home
***
CD-ROM
|
disk
|
FTP
|
other
***
search
/
ftp.ee.pdx.edu
/
2014.02.ftp.ee.pdx.edu.tar
/
ftp.ee.pdx.edu
/
pub
/
frp
/
runequest
/
willpow
< prev
Wrap
Text File
|
1992-12-03
|
17KB
|
330 lines
From: daniel@dutirt2.tudelft.nl (Daniel Gieskens (voor news)/2000)
Subject: Additional Rules & Monsters for RQ: Willpower (part 1)
Hi, sorry for the delay (this posting was scheduled for wednesday 24-10
so there is a slight delay), but I had some compatibility problems, and
I have been very busy with my study, so I didn't have much time to type the
stuff into my wordprocessor. (By the way, I have what I post also on WP 5.0
or wp 5.1 format so if you like that better, I can e-mail it)
This is the first section of willpower, which includes the general description
and the first 10 abilities. The next section will follow between 1 and 2 weeks.
W I L L P O W E R
==================================
Willpower is the power to change or manipulate various kinds
of things purely by using one's mental energy, by bending
one's will to it.
The chance for someone to have willpower = (INT + POW - 30)%
The maximum chance however is 20% (that's for humans and
demihumans, there maybe ather races such as the Ki-rin which
have willpower always.)
To use a willpower ability, you have to succeed in a skill
roll. This skill has a base value of (INT + POW) * 2%. This
can only be increased by ceremony or an increase of Power or
Intelligence. When nothing is mentioned at the place of the
ability, use this base chance, otherwise use the modifications
mentioned. The chance can also be improved by using the
ceremony skill.
One standard modification is used: when using multiple
abilities at once (for example scrying and telekinesis) the
penalty is -15% per extra ability used. This penalty aplies
for all used abilities! This also counts when multiple
abilities are used subsequently in one round.
The time a WP-ability takes effect is at the DEX-sr., no
delays.
For some abilities the term xp (experience) is mentioned. This
xp is the same as the profession xp in years (thus for humans:
age - 15). Exceptions are ruled by the GM (for example: when a
player character has 6 years thief and 8 years soldier xp. of
which 3 years simultaneous, the WP (willpower) xp is 11
years).
MP's used for willpower must be "your own" MP's, that is you
can't use willpower with stored MP's (from power spirits for
example). It is however possible to fill your current MP's up
to full power for resistance. Example: you use 5 MP for WP,
and then you fill it up (from your bracelet with a MP storage
of 6 MP's) till your maximum 18 (you are a lucky power 18
individual). Now you resist with your full MP's (18) , but you
only have 13 MP's left for use with willpower.
MP's used for an WP ability count double versus defensive
magic (not for overcome rolls!), this counts for boosted MP's
too. For normal spell casting by WP-user, all Mp's count
single.
Willpower in effect can be felt by other WP-user at a range of
3 meters per MP in use. The WP-user does not have to react to
this feeling.
There are some abilities which every willpower using
individual has. These are:
- Regeneration of 1 MP. per 10 minutes.
- Concentration: if succes in skill roll, offensive and
defensive MP. are multiplied by 4/3 for 5 MR's. This
ability cannot be used while using another ability, but
can done before so you have higher overcome chance.
- WP-user has a strong gaze. Ther are two version (as far
is known) and it is possible to have them both. Roll
D100: 01-45 gaze A
46-90 gaze B
91-00 both
gaze A: The ability to bind the otherone's
eyes; if overcome you will bind his
eyes for one MR. (may then roll
again).
gaze B: The ability to make the otherone look
away; if overcome target will look
away for 7 sr's.
both gazes hinder spellcasting and melee for the target
(assign arbitrary penalties). These are the only
abilities which require no skill roll.
The following abilities have only a chance to be had.
Willpower abilities cannot be gained, you start of with them
at birth, you'll only learn how to use them more effectively.
(although powerful wishes and divine interventions are always
nasty rulebreakers). Roll first for the firestarter ability,
if this ability is gained, all other abilities have only half
chance. The standard chance per ability is 16%.
W I L L P O W E R - A B I L I T I E S
===============================================
1) Firestarter range:sight
duration: 1 sr. (although the effects may
last longer).
A) From 2 xp.: Warm, 1 MP, Effect: One object heated to
40 degrees C., difficulty: + 10%
(repeatable after 1 MR)
B) From 4 xp.: WP-user cannot be harmed by burning from
candles or equivalent fire (GM rules each
case)
C) From 5 xp.: Ignite, 2 MP, Effect: one object can be
ignited doing 1D10 damage to the object
(each round, if it isn't put out), up to
wet wood can be ignited. At 7 xp skin can
be ignited, at 11 xp iron (not silver,
copper, mithril etc. only iron) can be
ignited, doing 1 D10 dam directed at AP.
The last two (skin and iron) fires die out
in one round unless supplied by fuel.
difficulty: +5%
D) From 7 xp.: Flamethrower, 3 MP, Effect: a flaming
inferno somewhat like a dragonbreath (area
= 2 meter width, POW meter lenght) damage
is 3D6 (armor absorbs) just like the
original RQ dragon breath. The flames are
shot from both hands. difficulty: +0%
E) From 8 xp.: Willpower-user cannot be harmed by natural
fires.
F) From 10 xp: Fire Ball, 4MP, Effect: a fire ball doing
2D(xp) damage in 1/2(xp) meter radius, or
1D(xp) damage in (xp) meter radius.
difficulty: -5%
G) From 11 xp: Willpower-user cannot be harmed by fire
from elementals.
H) From 12 xp: Firedance, 3MP + 1MP/MR (including the
first round), Effect: user and non-magical
gear is enveloped in flames which will
deliver 2D8 damage per round to anyone in
melee range. The dance will cost the user
10 FP/MR which are payed after the dance.
Non-magical equipment is lost, magical
equipment will be slightly warmed. In the
dance, normal melee activity is possible
for the user. After the dance, the user is
tired but unharmed from the flames.
difficulty: -10%
I) From 13 xp: Willpower-user cannot be harmed by any
fire.
2) Aura of fear range: extra MP's squared (MP*MP), so 2
additional Mp's would give a radius of 4
meters.
duration: 1 MR.
cost: 3MP + points spended for range.
effect: as divine fear spell with half
offensive MP's for everyone in radius.
difficulty: - range (in meters)%
3) Aura of friendliness
range: as aura of fear.
duration: 1 MR.
cost: as aura of fear.
effect: make overcome roll for everyone in
radius with half your offensive MP's.
fumble makes enemies, succes makes friends
for 1 turn (10 minutes), special makes
friends for 1 day, critical makes friends
as long as in neighborhood (mininmum of 1
week).
difficulty: as aura of fear.
4) Bodyarmor range: self.
duration: special (see below)
cost: 1 MP/2 AP (max is xp in MP).
effect: this ability will make the hide so
though that it gets more AP's. These AP's
decline. Roll after each round under your
base skill , if this roll is failed, the
AP's will lessen with 1D3 points.
difficulty: +10% (+0% for decline rolls).
5) Bodyweaponry range: self.
duration: as long as sustained with MP's
cost: 1 MP/MR.
effect: The willpower-user has a number of
points, equal to xp. Each point can be
used in several ways:
A) Phantom weapon: 1D2 dam and 1AP per
point used for this (2D2 is D4 and 3D2 is
D6, GM will rule what exact dice are. For
example 7D2 can be 2D6 + D2 or 2D4 + D6.
Always use a few dice as possible.) This
weapon is used at the skill of the melee-
weapon it resembles (this also counts for
natural weapons).
B) +10% Attack or parry.
C) +3AP to parry object (hand or phantom
weapon)
D) +2 damage if upon natural weapon.
E) +5% dodge.
difficulty: -5%
6) Chameleon-power
range: self
duration: as long as sustained with MP's
cost: (1MP + extra enc MP's)/turn
effect: The willpower-user will blend with
his surroundings. Worn objects up to 10
enc. are also blended. Above 10 enc., the
worn objects will cost 1 MP/6 enc. When
remaining still, the willpower-user is
invisible to normal sight. If he moves, he
can be seen if a scan roll at -20% is made
by the observer. The user will still be
audible if moving. Smell and touch will
detect presence normally.
7) Clairaudience range: sight (1 meter into or past solid
objects), unlimited if place is well known
(such as your own house.
duration: as long as sustained with MP's
cost: 1MP/minute
effect: Willpower-user can hear at the
place designated. This is normal hearing.
If a creature is the target (so you will
hear what he hears) and he is unwilling,
you must overcome him. If this roll is
within 10% of failure, the creature will
feel something. Defensive magic must be
overcome with own MP's (not MP's used for
ability).
difficulty:
- familiar place or sight: +10%
- through rock or unresisting target: +0%
- resisting target: -10%
- through metal: -20%
- through mithril (if you use this metal,
notes on this will follow later): -75%
8) Clairvoyance all as clairaudience except that hearing
is now seeing (use sight of willpower-
user, so elf can use infra-vision (see
later notes: new player character races)).
9) Domination range: sight
duration: as long as control is not broken
(see below)
cost: 5MP, 10MP if unnatural actions (the
target would not want this, for example a
lion doesn't want to let go of it's prey)
are forced, 15MP if very unnatural actions
(such as suicidal action, murdering good
friends etc.)
effect: Willpower-user can control actions
of another being. If unnatural or very
unnatural actions are forced, the target
has to be overcome besides the normal
skill roll for willpower, otherwise only
skill roll has to be made. If the overcome
roll is failed, the control is broken and
the target will usualy be angry (though he
may not know who did it). Control can also
be broken when willpoweruser wants it or
when user or target is unconcious (sleep
KO). When stopped willingly by user,
transition must be done carefully (caster
needs one round for this), because when
transition is done abrubtly, target
notices this and will be angry (as above).
difficulty: (user-POW - (target-POW
+5))*5%
10) ESP range: xp in meters or xp*5 in meters (see
below)
duration: as long as sustained with MP's
cost: 1MP/MR
effect: Willpower-user can read the
thoughts of other intelligent beings. The
range for this is xp in meters. Only one
"thought" can be read in a melee round.
The chance to read the right "thought" is
a INT vs INT roll (this reflects the
relative complexity of the target's
thoughts). after 10xp, the thoughts of
animals can be read. Their power is used
in stead of thier INT for the resistance
roll. This ability can also be used for
scanning for thoughts and thus for
scanning for intelligent beings. The range
for this use of ESP is xp*5 in meters,
penetrating through xp in cm of solid
material. The willpower-user can scan an
arc of 120 degrees in one melee round.
(only mindbar-like abilities can stop this
scanning, for mindbar see further notes:
willpower ability 16)
difficulty: -10%, for scanning:+5%
That's all for now, hope you'll enjoy it.
- The Black Panther -
Reactions and comments are welcome.
Delft University of Technology
e-mail: daniel@dutirt2.tudelft.nl
disclaimer: Yep I'm Dutch, so don't mind my English.
==========================================================================
==========================================================================
From: dab852@csc.anu.oz.au
Subject: Re: Additional Rules & Monsters for RQ: Willpower (part 1)
This is the bit I object to rather strongly. As far as I would understand
it, willpower is available to everyone; it's just that normal people have
basically a non-existant chance of doing anything important with it and
have never been trained to use it. Therefore, it would seem to be either
best treated as a skill, with skill levels and increasing chance of success
based on training and usage, or to be done as the original heroquest articles
by Greg Stafford propounded, with a chances of success based on various
factors (level of experience, level of activity within a cult etc).
As to the Abilities section, I think that there should be very little you
cannot do with willpower and instead of making a list of 'abilities', allow
the player to come up with what they want to happen, assign 'difficulty levels'
and go for it (with the realisation that they may have divine help etc).
ANY CHAOS IS ALL CHAOS!!!!!
--------------------------------------------------------------------------
Robert McArthur
Centre for Resource and Environment Studies, Australian National University
AARNet: rjm@arp.anu.oz.au
Pegasus: robert
==========================================================================
==========================================================================