.com (Dana Myers) Date: Tue, 25 Nov 2003 19:44:10 +0000 Subject: [RQ-Rules] BRP Message-ID: Hey Guys and Gals, I have been thinking of expanding the magic available in my RQ game and was wondering if you guys knew of other BRP systems published that would work. I have Thieves' World and Cthulhu and was wondering which of the old Chaosium games also used the BRP system. Thanks, Dana _________________________________________________________________ Need a shot of Hank Williams or Patsy Cline? The classic country stars are always singing on MSN Radio Plus. Try one month free! http://join.msn.com/?page=offers/premiumradio From slposey at concentric.net Wed Nov 26 07:17:41 2003 From: slposey at concentric.net (Stephen Posey) Date: Tue, 25 Nov 2003 13:17:41 -0700 Subject: [RQ-Rules] BRP In-Reply-To: References: Message-ID: <3FC3B8E5.5040608@concentric.net> Dana Myers wrote: > Hey Guys and Gals, > > I have been thinking of expanding the magic available in my RQ game and > was wondering if you guys knew of other BRP systems published that would > work. I have Thieves' World and Cthulhu and was wondering which of the > old Chaosium games also used the BRP system. > > Thanks, > Dana For Magic you may want to look at Elric!/Stormbringer 5e which has a pretty well elaborated sorcery system. The earlier versions of Stormbringer had a rather different magic system (based on summoning elementals and "demons"), but it might also be of interest. The Elfquest game includes a magic system, but its feel is pretty closely tied to the Elfquest books, not sure it would give you anything new to work with. HTH Stephen Posey slposey at concentric.net From grogthing at yahoo.com Wed Nov 26 07:33:31 2003 From: grogthing at yahoo.com (grogthing) Date: Tue, 25 Nov 2003 12:33:31 -0800 (PST) Subject: [RQ-Rules] BRP In-Reply-To: Message-ID: <20031125203331.36636.qmail@web41502.mail.yahoo.com> Stormbringer or Elric! There was a magick supplement produced called the Bronze Grimouire (sp?)which is interesting and details several styles of magick including rune magick and necromancy. Greg --- Dana Myers wrote: > Hey Guys and Gals, > > I have been thinking of expanding the magic > available in my RQ game and was > wondering if you guys knew of other BRP systems > published that would work. I > have Thieves' World and Cthulhu and was wondering > which of the old Chaosium > games also used the BRP system. > > Thanks, > Dana > > _________________________________________________________________ > Need a shot of Hank Williams or Patsy Cline? The > classic country stars are > always singing on MSN Radio Plus. Try one month > free! > http://join.msn.com/?page=offers/premiumradio > > _______________________________________________ > RQ-Rules mailing list > RQ-Rules at crashbox.com > http://www.crashbox.com/rq-rules > http://www.crashbox.com/mailman/listinfo/rq-rules __________________________________ Do you Yahoo!? Free Pop-Up Blocker - Get it now http://companion.yahoo.com/ From steve at perrinworlds.com Wed Nov 26 07:46:46 2003 From: steve at perrinworlds.com (Steve Perrin) Date: Tue, 25 Nov 2003 12:46:46 -0800 Subject: [RQ-Rules] BRP References: <20031125203331.36636.qmail@web41502.mail.yahoo.com> Message-ID: <006a01c3b395$4e9480c0$f4407442@wizard> And if you can find it, check out my Magic World in Worlds of Wonder. It may show up on EBay. And for that matter, my magic system(s) in SPQR is essentially BRP magic. Also do a search for GMFANGS, which is a system devised by Christopher Allen that I am working on that is originally based on BRP, though it has gone to a d20 (not the D&D system, it just uses d20) system. Steve Perrin www.perrinworlds.com/SPQR.html ----- Original Message ----- From: "grogthing" To: Sent: Tuesday, November 25, 2003 12:33 PM Subject: Re: [RQ-Rules] BRP > Stormbringer or Elric! There was a magick supplement > produced called the Bronze Grimouire (sp?)which is > interesting and details several styles of magick > including rune magick and necromancy. > > Greg > > --- Dana Myers wrote: > > Hey Guys and Gals, > > > > I have been thinking of expanding the magic > > available in my RQ game and was > > wondering if you guys knew of other BRP systems > > published that would work. I > > have Thieves' World and Cthulhu and was wondering > > which of the old Chaosium > > games also used the BRP system. > > > > Thanks, > > Dana > > > > > _________________________________________________________________ > > Need a shot of Hank Williams or Patsy Cline? The > > classic country stars are > > always singing on MSN Radio Plus. Try one month > > free! > > http://join.msn.com/?page=offers/premiumradio > > > > _______________________________________________ > > RQ-Rules mailing list > > RQ-Rules at crashbox.com > > http://www.crashbox.com/rq-rules > > http://www.crashbox.com/mailman/listinfo/rq-rules > > > __________________________________ > Do you Yahoo!? > Free Pop-Up Blocker - Get it now > http://companion.yahoo.com/ > _______________________________________________ > RQ-Rules mailing list > RQ-Rules at crashbox.com > http://www.crashbox.com/rq-rules > http://www.crashbox.com/mailman/listinfo/rq-rules > From Aldanata at wmconnect.com Wed Nov 26 09:32:07 2003 From: Aldanata at wmconnect.com (Aldanata at wmconnect.com) Date: Tue, 25 Nov 2003 17:32:07 EST Subject: [RQ-Rules] BRP Message-ID: <18c.22dfc46c.2cf53267@wmconnect.com> It uses a different system but the GURPS magic is pretty easy to convert. And has some very interesting spells. It also gives the enchantments for makign various magic weapons, and how to make magic items for each spell William -------------- next part -------------- An HTML attachment was scrubbed... URL: http://localhost.localdomain/pipermail/rq-rules/attachments/20031125/158248d4/attachment.html From slposey at concentric.net Wed Nov 26 16:07:34 2003 From: slposey at concentric.net (Stephen Posey) Date: Tue, 25 Nov 2003 22:07:34 -0700 Subject: [RQ-Rules] BRP In-Reply-To: <18c.22dfc46c.2cf53267@wmconnect.com> References: <18c.22dfc46c.2cf53267@wmconnect.com> Message-ID: <3FC43516.50806@concentric.net> Aldanata at wmconnect.com wrote: > It uses a different system but the GURPS magic is pretty easy to > convert. And has some very interesting spells. It also gives the > enchantments for makign various magic weapons, and how to make magic > items for each spell In the same vein, the Magic system in Warhammer Fantasy RolePlay is also pretty easy to convert to BRP. If you can find a copy the WHFRP supplement "Realms of Sorcery" has some great stuff in it. Stephen Posey slposey at concentric.net From ghoyle1 at airmail.net Thu Nov 27 01:42:45 2003 From: ghoyle1 at airmail.net (Guy Hoyle) Date: Wed, 26 Nov 2003 08:42:45 -0600 Subject: [RQ-Rules] BRP In-Reply-To: <3FC43516.50806@concentric.net> References: <18c.22dfc46c.2cf53267@wmconnect.com> <3FC43516.50806@concentric.net> Message-ID: <3FC4BBE5.2040508@airmail.net> Stephen Posey wrote: > Aldanata at wmconnect.com wrote: > >> It uses a different system but the GURPS magic is pretty easy to >> convert. And has some very interesting spells. It also gives the >> enchantments for makign various magic weapons, and how to make magic >> items for each spell > > > In the same vein, the Magic system in Warhammer Fantasy RolePlay is > also pretty easy to convert to BRP. If you can find a copy the WHFRP > supplement "Realms of Sorcery" has some great stuff in it. > I believe there's also a website that converts D&D spells to RQ format, IIRC, but I don't know where it is. Guy From gloomshark at hotmail.com Thu Nov 27 08:05:07 2003 From: gloomshark at hotmail.com (Dana Myers) Date: Wed, 26 Nov 2003 21:05:07 +0000 Subject: [RQ-Rules] BRP Message-ID: Thanks for all the replys and tips, I'll look into all of them and see what I can find. As for the D&D to RQ website, that sounds like something Tal Meta might know about... Tal, you still here? Dana _________________________________________________________________ Has one of the new viruses infected your computer? Find out with a FREE online computer virus scan from McAfee. Take the FreeScan now! http://clinic.mcafee.com/clinic/ibuy/campaign.asp?cid=3963 From ethereal at xprt.net Thu Nov 27 17:22:50 2003 From: ethereal at xprt.net (Dano) Date: Wed, 26 Nov 2003 22:22:50 -0800 Subject: [RQ-Rules] BRP References: Message-ID: <000b01c3b4ae$e2948800$9a7d66d1@computer> Well, all the rules mentioned are good ones to try, I have a couple of extra that you might consider as well. "Ringworld" published by Chaosium, although not magic based, it has a lot of good ideas, that might throw your players for a loop. "Other Suns" published by Fantasy Games Unlimited. Another space game that used a system of Gaming really close to the BRP and has a web site at http://www.macrophile.com/~ermine/html/other_suns.html which has a character sheet and an additional race for the game and there is one copy availabe from the following for $50.00 http://s1.amazon.com/exec/varzea/ts/exchange-glance/Y04Y6607326Y7439089/058- 3252188-6142842 . a week ago there was one on ebay only without the box or character sheet or you can download it for free from http://www.hoboes.com/pub/Role-Playing/Future/Other%20Suns/ The nice thing about other Suns is that they give you rules that help you convert any monster from any other game to BRP. As far as magic goes I like some of the spells in Bard Games Trilogy "The Arcanum, The Lexicon and The Bestiary" Chaosium has a very fine selection of ideas and unusual combos in their game Worlds of Wonder. BRP, Magic World, Super World and Future World. Well worth inspecting for inof and ideas. Last and not least the Games from Fantasy Games Unlimited are well worth searching. Expecially Lands of Adventure and Swordbearer. They both use a Power/node magic system similiar to BRP and a hit location based on a D10 rather than a D20 that is easy to convert. Dan ----- Original Message ----- From: Dana Myers To: Sent: Tuesday, November 25, 2003 11:44 AM Subject: [RQ-Rules] BRP > Hey Guys and Gals, > > I have been thinking of expanding the magic available in my RQ game and was > wondering if you guys knew of other BRP systems published that would work. I > have Thieves' World and Cthulhu and was wondering which of the old Chaosium > games also used the BRP system. > > Thanks, > Dana > > _________________________________________________________________ > Need a shot of Hank Williams or Patsy Cline? The classic country stars are > always singing on MSN Radio Plus. Try one month free! > http://join.msn.com/?page=offers/premiumradio > > _______________________________________________ > RQ-Rules mailing list > RQ-Rules at crashbox.com > http://www.crashbox.com/rq-rules > http://www.crashbox.com/mailman/listinfo/rq-rules > From gianni at basicrps.com Thu Nov 27 20:42:40 2003 From: gianni at basicrps.com (gianni at basicrps.com) Date: Thu, 27 Nov 2003 10:42:40 +0100 Subject: [RQ-Rules] BRP In-Reply-To: References: Message-ID: <1069926160.3fc5c710ca261@imp.webhuset.no> Hey Dana > I have been thinking of expanding the magic available in my RQ game and was > wondering if you guys knew of other BRP systems published that would work. I > have Thieves' World and Cthulhu and was wondering which of the old Chaosium > games also used the BRP system. AFAIK all Chaosium rolegames use the Basic Role-Playing System (Basic RPS). Hence you may get ideas for useful additions to your RQ games from pretty much any Basic RPS-based rolegame. You may want to check my web-site: http://www.basicrps.com which is basically devoted to the Basic RPS; you may especially want to check the Links page at http://www.basicrps.com/links/index.html see you round Gianni webmaster of basicrps.com