From owner-dq@dq.sf.org.nz Mon Feb 8 05:06:55 1999 Received: (from bin@localhost) by mail.sf.org.nz (8.8.6/NZSFI-19980830) id FAA29473; Mon, 8 Feb 1999 05:06:55 +1300 Received: from smtp1.ihug.co.nz (tk1.ihug.co.nz [203.29.160.13]) by mail.sf.org.nz (8.8.6/NZSFI-19980830) with ESMTP id FAA29465 ; Mon, 8 Feb 1999 05:06:53 +1300 Received: from jimarona.ihug.co.nz (p43-max18.akl.ihug.co.nz [207.212.239.107]) by smtp1.ihug.co.nz (8.8.8/8.8.8) with ESMTP id RAA02133 ; Mon, 8 Feb 1999 17:47:28 +1300 Message-Id: <199902080447.RAA02133@smtp1.ihug.co.nz> Subject: Re: Minutes from the February Gods Meeting Date: Mon, 8 Feb 1999 17:44:21 +1300 X-MSMail-Priority: Normal X-Priority: 3 X-Mailer: Microsoft Internet Mail 4.70.1155 MIME-Version: 1.0 Content-Type: text/plain; charset=ISO-8859-1 Content-Transfer-Encoding: 7bit From: "Jim Arona" To: dq@dq.sf.org.nz Sender: owner-dq@dq.sf.org.nz Errors-To: owner-dq@dq.sf.org.nz Reply-To: dq@dq.sf.org.nz X-Loop: dq@dq.sf.org.nz X-Requests: To unsubscribe from this list, or change your subscription address, send a message to dq-request@dq.sf.org.nz. > Minutes from the February Gods Meeting > February 7th 1999 > > Present: Martin, Andrew, Paul, Kelsie, Jono, Mike, Rosemary, Jacqui, Keith, > Ian > > Wall of Fire - It was felt that this was too powerful as in damage and > three resistance checks. Astounding. On the other hand, a spell that denies options without saving throw, like Wall of Stone, is not too powerful? Somehow, the power of that spell is more reasonable? Compared to what? Jim. Disgusted. -- See message headers to unsubscribe from -- From owner-dq@dq.sf.org.nz Mon Feb 8 18:20:25 1999 Received: (from bin@localhost) by mail.sf.org.nz (8.8.6/NZSFI-19980830) id SAA30284; Mon, 8 Feb 1999 18:20:25 +1300 Received: from smtp1.ihug.co.nz (tk1.ihug.co.nz [203.29.160.13]) by mail.sf.org.nz (8.8.6/NZSFI-19980830) with ESMTP id SAA30276 ; Mon, 8 Feb 1999 18:20:24 +1300 Received: from jimarona.ihug.co.nz (p9-max1.akl.ihug.co.nz [207.213.218.9]) by smtp1.ihug.co.nz (8.8.8/8.8.8) with ESMTP id HAA10882; Tue, 9 Feb 1999 07:00:38 +1300 Message-Id: <199902081800.HAA10882@smtp1.ihug.co.nz> Subject: Re: Herbalist document Date: Tue, 9 Feb 1999 06:57:29 +1300 X-MSMail-Priority: Normal X-Priority: 3 X-Mailer: Microsoft Internet Mail 4.70.1155 MIME-Version: 1.0 Content-Type: text/plain; charset=ISO-8859-1 Content-Transfer-Encoding: 7bit From: "Jim Arona" To: dq@dq.sf.org.nz Sender: owner-dq@dq.sf.org.nz Errors-To: owner-dq@dq.sf.org.nz Reply-To: dq@dq.sf.org.nz X-Loop: dq@dq.sf.org.nz X-Requests: To unsubscribe from this list, or change your subscription address, send a message to dq-request@dq.sf.org.nz. 38. The Herbalist. Herbalism is an old profession and Herbalists are often to be found in villages all over Alusia. In general, an Herbalist cannot perform their abilities at short notice, since they must prepare their herbs. Potions made by Herbalists weigh 1/2 lb, and are about 200 mls. Salves are 50 mls and weigh 1/4 lb. An Herbalist may brew up to Rank/3 different potions or salves, although multiple doses of each batch may be produced if enough herbs are used. There is a 50% chance that each batch of a multiple brew will fail, and a 30% chance that a failed batch will produce some accident (DM's discretion). An Herbalist is not capable of any other activity while brewing potions and salves, although they may entertain visitors. They may not train. 38.1 Benefits. An Herbalist will learn how to identify and locate herbs and spices in any terrain. The chance of finding fresh herbs is (PC + Rank x 10) - 30 + the following modifiers: Rarity Common - 10 Uncommon - 20 Rare - 70 Very Rare - 100 Season Spring - 20 Summer - 5 Autumn - 0 Winter - 25 For every 1/4 mile searched + 10 NB: It takes about 3 hours to search a 1/4 of a square mile. Region Wilderness + 10 Settled - 15 Civilised - 30 If the Herbalist is looking for rare or very rare herbs in a high mana zone, then add 25 to their chance of finding them. For each Rank in Ranger, add 1, or 2 if they are searching within an area of their Ranger specialisation. The Herbalist must nominate the herb function they are looking for, and if they roll higher than their success chance, then they discover no herbs at all, although they may search the area again for different herb functions. Common and uncommon herbs may be found in quantities sufficient for 1 or 2 doses. Normally, rare and very rare herbs are only found in large enough for a single dose. If herbs are found and not harvested, then the herbs may have been eaten by wildlife or destroyed by other means, at the discretion of the DM. After 3 weeks, the herbs will almost certainly be lost, unless the DM has decided otherwise. Similarly, the herb can only exist in the first place, if the DM has placed it. An Herbalist can, in most cases, automatically identify herbs used in a preparation they can brew. If they can't brew the potion or salve the herb is used for, then the chance of recognising the herb and its function is PC+5/Rank%. If the herb is extra-planar, or of such obscurity that the DM decides that the Herbalist will not have read or heard of it, then they may discover some of all of its properties by experimentation. Such experimentation usually takes (Rank of the highest function the herb may be used for) x 5 - Rank x 2 in weeks, and the chance is PC+5%. If an Herbalist wishes to pursue his craft in an environment they are completely unfamiliar with, then they must spend a year becoming accustomed to it. Over that year, they Herbalist becomes familiar enough with the place that they may practise more and more of their craft. Divide the year by the Herbalist's Rank. When the first period expires, the Herbalist may pursue Rank 2 abilities, and so on. An Herbalist may establish a garden where common and uncommon hergs and spices are grown. Such a garden will require tending by an Herbalist for 1 week every month. If left untended for 2 months, uncommon plants will die or be overgrown. If left untended for 6 months, such a garden will be only as fruitful as wilderness for finding herbs. An Herbalist will learn how to preserve herbs and spices, and how to prepare them for maximum efficiency. NB: Wherever a fraction occurs as a result of an equation such as Rank/3, etc, then that fraction is rounded up. This applies to all fractions. Common herbs may be preserved for Rank/2 months. Uncommon herbs may be preserved for Rank/3 weeks. Rare herbs may be preserved for Rank/2 days. Very rare herbs may be preserved for Rank x 1 hours. Herbs used within the listed preservation time will have 100% of their efficacy. Those used after their best by date, but within 2 x the listed preservation times will have half their normal efficacy. Those herbs used after more than twice their preservation time will have no effect at all. An Herbalist, should they choose to take the Artisan Cooking skill, gains a reduction of 25% to the experience cost of Ranking Cooking. An Herbalist may cook a hot meal that restores 2 + (Rank/4) FT loss. They may brew a tisane or broth that restores 1 + (Rank/2) FT loss. Tisanes, broths and meals replace meals, can only be benefitte once from every 4 hours, and require the use of common herbs. Rank 1 St John's Salve: Disinfects wounds, cures infections, headaches and fevers. BC=patient's EN + 15 x Herbalist's Rank. Requires common herbs, takes 24 hours to prepare Rank/2 doeses, and lasts Rank months. Chamomile Tea: Reduces tension, promotes relaxation lasting 4 x Rank hours. Requires common herbs, takes 24 hours to prepare Rank/2 doses. Rank 2 Fuller's Earth and Friar's Balsam: Removes warts, pimples, boils etc. Requires common herbs, takes 24 hours to prepare Rank/2 doses, and lasts Rank months. Tincture of Angelica: Whe drinker recovers 4 points of FT or 1 point of EN per hour of sleep, so long as they have at least 4 consecutive hours of sleep. Require common herbs, takes 24 hours to prepare Rank/3 doses, and last Rank months. Juice of the Poppy: The drinker must roll under 4 x WP every 10 minutes or fall asleep for Rank hours. Requires uncommon herbs, takes 12 hours to prepare Rank/3 doses and lasts Rank weeks. Catmint and Valerian: A scent that will attract or repel a given species. The type of animal to be affected must roll under WP-Herbalist's Rank, to resist the effects of the scent. and the scent will remain effective in the air for Rank days. Requires uncommon herbs, takes 12 hours to prepare Rank/3 doses and lasts weeks Rank weeks in the bottle. Hemlock's Quiet Embrace: Causes D-6 + Rank/4 damage per minute for Rank x 2 minutes, when ingested. Requires uncommon herbs, takes 24 hours to prepare Rank/3 doses, and lasts Rank weeks in the bottle. Rank 3 Mother Shipton's Famous Cure: This salve will heal injuries to muscle, ligament, tendon and skin at Rank x the normal rate. Thus a Rank 7 salve of this sort would allow a patient to heal an injury that would normally take a weed to mend in 1 day. If the Herbalist wishes to heal Specific Grievous Injuries, then a salve must be applied to each injury. They injury must be one capable of being healed by this ability, and to which salves could be applied. Requires either; uncommon herbs, taking 6 hours to prepare Rank/3 doses and lasts for Rank days, or; rare herbes, taking 12 hours to prepare Rank/4 doses and lasts for Rank weeks. Pennyroyal Potion: Increases the likelihood of pregnancy by 1 + 1 % per Rank, or reduces the chance by 2 + 2 per Rank, for a period of Rank weeks. Requires common herbs, takes 24 hours to prepare Rank/3 doses, and last Rank months. The potions are race and gender specific. Rank 4 St. Pancras' Remedy: The patient may resist the effects of disease by rolling under EN+15 x the Herbalist's Rank. These potions are disease specific. Requires uncommon herbs, takes 12 hours to prepare Rank/3 doses and lasts for Rank weeks. Scent of the Lily: A scent that will attract or repel a given sentient creature (including PC races) unless they roll under 2 x WP - Herbalist's Rank. The scent will be active in the air for Rank x 3 hours. Requires rare herbs, taking 24 hours to prepare Rank/4 doses, and lasts Rank weeks in the bottle. Deathcap Dust: Poison, that, when sprinkled sprinkled on food and ingested, does D-6+Rank/3 damage per pulse for Rank x 2 pulses. Requires uncommon herbs, taking 24 hours to prepare Rank/3 doses, and lasts for Rank weeks in the bottle. Hellebore Poison: Poison that does D-3+Rank/2 damage per pulse for Rank x 2 pulses when ingested. Requires rare herbs, taking 36 hours to prepare Rank/4 doses, and lasts for Rank weeks in the bottle. Rank 5 Bloodroot Potions: Potions that can increase the rate at which the drinker may heal from bruising and internal injuries. The patient heals Rank of the Herbalist faster. Thus, a Rank 7 Bloodroot Potion will heal an injury that would normally take a week in a day. Requires either; uncommon herbs, taking 30 minutes to prepare 1 dose which must be administered immediately; or rare herbs, taking 12 hours to prepare Rank/5 doses, and lasts for Rank weeks. Dreamlotus Potions: Potions that cause the drinker to hallucinate unless they roll under 2 x WP-3 x Herbalist Rank for Rank hours. 75% of the time, the Herbalist can control the extent of the hallucination (by modifying the dosage) from minor dreamlike images to wildly divergent from reality....any reality. They can also modify the pleasantness of the hallucination (by balancing the ingredients of the potion against the humours of the drinker). Requires either; uncommon herbs, taking 6 hours to prepare Rank/3 doses, lasting for Rank days; or rare herbs, taking 12 hours to prepare Rank/4 doses, and lasting for Rank weeks. The Ash or the Mistletoe: A scent that will attract or repel fantastical or magical creatures. The creature must roll under 3 x WP- Herbalist's Rank to resist. The scent will remain active for Rank hours in the air. Requires very rare herbs, taking 48 hours to prepare Rank/3 doses, and lasts for Rank weeks in the bottle. Cinquefoil Poison: The Herbalist may prepare a poison in multiple parts. When all the parts of the poison are ingested, the victim takes D-4 + Rank damage per pulse for Rank pulses. All active parts of the poison must be consumed within 24 hours. Requires rare herbs, taking 72 hours to prepare Rank/4 doses and lasts Rank weeks in the bottle. Mandragora: A poison that kills an human-sized creature in 3 pulses when ingested. Requires very rare herbs, taking 48 hours to prepare Rank/4 doses, and lasts Rank weeks in the bottle. Death Crocus: A poison that afflicts multi-hex creatures when ingested. Victims take D-4+Rank damage per pulse for Rank pulses. Requires very rare herbs, taking 48 hours to prepare Rank/4 doses and lasts Rank weeks in the bottle. Rank 7 Rebalancing the Humours: A potion that will increase one primary or secondary characteristic by one point per Rank in Herbalist. Each potion is race and stat specific, and the effect lasts for 10 minutes + 10 minutes per Rank of the Herbalist. At the end of this time, the drinker's stats do not return to normal, but are reduced by the number of points that were previously added. Every hour after this, they regain 1 point of the stat lost, until the stat has been restored. Bonuses to stats from other sources my also be applied. Requires very rare herbs, taking 48 hours to prepare Rank/4 doses, and lasts in the bottle for Rank x 2 weeks. Silverseed Potion: A potion that allows the drinker to separate their spirit from their body and travel anywhere withing 10 miles of their body. This separation is stressful to the body, and it loses 3 points of EN per hour, until reunited with its spirit (or they lose their last point of EN, in which case the spirit becomes a Spectre on the next moonrise). This EN loss may be Healed or recovered normally, however, the drinker's EN value is permanently reduced by 1. This EN loss may only be recovered by the expenditure of EP. While travelling in the spirit worl, the drinker may move at their movement rate or their TMR in all 3 dimensions, pass through solid objects (except those made of or from iron, partially or in part), may use any magic they know that affects themselves. They may not interact with the mundane world in any way, except to observe it, although they may be detected by Witchsight. While in this insubstantial state, they may not be harmed by most magic, although enchanted with Spectral Weapon spells can harm them. Requires very rare herbs, taking 48 hours to prepare Rank/2 doses, and lasts for Rank x 2 days. Rank 8 Nothing special here. Rank 9 The Aftermath of the Rose: A single drop that, when laid on the lips of a substantially whole corpse that was previously sentient, will restore them to life. The body must be dead no longer than 12 hours, or preserved by an Healer to that point. Any injuries must have the appropriate herbs applied to them, if they could be healed by the Herbalist prior to the restoration of life. After life has been restored, the revived entity will be too weak to move for a number of days equal to number of hours they were dead. After this time, they will recover EN normally, as covered in the Healer Skill. Requires extremely rare herbs, taking 30 minutes to prepare one drop, that will last Rank x 3 hours. Rank 10 Nothing special here, either. Jim. -- See message headers to unsubscribe from -- From owner-dq@dq.sf.org.nz Mon Feb 8 21:27:30 1999 Received: (from bin@localhost) by mail.sf.org.nz (8.8.6/NZSFI-19980830) id VAA30436; Mon, 8 Feb 1999 21:27:30 +1300 Received: from usenet.net.nz (root@usenet.net.nz [203.29.170.93]) by mail.sf.org.nz (8.8.6/NZSFI-19980830) with ESMTP id VAA30428 ; Mon, 8 Feb 1999 21:27:28 +1300 Received: from peace.com (defacto.peace.co.nz [202.14.141.225]) by usenet.net.nz (8.8.5/8.8.7) with SMTP id JAA05945 ; Mon, 8 Feb 1999 09:55:28 +1300 Received: via ESMTP (940816.SGI.8.6.9/pcnz2.7) id JAA14912; Mon, 8 Feb 1999 09:55:12 +1300 Message-ID: <36BE0026.DFEEF095@peace.com> Date: Mon, 08 Feb 1999 10:05:42 +1300 X-Mailer: Mozilla 4.5 [en] (WinNT; I) X-Accept-Language: en MIME-Version: 1.0 Subject: Re: Bardic College Content-Type: multipart/mixed; boundary="------------0FA799A1510243F4EB9833BC" From: Martin Dickson To: dq@dq.sf.org.nz Sender: owner-dq@dq.sf.org.nz Errors-To: owner-dq@dq.sf.org.nz Reply-To: dq@dq.sf.org.nz X-Loop: dq@dq.sf.org.nz X-Requests: To unsubscribe from this list, or change your subscription address, send a message to dq-request@dq.sf.org.nz. This is a multi-part message in MIME format. --------------0FA799A1510243F4EB9833BC Content-Type: text/plain; charset=us-ascii Content-Transfer-Encoding: 7bit Jim Arona wrote: > ---------- > > From: Jacqui Smith > > This is the replacement for "Great Shout" I described at today's meeting. > > If there are no objections, I'd like to add this item to the next agenda. > > > > Shout of Thunder > > Range: 10 feet + 10/rank > > Duration: Immediate. > > Experience multiple: 250 > > Base Chance: 25% > > Resist: active & passive > > Target: entity > > Storage: investment, ward, magical trap. > > Perhaps this spell should have a cone shaped area of effect, the base > emanating from the 'bard's' mouth. It is a shout, after all. > On another issue, over what distance would you suggest this spell be heard, > if it were cast in the open? > Jim Cone shaped spells do seem to have been generally neglected in DQ... and they are quite interesting too. They are more powerful than single target spells, but less useful than simple multi-target ones by virtue of having to avoid your friends. The EM/BC would need to be appropriately altered if this were to be a cone -- an area effect and special deafening ability would move it into the realms of Dragonflames or Blackfire... but this is a simple matter of numbers. A cone does seem appropriate for a sound effect and seems better than the Shout by-passing close targets to affect more distant ones -- it seems a little odd that the yell should be ballistic. :) As to hearing it further off -- good idea... might I suggest a multiplier on the range... and something simple at that... 2x or 5x or 10x are good... 7x is bad. :) Cheers, Martin --------------0FA799A1510243F4EB9833BC Content-Type: text/x-vcard; charset=us-ascii; name="martin.dickson.vcf" Content-Transfer-Encoding: 7bit Content-Description: Card for Martin Dickson Content-Disposition: attachment; filename="martin.dickson.vcf" begin:vcard n:Dickson;Martin tel;fax:+64-9-373 0401 tel;work:+64-9-373 0400 x-mozilla-html:FALSE org:Peace Software International;Software Development version:2.1 email;internet:martin.dickson@peace.com title:Team Leader adr;quoted-printable:;;Peace Tower =0D=0ASt. Martins Lane;Auckland;;;New Zealand fn:Martin Dickson end:vcard --------------0FA799A1510243F4EB9833BC-- -- See message headers to unsubscribe from -- From owner-dq@dq.sf.org.nz Mon Feb 8 22:49:06 1999 Received: (from bin@localhost) by mail.sf.org.nz (8.8.6/NZSFI-19980830) id WAA30550; Mon, 8 Feb 1999 22:49:06 +1300 Received: from peace.com (defacto.peace.co.nz [202.14.141.225]) by mail.sf.org.nz (8.8.6/NZSFI-19980830) with SMTP id WAA30542 ; Mon, 8 Feb 1999 22:49:04 +1300 Received: via ESMTP (940816.SGI.8.6.9/pcnz2.7) id LAA08678; Tue, 9 Feb 1999 11:29:14 +1300 Orig-Sender: Michael.Woodhams@peace.com Message-ID: <36BF6538.CB946C67@peace.co.nz> Date: Tue, 09 Feb 1999 11:29:12 +1300 X-Mailer: Mozilla 4.05C-SGI [en] (X11; I; IRIX 6.5 IP32) MIME-Version: 1.0 Subject: Re: Herbalist document Content-Type: text/plain; charset=us-ascii Content-Transfer-Encoding: 7bit From: Michael Woodhams To: dq@dq.sf.org.nz Sender: owner-dq@dq.sf.org.nz Errors-To: owner-dq@dq.sf.org.nz Reply-To: Michael.Woodhams@peace.com X-Loop: dq@dq.sf.org.nz X-Requests: To unsubscribe from this list, or change your subscription address, send a message to dq-request@dq.sf.org.nz. Jim Arona wrote: > 38. The Herbalist. > Herbalism is an old profession and Herbalists are often to be found in > villages all over Alusia. In general, an Herbalist cannot perform their > abilities at short notice, since they must prepare their herbs. Potions > made by Herbalists weigh 1/2 lb, and are about 200 mls. Salves are 50 mls > and weigh 1/4 lb. 50ml of water is about 1/9 lb, so this implies over twice the density of water. Therefore these weights must include about 1/8+ lb of glass and/or metal container. 200ml of water is about 4/9 lb, so if the potions are the same density as water, the container must weigh 1/18 lb - less than an ounce, and less than half of what you need to hold that little salve. (Yes, I'm nitpicking. But I suggest making salves 2oz instead of 4oz, so that it makes sense to interpret the weights as not including the container.) > The Herbalist must nominate the herb function they are looking for, and if > they roll higher than their success chance, then they discover no herbs at > all, although they may search the area again for different herb functions. This is one of the things I would like to see changed - it is illogical to search for rare herbs and never find any common herbs while you are doing so. To avoid messy rules for how many types of herbs of what type you find, I suggest "The herbalist may also find herbs other than the one they are searching for at GM discretion." Michael. -- See message headers to unsubscribe from --