Subject[dq] ITN's and True speak etc
FromNoel Livingston
DateSat, 16 Jun 2001 18:25:38 -0700 (PDT)
ITNs really have not changed except in the max bonus
available +5% with Time of 4 wks to +2% with time of 1
week works out similar. Also there is no real reason
for other characters to give the namer their ITN,
afterall it is unlikely he/she will have time  to rank
it, or be willing to spend the time. I suggest a
straight +10% bounus if the ITN is known, no ranking
apart from 1 day to "study" after being told. This
would change the max bonus for self spells from +40%
to +10% and give a possible +10 to other party members
( curse removal, destoning, etc ).


True speak
Please make this non-actively resistable, don't know
if others have already said this but it would be nice
to have party tied and gagged and have the evil namer
saying "we have ways of making you talk", "resistance
is futile" and such rather than having to knock them
out.

True form
Does this fix up shapechangers who have been out in
the dark to long ?



=====
cheers noel

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Subject[dq] Greater Enchantment
FromNoel Livingston
DateSat, 16 Jun 2001 18:40:42 -0700 (PDT)
Greater Enchantment
Duration:Till next Beltane,Lugnsad,Samhain or
Candemasa
Experience:125
Base Chance 80 + 1 per rank
Target:Group must include caster (max 1 + 1 per rank)
Cast Time:1 hour
Materials: 1 ounce of black myrrh(+1 per rank)
Effects: The targets of this ritual must form a circle
and smoke the black myrrh, they all gain +1, +1 per
rank to all base chances,strike checks etc. The
effects will only affect the group when together and
will temporarily dissipate if they separate. At rank20
the E&E may separate from the group without the
effects dissipating.

OK Why
------
1) Low level games, ive been on several with people
with greaters recently (one had a R20) this is
generally the richest / toughest member and they then
get to dominate the group as they are the best at
everything, great fun for one player, boring for all
the others.
2) E&E's rarely need to rank this ritual apart from
giving cheapies to the players in return for the money
for a R11 one from the guild, this would make it very
worthwile ranking
3) R20 still gives a good bonus and allows money
grabbing to occur, it also allows the gm to power up a
party using the friendly wizard thingie.
4) The level of the greater will generally match the
level of the party, unless a very high level E&E goes
slumming
5) The gm has control over the greaters in the group
and can power up the party using a friendly R20 or an
NPC E&E of lower rank can join the party, no flow on
from previous adventures as ends when powers of light
holiday occur.
6) Holds party together, if one person goes off on his
own little private mission, fine but they loose the
greater bonus, good to do things as a team

Comments / Flames / Abuse 
GM's ?
E&E's ?
Low / Mid / High players ?

This ritual is my pet hate.

=====
cheers noel

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SubjectRe: [dq] ITN's and True speak etc
From"=?iso-8859-1?Q?Ian__Wood_&_Ellen__Hume=A0&_Adara_Wood?="
DateSun, 17 Jun 2001 13:52:48 +1200
-----Original Message-----
From: Noel Livingston <arnauddemontfort@yahoo.com>

>
>True speak
>Please make this non-actively resistable, don't know
>if others have already said this but it would be nice
>to have party tied and gagged and have the evil namer
>saying "we have ways of making you talk", "resistance
>is futile" and such rather than having to knock them
>out.
>


Note that there is no compulsion in this ritual to talk, the target is
merely prevented from telling untruths (....they must, to the best of their
knowledge, speak no falsehoods.)

One use that I see is to check out a supposed ally. While they could object
to the party using most coercive magics to question them (Hypnotism, Compel
Obedience) on the grounds of self-preservation, true speaking is much more
benign. An usable at Rk0! (assuming someone's DA on the target works.)
Also useful to check that the astrologer is actually telling you what they
are 'seeing'.

Cheers
Errol


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SubjectRe: [dq] Greater Enchantment
From"Andrew Withy (DSL AK)"
DateSun, 17 Jun 2001 15:32:44 +1200
Neding to have an E&E with you becomes even more essential with this ritual
change - as if quickness, sleep, locate and the rest of the utility spells
weren't enough. Otherwise, I liek this depowerment.

-----Original Message-----
From: Noel Livingston [mailto:arnauddemontfort@yahoo.com]
Sent: Sunday, 17 June 2001 1:41 p.m.
To: dq@dq.sf.org.nz
Subject: [dq] Greater Enchantment


Greater Enchantment
Duration:Till next Beltane,Lugnsad,Samhain or
Candemasa
Experience:125
Base Chance 80 + 1 per rank
Target:Group must include caster (max 1 + 1 per rank)
Cast Time:1 hour
Materials: 1 ounce of black myrrh(+1 per rank)
Effects: The targets of this ritual must form a circle
and smoke the black myrrh, they all gain +1, +1 per
rank to all base chances,strike checks etc. The
effects will only affect the group when together and
will temporarily dissipate if they separate. At rank20
the E&E may separate from the group without the
effects dissipating.

OK Why
------
1) Low level games, ive been on several with people
with greaters recently (one had a R20) this is
generally the richest / toughest member and they then
get to dominate the group as they are the best at
everything, great fun for one player, boring for all
the others.
2) E&E's rarely need to rank this ritual apart from
giving cheapies to the players in return for the money
for a R11 one from the guild, this would make it very
worthwile ranking
3) R20 still gives a good bonus and allows money
grabbing to occur, it also allows the gm to power up a
party using the friendly wizard thingie.
4) The level of the greater will generally match the
level of the party, unless a very high level E&E goes
slumming
5) The gm has control over the greaters in the group
and can power up the party using a friendly R20 or an
NPC E&E of lower rank can join the party, no flow on
from previous adventures as ends when powers of light
holiday occur.
6) Holds party together, if one person goes off on his
own little private mission, fine but they loose the
greater bonus, good to do things as a team

Comments / Flames / Abuse 
GM's ?
E&E's ?
Low / Mid / High players ?

This ritual is my pet hate.

=====
cheers noel

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SubjectRe: [dq] Greater Enchantment
FromStephen Martin
DateSun, 17 Jun 2001 15:41:02 +1200
How about halving the monetary cost of the ritual if the E&E is part of the
group affected.
How close together do they have to be to get the bonus?  All within a 50
foot diameter (+50 per rank) or none of them get the bonus?

Cheers, Stephen.

> -----Original Message-----
> From:	Andrew Withy (DSL AK) [SMTP:AndrewW@datacom.co.nz]
> Sent:	Sunday, 17 June 2001 15:33
> To:	dq@dq.sf.org.nz
> Subject:	Re: [dq] Greater Enchantment
> 
> Neding to have an E&E with you becomes even more essential with this
> ritual
> change - as if quickness, sleep, locate and the rest of the utility spells
> weren't enough. Otherwise, I liek this depowerment.
> 
> -----Original Message-----
> From: Noel Livingston [mailto:arnauddemontfort@yahoo.com]
> Sent: Sunday, 17 June 2001 1:41 p.m.
> To: dq@dq.sf.org.nz
> Subject: [dq] Greater Enchantment
> 
> 
> Greater Enchantment
> Duration:Till next Beltane,Lugnsad,Samhain or
> Candemasa
> Experience:125
> Base Chance 80 + 1 per rank
> Target:Group must include caster (max 1 + 1 per rank)
> Cast Time:1 hour
> Materials: 1 ounce of black myrrh(+1 per rank)
> Effects: The targets of this ritual must form a circle
> and smoke the black myrrh, they all gain +1, +1 per
> rank to all base chances,strike checks etc. The
> effects will only affect the group when together and
> will temporarily dissipate if they separate. At rank20
> the E&E may separate from the group without the
> effects dissipating.
> 
> OK Why
> ------
> 1) Low level games, ive been on several with people
> with greaters recently (one had a R20) this is
> generally the richest / toughest member and they then
> get to dominate the group as they are the best at
> everything, great fun for one player, boring for all
> the others.
> 2) E&E's rarely need to rank this ritual apart from
> giving cheapies to the players in return for the money
> for a R11 one from the guild, this would make it very
> worthwile ranking
> 3) R20 still gives a good bonus and allows money
> grabbing to occur, it also allows the gm to power up a
> party using the friendly wizard thingie.
> 4) The level of the greater will generally match the
> level of the party, unless a very high level E&E goes
> slumming
> 5) The gm has control over the greaters in the group
> and can power up the party using a friendly R20 or an
> NPC E&E of lower rank can join the party, no flow on
> from previous adventures as ends when powers of light
> holiday occur.
> 6) Holds party together, if one person goes off on his
> own little private mission, fine but they loose the
> greater bonus, good to do things as a team
> 
> Comments / Flames / Abuse 
> GM's ?
> E&E's ?
> Low / Mid / High players ?
> 
> This ritual is my pet hate.
> 
> =====
> cheers noel
> 
> __________________________________________________
> Do You Yahoo!?
> Spot the hottest trends in music, movies, and more.
> http://buzz.yahoo.com/
> 
> 
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Subject[dq-announce] Library Updates
FromKeith Smith
DateSun, 17 Jun 2001 16:30:28 +1200
The library web pages have been updated with two sets of scribe notes from 
the last session and issue 33 of the Seagate Times.

Keith.


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SubjectRe: [dq] Greater Enchantment
Fromscott whitaker
DateSun, 17 Jun 2001 18:49:25 +1200
This change will make it impossible to get guild rank11
greaters as the caster maust stay with the group.

Leave the ritual as it is.  It has been butchered around
several times.  The urrent effects are a known quantity.

If a change has to be made (which I don't agree with) then
have it only affect strike chance or cast chanece ie 1 thing.
This will depower it quite nicely

Scott Whitaker

Noel Livingston wrote:

> Greater Enchantment
> Duration:Till next Beltane,Lugnsad,Samhain or
> Candemasa
> Experience:125
> Base Chance 80 + 1 per rank
> Target:Group must include caster (max 1 + 1 per rank)
> Cast Time:1 hour
> Materials: 1 ounce of black myrrh(+1 per rank)
> Effects: The targets of this ritual must form a circle
> and smoke the black myrrh, they all gain +1, +1 per
> rank to all base chances,strike checks etc. The
> effects will only affect the group when together and
> will temporarily dissipate if they separate. At rank20
> the E&E may separate from the group without the
> effects dissipating.
>
> OK Why
> ------
> 1) Low level games, ive been on several with people
> with greaters recently (one had a R20) this is
> generally the richest / toughest member and they then
> get to dominate the group as they are the best at
> everything, great fun for one player, boring for all
> the others.
> 2) E&E's rarely need to rank this ritual apart from
> giving cheapies to the players in return for the money
> for a R11 one from the guild, this would make it very
> worthwile ranking
> 3) R20 still gives a good bonus and allows money
> grabbing to occur, it also allows the gm to power up a
> party using the friendly wizard thingie.
> 4) The level of the greater will generally match the
> level of the party, unless a very high level E&E goes
> slumming
> 5) The gm has control over the greaters in the group
> and can power up the party using a friendly R20 or an
> NPC E&E of lower rank can join the party, no flow on
> from previous adventures as ends when powers of light
> holiday occur.
> 6) Holds party together, if one person goes off on his
> own little private mission, fine but they loose the
> greater bonus, good to do things as a team
>
> Comments / Flames / Abuse
> GM's ?
> E&E's ?
> Low / Mid / High players ?
>
> This ritual is my pet hate.
>
> =====
> cheers noel
>
> __________________________________________________
> Do You Yahoo!?
> Spot the hottest trends in music, movies, and more.
> http://buzz.yahoo.com/
>
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