From owner-dq@dq.sf.org.nz Thu Sep 30 11:50:37 1999 Received: (from bin@localhost) by mail.sf.org.nz (8.8.6/NZSFI-19980830) id LAA17138; Thu, 30 Sep 1999 11:50:37 +1200 Received: from qedweb.qed.co.nz ([203.97.23.140] (may be forged)) by mail.sf.org.nz (8.8.6/NZSFI-19980830) with ESMTP id LAA17135 for ; Thu, 30 Sep 1999 11:50:34 +1200 Received: by QEDWEB with Internet Mail Service (5.5.2448.0) id ; Thu, 30 Sep 1999 11:33:07 +1200 Message-ID: Subject: DQ: October Gods Meeting this Sunday 3/10/99 Date: Thu, 30 Sep 1999 11:33:07 +1200 MIME-Version: 1.0 X-Mailer: Internet Mail Service (5.5.2448.0) Content-Type: text/plain From: Stephen Martin To: dq-announce@dq.sf.org.nz Sender: owner-dq@dq.sf.org.nz Errors-To: owner-dq@dq.sf.org.nz Precedence: bulk X-Loop: dq-announce@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. Reply-To: dq@dq.sf.org.nz Chair: William Please post your agenda items. * New second for this session. * Consolidate list of changes for the next rulebook. Cheers, Stephen. -- see unsubscribe instructions in message headers -- From owner-dq@dq.sf.org.nz Thu Sep 30 11:52:45 1999 Received: (from bin@localhost) by mail.sf.org.nz (8.8.6/NZSFI-19980830) id LAA17158; Thu, 30 Sep 1999 11:52:45 +1200 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 LAA17155 for ; Thu, 30 Sep 1999 11:52:44 +1200 Received: from [203.109.194.160] (p160-tnt5.akl.ihug.co.nz [203.109.194.160]) by smtp1.ihug.co.nz (8.9.3/8.9.3/Debian/GNU) with SMTP id LAA28576 for ; Thu, 30 Sep 1999 11:35:55 +1200 Message-Id: <199909292335.LAA28576@smtp1.ihug.co.nz> X-Sender: flamis@pop.ihug.co.nz (Unverified) Mime-Version: 1.0 Content-Type: text/plain; charset="us-ascii" Date: Thu, 30 Sep 1999 11:39:00 +1300 Subject: Mind College 1.3 Preamble and Talents From: flamis@pop.ihug.co.nz (Jacqui Smith) To: dq@dq.sf.org.nz Sender: owner-dq@dq.sf.org.nz Errors-To: owner-dq@dq.sf.org.nz Precedence: bulk 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. Reply-To: dq@dq.sf.org.nz College of Sorceries of the Mind (Version 1.2 J Smith) The College of Sorceries of the Mind deals primarily with the powers of the mind, empowered and enhanced by magic. Adepts of this College are variously known as Mind Mages, or Sorcerors. Traditional Colours: The colour most often favoured by this College is grey, symbolising the neutrality of the powers of the mind. Traditional Symbols: The symbol of the Mind College is a three-branched candelabra with the centre branch elevated, signifying the ascendancy of mind over body and spirit. Magical Aptitude: The MA requirement for this College is 11. 1. RESTRICTIONS & MODIFICATIONS 1.1 RESTRICTIONS: Adepts of the College of Sorceries of the Mind may practise their arts unrestricted. 1.2 MODIFICATIONS: The following numbers are added to the Base Chance of performing any talent, spell or ritual of the College of Sorceries of the Mind: For each point of Willpower above 15 +1 For each point of Willpower below 15 -1 All modifiers are cumulative. 2. Talents T1. Resist Pain Range: Self Experience multiple: 300 Storage: Potion Adepts of this College are largely immune to pain. They cannot be tortured or stunned by physical means. They may be stunned by magical effects (such as lightning bolts) but they recover automatically at the end of the pulse. In addition, if there is a chance that their concentration may have been broken, 5 (+ 1 / Rank) is always added to the Base Chance of their maintaining the concentration despite intrusions. Their concentration is never automatically broken (i.e., is never broken without a check to see if they maintain concentration). The workings of this talent are affected by cold iron. However, or a weapon to affect the talent, the weapon must be made of cold iron, must have done endurance damage, and must remain in contact with the body. If cold iron is used in the torture of a mind mage, the Adept adds their concentration bonus to the base chance of resisting the torture attempt. T2. Resist Temperature Range: Self Experience multiple: 250 Storage: Potion Adepts of this College are immune to climatic extremes of temperature from arctic cold to desert heat whether generated naturally or by magic. They therefore do not suffer from exposure, frostbite, windchill, hypothermia or hyperthermia, and their fatigue loss is unaffected by temperature. If the Adept is attacked by fire, ice, heat or cold (whether magical or not) then the damage points are reduced by 1 +1/5 (or fraction) ranks.. T3. Sense Danger Base Chance: PC + 3/rank Experience multiple: 300 Storage: Potion The Adept may sense the presence of a hazard to the Adept's life and wellbeing. Generally this may be interpreted as a "bad feeling" about a person or an object, or a sense of foreboding about a situation. The presence of an imminent threat is usually experienced as a tingling sensation in the spine, a sinking feeling in the gut, etc. This talent operates continuously and unconsciously. Concentrating actively on the danger sense increases the Adept's base chance to 2 x PC + 4/Rank. The Adept may also add 2 + 2/Rank to the chance of detecting an ambush (see Ranger) and to the chance of detecting a trap (see Spy/Thief). -- see unsubscribe instructions in message headers -- From owner-dq@dq.sf.org.nz Thu Sep 30 11:52:59 1999 Received: (from bin@localhost) by mail.sf.org.nz (8.8.6/NZSFI-19980830) id LAA17173; Thu, 30 Sep 1999 11:52:59 +1200 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 LAA17170 for ; Thu, 30 Sep 1999 11:52:57 +1200 Received: from [203.109.194.160] (p160-tnt5.akl.ihug.co.nz [203.109.194.160]) by smtp1.ihug.co.nz (8.9.3/8.9.3/Debian/GNU) with SMTP id LAA30688 for ; Thu, 30 Sep 1999 11:36:11 +1200 Message-Id: <199909292336.LAA30688@smtp1.ihug.co.nz> X-Sender: flamis@pop.ihug.co.nz (Unverified) Mime-Version: 1.0 Content-Type: text/plain; charset="us-ascii" Date: Thu, 30 Sep 1999 11:39:15 +1300 Subject: Mind College 1.3 Comments From: flamis@pop.ihug.co.nz (Jacqui Smith) To: dq@dq.sf.org.nz Sender: owner-dq@dq.sf.org.nz Errors-To: owner-dq@dq.sf.org.nz Precedence: bulk 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. Reply-To: dq@dq.sf.org.nz General Comments: This was intended as an edit of the Mind College to at once clarify the wording and explain how spells are generally played. The objective was to achieve greater consistency in play. I have over-stepped this in a few areas: Modifiers: A simple WP-based modifier, which is not changed during play, and can be incorporated into base chances, is much more manageable for GMs and players. Sense Danger: This talent had no real explanation of effects except a modifier to certain skills. The preamble to Third edition DQ gives an example of play which suggests the explanation I have given. I don't have a copy of Second edition to see if it is also in that version, but I assume it is. Disruption: The word "Molecular" had to go from the spell title. Then there were two possible approaches to the spell - a reversed healing effect, or a telekinetic bolt. The latter seemed simplest and most appropriate. Rearrangement: Again, the word "Molecular" had to go from the spell title. Given the consensus wanted a Transmutation effect, that became the obvious name. TK-Rage: The consensus seems to be that this should be an instantaneous effect, rather than continuing. The original writers did not perhaps think of the consequences of a character with a high-ranked TK-rage flying over a battlefield... Undetectability: This was the most difficult spell to rewrite. I've basically gone with the version discussed at the meeting a few months back. Which means, I suspect, that noone will be entirely happy. Not even me, I assure you all. Ritual of Binding Elements: removed as requested. There are a few other changes I'd be keen to make... Force Shield has a feel of being more effective against light missiles and such. Ritual of Binding Will is tough - should perhaps be special knowledge. And then there is this amusing collection of possible additions to the College. Such as an Astral Projection ritual... Enjoy, Jacqui -- see unsubscribe instructions in message headers -- From owner-dq@dq.sf.org.nz Thu Sep 30 11:52:54 1999 Received: (from bin@localhost) by mail.sf.org.nz (8.8.6/NZSFI-19980830) id LAA17163; Thu, 30 Sep 1999 11:52:54 +1200 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 LAA17160 for ; Thu, 30 Sep 1999 11:52:53 +1200 Received: from [203.109.194.160] (p160-tnt5.akl.ihug.co.nz [203.109.194.160]) by smtp1.ihug.co.nz (8.9.3/8.9.3/Debian/GNU) with SMTP id LAA28599 for ; Thu, 30 Sep 1999 11:36:00 +1200 Message-Id: <199909292336.LAA28599@smtp1.ihug.co.nz> X-Sender: flamis@pop.ihug.co.nz (Unverified) Mime-Version: 1.0 Content-Type: text/plain; charset="us-ascii" Date: Thu, 30 Sep 1999 11:39:05 +1300 Subject: Mind College 1.3 General Knowledge Spells From: flamis@pop.ihug.co.nz (Jacqui Smith) To: dq@dq.sf.org.nz Sender: owner-dq@dq.sf.org.nz Errors-To: owner-dq@dq.sf.org.nz Precedence: bulk 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. Reply-To: dq@dq.sf.org.nz 3. General Knowledge spells G1. Control Animal Range: 30 feet + 15/rank Duration: Concentration: no maximum Experience multiple: 100 Base Chance: 40% Resist: May be actively & passively resisted Target: Non-sentient entity Storage: Potion Effect: The Adept gains control over every action of one non-sentient entity within range. Control is lost if the entity leaves the range. The Adept does not receive any sensations from the animal, and so if the animal leaves the range of the Adept's senses, the Adept will not know what it is doing. If the Adept releases the animal or their concentration is broken the animal may attack the Adept. The Adept controls the animal's mind and body down to the level of unconscious muscular activity. The heart will beat and the lungs will breathe, but the Adept controls conscious action such as flight, and therefore it is only possible to make a bird fly if the Adept is intimately familiar with the function of flying. G2. Control Person Range: 30 feet + 15 / Rank Duration: Concentration: no maximum Experience Multiple: 650 Base Chance: 30% Resist: May be actively & passively resisted Storage: Investment Target: Sentient Entity Effect: The Adept gains control over every action of one sentient entity within range. The Adept does not receive any sensations from the target, and so if the target leaves the range of the Adept's senses, the Adept will not know what the target is doing. The Adept does not need to know the target's language to control them. Control is lost if the entity leaves the range. They may control the physical activities of that entity, and use the entity's skills where known, but may not cause the target to cast spells. The Adept may not use their own skills through the target. The target always acts as if they were also affected by a Spell of Slowness (E&E S-11). The spell continues in effect until the Adept's concentration is broken or the Adept chooses to release the victim. The target is aware of the control, and although the target is unable to do anything about it at the time, they will remember being controlled and will react appropriately when the spell is broken. The Adept may force the target to act in direct opposition to the target's own wishes, up to the point of suicide, whereupon the target should recieve a second resistance check. G3. Empathy Range: Touch until Rank 10 Duration: Immediate Experience Multiple: 200 Base Chance: 20% Resist: May not be resisted Storage: Investment Target: Entity Effect:The spell allows the Adept to feel the emotions and physical sensations which the target of the spell is currently experiencing. It also allows the Adept to absorb wounds from Endurance and Fatigue at a rate of 2 points cured for every 1 which the Adept agrees to subtract from their own Fatigue (never Endurance). Thus, an Adept could remove 6 Damage Points from a character by inflicting 3 of the 6 on himself (the other 3 being eliminated). The additional fatigue subtracted by the Adept is damage fatigue, not spell fatigue. This spell may not be used to regenerate spell or tiredness fatigue, but only cures damage. At Rank 10 or higher, the Adept can cast this spell on characters who are 15 feet (+ 15 / Rank over 10) or less from them. This spell may be cast on self, but only to cure endurance damage. G4. ESP Range: 30 feet + 15 / Rank Duration: 30 seconds + 10 / Rank Experience Multiple: 100 Base Chance: 40% Resist: May not be resisted Storage: Potion Target: Self Effect: The Adept can sense the presence and general mood (but not the exact nature) of any entity within range of the spell. The adept is aware of the rough direction of each entity, eg up, right, left and down a bit, and their relative range eg. group A is closer than group B, but not their exact positions. ESP will detect the presence of an entity even if that entity is mind cloaked. G5. Hypnotism Range: 15 feet + 15 / Rank Duration: Concentration: no maximum Experience Multiple: 200 Base Chance: 40% Resist: May be actively & passively resisted Storage: Investment Target: Entity Effect:The Adept may lull an entity into a trance-like state in which they will be subject to suggestion. The spell may only be cast over a target with whom the caster is normally able to communicate verbally. It can never be cast over a totally hostile target. Once the subject has been hypnotised, the Adept can make suggestions which the subject will readily accept unless they conflict directly with their best interests. The target may be enabled to remember otherwise forgotten details through appropriate questioning. The target will remain suggestible so long as concentration is maintained. The Adept may also make 1 (+1/5 Ranks) post hypnotic suggestions which the target will continue to implement for 3 (+ 3 / Rank) hours after the spell ceases. The target will never remember where the suggestions they are implementing came from. The duration of the spell is concentration, it is only the post hypnotic suggestions that have a time duration. G6. Limited Precognition Range: Special Duration: Immediate Experience Multiple: 150 Base Chance: 20% Resist: May not be resisted Storage: Potion Target: Self Effect:The Adept may see (unclearly) up to 1 ( + 1 / Rank) hours into their own future and may foresee possible events. The Adept's player should describe a plan of action, and the GM will describe a vision based on the consequences of those actions, which can be as literal or metaphorical as the GM wishes. The clarity and detail of the vision will be dependant on the Adept's rank. Should the Adept foresee their own death, a fright check may be appropriate. This spell cannot be recast immediately with a different plan; the Adept must wait until they have taken some action to change their situation. This spell works at any range. G7. Mind Cloak Range: Self Duration: 1 hour + 2 / Rank Experience Multiple: 250 Base Chance: 30% Resist: May not be resisted Storage: Potion Target: Self Effect:The Adept cloaks their own mind so that their thoughts cannot be detected or ``read'', e.g. by Telepathy (S-2) or other mind reading talents, spells or rituals. The Adept's Resistance versus Mental Attack (S-1) is increased by 10 (+ 2 / Rank) while the spell is in effect. Mind Cloak does not block ESP or Empathy as these perceive emotion rather than thought. Neither does it prevent the Adept from casting and using Mind Speech as this is deliberate communication rather than unauthorised invasion. It can, however, be used to block Mind Speech from an external source. General Knowledge Ritual Q1. Binding Will Range: 10 feet Duration: 1 day + 1 / Rank Experience Multiple: 500 Base Chance: 10% + 5% / Rank Resist: May only be passively resisted Time Taken: 1 hour Effect: The Adept may bind the will of an entity so that they become the loyal retainer of the Adept and serve them in all things. The target must be in range during the ritual but may be unconscious or otherwise restrained. The target gets a resistance check at the end of the ritual and again at the end of each day. If they successfully resist, the binding is broken and they are free. The target is then aware that they have been under an external influence. The Adept may never release the binding voluntarily, and until the duration expires the binding continues, even if the Adept dies, (the target will do everything possible to get the Adept resurrected). If the ritual backfires, the Adept loses D10 from their willpower in addition to any other backfire effect; hypnotism (G 5) cures this loss. -- see unsubscribe instructions in message headers -- From owner-dq@dq.sf.org.nz Thu Sep 30 11:52:57 1999 Received: (from bin@localhost) by mail.sf.org.nz (8.8.6/NZSFI-19980830) id LAA17168; Thu, 30 Sep 1999 11:52:57 +1200 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 LAA17165 for ; Thu, 30 Sep 1999 11:52:55 +1200 Received: from [203.109.194.160] (p160-tnt5.akl.ihug.co.nz [203.109.194.160]) by smtp1.ihug.co.nz (8.9.3/8.9.3/Debian/GNU) with SMTP id LAA29648 for ; Thu, 30 Sep 1999 11:36:06 +1200 Message-Id: <199909292336.LAA29648@smtp1.ihug.co.nz> X-Sender: flamis@pop.ihug.co.nz (Unverified) Mime-Version: 1.0 Content-Type: text/plain; charset="us-ascii" Date: Thu, 30 Sep 1999 11:39:11 +1300 Subject: Mind College 1.3 Special Knowledge Spells From: flamis@pop.ihug.co.nz (Jacqui Smith) To: dq@dq.sf.org.nz Sender: owner-dq@dq.sf.org.nz Errors-To: owner-dq@dq.sf.org.nz Precedence: bulk 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. Reply-To: dq@dq.sf.org.nz Special Knowledge Spells S1. Disruption Range: 15 feet + 15 / Rank Duration: Immediate Experience Multiple: 400 Base Chance: 1% Resist: May only be passively resisted Storage: Investment, Ward, Magical Trap Target: Object or Entity Effect: A blast of telekinetic energy causes damage to any object or corporeal entity (substantial rather than insubstantial) form. It does [D + 1] (+ 1 /Rank) to any single target that fails to resist and half damage (roundup) to any target that successfully resists. S2. Force Shield Range: Self Duration: 10 minutes + 10 / Rank Experience Multiple: 250 Base Chance: 40% Resist: May not be resisted Storage: Investment, Potion Target: Self Effect: This spell creates an invisible telekinetic field around the entire body which reduces the Base Chance of the Adept being hit by 5 (+ 1 / Rank). S3. Healing Range: Touch Duration: Immediate Experience Multiple: 375 Base Chance: 40% Resist: May not be resisted Storage: Investment, Ward, Potion Target: Entity Effect: The Adept may heal the target of 2 (+ 1 / Rank) Damage Points that have been removed from the subject's Fatigue or Endurance. Normally Endurance damage is healed first, then Fatigue damage. On a multiple effect the Damage Points restored may be multiplied. S4. Mental Attack Range: 15 feet + 15 / Rank Duration: 10 seconds + 10 / Rank Experience Multiple: 350 Base Chance: 25% Resist: May be actively & passively resisted Storage: Investment, Ward, Magical Trap Target: Entity Effect: The Adept may cast this spell at any entity within range who can be seen or whose position has been pinpointed via Telepathy (S-2). If the target fails to resist, they fall unconscious. In addition, at Rank 15 and above they lose [D - 5] from Willpower. This loss of Willpower may be cured via hypnotism (G-5) or a Remove Curse ritual. Once hypnotised, the subject is totally cured. Lost Willpower regenerates naturally at the rate of one point every three full days. S5. Mind Speech Range: 30 feet + 30 / Rank Duration: 10 minutes + 10 / Rank Experience Multiple: 400 Base Chance: 20% Resist: May not be resisted Storage: Potion Target: Entity Effect: Allows a group of up to 2 + 1/Rank entities, which must include the Adept, to communicate telepathically. The entities targeted must be both within the range of the spell and either in sight or pinpointed via the Spell of Telepathy (at the time of casting). If the entity subsequently leaves the range, the communication continues, as long as the entity remains on the same plane as the Adept. A language in common is required for verbal communication. At Rank 10 and above visual images may be transmitted. All communication requires the same level of concentration as for oral communication. Should the Adept be rendered unconscious or killed, the spell ceases to operate. S6. Phantasm Range: Special Duration: Concentration: no maximum Experience Multiple: 400 Base Chance: 1% Resist: May not be resisted Storage: Investment Target: Entity Effects: This spell creates a hallucinatory creature formed of the target's own worst nightmares. The Adept has no control over the form of the creature. This creature exists only within the target's imagination and thus can only be affected by the target, or by a Mind College Special Counterspell cast over the target, which dissipates the phantasm. The phantasm appears beside the Adept, and then travels towards the target at a TMR equal to 1 +1/Rank. When in melee range the Phantasm attacks, always hitting the target and doing D-4 (+1/Rank) each pulse. Damage done by a Phantasm is real, inflicted by the victim's own mind. The Phantasm's defence and initiative are both zero and it always acts last in the pulse. It has a single combined Endurance and Fatigue of 20 +5/3 Ranks. The phantasm is destroyed when its endurance drops to zero or it is dissipated. It also ceases to exist when the target is rendered unconscious. The Adept has no awareness of the phantasm's actions, but is aware of the moment of its destruction. S7. Telekinesis Range: 15 feet + 15 / Rank Duration: Concentration, maximum 10 seconds + 10 / Rank Experience Multiple: 250 Base Chance: 25% Resist: May not be resisted Storage: Investment Target: Entity or object Effect:Allows the Adept to lift the target with weight of up to 2 pounds and move it at the rate of 2 TMR. The Adept may move an additional 5 pounds or move the chosen target at an additional 3 TMR per Rank. The Adept may increase both mass and speed by applying separate ranks to each. Gross movement is automatic, fine movements require a check against 3 x MD or an appropriate skill check as the GM determines. S8. Telekinetic Rage Range: 30 feet + 5 / Rank Duration: Instanteous Experience Multiple: 750 Base Chance: 1% Resist: May be actively & passive resisted Storage: Investment, Potion Target: Self Effect: The Adept creates a storm of force emanating from them which hurls any object or entity away from them at bone-breaking speed until out of the range of the spell or strikes a solid barrier. Anything which fails to resist suffers [D - 5] (+ 1 / foot travelled) damage. This damage is physical damage, hence is reduced by armour, and is inflicted once only, at the point the object or entity strikes a solid barrier, or when the entity leaves the range of the spell. S9. Telepathy Range: 30 feet + 30 / Rank Duration: 10 minutes + 10 / Rank Experience Multiple: 550 Base Chance: 10% Resist: May only be passively resisted Storage: Potion Target: Self Effect: The spell gives the Adept the ability to read the surface thoughts of any entity within range, who fails to resist. Each pulse, the Adept may use their telepathy to either locate the minds that are within range, or to read the thoughts of a particular mind. Telepathy may be used to target the Mental Attack and Phantasm spells. The Adept need not know the language of the entity whose thoughts are being read, but will have difficulty comprehending the thoughts of alien minds. It is not possible to utilise an entity's senses and the Adept may only gain an impression of physical sensations if the entity is concentrating on them, e.g. savouring a meal. An entity may only resist telepathy once, regardless of whether they move in or out of range of the spell. They are not aware of their thoughts being read, but if they have reason to believe that this may be occuring they may try to control their thoughts by reciting poetry etc. whereupon a willpower check should be made. Animal thoughts are usually very primitive and can summed up in a single word, e.g., ``food'',``danger'', ``sex.'' S10. Transmutation Range: 15 feet + 15 / Rank Duration: 10 minutes + 10 / Rank Experience Multiple: 1000 Base Chance: 1% Resist: May be actively & passively resisted Storage: Investment, Ward, Magical Trap Target: Entity or Object Effect:The Adept may transmute and rearrange the elemental components of any target that fails to resist, transforming it into any form of the same mass that the Adept desires. A living entity can only be rearranged into another living form (which may or may not have a limited lifespan in the current environment). This spell cannot confer skills or magical abilities, but the target will acquire the non-magical features of the new form such as wings, gills etc, and may use them according to ability. If the new form is maintained without disruption for the duration of the spell, the target may revert to its original shape. Effect: S11. Undetectability Range: 5 feet + 5 / Rank Duration: Passive concentration: maximum 10 minutes + 10 / Rank Experience Multiple: 450 Base Chance: 15% Resist: May not be resisted Storage: Potion Target: Entities Effect: The targets of this spell may pass undetected by any sensory means, magical or mundane, with the exception of touch. Up to 1 target + 1/4 ranks or part thereof may be affected. Each target must remain within the range of the spell from the caster for the spell to continue to affect that target. The targets may all perceive each other normally. The targets may be detected by an entity who is consciously observing the area if one of the targets fails to make their stealth check, and that entity suceeds in a 1 x perception roll. Thus a guard who is watching the town gate may get a perception check, but the juggler busy entertaining the crowd waiting to enter would not. Should any of the affected entities perform an obtrusive action such as talking loudly, spell-casting, firing a missile weapon, or throwing an object, this check is raised to 2 x perception for all entities who have reason to notice the obtrusion. Should any of the affected entities physically contact an entity who is not under the effect, this check is raised to 3 x perception for that entity. Should any of the affected entities attempt a melee attack on an entity, the effect ceases and the targets are no longer concealed by this spell. It is possible to detect the passage of the targets of this spell after they have left an area by using mundane means. For example, the target of this spell will leave footprints in the sand, which will become visible when the area is no longer within the range of the spell. The targets may be detected by extrasensory magical means such as telepathy, locate spells or similar, but not by witchsight. An undetectable person may communicate by extrasensory magical means such as Mind Speech. -- see unsubscribe instructions in message headers -- From owner-dq@dq.sf.org.nz Thu Sep 30 12:05:16 1999 Received: (from bin@localhost) by mail.sf.org.nz (8.8.6/NZSFI-19980830) id MAA17275; Thu, 30 Sep 1999 12:05:16 +1200 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 MAA17272 for ; Thu, 30 Sep 1999 12:05:15 +1200 Received: from [203.109.194.160] (p160-tnt5.akl.ihug.co.nz [203.109.194.160]) by smtp1.ihug.co.nz (8.9.3/8.9.3/Debian/GNU) with SMTP id LAA07338 for ; Thu, 30 Sep 1999 11:48:29 +1200 Message-Id: <199909292348.LAA07338@smtp1.ihug.co.nz> Mime-Version: 1.0 Content-Type: text/plain; charset="us-ascii" Date: Thu, 30 Sep 1999 11:51:33 +1300 Subject: Re: DQ: October Gods Meeting this Sunday 3/10/99 From: flamis@pop.ihug.co.nz (Jacqui Smith) To: dq@dq.sf.org.nz Sender: owner-dq@dq.sf.org.nz Errors-To: owner-dq@dq.sf.org.nz Precedence: bulk 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. Reply-To: dq@dq.sf.org.nz >Chair: William > >Please post your agenda items. > >* New second for this session. > >* Consolidate list of changes for the next rulebook. Add Mind College rewrite, please. Jacqui -- see unsubscribe instructions in message headers -- From owner-dq@dq.sf.org.nz Thu Sep 30 12:18:48 1999 Received: (from bin@localhost) by mail.sf.org.nz (8.8.6/NZSFI-19980830) id MAA17319; Thu, 30 Sep 1999 12:18:48 +1200 Received: from akl-notes.aj.co.nz (ns.aj.co.nz [202.27.194.165]) by mail.sf.org.nz (8.8.6/NZSFI-19980830) with SMTP id MAA17316 for ; Thu, 30 Sep 1999 12:18:45 +1200 Received: by akl-notes.aj.co.nz(Lotus SMTP MTA v4.6.5 (863.2 5-20-1999)) id 4C2567FB.0083994D ; Thu, 30 Sep 1999 11:57:24 +1200 X-Lotus-FromDomain: AJ.CO.NZ Message-ID: <4C2567FB.0083976F.00@akl-notes.aj.co.nz> Date: Thu, 30 Sep 1999 11:57:19 +1200 Subject: New Healing Potion Announcement & Write Up Mime-Version: 1.0 Content-type: multipart/mixed; Boundary="0__=pTJuyfTTZee5nwREBEnX2xeDOSnDJBE67hVJrbIzKF9asyb6qv6hM3dE" Content-Disposition: inline From: Rosemary_Mansfield/AJNzl/NZ@aj.co.nz To: dq-announce@dq.sf.org.nz Sender: owner-dq@dq.sf.org.nz Errors-To: owner-dq@dq.sf.org.nz Precedence: bulk X-Loop: dq-announce@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. Reply-To: dq@dq.sf.org.nz --0__=pTJuyfTTZee5nwREBEnX2xeDOSnDJBE67hVJrbIzKF9asyb6qv6hM3dE Content-type: text/plain; charset=iso-8859-1 Content-Disposition: inline Content-transfer-encoding: quoted-printable As agreed in the July Gods meeting here is the new Healing Potion write= up and word doc with the announcement for the SG Times and pretty write up for= GM's Official Description ***** Jessica?s Healing Draught This draught will heal D10 points of damage, EN first then wrapping to = FT. It will only last for one season. It is provided in one of two container types: Fragile: this allows the Dose to be drunk in 5 seconds but is prone = to breakage Sturdy: this is unlikely to break accidentally, but takes 10 seconds= to drink. Price: 200 SP Weight (incl. Container): 4 oz (1/4 lb) Expiry Date: ***** Sorry we were supposed to have finalised this by the September Guild me= eting but it got forgotton. 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(p295-tnt6.akl.ihug.co.nz [203.109.136.55]) by smtp1.ihug.co.nz (8.9.3/8.9.3/Debian/GNU) with SMTP id QAA30011 for ; Thu, 30 Sep 1999 16:59:31 +1200 Subject: Re: Mind College 1.3 Preamble and Talents Date: Thu, 30 Sep 1999 16:59:12 +1200 Message-ID: <01bf0b00$89fe1960$37886dcb@jimarona.ihug.co.nz> MIME-Version: 1.0 Content-Type: text/plain; charset="iso-8859-1" Content-Transfer-Encoding: 7bit X-Priority: 3 X-MSMail-Priority: Normal X-Mailer: Microsoft Outlook Express 4.71.1712.3 X-MimeOLE: Produced By Microsoft MimeOLE V4.71.1712.3 From: "Jim Arona" To: dq@dq.sf.org.nz Sender: owner-dq@dq.sf.org.nz Errors-To: owner-dq@dq.sf.org.nz Precedence: bulk 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. Reply-To: dq@dq.sf.org.nz Jacqui wrote: >1.2 MODIFICATIONS: The following numbers are added to the Base Chance >of performing any talent, spell or ritual of the College of Sorceries of >the Mind: > >For each point of Willpower above 15 +1 >For each point of Willpower below 15 -1 I'm aware of the reasons for this alteration to the bonus structure, but personally, I like the old method. It provided powerful pressure on players who were Mind Mages to advance their Willpower. As it stands, the biggest penalty you could accrue from this version is -12, as opposed to, say, -50. I like the original. It's not too tricky to make adjustments, during the playing of a game. I also think, purely in terms of flavour, that it nicely describes the sense of a contest of wills. Further, this modification is very similar to the Illusionist one, and I'd rather see something different, if only because this suggestion reduces the amount of variety in the game. Jacqui continues: >2. Talents > >T1. Resist Pain >Range: Self >Experience multiple: 300 >Storage: Potion >Adepts of this College are largely immune to pain. They cannot be tortured >or stunned by physical means. They may be stunned by magical effects (such >as lightning bolts) but they recover automatically at the end of the pulse. This is new. Or it might be somebody's house ruling. It isn't part of the general rules as far as I'm aware, and I haven't seen this applied this way. The only things that 'automatically' recover from stun at the end of a pulse are undead and demons. As far as I'm aware, the Mind Mages may attempt to recover from stun, benefitting from their 5+1/Rank bonus. They do not automatically recover from stun. They're just good at it. I would suggest that this modification would provide even less pressure on Mind Mages NOT to rank this talent. >In addition, if there is a chance that their concentration may have been >broken, 5 (+ 1 / Rank) is always added to the Base Chance of their >maintaining the concentration despite intrusions. Their concentration is >never automatically broken (i.e., is never broken without a check to see if >they maintain concentration). The workings of this talent are affected by >cold iron. However, or a weapon to affect the talent, the weapon must be >made of cold iron, must have done endurance damage, and must remain in >contact with the body. If cold iron is used in the torture of a mind mage, >the Adept adds their concentration bonus to the base chance of resisting >the torture attempt. > >T2. Resist Temperature >Range: Self >Experience multiple: 250 >Storage: Potion >Adepts of this College are immune to climatic extremes of temperature from >arctic cold to desert heat whether generated naturally or by magic. They >therefore do not suffer from exposure, frostbite, windchill, hypothermia or >hyperthermia, and their fatigue loss is unaffected by temperature. If the >Adept is attacked by fire, ice, heat or cold (whether magical or not) then >the damage points are reduced by 1 +1/5 (or fraction) ranks.. There is no change to the Talent, here, but I've always felt that this talent should read 1+1/5 full ranks. Otherwise, a Mind Mage gets to Rank 16, and says 'I don't think I'll bother with the remaining ranks, thank you very much...This talent isn't going to get any better, so why should I?' > >T3. Sense Danger >Base Chance: PC + 3/rank >Experience multiple: 300 >Storage: Potion >The Adept may sense the presence of a hazard to the Adept's life and >wellbeing. Generally this may be interpreted as a "bad feeling" about a >person or an object, or a sense of foreboding about a situation. The >presence of an imminent threat is usually experienced as a tingling >sensation in the spine, a sinking feeling in the gut, etc. This talent >operates continuously and unconsciously. Concentrating actively on the >danger sense increases the Adept's base chance to 2 x PC + 4/Rank. The >Adept may also add 2 + 2/Rank to the chance of detecting an ambush (see >Ranger) and to the chance of detecting a trap (see Spy/Thief). This is problematical. In the pursuit of a game, a Mind Mage is going to be consciously asking if something is dangerous every fifteen minutes. I can't imagine anything more irritating than being regularly interrupted by a Mind Mage just to assuage their sense of security. On the other hand, you can't really fault a player for trying to maximise their character's chances of survival. I suggest that there is no modified chance of sensing danging. A player can do it at their discretion, of course, but then you don't actually need a magical talent to consciously sense for danger. Furthermore, the numbers involved in this talent are a little high. Looking at the top end of the game, it means that a player with PC of 17, Rank 6 in Ranger and Rank 10 in this talent is going to have a chance of 109%, less 5 times the Assassin or Ranger Rank of an Ambusher. This means that if Labolas, the Master of Murder and Mayhem were to lay a trap for this character, they would have a 34% chance of spotting this ambush. What chance, then, would a mortal assassin have? These numbers are just too generous to the Mind Mage. The current bonus of 5+1 per Rank of the talent is fine. Not great, mind you, but certainly better than 2+2 per Rank. Jim. -- see unsubscribe instructions in message headers -- From owner-dq@dq.sf.org.nz Thu Sep 30 17:29:52 1999 Received: (from bin@localhost) by mail.sf.org.nz (8.8.6/NZSFI-19980830) id RAA17829; Thu, 30 Sep 1999 17:29:52 +1200 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 RAA17825 for ; Thu, 30 Sep 1999 17:29:51 +1200 Message-ID: <37F2F496.CDA142AB@peace.com> Date: Thu, 30 Sep 1999 17:26:46 +1200 MIME-Version: 1.0 Subject: Re: Mind College 1.3 Preamble and Talents Content-Type: text/plain; charset=us-ascii Content-Transfer-Encoding: 7bit From: Martin Dickson To: dq@dq.sf.org.nz Sender: owner-dq@dq.sf.org.nz Errors-To: owner-dq@dq.sf.org.nz Precedence: bulk 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. Reply-To: dq@dq.sf.org.nz > >1.2 MODIFICATIONS: The following numbers are added to the Base Chance > >of performing any talent, spell or ritual of the College of Sorceries of > >the Mind: > > > >For each point of Willpower above 15 +1 > >For each point of Willpower below 15 -1 I think the current system also has the effect that Mind Mage spells that are cast on self are always cast at +0% since the Mind Mage's WP is never higher or lower than that of the target. :) Since the MA requirement for this college is low (realtively speaking) and WP is important Mind Mages tend to have high WP... this change will also mean that the bonus will apply to Self only spells, or those that are effectively cast from the Mind Mage, eg. Telepathy, Mind Speech, TK Rage, etc. Is this intentional, and have the flow on effects been considered? Cheers, Martin -- _/_/ Peace Software New Zealand Ltd Email: Martin.Dickson@peace.com _/ Martin Dickson Fax : +64-9-373-0401 Analyst Phone: +64-9-373-0400 -- see unsubscribe instructions in message headers -- From owner-dq@dq.sf.org.nz Thu Sep 30 17:33:24 1999 Received: (from bin@localhost) by mail.sf.org.nz (8.8.6/NZSFI-19980830) id RAA17838; Thu, 30 Sep 1999 17:33:24 +1200 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 RAA17826 for ; Thu, 30 Sep 1999 17:29:51 +1200 Received: from jimarona.ihug.co.nz (p295-tnt6.akl.ihug.co.nz [203.109.136.55]) by smtp1.ihug.co.nz (8.9.3/8.9.3/Debian/GNU) with SMTP id RAA12103 for ; Thu, 30 Sep 1999 17:12:27 +1200 Subject: Re: Mind College 1.3 General Knowledge Spells Date: Thu, 30 Sep 1999 17:10:45 +1200 Message-ID: <01bf0b02$26ebf020$37886dcb@jimarona.ihug.co.nz> MIME-Version: 1.0 Content-Type: text/plain; charset="iso-8859-1" Content-Transfer-Encoding: 7bit X-Priority: 3 X-MSMail-Priority: Normal X-Mailer: Microsoft Outlook Express 4.71.1712.3 X-MimeOLE: Produced By Microsoft MimeOLE V4.71.1712.3 From: "Jim Arona" To: dq@dq.sf.org.nz Sender: owner-dq@dq.sf.org.nz Errors-To: owner-dq@dq.sf.org.nz Precedence: bulk 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. Reply-To: dq@dq.sf.org.nz >3. General Knowledge spells > Jacqui wrote: >G6. Limited Precognition >Range: Special >Duration: Immediate >Experience Multiple: 150 >Base Chance: 20% >Resist: May not be resisted >Storage: Potion >Target: Self >Effect:The Adept may see (unclearly) up to 1 ( + 1 / Rank) hours into their >own future and may foresee possible events. The Adept's player should >describe a plan of action, and the GM will describe a vision based on the >consequences of those actions, which can be as literal or metaphorical as >the GM wishes. The clarity and detail of the vision will be dependant on >the Adept's rank. Should the Adept foresee their own death, a fright check >may be appropriate. This spell cannot be recast immediately with a >different plan; the Adept must wait until they have taken some action to >change their situation. This spell works at any range. > This spell has always been a problem. Personally, I would prefer to see this spell reduced to the point where the Mind Mage describes a simple of course of action, and if the cast is successful, tells the player if the action would be beneficial or baneful (to the caster). Perhaps on a critical success, the DM might give a more detailed answer, but otherwise, I don't think it should give any more information than that. The spell is incredibly powerful, as it stands, especially given an EM of 200. And, consider what this means to players if an NPC Mind Mage, like a vampire, for example, were to use this spell. Planning on the part of the players would always be compromised. Generally speaking, except where I have appended my own opinions, the new writeups for the spells are clearer than before, making completely obvious what took some careful reading to penetrate. I prefer these to the ones that pertain at the moment, except, as I say, where I have appended my opinion. Jim. -- see unsubscribe instructions in message headers -- From owner-dq@dq.sf.org.nz Thu Sep 30 17:46:35 1999 Received: (from bin@localhost) by mail.sf.org.nz (8.8.6/NZSFI-19980830) id RAA17877; Thu, 30 Sep 1999 17:46:35 +1200 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 RAA17874 for ; Thu, 30 Sep 1999 17:46:26 +1200 Received: from jimarona.ihug.co.nz (p295-tnt6.akl.ihug.co.nz [203.109.136.55]) by smtp1.ihug.co.nz (8.9.3/8.9.3/Debian/GNU) with SMTP id RAA23010 for ; Thu, 30 Sep 1999 17:29:01 +1200 Subject: Re: Mind College 1.3 Special Knowledge Spells Date: Thu, 30 Sep 1999 17:28:03 +1200 Message-ID: <01bf0b04$919b1de0$37886dcb@jimarona.ihug.co.nz> MIME-Version: 1.0 Content-Type: text/plain; charset="iso-8859-1" Content-Transfer-Encoding: 7bit X-Priority: 3 X-MSMail-Priority: Normal X-Mailer: Microsoft Outlook Express 4.71.1712.3 X-MimeOLE: Produced By Microsoft MimeOLE V4.71.1712.3 From: "Jim Arona" To: dq@dq.sf.org.nz Sender: owner-dq@dq.sf.org.nz Errors-To: owner-dq@dq.sf.org.nz Precedence: bulk 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. Reply-To: dq@dq.sf.org.nz Jacqui wrote: >S7. Telekinesis >Range: 15 feet + 15 / Rank >Duration: Concentration, maximum 10 seconds + 10 / Rank >Experience Multiple: 250 >Base Chance: 25% >Resist: May not be resisted >Storage: Investment >Target: Entity or object >Effect:Allows the Adept to lift the target with weight of up to 2 pounds >and move it at the rate of 2 TMR. The Adept may move an additional 5 pounds >or move the chosen target at an additional 3 TMR per Rank. The Adept may >increase both mass and speed by applying separate ranks to each. Gross >movement is automatic, fine movements require a check against 3 x MD or an >appropriate skill check as the GM determines. > I don't have a problem with this spell, except for the MD check for fine control. I'd rather not have Mind Mages meleeing things at the extreme range of this spell, really. I'd also rather they didn't disarm traps at that kind of range, as well... Aside from that, I don't have a problem with them being able to pick up things that may require some delicacy of touch. >S9. Telepathy >Range: 30 feet + 30 / Rank >Duration: 10 minutes + 10 / Rank >Experience Multiple: 550 >Base Chance: 10% >Resist: May only be passively resisted >Storage: Potion >Target: Self >Effect: The spell gives the Adept the ability to read the surface thoughts >of any entity within range, who fails to resist. Each pulse, the Adept may >use their telepathy to either locate the minds that are within range, or to >read the thoughts of a particular mind. Telepathy may be used to target the >Mental Attack and Phantasm spells. The Adept need not know the language of >the entity whose thoughts are being read, but will have difficulty >comprehending the thoughts of alien minds. It is not possible to utilise an >entity's senses and the Adept may only gain an impression of physical >sensations if the entity is concentrating on them, e.g. savouring a meal. >An entity may only resist telepathy once, regardless of whether they move >in or out of range of the spell. They are not aware of their thoughts being >read, but if they have reason to believe that this may be occuring they may >try to control their thoughts by reciting poetry etc. whereupon a willpower >check should be made. Animal thoughts are usually very primitive and can >summed up in a single word, e.g., ``food'',``danger'', ``sex.'' I believe this spell should be single target if you want to read someone's mind. If it were to be used to target entities in an area around the Adept, then it oughtn't to allow their minds to be read. > >S10. Transmutation >Range: 15 feet + 15 / Rank >Duration: 10 minutes + 10 / Rank >Experience Multiple: 1000 >Base Chance: 1% >Resist: May be actively & passively resisted >Storage: Investment, Ward, Magical Trap >Target: Entity or Object >Effect:The Adept may transmute and rearrange the elemental components of >any target that fails to resist, transforming it into any form of the same >mass that the Adept desires. A living entity can only be rearranged into >another living form (which may or may not have a limited lifespan in the >current environment). This spell cannot confer skills or magical abilities, >but the target will acquire the non-magical features of the new form such >as wings, gills etc, and may use them according to ability. If the new form >is maintained without disruption for the duration of the spell, the target >may revert to its original shape. I like the name change. The other one stunk, big time. >Effect: S11. Undetectability >Range: 5 feet + 5 / Rank >Duration: Passive concentration: maximum 10 minutes + 10 / Rank >Experience Multiple: 450 >Base Chance: 15% >Resist: May not be resisted >Storage: Potion >Target: Entities >Effect: The targets of this spell may pass undetected by any sensory means, >magical or mundane, with the exception of touch. Up to 1 target + 1/4 ranks >or part thereof may be affected. Each target must remain within the range >of the spell from the caster for the spell to continue to affect that >target. The targets may all perceive each other normally. >The targets may be detected by an entity who is consciously observing the >area if one of the targets fails to make their stealth check, and that >entity suceeds in a 1 x perception roll. Thus a guard who is watching the >town gate may get a perception check, but the juggler busy entertaining the >crowd waiting to enter would not. >Should any of the affected entities perform an obtrusive action such as >talking loudly, spell-casting, firing a missile weapon, or throwing an >object, this check is raised to 2 x perception for all entities who have >reason to notice the obtrusion. >Should any of the affected entities physically contact an entity who is not >under the effect, this check is raised to 3 x perception for that entity. > I think this idea was raised before, and was met with pretty uniform dislike. It is poorly designed because it means that IF one of the players blow their Stealth roll, then the DM MUST make die rolls. While this isn't much of a problem to administer if the pcs are sneaking down a corridor watched only by a couple of guards, then a couple of die rolls isn't going to slow down the game too much. On the other hand, if the party wants to sneak passed an armed encampment, then the DM must certainly pray that the party don't screw up, because they'll be sitting there all night making die rolls and checking the results against the perception values of their NPCs. Therefore, the spell applies a pressure to the DM to fudge the party's Stealth roll, purely because the dramatic and entertainment value of the game may be compromised. I am strongly opposed to this spell rewrite. I think it does all of the wrong things. >Should any of the affected entities attempt a melee attack on an entity, >the effect ceases and the targets are no longer concealed by this spell. >It is possible to detect the passage of the targets of this spell after >they have left an area by using mundane means. For example, the target of >this spell will leave footprints in the sand, which will become visible >when the area is no longer within the range of the spell. The targets may >be detected by extrasensory magical means such as telepathy, locate spells >or similar, but not by witchsight. An undetectable person may communicate >by extrasensory magical means such as Mind Speech. As for the remaining modifiers, they just tend to make the spell more complicated, in what is a pretty bookkeeping intensive excercise. I don't mind the modifiers, I just think that the spell is too flawed as it stands to be a useful addition. Jim. -- see unsubscribe instructions in message headers -- From owner-dq@dq.sf.org.nz Thu Sep 30 19:54:57 1999 Received: (from bin@localhost) by mail.sf.org.nz (8.8.6/NZSFI-19980830) id TAA18041; Thu, 30 Sep 1999 19:54:57 +1200 Received: from enterprise.iconz.co.nz (enterprise.iconz.co.nz [210.48.22.40]) by mail.sf.org.nz (8.8.6/NZSFI-19980830) with SMTP id TAA18038 for ; Thu, 30 Sep 1999 19:54:55 +1200 Received: (qmail 8561 invoked from network); 30 Sep 1999 07:40:49 -0000 Received: from e0.firewall.ak.iconz.net.nz (HELO schroedinger) (202.14.100.208) by enterprise.iconz.co.nz with SMTP; 30 Sep 1999 07:40:49 -0000 Subject: RE: Mind College 1.3 Preamble and Talents Date: Thu, 30 Sep 1999 19:35:58 +1200 Message-ID: MIME-Version: 1.0 Content-Type: text/plain; charset="iso-8859-1" Content-Transfer-Encoding: 7bit X-Priority: 3 (Normal) X-MSMail-Priority: Normal X-Mailer: Microsoft Outlook IMO, Build 9.0.2416 (9.0.2910.0) X-MimeOLE: Produced By Microsoft MimeOLE V4.72.3110.3 From: "Mandos D Shadowspawn Esq" To: dq@dq.sf.org.nz Sender: owner-dq@dq.sf.org.nz Errors-To: owner-dq@dq.sf.org.nz Precedence: bulk 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. Reply-To: dq@dq.sf.org.nz > T3. Sense Danger > Base Chance: PC + 3/rank > Experience multiple: 300 > Storage: Potion > The Adept may sense the presence of a hazard to the Adept's life and > wellbeing. Generally this may be interpreted as a "bad feeling" about a > person or an object, or a sense of foreboding about a situation. The > presence of an imminent threat is usually experienced as a tingling > sensation in the spine, a sinking feeling in the gut, etc. This talent > operates continuously and unconsciously. Concentrating actively on the > danger sense increases the Adept's base chance to 2 x PC + 4/Rank. The > Adept may also add 2 + 2/Rank to the chance of detecting an ambush (see > Ranger) and to the chance of detecting a trap (see Spy/Thief). This may not be the time or place to suggest modifications but an Idea crossed my mind for this talent. The adept may gain a 1 pulse +1 per 5 full ranks warning of impending danger. This means if a combat or other cause of personal injury is approaching the GM rolls once and give the party an appropriate number of pulses to react. In the case of an attact which is the major cause of danger to a PC the Party may gain a pulse or two to assit in preparing for the combat. This make it easy to maintain, 1 roll, easy outcome. It gives a reason to rank it and would be very simple to GM. Mandos /s -- see unsubscribe instructions in message headers -- From owner-dq@dq.sf.org.nz Thu Sep 30 20:52:59 1999 Received: (from bin@localhost) by mail.sf.org.nz (8.8.6/NZSFI-19980830) id UAA18122; Thu, 30 Sep 1999 20:52:59 +1200 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 UAA18119 for ; Thu, 30 Sep 1999 20:52:58 +1200 Received: from paul (p26-max14.akl.ihug.co.nz [203.109.227.218]) by smtp1.ihug.co.nz (8.9.3/8.9.3/Debian/GNU) with SMTP id UAA02735 for ; Thu, 30 Sep 1999 20:35:59 +1200 Message-ID: <004801bf0b1e$cba3d760$6564640a@paul> Subject: Re: DQ: October Gods Meeting this Sunday 3/10/99 Date: Thu, 30 Sep 1999 20:35:45 +1200 MIME-Version: 1.0 Content-Type: text/plain; charset="iso-8859-1" Content-Transfer-Encoding: 7bit X-Priority: 3 X-MSMail-Priority: Normal X-Mailer: Microsoft Outlook Express 4.72.3110.1 X-MimeOLE: Produced By Microsoft MimeOLE V4.72.3110.3 From: "Paul Schmidt" To: dq@dq.sf.org.nz Sender: owner-dq@dq.sf.org.nz Errors-To: owner-dq@dq.sf.org.nz Precedence: bulk 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. Reply-To: "Paul Schmidt" , dq@dq.sf.org.nz Please add the Fuire re-write to the new edition. Cheers Paul -- see unsubscribe instructions in message headers -- From owner-dq@dq.sf.org.nz Thu Sep 30 21:02:22 1999 Received: (from bin@localhost) by mail.sf.org.nz (8.8.6/NZSFI-19980830) id VAA18146; Thu, 30 Sep 1999 21:02:22 +1200 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 VAA18143 for ; Thu, 30 Sep 1999 21:02:21 +1200 Received: from paul (p26-max14.akl.ihug.co.nz [203.109.227.218]) by smtp1.ihug.co.nz (8.9.3/8.9.3/Debian/GNU) with SMTP id UAA04746 for ; Thu, 30 Sep 1999 20:45:21 +1200 Message-ID: <005101bf0b20$1af9c9e0$6564640a@paul> Subject: Re: Mind College 1.3 Special Knowledge Spells Date: Thu, 30 Sep 1999 20:45:08 +1200 MIME-Version: 1.0 Content-Type: text/plain; charset="iso-8859-1" Content-Transfer-Encoding: 7bit X-Priority: 3 X-MSMail-Priority: Normal X-Mailer: Microsoft Outlook Express 4.72.3110.1 X-MimeOLE: Produced By Microsoft MimeOLE V4.72.3110.3 From: "Paul Schmidt" To: dq@dq.sf.org.nz Sender: owner-dq@dq.sf.org.nz Errors-To: owner-dq@dq.sf.org.nz Precedence: bulk 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. Reply-To: "Paul Schmidt" , dq@dq.sf.org.nz Telepathy - can we make this one target only and in a 120 degree arc in front of the Adept? To search 360 degrees would then take 3 pulses. Otherwise the spell is a detect every enemy spell. It should also detect the closest mind first if its single target. This would make the game considerably more exciting and allow players and enemies a chance to make flanking maneuvers etc. The spell would still be incredibly useful. Targetting spells by telepathy should also suffer the penalties to strike chance - say 25 - 1/Rank. A comment on the spell being stopped by lead, iron, stone greater than a say 10 ft per rank wouldn't also go amiss. Disruption - like it Mental attack - succesful resistance should add a bonus for future resistance from the same adept for a number of minutes. Otherwise a hidden mind adept just turns people off and there is nothing exciting about the encounter - a boring spell to adventure against and even more so if delivered by telepathy. Phantasam: Reduce the starting Endurance of the Phantasam to 10 + 5/3. the damn think is tough! Give a penatly of 25 - 1/rank to cast chance if not targetting people in direct line of sight. Telekinesis: A 3x MD check is too high - other wise a mind mage gets to act out all their actions and skills at long range - why check a door or fight in melee when you can do it at long range? For the same reason the range should be reduced to 10 + 5 per rank. This should be a short range effect. Telekinetci Rage: Change to a cone effect to make it more useful and up the cast chance base to 15%. Change the base damage to d + 1/Rank to make calculations easier. Transmutation: good name. Change the effect however so that living cratures are changed to a simlar genus - eg elf to human, dwarf etc. Non-living things keep as is. If you don't do this its a simle death spell. At 1000 EM is still fantasically useful. Cheers Paul -- see unsubscribe instructions in message headers -- From owner-dq@dq.sf.org.nz Thu Sep 30 21:10:32 1999 Received: (from bin@localhost) by mail.sf.org.nz (8.8.6/NZSFI-19980830) id VAA18166; Thu, 30 Sep 1999 21:10:32 +1200 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 VAA18163 for ; Thu, 30 Sep 1999 21:10:31 +1200 Received: from paul (p26-max14.akl.ihug.co.nz [203.109.227.218]) by smtp1.ihug.co.nz (8.9.3/8.9.3/Debian/GNU) with SMTP id UAA06454; Thu, 30 Sep 1999 20:53:31 +1200 Message-ID: <007701bf0b21$3ed5f9a0$6564640a@paul> Subject: Re: DQ: October Gods Meeting this Sunday 3/10/99 Date: Thu, 30 Sep 1999 20:53:17 +1200 MIME-Version: 1.0 Content-Type: text/plain; charset="iso-8859-1" Content-Transfer-Encoding: 7bit X-Priority: 3 X-MSMail-Priority: Normal X-Mailer: Microsoft Outlook Express 4.72.3110.1 X-MimeOLE: Produced By Microsoft MimeOLE V4.72.3110.3 From: "Paul Schmidt" To: dq@dq.sf.org.nz Sender: owner-dq@dq.sf.org.nz Errors-To: owner-dq@dq.sf.org.nz Precedence: bulk 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. Reply-To: "Paul Schmidt" , dq@dq.sf.org.nz h... that should be Fire :0 Paul -----Original Message----- From: Paul Schmidt To: dq@dq.sf.org.nz Date: Thursday, 30 September 1999 20:36 Subject: Re: DQ: October Gods Meeting this Sunday 3/10/99 >Please add the Fuire re-write to the new edition. > >Cheers >Paul > > > >-- see unsubscribe instructions in message headers -- > -- see unsubscribe instructions in message headers --