100% found this document useful (1 vote)
260 views59 pages

The Lords of Chaos 05 (May 1978)

rpg

Uploaded by

rumtari
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF or read online on Scribd
100% found this document useful (1 vote)
260 views59 pages

The Lords of Chaos 05 (May 1978)

rpg

Uploaded by

rumtari
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF or read online on Scribd
You are on page 1/ 59
This bi-monthly quasi-APA is brought to you courtesy of the editor and publisher, W.C. Shaperos. This. fanzine 4s run, primarily for the contributers) and the fee scheduals have been adjusted accordingly, It is being edited, and published by Nicolai Shapero (aka Wiall Shapero) in the fervent hope that it will'not lose too mich money. Contributers may print up their zines themselves (copy count 200)--~75¢ credit if stencil included---or they may type'up their zine ona SEVEi HOLE stencil (suitable for use on a Rex Rotary N4) and send 4t»(along with 50¢/side for printing costs) toi |, Nicolai shapero "8886 Barhart Ave, Los Angeles, Ca. 90045 UNPAID YOR MATERIAL WILL NOT BL RUi! OFF OR INCLUDED IN THIS ZINE Those unable to find stencils may send’ letters (typed, please) and I will type then onto stencils and run then off--please include $1.40/side. costs: (1) Contributers: (a) 4 or more pages*-free (») 1-3 rages+*postage, +,350 Bg tc abet Shale (2) Non-Contributers 4. (a) 4f buying in shop--pay whatever the nan asks (b) if 4 or more pages in previous issue--postage + h5¢ a if 1-3 pages in previous issue--postage +31 4) 4f no contributioh in previous issue--postage + $1.50 Unless otherwise requested, editor will send issues via first class mail. Should insufficient, fupds remain for first class postage, the editor will attempt to deliver by the fastest and cheapest alternative method. This magazine is available for trade only with other D&D and FRP fansines. PRONE E Ne For those submitting zines on stencils; please try to get the correct variety of ?-hole stencils: (marked FOR REX ROTARY NACHINE on the package). ailing this, please get stencils that are 9 1/16" wide (roughly, 23 cm) Flease type between, lines 5 and 65 only, and please leave reasonable (1") margins. ‘iB: Stenciled zines that: contain more than 30 typoes per zine Page may be retyped by the editor and the offending writer charged accordingly. EDITORIAL COMMENT: I, Niall Shapero, intend to edit this magazine. I do not intend to serve merely as an overall, collator, I will not allow fan feuds in this magazine. Zines containing rude or ill mannered comments will be retyped; those containing nothing else will be rejected. Constructive criticism is encouraged, but ONE-TRUE-MAY-ism will be dealt with severely. Lis % if vid DEADLINE TOR ISSUE. NUMBER: SIX: 1 October 1978 for zines not needing to be! typed, 25 September for. those neefing to be typed Table of contests for Issue 1/5 “As of 1 August 1978 Cover by Any Falkowite - Operation: Chaos 17 by: Nicolai Shapero 8 Operation: Chaos #18 by Nicolai Shapero 2 Nagazines of interest to PRP gamers (list) + Ye liews from Nexus by Ken Pick 2 How big is an 80 GP Diamond by Kay Jones Mt ‘The Cosmic Chronicle ty John Sullivan @ Hliakases' Tower #3 by Steve Harsh 3 Kathom Li Ro-Sharn dy Jack Harness ee re on The Dismal Lich #1 dy like Gunderloy oe . % ARAN EHH EERE EEE Apologies to one and all who had to wait far too long for this issue of TLOC to appear, In my defence I can only say that, what with moving to Los Angeles, finding a new job, finding a new house, and getting married, it has been a somewhat hectic few months, Ghu and the ink spitting mimeo willing, there will be no further such delays in the publishing schedual. 7 HERE H REREAD R RHEE RR CONVENTIONS OF INTEREST TO THE FRP OR Déiy CHER: POLYCON: An SF and Fantasy convention being held at Cal Poly Pomona, with films and gaming, costume competition, DéD, panel discussions, celebrity speakers, dealers, etc.’ The SCA (Society for Creative Anachronism) will present a denonstration’ of the Art of Medieval Sword Fighting. 16 rooms available for-D&D on a 24 hour basis, Also, an art show will be held, OCTOBER ISSUE OF TLOC WILL BE COLLATED AND DISTRIBUTED AT THE CON, OCTOBER 6-8, 1978, Cal Foly, Fomona, Yor further information, write to the Cal Foly.SP Club, 3801 Vv. Temple Ave., Pomona, Ca, 91768. Henbership is 97.50 now,-$10 at the door. (Students with valid student ID will rective @ $2.50 discount at the door). PACIFIC ENCOUNTERS' 1978 (formerly GenContfest): Miniatures, boardganes, tournaments, D&D, Nanufacturers' displays, lecttires, September 2-4 1978 at the Villa Hotel in San llateo,'Ca. rite for info to: Pacific Encounters 78 Box 4042 i Toster Citys Cay. 94404 OPERATION: CHAOS #17 A Personalzine by iticolai Shapero for TLOC #5 8886 Earhart Avenue Los Angeles, Cae 90045 2 213-641-3899 Do not call before 9AM or after 10PH foun RRR RRR REE REE E AE ERE EE ERE EE EE EE, ilell, after a periloiis wildernéss adventure, the mad.fussian’is. back’ in ‘business.. Apologi#s ‘to one and all for the delay in getting the: zine out, but moving and starting out in a new job made it sadly necessary to postpone “ ye old magazine ever so slightly. last issue, I presented my critical hit isle the project, my funble tables: When a natural 1 is rolled, roll again on 020-~if the result is a roll. ‘that would normally have been a miss on the given target, a fumble has resilted, How, to complete and decimal diee are rolled and the result read off the following table: 01-08 Weapon twists in hand Wake dexterity roll ox reduce hit probability in half (or hit at --6, whichever is worse) on next blo+ this nelee ! 09-16 Wild blow . Reroll for others (friendly or enemy) adjacent and within range of weapon 17-24 Weapon arm strained All blows will do + damage for 1D6+1 melee rounds (if nit). 25-32 Hit nearest ally Do # damage 33-40 Hit self Do # damage 44-48 Hit nearest ally Do normal danage 449-55 Hit self ‘Do normal damage 56-62 Stumble Wake dexterity roll or fall down 63-69 Lose footing Fall down 70-76 Collide with nearest ally Both mist make dexterity. roll or fall 77-83 Lose footing and collide with Funtler falls down, ally mist make nearest ally 4 normal dexterity roll or fall down 84-89 Muscle pull in weapon arn Take }-danage and lose use of limb until cure serious done. 90-93 Lose weapon Weapon lost, roll 406 for nunber of feet weapon throw. 94-96 Critical hit nearest ally Torso or arm hit only--roll on critical hit:table in issue #4 97-98 Critical hit nearest ally Reroll on critical hit table in issue#+ 99-00 Critical hit self Reroll on critical hit table in issue . HERKEN HEE ‘THE MATHEMATICAL DRAGON: old worms... or, everything you never wanted to know about thé For nore than a little while, I have been more than slightly annoyed at what "the rules” did to dragons. a creature that: sone have }dctured as being the size of a small house hitting with the same damage as a dagger blow. T have never felt happy with the idea of For a while, I toyed with using Charlie Luce's monster systen--it being ready made, atid fairly reasonably well done. But at the time, Charlie's system involved very irregular jumps in both rower, hit dice.(not to mehtion experience). + And, being something of a mad number cruncher, I finally came up with a system for Ye olde ilotns, OPERATION: CHAOS #17 Page 2 In HellsGate/StornGate Universe, the physical strength of a dragon is» > a function of size.. And the size of a dragon is a function of two variables: (4) the number of hit points the dragon has, and.(2):the number of hit dice the given dragon type has at maturity, (ifumber of hit dice at maturtty is equal to the “book” value for number.of.hit:dice-for a dragon of the specified variety.) af te Given that the number of hit points of the dragon is HP, and the number of hit dice at maturity is HIM, the size from nose to tailtip of the dragon is given by the formila followingr: :: Size = HDM * ((HP/HDH)**(1/3))' ‘Thus, if we have two gold dragons, one twigé, the size of the other, and voth of the same body type (tg toth small Golds), then the larger of the two can be expected to have approximately eight tines the number of hit points of the smaller. If one is correlating mass and hitpoints (a not unreasonable procedure-in this particular case) the result works out quite nicely. And, given the nose to tail tip distance, other figures follow from the following relations: Height at shoulder = 0.65 * nose to tail tip iingspan (fully extended) = 1.5 * nose to tail tip Width (wings folded) = 0.35 * nose to tail tip ‘These values are,at least in part, by the body size ratios developed by Charlie Ince, I cannot find his values around anywhere, so I cannot determine how close we came to each other (or wheter I have unconsiously copted his figure or not). Given that the nose to tail tip size of the dragon has been determied, the damage from his/her/its various attacks is determined by consulting the following chart: = Size Range Description Bite & Tail blow Claw blow up to 4,8' Hobbit sized 103 1 4,84 to 7.3' jjan sized 106 103 7.3+ to 10.5" Ogre sized 1D10 405 10.5+ to 13,5" Hill Giant sized 208 108 43.5+ to 16.5' Stone Giant sized 306 4D10 16.5+ to 19" Frost Giant sized 406 206 19+,to 21" Fire Giant sized 506 208 21+ to 23° Cloud Giant sized 606 306 23+ to 25.5' Storm Glant sized ‘706 308 25.5+ to 28.5" Ice Giant sized* 806 6 28.5+ to 33'+ Hell Giant sized* 906 408 *--both Ice giants and Hell glants are local creations, ‘Their descriptions will appear (hopefully) in the next issue of TLOC, Note: ‘he sizes of some of the giants given differ from those given in the first three. book set + Greyhawk. ¥Br- Dragons get two claw attacks, one’bite, and one tail bash EACH MELEE ROUND. OPERATION: CHAOS #47 Page3 Dragon Breath ieapons 4 I have, in addition to my other changes to dragons, altered the old three breaths per day rule. And, being something of a fanatic on spell” point systems for magic, I decided to design something similar for dragon breath activity limits, (Please note--this only works as described for damage - causing breaths like fire, acid, cold, etc. . For breaths that cause confusion, slow, etc., somevhat different methods must. be used.) Tor dragons. with dariage causing breaths, the number of breath points: expended in a give breath is just the maximum damage rolled (thus ‘n the! case of a 10 HD dragon breathing 10D6 of fire and the 10D6 roll coming to 37, the breath would cost the dragon 37 breath points). A dragon whose breati is a strict damage causing breath (acid, cold, fire, or lightning for example, may roll any number of D6(up to the nunber of hit dice the dragon curreritly has) to determine the strength of the breath. Should the number of pips rolled result in a higher breath point cost than the remaining number of / ‘breath points the dragon has, the power of the breath is reduced to the power level corresponding to the remaining breath points. Dragon breath points are calculated as follows: ** Breath Foints = (Constitution/10.5)*(Hit Points/Sxpected Hit Points at this ‘Level)*(Hit Dice at Naturity/2)*(Hit Dice*3.5) ‘ : t ‘Thus an average dragon of 10HD body type (as many Golds) can expect to breath roughly five tipes: before expending all breath points, (Flease note that | fractions are rounded down after the atove calculation is performed, so that a dragon never has fractional breath points left over.) Breath points are regenerated at a rate of 1% per hour (rest or no rest, the rate remains the ane), For dragons with non-danage causing breaths, the number of breaths allowed is (Con/10.5)*(HP/ixpected HP)*(HDH/2) rounding fractions down. Breaths are regenerated in this case at a rate of ¢ this value per day (keep track of fractions, tut "fractional" treaths are not allowed). ;Dragons as Player Characters As has been noted by numerous writers here and elsewhere, one of the more important features: of a new character class/allowable player: character species is balance, And I have taken this to mean that the experience points required to go up levels should have some relation to the power, of the being at the given level. I have developed a reasonably simple systen, which works fairly well on the cases tested, for determining the ep requirenents. In the case of dragons, the system works as follows: First the Hit Dice at Maturity is determined for the given dragon ‘this cah be looked up in the original rules, or in the write up of the dragon type in whatever zine it first appezred). This determines hew fast the dragon will. grow in size with increased hit points, and how large he will become--and thus how much damage his claws, tail, and bite will do in melee, L (2) Next, determine the expected damage vs an Armor Class 2 fighter of ‘Level equal: to HDM (hit dice at maturity) of the dragon in question. Assune expected rolls for hit points of the dragon in order to determine precisely, the damage expected per blow. Also assune the dragon breaths. OPERATION: CHAOS #17 Page 4 (2) Assume further that the dragon will breath for the maximum nunber of dice permissable, though expected damage only on the dice rolled (remembering to modify the expected’damage for breath weapon to take into account the effect of saving throws). (3) Compute the expected damage for a fighter of level equal to the hit dice at-maturity against the AC 2 dragon (modify this AC 1f the dragon has a different armor class at maturity), Assume that the optimum weapon is chosen (usually the greatsword). Assume also that the fighter hit rrobabilities are graded evenly within combat classes (so that a 3rd level fighter hits a bit nore often than a 2nd level fighter, who hits a bit more often than a ist level fighter). (4) Compute the ratio of the value computed in (2) to the value computed in (3). This is the initial multiplier factor (IMF). (5) Take the experience required to reach the level indicated for the fighter used in step (3) and multiply this value by INF, and deteraine the level of fighter that would have that number of experience poiats (retain fractions of levels at this stage). (6) Determine the expected hit points of a fighter of the level’ computed in step (5) (retaining fractions) and calculate the ratio of this number to the expected hit points for the dragon at maturity... call this final correction factor FCF, (7) Compute final multiplier factor Flir= IMF/rcy (8) ‘The experience points for a dragon fighter to reach a certain level is now TP times the experience points required for a hunan to reach that level of fighter. As dragons are mages as well in ny universe (alvays) mage ep is then directly added on, and a dragon of level if becomes a mage of level MN with all the powers that that would ‘Give him, Wow a few assumptions have been made in my calculations of the following charts. The most important of which is that fighters and mages (human ones, that is) only require 120k and 100k/level respectively after lord and wizard respectively. T allso allow the dragons to contime going up in hit dice until they reach twice their hit dice at maturity. Also, T assume that the number of ep/level keeps doubling for dragons at least until they reach the level corresponding to their hit dice at maturity (in the fighter column at any rate). Move as per rules. Experience Chart for HDH=4D8, AC 2 at maturity, Dragon Level Armor Glass HD Breath Weapon max EP (MM) BP(MU/FU) 1 a: 108 106 ° 0 2 6 208 206 5300 7800 3 4 308 306 10600 15600 4 2 ine 6 24200 34200 5 2 508 506° 42500 62500 6 at 608. 606 85000 120K u 2H 708 76 170k 220k 8 242 808 8p6 * 320% 395k 9 22 erb+2 806 ¢ 640K 7hoK For dach level above 9, add 2 pips per level. Tighter ep is 4320k/level, MU/Fi ep is 420k/level. Flease remember that these figures are based on 120k per level for fighters, 100k per level for mages, Adjustments will be needed for other systems, OPERATION: CHAOS #17 Note: on the remeining charts, I am only showing combined Fii and MU experience, For straight fighter, subtract mage ep for the level. Experience Chart for HIN=508, AC 2 at maturity, Dragon Level Armor Class 1 yi 2 % 3 5 Be 3 i 2 6 2 iz aH 8 244 a 242 10 242 HD Breath Weapon Hax 408 105 208 205 308 306. is ins. 508 608 708 808 98 905 1073 4005 ~ Fage 5 Experience Poirts 0 10800 21500 43 86K 167 315k 570K 190K 1585k 42 pips per level above 10th, +595k ep/level above 10th. Experience Chart £: Level Armor Glass HD ic 9 108 2 2 2p3 3 5 308 4 a ine - a 508 6 2 608 i 2 708 8 2H. er8. 9 244 908 40 242 1008 it 242 1478 2 243 4208 For each level above level, : KDM=608, AG 2 at maturity, Dragon Breath Weapon Nax 12, add 2 hit points per level. Experience Foints ° 40900 24800 43500 87« 169k 318k bite 1170 $705k 22h0K 2775 635k additional per Experience Chart for HDN=%8, AC 2 at maturity, Dragon Level Armor Class 1 2 2 z 3 6 4 a 5 4 6 z _ 2 8 2 9 24 40 2H iL 22 12 242 3 24D th 243 xD 108 208 308 rir} 508 608 708 806 908 1006 4108 4208 4308 i408 Breath Weapon Max 106 - 206 .. 306 ~ Ups. 42 pips per level, +695 per level above iMth. Experience Points 0) 12400 24900 50k 100k 195k 370K 670K 1300k $895k 2490k 3085 3680k: 4275 OPERATION: CHAOS 17 : . Page 6 © Experience Chart for HDH=8D8, AC 2 at maturity, Dragon Level Armor Class HD ‘Breath l/eapon Hax Experience Foints 1 9 108 106 * o 2 8 208 12900 3 2 308 25800 4 6 ins 51700 5 5 508 403400 6 4 608 201800 z . 708 383500 8 2 806 700000 9 2 908 1350k to 24 1008 1975 it 244 1106 2600k 2 212 1208 3225 6 242 4308 3850k th 243 1408 Wh? Ske 15 243 1508 (5100k 16 2H 1608 5725k. 2 pips per level after 16th, +725k per level ep above 16th level. Experience Chart for HDM=908, AC 2 at maturity, Dragon Level Armor Class HD Breath Weapon lax Experience Foints 1 9 408 0 2 9 208 14600 3 8 308 29300 4 7 lips 58300 5 6 508 t17% 6 5 608 229% 7 4 708 * 438k 8 2 808 800K 9 ie 908 1555k 10 2 1008 2280K it aH 1408 3005 2 24h 4208 3730k 13 242 1308 M55 th 242 i406 5180k 15 243 1508 5905 16 243, 1608 6630% 12 2a 1708 7355 18 24th 1808 080K #2 pips per level above 18th, +825 per level above 18th. OPERATION: CHAOS 4417 Page 7 I realize at this point, that it night be helpful to show in detail low I worked out one of these charts, A 1078 HDL dragon is expected to be 10*((4.53)**(1/3)) fect in length, or approximately 16,55 feet fron nose to tail tip, ‘This slips into the Frost Giant size class, and assuming that all blows land, the oxpected damge from said blows is 42 points. A 10 hit dle nonstor his AC 2 on a 9, co t-are 4s a 60% hit probability, co the expected danzge par melee xound from physical Kolee weapons is'25.20 pips per melee round, The expectel breath cvmage vs a 40th Level fighter 1s 20.375 pize Zor a grand total of 55.75 sips par neles round. i: Now a 10th'Jevel lord hits AC 2 on a 40 (assuming no bows). As a 2 handed sword hits AC 2 c+ #4 and docs 3D vs laxgor than mn-sized targts (as a 16.5+' dragon certainly is), his expeated dewage vs the éracon becores. 10.5*0.60=6.3 pips: per nelee round. Thus the IMF is 55.575/6.3, or approxizately 8.0214. A tenth level -ighter in StormGate Universe has 3€0k ep, so multiplying this vluo by the INP w get 3175 ep, or the ep corresronding to that necded for 2 33.5th level “.ghter, who expects to havo aprro:imately 89,699 Lit fot ‘As the dragon expects to have 45,3 hit pints at i0ED, this neans thit : we have an FOi of approximately 1.9601, Bnd result~—-FMP=1455, Thus the ep will bo as follows: Level EP Level BP, Lovel: BP. 1 0 6 170 it 2 tate ? R 3 22.8% 8 3 4 1s 9 ih a 913k 40 45 And levels above 20th cost 1, 18M. Wow of course, a certain discontinuity is noted--it is e2sicr at fixet for ‘the 1OHDII dragon to advance than the 9HDM (dae to the inclusion of the | uF factor in the. determination cr Fi). However, as the 10NDH éagon contiques to double the fighter side ep until 10th (as oprosed to 9th for the SUD. dragon) this results in much slower development after full grovth is re:.ched, 4nd, in ny huabbp opinion, the greater tine spent at lower armor clans nore than makes up for any sli¢ jiggles in the syste, Arnor Class progression for 10 HDM dragon 1s as follors: level toe? 3s We 5 Ge eget ae 0 Armor Class BO AB a8) W076.” 5 eee’ Bho ae Level Sf 98 AG) ye ths ibesaels. 17 eg gd 0 Armor Class 2244241242 2422424 BH HE HS Hit dice and breath weapon max. go up at 108 and vytil 20th, and hit points increase at 2 pips per level thereafter, breath weszon paximun remaining the sane thereaSter. . OPERATION: CHAOS #17 Fag 8 Experience Chart for 1iHDH Dragon, AC 2. Level Armor Class HD — Breath Weapon lax Experience Fo ats 1 9 108 ims “0 2 9 208 206 10750 3 8 306 306 24500 4 8 ie 406 38000 5 ie 508 506 ecco 6 Z. 608 606 167% 2 6 708 70S 31M 8 5 806 nd 570k a 4 918 908 1.091 10 3 1008 1006 2,081 it 2 4108 4405 44,0611 2 2 4208 4206 6,14 13 2H 1308 1306 8.2211 th 244 4408 4406 10,3011 45 242, 4508 1506 12.3811 16 22 1608 1606. 14 s46it 1? 233 1708 1706 16, 54a 8 243 4808 4806 18.6211 19 2a 4908 4906 20.7011 20 2a 2008 2006 22.761 24 245 2408 2406 24.8611 2 245 2208 2206 26.9 “2 sg nit Points per level above 22nd, 42,18ii/level above 22nd. Experience Chart for 12HDM AC 2 Dragon Level Armor Class HD _——Breath ‘feapon Max Experience 1 9 108 106 0 2 9: 208 208 10600 3 8 308 306 24100 4 8 ri) 406 42200 5 z 508 505 84400 6 7 608 606 164i 2 6 708 706 310k 8 6 808 806 560k 3, 5 908 906 1100k 10 4 4008 4006 200k it 3 1108 1406 4,211 2 2 4208 41206 8. 4H 3 2 1308 1306 ty 244 1408 406 45 at 1508 156 46 242 1608 1606 17 242 4708 1 18 243 1808 18D6 19 243 41908 1906 20 24h, 2008 2006 24 2a 2108 2406 22 245, 2208 2206 3 245; 2308 2306 2h 246 2h08 246 42 pips per level above 2ith, +li/Level above 24th. oints OPERATION: CHAOS #1B Page 1 A Personalzine by Nicolai Shapero for TLOC #5 8886 Zarhart Avenue, Los Angeles, Cas 90045 213-641-3899 Do NOT call before 0900 or after 2200 hours local tine ERE TERETE EERE EEK ERE H Well, the beloved editor did 1t again. Not only did he type up his complete dragon system with a glitch included, but he ran the entire bloody thing off without noticing the goof. Oh well, such is life. CORRECTION TO ERRORS IN OPERATION: CHAOS #17 FOLLOW Everywhere that the breath weapon of a dragon 1s indicated as doing a certain number of Dés in danage--replace this by [8s (same number of dice). Further, the munber of breath point formula should read Also note that with constitution bonuses figured in, the expected mumber of hit points is approximately 4,53 pips/level (as long as character is still in the level range to roll [8s for hit points). Sigh...Tt has been a very long week, reer rrr errr ree reer eee eee ee ee eee eee ee Vagazines of possible interest to DAD/FRP gamers, ‘The Space Gamer.,.Prozine from NUTAGAMING FO BOX 15346, Austin, Texas 78761 Bimonthly, subscription is $8 for 1 year, $15 for two, Subscribers get discounts on lietagaming products. lyrms Footnotes...Fanzine edited by Greg Stafford. Available fron the Chaosium, FO BOX 6302, Albany, Ca. 94706, Irregular publishing schedual, minimun of 3 issues/year. Single issues are $1.50, five issue subscription available for $6. An excellent zine and, now that Runequest has been published by the Chaosium, an undoubtedly invaluable zine to subscribe to for the Runequest fanatic. (49 pages) Underworld Oracle...4n offset fanzine available from Fhil Alexander 113 Bruntsfeld Place, Edinburgh, Scotland or Lou Nisbet, 206 tiorrison Street, Edinburgh, Scotland. 40p (+postage, presunably for out of UK subscribers) per issue. (27 pages) Spellbound...An offset fanzine available fron Carl iueller, FO BOX 635, Stony Brook, NY 11790. Quarterly publication schedual. Subscriptions available for $4/year (single issue is $1), Last issue seen (i/3) had 23 pages. Sone very fine artwork in issue 3. ‘The Apprentice...a quarterly offset fanzine available from David Bernan, 2l Seguin St., Ottawa, Ont. KiJ 6P3, Canada...currently only in first issue (lay 1978), Subscriptions available for $5.50 for 6 issues in Canada and the US. (23 pages). The Dungedneer.,.offset fanzine edited by Chuck Anshell, * 1226 WN. Rossell Ave., Oak Park, Il] 60302. 60¢/issue, $i/issue overseas. Publishing schedual VERY irregular, Bimonthly or quarterly? Alaruns and Excursions...mimeo quasi-APA like TLOG in some ways, only much larger (160 pages). Available for $1+postage/issue from Lee Gold, 2471 Cak St., Santa Monica, Ca. 90405 Missive the Fourth; a TLOC-zine by: Ken Pick, 175 N. Foinsettia Ave., Monrovia, CA 91016 Greetings for the fourth time from the City Beyond the Edge. For this TLOC, I will Present the first part of my Combat System--sequencing during the melee phase. The other parts will be published as they are playtested. But first, some miscellaneous tables and conventions from tal-Nexus: First, I have abandoned the 18(percentile) notation for characteristics. Following the lead of the old Claremont group, 18(01-50)=18, 18(51-75)=19, 18(76-90)=; 18(91-99)=21, and 18(00)=22. A characteristic of 2} is totally superhuman (such as Giant Strength). This notation is more consistent, being a simple numeric pro- gression; plus, it eases the running of Strngth spells and the like. A high characteristic also affects the maximum "top-out" level of Elves and Dwarves as described in the following table: Prime Rec Elf Ftr Elf Mage Dwarf pee Ftx/Mage eee “ae Cee ae th 17 5th oe 7th 7th 18 6th 10th 8th 8th 19 7th lith 9th 9th 20 8th 12th 10th 10th a1 9th 13th iith 1ith 22 oe 14th 12th 12th 2 --unlimited-- In other words, 1£ that Dwarven Prince coning at you is a i4th-level, you know dann well he's got at least Hill Giant strength. The only exception to the top- out rules are the Noldor (Great Elves) who are always unlimited in advancement. In tal-Nexus, all characteristics of 18 make the percentile roll, resulting in a range of 3-22. Ken (Jive Clive) Rowland, an excellent though unconventional local DM, adds that characteristics of 3 should also be percentiled to even things up on the low end, but I haven't yet found the right distribution. An aside on lves: In tal-Nexus, an Elven Mage (not a Fighter/Mage) may wear magic armor and use magic weapons, but is permanently ist-level with the weapons in nelee. Because of the superior characteristics of certain nonhumans, I have moved to the racial-roll method of determining race. My system is to first roll 2D6; 2-8 means human, 9-12 roll 2D6 again; this time 2-8 means a standard nonhuman--ilf, Dwarf, Ye News From Nexus #4 2 Hobbit, Melnibonean, Half-bloods of these, or Lycanthropes; 9-12 any other non- human, This system is based on one Wayne Shaw used in his Traveller campaign. ‘TAL-NEXUS COMBAT SYSTEM Part 1--Sequencing ‘This systen was created in the aftermath of a Temporalana run at CreCon, but ele- ments of it may be traced back to the Perrin Conventions, Caltech, and the private combat system of Phil MacNamee, 7-year SCA veteran and resident Shai Dorsai. A turn is five minutes long) and is divided into five minutes. ach minute is divided into fotr nelee:phages of fifteen sézondé éach. In each melee phase, four actions are open to a character: (1) Move more than 10 feet if afoot, or 10 meters if mounted. Movement speeds are figured at 1 game inch=10 meters, and time in melee phase: (3 Fire a missile weapon, or throw missiles. (3) Melee. (4) Cast a spell. Only one of the four may be done in one melee phase, but "impulse novenent” of less distance than those given is action (1) may be combined with actions (2)- (4). The action taken by each character must be announced to the DM at the start of the phase; likewise, the DN must inform the players of his NPC/nonster actions. Combat is first. To speed the game, all combat is simueltaneous. Players will roll their characters’ hits and damage rolls;. the DM will do likewise for the monsters. Nagi will cast spells and determine effect, then announce target to ‘the opposition for saving throw purposes. After all dicing 18 done, targets are announced, damage is taken, etc. After this combat, all movement is done to determine who is in range or melee distance for the next phase. ‘Actual sequence (ideally) is about as follows: (1) DM announces start of phase. 2) DM and players announce their respective actions. 3) All conbat dice are rolled, hits & damage determined. ‘,) Targets are announced, saving throws made, damage taken, and "kills" renoved and noted. (5) All movenent takes place. It is the player's responsibility to take care of his character's to hit number and damage. It is the Dl's responsibility to inform the players of the targets’ armor class. The players are also responsible for giving the DM in writing their characters’ armor classes (preferably on a single signup sheet that is easily marked by the DN as to which characters took what action). Haste/Slow-is dealt with by giving the Hasted/unSlowed characters a free swing melee phase before the simueltaneous phase (after the sinueltaneous phase when the unllasted/Slowed characters have superhuman Dexterities). I have been playtesting this sequencing system since January; it is fast and decently realistic. Next issue Part 2--Kissiles & Melee. From the City Beyond Be He, heh, DM of Jol Fass : ; shea at 9 HOw BIG IS a %) GP DIANOND, ANYWAY? Beitig'the fife contributih ‘to TLOU by Kay Jone, ‘200 Navey Glen RA! pa20, Belmont, CA 94002 et Uw Vetet tere dant tases wees fat One of the things that always struck me as rather poorly thought out in the original D&D vas the treatment of gors. Considering the nunber of adventure stories centering around the great sapphire icye of the golden ido2, -or’ three emeralds the size of plover's eggsithowever bi, those are), it’ seems kind of tame to reduce the things to "and you find 200 gold pieces, , plus AOegems worth 10 gp ea". ‘What sort of-xens? flow big? What: dv they /ook Like, anyway? : af 8 sth questions like thesw'ithat T started attenpting to | intlia tid more reasonable format, only to find that either the truly knowledgiole about fems:Were not. interested in D&D, or-clse knew so much aboutl the: thi:id) as [00 to be appalled at the task, At long ‘lact, it becme apparent that, if I wanted a decent table, I was going to gave to do it myself “sigh us tin et iter ta & eke eats a0 = LEN (To forstall a lot of ‘coments, at this point I may as well mection that yes, I have seen the Arduin Grimoire and yes, I did see Nave's table. It was interesting, and one of the factors that finally got mo starced on this! project, but it was not nearly us descriptive as T Wiiited, ani, Hased’~ as it was on the gems present in Arduin it id not contain everythiag I wanted and had a number of gems I didn't) - a Fe nt sulnies | oor ~ 02 The following, then ib what I'f#nully came up with, MNote,pievse, that it is not a complete! ¥able: as! cueh' - the final result cannot be ob- tained entirely by rolling dice. I considered such a system, but the sheer number of tables required madevit. impractical. (Of course ift Bonecne’ eise can come up with a reasonably: clewunt solution I would LOVE to see it). :The information on which this is based came almost entirely from "Yan Nost- rand's Standard Catalog of Gems" hy John Sinkankas , published by the Van Nostrand Reinhold Company, which seems to be the standard reference work on the subject and is fascinatanjy to read. In fact,>Z!ould bijifily” recommend t*nt“anyone.who is at interested in gemstones and precious minerals acquire a copy. It's weliiworth the cost ($4.95 inspapreback) and contains far more information than you will get frou this article. 1 Once you!xendetermined.the presence: of ems in the treasure, you may proceed to decide the number and value either by the systen given in Monsters and Treasure, orsas follows: (Note -allnvalues are given in™silver pieces, with 5 SP = 1GP, and sne!SP approximately equivalent to 4 or 5 dollars. It may be scaled up or down depending'!éH the ‘economy of your éampaign)’ ~~ TOTAL VALUE OF ALL GES IN THE TREASUREY-RobL 1 D10 and multiply by the monster's level, and consult the following table: 12 Ge 7ALUE ROLLED x MULT vatue! 6 *htiistite IN sP ewes 1-10 1-10 2 11 ~ 40 1, 7,100 i : mie ree ae wn PROG, hee “ a paleeyeey suseie Phe 1 PoE Qeggy29te om me nT . a ini end page one 2 i i x Now roll for value of each gems Continue rolling until total total is near or equal'to the total just’ rolled for the treasure. 2 % Die Roll Value of Gem 1 - 50 1-10 ‘ nn 51 - 89 1 - 100 90 = 99 1 = 1000 00 1 = 10000 Nera Temes the fun part, Just what sort of goodies have you' got there, anyway? Roll’ three D10 : 5 DIE ROLL GEM DESCRIPTION/cur SIZE/QUAK.., VALUE RANGE 001 - 010 Actinolite green catseyé (weak) " small,clean }i SP/et cabochon* Wil + oer Maher tt te: ot : ‘ 011 - 019 Amber cheart biédokdyeyedlow to 2" dia” 1-15 sP may include insects or plant material. Cabochon 020 - 029 Amblygonite straw ~ med. yellow 1-15 et V< 10 sp! faceted** rh 030 - 059 Andalusite color varies w/ angle 3-7et 22 10 SP red brown or green to red, faceted (usually) 040 ~ 049 Apatite green-yellow, rarely juirple 2o'- s0srvet ° pink or purple (pink (to 2 et) fades w/ strong light) others 1 - 48P/ct faceted (to 15 ct) 050 - 059° Aragonite pale yellow, factted YerBet A-B SP/ct 060 - 069 Axinite red-brown-violet to 5 ct 1 - 10 SP faceted (Look best if Small due to density) 070 - 071 Azurite blackish blue. cabachon to 2"dia. % - 28P/ct 072" 081 Barite : Bolden brown, faceted to Set 3 - 10sP/et 082 ~ 083 Benitoite deep purple blue, blue 1-3et 4-388 P/et /\ wighades. rarely clear. faceted cabochon cut is rounded and polished, ‘such'ds is usually used for opal or star sapphire, ** faceted cuts are those designed to reflect from inside the stone such as the "brilliant" cut associated with diamonds, and the "step-cut" associated with emeralds, One carat (ct) = 1/5 gram " end page two DIE ROLL GEM 084 - 091 Beryl roll % dice 01-04 © Emehald 05-14 Aquanarine 15-31-" Mor gatltte 32450-' Green Be “1-72 Golden“. 72-99 00 Black Star 092 + 101. Reryllonite 102 = 103 Roracite 104 - 113° Brazilianite 114 - 115 Cassiterite 116 ~.1g5..Cerussite 126 - 127 Chondrite 128 - 134 Chrysobery1 roll D6 ir Alexandrite 2-6. Chrysobery1 155 - 144 Clinozosite DESCRIPTION/CUT "brilliant to pale greens, faceted blue blue-green faceted eae faceted detesaoallon Freeh ates faceted yellow colorless. faceted or cabochon very deep brown (inclusions in green beryl). cabochon colorless. faceted transparent: Rreen faceted (step cut) it golden brown, pale to medium, faceted clear, often brown tinted (which reduces value) faceted colorless: or brown tinged. faceted or cabochon (good catseye) brown-red. facéted green in normal day Light, red in artif- AciAt Light. faceted, yellow,yellow-green cabochon (catseye) or faceted dark brown to green~ brown. faceted fend page: three SIZE/AL. HeSet to act 1-6 ct MeSet l-set VALUE RANGE T0F 513008 P A-30SP/et 1-30SP/ct 3-10SP/ct 1-198P/ct 1 ~ 38P/ct 10-50SP/et S-10sP/et 4-308 P/ect 2-108P/ct 10-258 P/et 2-L0SP/ct 15-228 P/et 50-1008 P/ct 10-3008 P/ct 3-5SP/et Die RoLL* GEM 145 ~ 151.-Coral 152 - 161 Corundum roll % dice 01-10, Ruby 11-20..., Blue Sapphire 21-50 Green S. 51-70 Yellow S. 71-81 Orange 82-97 Purple S. 98-99 00 Black Star S. 162 - 163 Danburite 164 - 173 atolite 174 ~ 181. Diamond roll % dice 01-75 clear 76-85 pink 84-91 green 92-99 yellow 00 blue-white 182 - 191 Diopside DESCRIPTION/CUT pink through orange- red.cabochon or polished sections vivid red to pale red. faceted rich violet blue to blue. faceted pure green to olive faceted or cabochon Bolden yellow’ to orange. faceted or gabochon’ red-orange. faceted or cabochon bright red-purple faceted or cabochon Star S. - re-roll as above for color Black colorless to yellow faceted very pale green fadeted clear or slightly tinted. faceted dark green. faceted if less than 5 tt) cabochon end page four SIZE to 4"dia YeSet YerSet, YeSet 1-10ct 1-10ct 1-5et 1-10ct 1-10ct. YerSet YeeSet to 10ct 1-15et VALUE RANG to 158P'ea 40-1200SP" [ct 20-4005 P/ct 2-505P/c% 2-508P/et 10-50SP/ct 15-608P/ct 50-1000S P/ct. 60-1505 P/et 1-10sP/et 4-1L0SP/ct 40-12008 Pf ct. 60-1400 P/ ct 60-14008 P/ et 6014008 P/ ct 100~2000s P fer 10SP/ct Yer ae I 1 DIE‘ ROLL! fs..GEi" DESCRIPTTON/cUT srap'st* VALUE RANGE 192 - 201 Dioptase deep emerald green Melet 10S P/et. faceted (step-cut) : 202 - 211 Enstatite brown) heen-brown Helbct 1-28P/et faceted '. we 212°= 221 Epidote'*! very dark' green: 1-1see rs) 1-48 Pee! ‘cies faceted (if léss than 1 ct) or cabochon 222 ~ 223° Euclase pale! purple blue, 1-2ct (blue) 15°80sP/ct* green 'to yellow)’ 1-1oct faceted % 224 - 255 , Feldspar. Ean ‘ Fee oie Ae roll D6 epinity lect 1-3 Sunstone colorless to pale 1-50ct He2sP/et green w/sheencabochon Y : or (if: small) faceted si 4-6 + Moonstone transparent blue.te —_1-50et 3 = 158P/ct silver-white w/sheen : cabochon (may be star) : 234 - 235 Fibrolite pale blue. faceted 12-168 P/et 236571245 Fluorite _ ; purple,blues, reds ; Me 28P/ct faceted 246 - 255 Garnet roll % dice 357 - 367 - 377 = 387 - 397 Gum Hematite Howlite Idiocrase rohite Ivory Jadeite Kornerupine Lapis Lazuli Leucite Malachite Natrolite Nephrite Obsidian Olivine DESCRIPPION/CUT SIZE dead black w/ to several metallic sheen, hundred ct cabochon opaque white,often Meanaia”’ veined w/ black. cabochon’ 90335, Jsy ; transparent to green- 1-2ct yellovin. faceted or Gee cemnas) cabochon’ : i-i5et deep violet, blue~ YrBet violet: to pale, violet faceted ; white or yellowish depends on animal tusk, cabochon aa source or carved ihtensd'jgreen (semi- 1 - sev, transparent) to mot~ feet dia tied, the finer grades of jade. “cabochon fo Femot greenish to brown Yraet faceted or cabochon fine grained violet- 5-25et blue to pale blue. May have white or gold inclusions/ cabochon colorless to pale straw- ‘lict yellow. Internal "fire" faceted or cabochon Gi medium green. banded — i-1" dia (prolonged skin contact sa fades polish) cabochon wh clear.faceted (step- he-Mict cut) yellow green, "gréen any or black. best grades unnottied. ‘the “other "jade" stone. ‘cabochon black & shiny (volcanic 1-10", up, glass) May have gold Sheen or white "snowflake" maarkvhgss"cabochon” yellow green to deep gr-1-25et een. ‘cabochon! ot end page six VALUE RANGE YelSP/ct (10) 2-688 'ea 1 7-148P/et 2-108P/ct 1-108P/¢m 890-1500" ' SP ea for L4nmcab 3-158P/ct DIE ROLL = GEN DESCRIPTION/CUD Ors TaE rs 398-405. Opal , roll % dice, aio 0 01-33 \mite 0. white background, 1-1oct internal "fire! AT a. ear ay cabochon at 34-66 oRire transl. yellow ‘or In20ct red background,"fire" 1 1a0E— cabochdn? 1 1" + enn 67-99 Catseye 0. —yellow-green,"fire" ——1-10ct cabochon 00°; Black O4 grey to black bsck- . N1#10cb»! fatoundist{ Lots of "fire"! cahochon 406 - 415° Petglite Serer Leds jay, thave YeSet : fe nuthite. ine Lustons.s faceted ? = oOfet vine rants Monn suiad on 416 - 425 Phenakite jcoborkess. faceted eset 426 - 435 Pollucite" faintly straw yellow Ye2et el an orvolorlesss faceted yi advising zesteindd 436 - 445 Pumpellyte light to dark green —_—to i" dia 3 ‘ Patches: whaeh.seem tosis ~ shift about, as. gen. foilooilie turned: unden Light. cabochon yl f0h-04 bot or naan A 10 }ahoo Lf 446-778 Quartz roll % dice 01-05 Amethyst rich purple (blue-vio~ G-25ct: let in sunlight)'to pubple-pink, faceted or cabochon toNtatei! ae Tyga 10 seed uo stuobea ott 06-10 Greened A. heat tretted atieth, -15ct palleto dark green dependinyy on ‘oriyinal shade of pruple.faceted yy hw en wake orator ni, Gh 11-15 Adventurine ibluerRresn:to,yellow~ — 3-15ct greens cabochon ; or larger 16-20\'-! Catseye!-" “green, redy grey: or: B-10ct:) 01! yell Dovey fiber ous cabochon 90 21-25. Cacoxenite elear,violet or yel- | 1-loct low / parallel’ e yellow fibers cabochon end page seven 19h. AIP VALUE RANGE 10-508 P/ct 10-408 P/ct opene, 4-88P/ct 100=1000s P /et 1-108 P/et 3-68 P/ct 3-78P/et 1-15SP ea 5-108 P/ct MIS P/et Yer5S Phot: 4-68P/et PIE, ROLL GEM DESCRIPYTON/CUT size VALE R, MeALAT quartz (eéfit) a Mi MAR 26-50 Citrine strong red-orange to sev!" | 1-8Rb/et™ 01 Din 0) BE Keto; mange: hundred et. 7?!" i Hedges on eanedtyn bee aeilzoilees Rock Crystal clear. faceted. or to seye}ou! fe IBP/ct)!! caboenbhd 6/1) hundred) et 996) bhaye W/L Bnisatsed | bi tev Ol hich’ pirk’ tol bot 1-50ct WelSP/ct 0 ©) ypale! patikesmi Diy’ . 120 f=f “facetea Bh eabbeKon—- 34 (may. he, stir! or ‘eatseye) ats era Ca ay pbb lotaset! 1-38 P/dt? fi 2b ie rea B30" seal "de BRE Rte ae Fae eon edendced a 51255, Star, 9. lear, (reek ee yunl- — 1-10et, A~8SP/ct " Gee Hives mipor or TENS deh _phered, Tacking-cabochon : ; 56-60 Tigereye '” come ‘yelTow-bréim. any MeISP/ct Brot ! . , fiberpug. cabochon Pntart Pri foe z 61-65 Tourmalinated Clear" ox’ srioky’ Wy) 10-45ct Yels P/et Black ie ‘ourm= “NP aihe Hed! AUTeB.! cabochon 66-70 Bloodstone dark green w/ red 10-50ct Y-28P/ct spherules cabochon 4 71-73! carinetian “42H reds “bFten any Meas P/ee panded Whihite | > ‘eabdchow or carved Duloniboss ie Chalcedony agates in general any MeISP/et 19h Whites pdreyd. lnay on , 00: "Be "*banldett, Edboéhon 1896p ease i tga bosoantaiquigi ta, noite want plack Conyx)or blue, any We ISP/ct vad daca tnpyh ini 140 Bre eda or carved 81-85, 86-90” chryBécdlia ~” tkansViiebit Hare to Be1see'? 1-49 Pet neilfiiv'biue2”eabochon (faceted if'¥éry clear) ‘ tater HTAY! na VaR CE yy ai 7091 gi 91-95 Chrysoprase —_applergreen\or,yellow- any He ASP7Et sorlvogreemseabochn,, end page eight Ware eee BS eM DESCRIPTION/CUT size Quartz '‘(edrit) core Moss Agate translucent v/ dark to several interwoven’ green or hundred ct black filaments, may a form tree or fern- Be 2 like patterns. cabochon ue 779-788 Rhodonite brownish red. trans, or any massive red, may have, black spider-web mark A ings. faceted (if 5 and under 2ct) or ‘abecion 789-798 Rutile very dark, xed. (appear i-4det black if over got) 799-808 Scapolite colorless to med. yelr 1-2ct (blue) low, rarely blue or 1-3ct Kelese} Pink. faceted (step- —1-15ct (yell. cut) or cabochon rN : a ie 809-818 Scheelite orange-yellow or color- 1-20ct less (which show hi, ee sent dispersion of light a Avid faceted 819-828 Serpentine translucent green to to 13" dia “ blue-green. may be ee banded. rarely used tnoe for jewelry. cabochon a 829-838 Shell roll D6 ss 14” Mothér“df-Pearl ty shells or pieces depends on A » shiny white or sources... : oer ck Y ‘sheen. shell exterior can be colorful 56 Pearl round or "baroque". varies w/ white, yellowish or source. (usu, tN chtelt parler black to 12mm dia.) 839-848, Sinhalite pale yellow troy to,, 2-40 ct rich brown, green- lates >, Rrown.op black... 1 fageted, (step-eut), | Pale yellow or blye-, 4-20 ct green. fapeted or || cabochon 29 Herbert code \ prego, Lt Aaat end page nine VALUE, RANGE $-20 SP/ct 3-203P/ct (faceted) or Fl SP/ct 1-7 SP/ct 43 se/et 6-10 SP/ct 2-6 SP/ct 4-10 SP/ct 1-6 SP/ct 4-10 SP/ea for small ones to 3000 SP 4-3 sP/ot DIE ROLL GEM 859 - 88 —Sodalite 868 - 878 Sphalerite 879 - 889 —Sphene 889 - 898 Spinel 899 - 908 — Spodumene 909 - 918. -Staurolite! 919 - 928 Tektite 929 - 938. _Thomponite.~, 939 - 948 Topaz 949 - 958 Tourmaline roll 5 dice 01-09 Rubellite 10-39 Indicolite 40 Achroite DESCRIPTION/CUT SIZE dark blue, opaqu to seve... often mottled.w/ white, hundred.ct cabochon.(sone. rare transp. types faceted if less than % ct) Very pale green, 5-45et rich golden yellow to orange red. faceted soft. dark brown, yeliow- 1-Set green to emerald green, faceted (small ones may pete! heat-treat to orange) red,orange-red, blue to 3-20ct ~ blue grey, finest quite vivid. faceted (may be cabochon ~ rarely star) violet o> purple,emerald= 5-50ct green to yellow or color= Jess. Purples tend to fade with time, faceted clear dark-brown, Yer2et faceted, natural glass - dark 1-20ct green to yellow, black 1- black. faceted or 100ct cabochon fibenous: banded Mnf pink:and green, soft,polishes well. cabochon (in’ order of value) 1-15ct purple ,réd, orange, deep yellow,blue,yellow, brown,clear-brown fades w/time. faceted violet-red, purple. 3-15ct faceted or cabothon (may be catseye}" rich blue,blue-green, 3-15ct faceted or cabochon colorless. faceted 1-5et end page ten VALUE R. SsP/et (faceted) or ¥-2 SP inch dia Y-58 fet 2-508 P/ct 2-758 P/et 2-68 P/et® 2-208 P/et* 1-48 P/et Ye708 P/et Ye-B0SP/et, 1-78P/ct 2-48P/ct DIE ROLL = GEM DESCRIVTION/CUT SIZE VALUE R. Tourmaline (cont) 41-70 Dravite brown. faceted 1-20ct 1-38 P/ct 71-00 misc. pink,green, bi~ I-15et Yeo 15SP/et or multi colored. faceted or cabochon (best are good bi- colored ones ~ 4ncl. catseye) 959 - 968 Turquois pure medium blue, best to Vir 6S P/et blue w/ spiderweb W" dia. black lines, caboghon otherwise ¢ ay 969 - 978 — Unakite pink & green patched tol" dia HASP/ct granite. cabochon 979 - 988 —Villemite orange , olive-green, 1-20ct 2-48 P/et to yellow. May be olive w/ red hematite - platelets (make int~ eresting catseyes) soft & brittle. cabochon 989-991 Zincite deep orange-red to dark ¥-6ct 3-308 P/et red. faceted(if under M8 ct-for dk. red, Orange may be larger) 992-000 Zircon (in order of value) 1-30ct. 4-208P/ct rich red,orangé-red, blue, green, orange, yellow,pale blue,clear. blues may fade w/ Light if long exposed. faceted NOTES: i-Wost clear stones, given the proper fiberous inclusions, will show the "catseye" or star properties. 2-Nost stones, especially those connonly cut cabochon style may also be tumble-polished. 3-If any gem type is rolled which is limited in value to considerably less than the value rolled, either re-roll gen type or assume multiple stones. 4-Size ranges given are the most common. In most cases, larger stones are possible, but rare. Thus value may be considerably higher than the per carat value indicated. S-Values of star stones and opals reflect their value as bases for magical items in my campaign. If this is not a factor in yours discoukt by about 50%. end page eleven THE COSMIC CHRONICLE | ‘ Chronicle the First. Avis) By John Sullivan 17062 Apt. A Tustin California seo] ‘ 4 ee \ Herein is the first of many columns written expressivi Bie N for THE LORDS OF CHAOS. Comments welcome. As I have promised / \ Nicolai, a somewhat different look at the MONK character clis. \ THE SHAOLIN MONK ; The SHAOLIN MONK is a sub-class of Fighter, with an en- phases on certain Clerical and Thievish aspects, depending upon the particular style that is chosen by the initiate. ‘The SHAOLIN took a path somewhat divergent from the nom as expressed by the general Fighter, this being a confidenc) upon oneself, as opposed to artifical melee weapons; and ai: such, they developed a very deadly style of unarmed combat There are five different styles of SHAOLIN MONK, eacl discipline expresses a slightly different approach, although all are similar in rough, general context. ‘The styles arc} CRANE, SNAKE PREYING MANTIS, TIGER and DRAGON. Each of | these has been reworked to fit game mechanics for DUNGEON! & DRAGONS, so they do not follow exactly the theories and . \ concepts of KUNG-FU. 7 The SHAOLIN MONK has certain limitations, they can use “ \ / only certain liagic items, and these being rings and misc¢ilan-\ equs magic items usable by Thieves. They can not use potions oF scrolls, except for DRAGON style, which is able to ued Clerical scrolls. This is even further minimized by some styles, such as TIGER. 1% } | A SHAOLIN MONK has managed to increase the damage ene by jthem, by rigorous training, in both body and mind, an sugh, they will NOT use items such as, Girdles of Giant Stpength, or any spells which will magically or artificall’ intrease their atributes, this includes any and all Haste \ items and spells. J j |The SHAOLIN do not believe in followers, and they Will) / neither have them, nor be them. SHAOLIN MONKS are HUMAN only, this includes Melniboneans and Deryini can not be SHAOLIY Unlike their BLACKMOOR style cousins, the SHAOLIN do not have any type of structured order and thus there is no need to seek out higher level SHAOLIN MONKS and challange them to combat. Experience is Fighter times 1.2, thus a second level SHAOLIN needs 2400 experience points to get to second level.’ The SHAOLIN MONK does not top out at 16th level, but no further abilities are gained after that point. They use eight sided dice up to 10th level, then +2 afterward. They saye like Fighters or Clerics, whichever is better. The CRANE and SNAKE styles go up in experience groups of four, while the PREYING MANTIS, TIGER and DRAGON go up in groups of three. ‘The prime requisites are as follows: THE COSMIC CHRONICLE #1. Page 2. CRANE SNAKE PREYING MANTIS TIGER DRAGON STRENGTH: eo 15 12 15 er INTELLIGENCE: | = = Ra = oe. WISDOM: 14 15 i 12 i DEXTERITY: 16 UB 15 15 15. Should a situation ever occur in which one style of SHAOLIN i10NK enters into melee with another style, the following matrix should be utilized. DEFENDER ATTACKER CRANE SNAKE PREYING MANTIS ‘TIGER DRAGON CRANE ° 41 -1 -1 ° SNAKE 41 0 0 41. -1 MANTIS: -1 0 9 41 -1 ‘TIGER 41 +1 +1 +1 41 DRAGON 0 +1 ° #1 -1 These bonuses and subtractions are in addition to anything else. For example, CRANE attacking SNAKE gets a +1 to atteck, and CRANE attacking TIGER, subtracts one from his total. Type I CRANE (Grace and self control) This discipline reflects stealth as opposed to power. They have Thievish abilities like a Hobbit Thief, one level lower (4th level CRANE style SHAOLIN MONK has the Thievish abilties of a 3rd level Hobbit Thief), If the CRANE is law- ful, it does not gain the Secret Strike Thieves have CRANE suprises on a 1 on a six sided dice, from lst through 4th level, 1 on an eight sided dice at 5th and 6th level, and al on a ten sided dice 7th level and above. They have full climbing abilities, as well as falling abilities as per BLACKMOOR to that style MONK of equal level. At 5th level, they cen perfectly Simulate Death, and at‘ Sth level, they gain the MONK healing ability. ALL SHAOLIN MONKS have a resistance to Esper style spells, that Hold, Read or Control, as well as liagical and Clerical Holds and Controls. At first level, they have a 10% resistance at llth level mage. They get +10% per level up to 16th level. CRANE style SHAOLIN MONKS have only the MONK stun ability. \hen a hit +5 above what was needed to hit occurs, this slcill comes into play, The stun ability at lst level is 5%, +5% ech additional level up to 40% No kill ability with this style SHAOLIN. The stun for any of the styles, is a four sided dice plus the MONKS level in melee turns, CRANE style can use -any weapons a Thief can, as well as any Oriental style weapons, except those which are two handed. This style MONK has a special saving throw, against non- magical style missles, such as normal and Magic arrows, spears, sling bullets.ect. This does not function against such things as Magic Missle, Javalins of Lightning, ect. They may deflect up to half their level (round up) in missles if a save vs. Death Ray is made, THE COSMIC CHRONICLE #1. Page 3. CRANE does not use armor, but may use items usable by Thieves and all classes. They do not gain a damage bonus when using weapons; however, they do get all dexterity bonuses including those to armor class. Level Move A/C ‘Attacks/Melee = Damage as 12 9 1-1 1-3 i 13 8 1-1 1-3 3 14 ie 1-1 1-4 4 15 6 1-1 1-4 oe 16 G 3-2 1-4 é 17 i 5e2 1-6 7 18 3 3-2 1-6 8 19 2 5-2 1-6 2 20 1 3-2 1-8 10 ce 0. 3-2 1-8 11 2k -1 3-2 1-8 12 26 -2 3-2 1-10 13 28 3 2-1 1-10 1h 30 4, 2-1 1-10 15 32 -5 2-1 1-12 16 3h -6 2-1 1-12, Type II SNAKE (Suppleness & Rhythmic Endurance) SNAKE discipline has the advantage of endurance and agility. They have Thievish abilities like a human Thief, two levels lower, They do not gain the Thievish Strike. They suprise as a normal man from 1st-4th level, a 1-6, 5th- 7th, and 1-8 at 8th level and above. Their climbing abilities are equal to a human Thief at the same level, with fall breaking abilities like CRANE, At 4th level, they are empathic to animals, and at 6th level, they can speak to animals. They gain the MONK healing abilities at 5th level, and at 8th level, they gain the ability to simulate death. The stun ability of SNAKE is 10% at lst level, +5% up per level, up to 45% The kill ability is 5% at 7th level, and does not improve. They save like the other SHAQLIN with the following exceptions, a +2 against non-damage causing spells, and if they save vs. Magic against damage causing spells, they have a -1 off each dice of demage. SNAKE discipline MONKS do not use armor, and they do not gain and dexterity armor class bonuses. They can use any items usable by Thieves and all classes, and they can use all Oriental style weapons (including two handed), but they add no damage bonus when using weapons, At Bth level, they gain the Snake Strike. ‘ith this, they can strike at an opponent at AC 9 (this includes lagical protection, but not dexterity of hide) and does their strength THE COSMIC CHRONICLE #1. . Page he doubled in-damage points. They can do this once per day, with an additional time every three level's. Level Move ase Attacks/Melee De amage al 9 9 q-1 1-3 2 io 8 1-1 1-4 3 i iz 1-1 1-4 4 12 6 3-2 1-4 2 13, Le 3-2 ero é 1 4 5-2 1-6 2 15 3 3-2 1-6 8 16 2 2-1 1-8 9 17 1 2-1 1-8 1o 18 a 2-1 1-8 1 19 0 2-1 1-10 12 20 oO. 2-1 1-10 13 au -1 5-2 1-12 li 22 -2 5-2 1-12 ZL 23 3 5-2 2-16 16 2h 5-2 2-16 Type III PREYING MANTIS (Speed & Patience) PREYING MANTIS style focuses upon Wisdom of Attack, diligence end speed of preparation. They have Thievish abilities equal to a human Thief three levels lower, and they do not gain the Secret Strike.. They suprise on a 1-4, let- 5th level, and at 6th level and above, 1-6. Their climbing abilties and falling abilities are one level lower than CRANE. The stun ability of PREYIUIG MANTIS is 15% at 1st level, +5% per level up to 50%, no kill ability. They value knowledge and respect opponents. At 3rd level, Simulate Death; 4th, Animal Empathy; 5th, Talk to Animals; 7th, MONK Healing, and 8th, Haste Self once a day for one turn. ‘They can attempt to parry all missles (including Magical) is a save vs. Death Ray is made; they can parry as many missles as their level, but they can not attack the melee turn they attempt to parry missles. PREYING MANTIS style does not use regular weapons, pre- fering the Oriental style weapons, they add a damage bonus (hen using these weapons, of 1 extra hit per two levels attained. If they prefer, PREYING MANTIS can attempt to parry, at Ist level, this skill is 10%, +5% per level, they cannot strike back the phase they attempt to parry. If they parry, they take no damage, not even touch life-drain, this is a full parry. PREYING MANTIS .style does not wear armor, but can use items usable by Thieves, Mghters and all classes. They do not add a dexterity bonus when adding for Armor Class. PREYING MANTIS style, will never kill a sleeping or unconscious opponent. THE COSMIC CHRONICLE #1. Page 5. Level Move A/C Attacks/Melee Damage iL 9 9 1-1 1-3 2 9 9 1-1 1-4 3 io 8 1-1 1-4 i 10 8 2-5 n 2 2-5 6 a2 6 1-6 iC 13 2. 1-6 8 14 4 1-6 = 15 z 1-8 lo 16 ie 1-8 i a 1 1-8 12 18 a 1-8 B 19 ° 1-10 20 0. 1-10 5 al -1 1-10 16 22 -1 1-10 Type IV TIGER (Tenacity & Power) TIGER is strength and force, these lONKS feel that the body is the ultimate weapon, and they disdain the use of artifical weapons, in fact, they have progressed to the point of not using Weapons at all! They can wear unmagical leather armor, and they do not get Thief abilities, though they can climb and fall as CRANE. They suprise as anormal man. At 4th level, they no longer need silver to hit things and beings hit only by silver, at 7th level, they no longer need Magic to hit things or beings hit only by Magic up to +2, and at 10th level, they can hit barehanded things that need high magic to hit, +3 Magic and higher. Their stun ability is 20% at lst level, if the to hit number is suceeded by +3 or better; they add an acditional +5% per level up to 60%. Their kill ability is 5% at let level, +5% per level up to 25%. They can heal one hit upon themselves for every bevel they have attained, once per day. At 7th level, they get the 'Quivering Palm! attack as per BLACKMOOR. They subtract 1 off of every dice of demage causing spell, regardless if save vs. llagic was’made or not. it Except for weapons, they may use all items usable by Fighters and all classes. They do not deflect missles. At 10th level, once a day, and once again every additional two levels, JIGER style SHAOLIN may invoke the IRON FIST. This takes one melee phase to properly summon, during which the HONK may not make any attempt to attack. After one meelee turn, the TIGER has HILL GIANT strength for one full turn, and his attacks are at +4, with an additional 2-16 damage to their regular hand damage. When this condition wears off, TIGER feels as if he had just been Raised from the dead; this lasts for 4D6 turns, then he is back to normal. THE COSMIC CHRONICLE #1. Level Move A/C Attacks/ilelee Damage fs 9 9 1-1 1-6 2 9 9 1-1 1-6 o a 9 1-1 1-8 4 lo 9 Ll 1-8 5 10 8 3-2 1-10 6 10 8 3-2 1-12 7. il 8 3-2 2-16 8 il ? 52 3-18 9 o2. y 32 2-20 10 12 7 3-2 22h 1 12 6 5.2 3-2h, 12 12 6 eo 3-30 13 13 5 2-1 5-30 14 13 es 2-1 4-52 15 15. 4 2-1 3-36 16 ay 2 2-1 4-10. Type V DRAGON (Windrider) DRAGON style is the Mystical discipline, where awareness of forces allows one to focus defense and attack. They hove Thievish abilities like a humen Thief three levels lower. They do not have the Thievish Secret’ Strike. They have climb- ing and falling abilities like CRANE only one level lower. They suprise on a 1-6 and it does not change. Their stun ability is 20% at 1st: level, +5% per level up to 75%. No instant kill ability. They can use Clerical Scrolis and Staffs, but otherwise they can use only Oriental style weapons up to +2, and no items with Ego or Special Purpose. They can use items usable by Fighters and Thieves and all classes, except for Bracers of 4/C. They add weepon demage bonus for Oriental ‘style weapons, 1 per level attained. At 3rd level, Animal Empathy; 4th, Speak to Animals; they can Heal one hit’of daage to themselves for every two levels they have. At Gth, Plant Dmpathy, also their Mental Resistance is 10% higher than the rest of the SHAOLIN. 7th level, Speak to Plants, Dragon Empathy; 8th, speak to Dragons; at 11th level they cen restore one life level a day with no energy loss to themselves. : At 12th level, they too get the IRON FIST, it goes up to .CLOUD GIANT strength, and the turns of exhaustion are an eight sided dice times the amount of dice damage done by Giant tyve. It takes a lelee turn per strength level to summon, Hill Gient 1, Stone Giant 2, ect. DRAGON style SEAOLIN have a resistance to life level loss, one level lower than a DBMOW FIGHTER. They do not wear armor; and if a save vs. Death Ray is made, they may deflect as many missles as half their level rounded down, If they make their save vs. Dragon breath, they take no dam- age. “owever, if DRAGON style does die by Dragon's Breath, ere is no need to make a body saving throw, as this style IK can be killed, but not destroyed by this type of weapon. ; THE COSMIC CHRONICLE #1. Page 7. Level Move A/C Attacks/lMelee Damage i 9 9 11 2 10 9 1-1 3 n 8 1-1 4 sles 8 xe 5 Te) m 3-2 6 1h a 2-1 2 a5 6 2-1 8 16 6 2-1 2 1? i 2-1 lo 18 5 5-2 il 19 4 5-2 12 20 4 5-2 Hill 13 al 3 5-2 -10 Stone 14 22 S 3e1 0 Frost 15 23 2 5-1 1-10 Fire 16 2h a 5-1 1-10 Cloud Any questions or comments on the SHAOLIN MONK, are welcome, as some things might be ambiguous. I will try to reply, and make any modifications as necessary, I hope you can get at least some use out of the being, known as SHAOLIN. COSMIC COMMENTS: Nicolai Shapero: Well, here it is, all finished. Cen I have my soul back now? Ken Pick: The write up on armor was very enlightening to a Dark Wolf. Jordan Brown: I feel you are pvshing it somewhat with the ‘Vampire Balrog', I feel something is either Undead, or Demonic, but not both. Take \layne Shaw for example. James C. Herold: I was glad to see The Engineer as a char- acter class, not so much that it was a greatly needed charact- er (it is though for campaigns), but it is refreshing to see a Character Class that does not need to hack, stab end maim to go up, but instead, work at his profession. Charlie Luce: Interesting swords, to they come in basic blue. Kay Jones: Yayii! Lets hear it for the Mongooses. (Mongeese? Mongeeses? Er.,.thanks for the Mongoose.) : Margaret Gemignani: for your letter. Glad you liked the cover, I am waiting I am at present trying out a new system for role play- ing, it it THE FANTASY TRIP, with MELEE, WIZARD, and DEATH TEST. The mechanics are simple, and it lets one concentrate on role playing, as opposed to getting bogged down in the mechanics. TI may soon be starting a closed world campaign with it, and I will keep all you minions of Chaos informed May the blessings of ALLFATHER be with you all. Bleixeses's lower #3 typed while home on vecetion _ by Steve Mersh Whet Yegic 6 ty Me So OSE approach to magic Thane ‘of! you “ton ath @eputers end with magic will probably hve seen neny elmlecieghrte’ Carmen tie bed pun). The besic power of magic can be looked et as the assembler. The different types of magic (such es green & Ron megic) es different compile, end the runes of power ere simileir in” Aamcetion to functions. jow, if one were to write magic Jenguages, he would have control over all yeseerch and enchentment (as research would be 'merely' the writing of new programs). Also, it offers the popes matty to bring beck some interne] -con- Sistency to the whnle concept of magic-use(ers): Personally I lack the time end ability to underteke such a. thing, but I am sure that some sf you. . . Much to my-surprise, efter three or foyr months, I found the portions of ny TRAVELER campeign’that I had lost. “o-forstell permenate loss, here is 2 portion of whet I just recovered. | RNA DRUGS i throw @-teoh level over 15 per field for availability | Cost: 50K evel | 100K level 1 : 500K level 7 5 aM level 3 (min of tech 16) 10M level 4 50M level 5 (tech 17 required & body) >00M level 6 4KM level 7 (tech level 18 required)’ ;~" RNA treatments fede on 2 throw of 6- ' modify. +1 for intel-7+,-+1 ed8+, +? for practice, +1 for previous: RNA, Simulations Equipment > physicel conditioning set: 1M credits end ? tons physicel cenditioning drugs at 75K/dose 5 8 weeks in conditioning end 8 doses spread over 4 months will result in +1 to strength, endurance, and dexterity. must make dedication throw. educative simuletors: | 10M credits x 1D6/(admin or broker dms) for the simuletor end 4 tons must be used in conjuction with e mentel simuletor that uses ? spaces in the computer, costs 2M credits/? tons space end requires use of med. slow using the physicel simulator for ? wks/month for 4 months, and the mentel for ° deys e week for 8 weeks will raise one to the ist level in a skill. the simulator reauires specific tapes to function (one use, cost is 4 of the RNA equivelent). treining tepes from levels 1-6 currently sold. simulators require yeerly maintainance (treet as repairs for cost-~70 to 120% of the origional cost of the simuletor). PSI modifications tesa services aveilable = : psi regeneration: ; 10Meryx 10* (x= # of points regeined-edmin dms) psi training (1Mcr x 10%, y= 7 x the # of pips you missed thet skill by) + + + end many other things that no one hes yet to encounter. for a mythical tech level 19 weepon I heve’ been considering e Partical- accelerator thet fires smell particels of antimatter (hmm, I have the word particle on the sheet) Hmm, seems that using en electric typewritter is not the wisest decision thet I ever meade. But comments on TLOC 4 ; Nicolai: are you presenting the first draft of your ecuivelent of The Arduin Grimoire? -- George: Gary Gygax once told me that hich level clerics went around zapping the undead to cut down their numbers, shortly after that I re-arranged my-undead-rules «+... Ken: there were alot of renin in japan who went armorless... . however your tables are ..~ usefull for mking sense out of the mish-mash of armors that blow in from the mlti-~ verse.///I liked the castle system--especially the,area controlled/needed rules. gross outs, giant pigeons, mad dogs and englishiden . . . but then it is fron MANIA, . Jorda James: enjoyed’your presentation. Now please do the same for sages . . « . Gharlte: talking of mmsters, one of the people“in my pbm had a question that I am adapting to a suggestion. ho'about. when it says 2claws/1 bite, -make that 2 claws or one bite? Watch a cat or a bird or a dog fight. Kay: why the min. req, requirements for giant mongeese (or melniboneans or demon fighters ér monks, or . \-.)?//for a'crock' cat-tail try greek stirges which look very similair. Peggy: on retreat, what about the guy in no armor (like a monk) backing away from the guy in plate as another example of disengagement for Nicolai//rather enjoy your zine. Psionic Encounter Rules whenever psi is used roll a d6, on a roll of 1 something just became aware of you. 1-508 roll for encounter normily, at least one in party will be psionic 51-75% roll for a demon on the avtreal plane ¥ 76-00% use a psionic morister (such as those in EW or those below) (note that -tobviously’ if the person who just becam aware is weak psionically they will tend ” —to avoid psionic contact, this system works best with either simplified psi (like that in A&E or-the type given to jedi nights) or prerolled monsters. I plah to use it to explain why most of the people in my world prefer to remain psionically invisible—i.es no psi and do not test for/use if they’have it. This allows me to accomidate psi without (usually)-having to bother with the mess, I have cofsidered reducing the % having psi to either 1 or 2%.) gliphs: these appear as giant ameboic shapes on the astreal plane. they have 10 psi pointe per age group and 1 power. they also have psychic blast and mental shields, they move 32" a tum in fluid agony, and pursue astreal forms, attacking by enqlf- ment, roll to see if they hit. then compare the gliphs age (rolled on a d10) to the victems level, ‘if the gliph can roll over that fraction (similsir to a mongoose jump) he has absorbed the soul, If he rolls under the soul escapes and gets a free Move, If the roll is ecual to the fractim, the roll for both. Who ever gets the higher roll may attempt to absorb the otter next round or choose to continue or break off the combat (at least untill ceaght again). seras: small, etheréal creatures, they look similair to a dog sized "crown of thorns! shaped starfish, they travel in’groups of 246, AC 5, 1d of dé's each (age group 1~1)< move 12" a turn ethereal/é" a tum in phase, they hunt by echo location using pulses of pei, ér ty waiting for a burst of bsi energy to home in on. they ve no abilities except for mind crush (psychic crush) and one out of four will project intellect fort. they have 1420 x age group psi points. They also fight with their bodies (either 1410 attacks of 1 vt each using their limbs or 1 bite far 1d, and 1d2 blood loss per, melee a ‘wiattemded), sometimes they will have pretty stones (10% chance of 1dk in gems). page 3 and now for a brief advertisement: GAMELOG POB 800 4 : Elk Point, SD 57025 45¢/issue, 12 issues for'4.50 & 1 free issue if they can use your name for their contack list (which means that you catf get a free sample issue just for writing in). Tt 16 lovingly produced by anertfet (figuratively speaking) yho has been in the business of putting it out for about 4 years now, It was the first place the rules for thieves appeared and has been twice as hot since, One of the oldest sémipro magazines in ‘the hobby (the name may change but the editorial crew is always the same). If anyone is interested, 1/déddd/dtd/(1dls/ Aad MMM 4/1 /AL aL / HOLY 4 I finished my basic outline for my rules for the plane of ice. On the good side, it mkes sense (at least to me)‘and has lots of new monsters. On the bad side; tle print job I got was terrible, the monsters are a bit sketchy if you havn't met then, there is only 10 (offset) vages worth & I am charging 30¢ & postage for the horrid mess, Information on myself: T am 22 years old, a jr. in econ (minor in philosophy), 5'5". 165 lbs, bloni mir, etc. I've been in Japanese Karate on and off since 1972 and judo since 1967 (more off than on) TI started D&D in 1974, was paid with 1 copy of Blackmore for my material therein (what was left of my underwster encounter charts after the editor was finished with them--70% of the monsters gene and tle remainddr simplified and not arranged by terrain type). } T got nothing for my work in EW and finally bought a second copy (having returned the first copy I bouvlt due to my being in transit & having no place to keep it). I was promisod a lifetime sub to TSR!s periodicals for the monsters & stuff of mine they printed 10 ond I°got (tho the post office may have swallowed some) 4 issues af the SR and one of The Drogen, I wes also promised recognition ghen they used my material... en I retum to AGE I will probably start with exersts from letters from tsr showing em (st times past) vs mine and then showing the current system they use. . « - “nce the feedback I got from Gygax when I wrote him at his home indicetes thet he is not to blamo . . .(you guessed whom I blame for the mess). I dislike the people from cal. tech that I have contacted, finding them vain, igorent ani reminicent of player-claracters, Anyone who is/was involved with the scenario of the Rev- enaunt Imowe thet I enjoy high energy gameing. Anyone who has piayed with me in Hellsgete knows I love low energy worlis. Peoplg in my ptm who have compared notes will find that I ron beth. In spite of my actions in Hellsgate I tend to be a cautious player. When I am running a Jewfuli character that caution/concern is extended to the party I am with. Vhen I have a chactic it is a little marrower. I have not participated in backstabbing ver se but I did sacrifice a couple of player characters to demons in hellsgate (one of which was the famous "turkey" cacrificeit was a race between the party members to kill the character off. It 1) saved our skins (we successfully summoned a demon & survived) and 2) got rid of the guy. he wes @ worse turkey than I (tho a good guy in real life he can't play D&D)). I started D&D while in the midst of develoning my own fantasy system and am slowly retuming to it. The first campaign I played in had a 97% or hisher kill rate, systematic dungeons, a large wilderness (where mch of the action“took place) and only allowed one character per player. We used the chainmail combat system, cuantaball & tolt (the total damage is xi6 and used the treasure as rolled. 170 or so hours of successfull play would usually get a player to 6th or 7th level. We loved it! (Tt took FAaikases about 168 hours and lots of luck (I became a legend at BYU--a year later ny brother's girlfriend wrote me as a result of people still talking about my luck) to make werlock—-and after 4 months he was the highest player character in the game). I have been accused of being both jaded and niave, of having a wisdom of 1 and of 20 and in general of being easily predictable and of being impossible to anticipate, Regardless, I wish you all the best. Pe ae KATHOM LI ROSHARN--A New Campaign on a New World ‘by Jack Harness: = RO~SHARN fs an Earthlike, plahét populated mostly by humans and the customary L.A..mix of Elves, Darves, Hobbits and eres. Characters.are fitted into an overall Background and Players have more restricted options than in D&D as to Gharacter Type and Specios, .High Wisdom does not always indicate a Cleric, nor high IQ mean a Character can autonatically be"@ Magie User, But Players will still have certain options with each Ghayacter rolled. The intention is a nore varied set of rolés ‘and challanges and thus a mdére interesting game than constant Pillage, Society is Pseudo-Renaissance rather ‘than Pseudo-Barbarism, ‘There is not as much Background to.conform to as in ‘The Eupire of the Petal 2 Ohivelry and Sorcery but there is nore initial setup of Characters than strelght DaD, I think that it will be more interesting, You are invited to set up a Kingdom of your own after sone play and familiarity with the rules end structure, and I'n really quite open to suggestion, Your Kingdom cen have its own Rules. PSI operates independently fron Magic. ‘The world bears a heavy taint’ (or “unicue stench") of Demons, for it was liberated from them within certain written memories, The eldritch flavor comes from Leiber rathcr than H.P. Lovecraft. The rules, alas, are influenced by C&S. Rather than coin new words, Elf and Hobbit and Dwarf are used. - And some new character types are available, "Trust me." HOW 10 ROLL CHARACTERS At Characters may be rolled entirely according according to Chivelry and Sorcery (henceforth abbreviated C4S--NCS) rules if desired, I'm not fussy. ae 2. 5. 6 Roll D to deternine SPECIES (see chart to follow). Choose the GENDER, A SPECIES /; of 01-25 will require a trip to the GH for a consultation on obscure matters and your options, ‘The GM has a Worldview that is not all yet down on paper. Your options include reviewing the Characteristics you roll to help determine SPECIES, Reroll #D to get exact SFECIES/RACE. Roll SIZE (HEIC!T cné FRAME) using C&S charts, Roll for ALIGNMENT using C&S charts (be sure to record both the number and the alignment). NOTE: Some SPECIES have predetermined numbers, Roll @D to determine “SOCIAL STATUS. ‘Human Social Status’ with additional AD to get Background/Ran‘/Occhpation information follows this chart (and non-Human Social Status follows this chart). If desired; “roll Sibling Status, etc., as per C4s rules. Roll for CHARACTERISTICS, using either 306, 1D20, 2D10 or approved alternate roll; Roll Strength, Intelligence, Wisdom, Constitution; Dexterity, and Charisma, “plus PSI power and Aarghacity, Optional rolls for Bardic Voice and Speed, There ‘is a 50;5 chance of rerolling just one CHARACTERISTIC to try for a higher value. Certain of the scores will influence other Characteristics. Determine Character Type. Note that certain Social Classes will not pernit Magic or Clericism, while others willmake it almost mandatory, regardless of Prime Requisites. ‘RO-SHARN Page 2 8. Roll hit points, Roll fatigue points, being sure to add Bonuses and Debits from Characteristics & the Size (as per C&S), .fatdgue points. are important... because ordinarily an opponent mus exhaust a Character’s “atigue points befone Damage is scored directly against the Body Hit Points. 9. Roll Initial Noney'and: purchase weapons, supplies) efe ae per Ro-Sharn prices. This algo determines Arnor Clast L 10, Record SpeBl(s),, Talents, Special Abilities, ete. Some of’ the’ Swanson: °2=---0 Abilities and others are atailable, — wo: Asay At pid 11, Complete Character Description from Race, ete, and Personal Goals, fron your knowledge of, the world. COMBAT MATRIX’ "=~ See Chivelry and Sorcer; at : SPECIES 01-05 Exotié 06-10 = Animal 11-20 Subhunan or Alien jNon-hunan 21-25 shapechanger (This category always includes eres) 26-85 Hunan 86-95 ELf, Hobbit or Dwarf 96-00 Players'‘choice Exotic 01-05 Entity or Shapeehanger (including Were) 06-10 Demon (05-25 Physical) 41-15 Half~Denon (10-554 Physical) 16-25 Nature Spitit (35-80% Fhysical) 26-35 Ore, Goblin, or Kobold 36-40 Troll, ‘Ogre, or Giant 44-50 Monster 51-60 Legendary Beast 61-65 » Dragon 66-70 Vanpire, Shambleau, or Life-Drainer 71-75, Undead : 76-85" Balog or Shapechanger (including Were) 86-90“ Plant 91-95 Standard Species (See table below) | 96-00 Players Choice Standard Species (Includes Animals, Submen, Non-human Aliens, # eres) 01-10. Underground Type 36-80 Ground’ Dwelling Type 04-25 Giant Burrover’ (Ratman, Catman, 26-50 Giant Hole oe FoxxHuman, Giant Animal 51-00 Moleman Horned Van, Minotaur, 11-25 Aquatic Type er other nannal) Q1-10 Giant sh 81-85 Desert Type (Includes « 41-25. Sharkman : Snake Nen) 26-40 Giant’ Fish or’ “rognan 86-95 Aerial Type (Birdman, 41-50 Merman or Human/Merman Batman, Flying. Animal) 51-00,. Herman ? 96-00 Players Choice (Including 26-35 Arboreal Type (Apeman or Giant Ape) Gyborg & Mre. Dyellers) RO-SHARN Page 3 Note: Local Fopulation ratios will vary from this standard table, which shows overall planetary population. Player has an‘extra 54 chance both up and down to obtain a desired speci: size See Chivelry and Sorcery ALIGNYENT See Chivelry and Sorcery There is no Alignment Language: some Holy tlords are known and used by all three Alignments, Some species have nreset numbers or ranges of numbers though individuals may vary from this range and even be totally changed by circumstances. GN will monitor a Character's Alignment, Detect Evil might not detect 16-18 Characters who are not practicing Eidl at the time, Due to various factors, even 1-3 Characters may be on the wrong track, studying and even invoking Diabolic forces. "lvil shall come of Good, and Good yet arise from Evil" say the Apocrypha, And there is that story of the advice Arjuna was given by Krishna, Possibly, a player’ analysis of a Character's actions will do more to describe that Character than any amount of labelling, Fossibly a Character should be judged by multiple criteria--and all at once. ' 4n Expedition may have quite a range of Alignment withing and not start killing itself off. ‘THE HUMAN RACES Terran 01-15 Mongolian Yellow 46-40 Caucasian (Alpine) Pink 44-50 Caucasian (Nfedi terranean) Olive 51-60 Negro Brown 61-65 — Amerind Russet Barsan 66-75 _‘Heliumetic Crimson 76-85 Tharkastic Green 86-90 -Agurian Blue Delian 91-95 Lenta Olive 96-99 Uldra Grey 00 Albino (Roll for Race) Optional Rule for consideration of mixed parentage Roll 4D 60% Both Parents are of the same Race and Planetary Stock 304 Both Parents are of the same Planetary Stock, Reroll for Races. 10% Parents are mixed Planetary Stock, Reroll for Races and Planetary Stock, Note: the reroll may eliminate the differences in Race and Planetary stock, liixed marriages are rare, Dominant Genetic Traits of the Human Races (Recessive traits also listed--followed by (r)) Hongolian Upicanthus Fold Straight Hair Alpine Blue Byes (r) Light Hair (r) Hediterranedn Olive Skin Hazel Eyes RO-SHARN Dominant Gentic Traits (cont.) Negro Dark Skin itiry Hair anerind Ronan Nose Russet Hair Heliumistic Yellow Byes (r) Crimson, Skin Tharkastic Slit Pupils Claxing Nails, Tasks Agurian Slanting Byes Violet Hair, (r): Lenta “” Singlerdiyebrow Rairibow Hair (r) Ulera Teicle:Noae Grey Skin Albinos are traditionally atlopted by the Scholar Caste (Reduce Constitution and Charisma by 2 each, and increase Intelligence and/or Wisdom by a total of 4 points), Zerean Races have an citsigtic 42 aininin Strength and Constitution and are Cold Resistant and Long Lived*(00 active year usual lifespan) but cannot road Terran minds. They are incetable of interoveeding with Elves, Hobbits or Dwarves, Skillful evordeven, moralistic, with a keen sense of Honor, but- subject to suggestion, Charn, and belief in phantasns, The Lenta are implanted with a symbhote, THE BARSAN RACES ; In the Apocryphal Texts) .1t is nelated holy the-Lords Of law "translate the three Barsan races from tht ‘planet. of thé iar'God, Barsan. For the Denons, with their limited perceptions, could xot see into the Higher Heavens.,.-The races have high courage and noviale and are excellent swordsmen, They use ro shields, but sone use a main gauche or other similar devices, Their‘léathern harness may glitter with cold and coms. They are all highly honoroble; sone say they go to great lengths to “save fece." They areCold Resistant #2 ani take decreased damage both fron cold and deprivation from oxygen. But they ili totally lack the ability to read Terran minis, They are 42 Suggestible tc Charm, Hold, Svggestion and Thantasmals, rendering fanatical loyalty anto death, It 4s difficult for Donons to ceo then cleevly. ‘The Green are fierce warriors, ,_., and in their dispassion seem cruel, The Blue are skilled Magicians ‘and Peionicists. ‘They are variously believed to Porship Barsen as God or as planet, or prinal tribal gods. from the,Barsoom stories” of2sR, tirroughs THE DELIAN RACES ‘i “Delian” is a word no longer understdod. » The Lenta, "the Sons of the Swan," are distinguished by rainlow (1rridéscent) hair and a large, continuous eyebrow. They possess some kind of Symbiote which the Lenta stock @long can tolerate, and it is grafted in during thoir Rite of Passage in Puberty--xith great pain and suffering. It gives thon 1/ Strength and Constitution, a longer life stan, and a homocidal old age. The Uldra are easily offended, alvays exacting steep revenge, even if only, seoret humiliation and ridicule. Denonic vengeance is not ‘beneath them, Their origin is totally hidden, " Uldra men, with their tall,"Aérvous "physiques, gray skins dyed ultranaring blue with an oil, hair tleached white, and gouiline features, are in general Fresentable, The girls, fat and squat, have scalps shaved bare against the onlaught of a vermin, and lack charm. Qs they mature, they retain their heavy hips, and short legs, but elongate their torsos, arms, and face, the typically long Uldra nose becones an icicle, the gray skin muddy, the hair, verminous or not, is allowed to grow into an orange ninbus. So says Jack Vance, in ‘The Gray Prince. In-contiast to the Barsan 85% Warrior, tie Dellan--especially the Uldra-- have 85% chance of using Magic or Clerical powers. Both races are excellent at distance-weapons. APOGRYLEA It is tradition that Elvés; “Dwarves and Hobbits are a Gift to Marly man, in that the lords of Law brough..then.to RO-SHARN "from Shadow" to ally with Wan against the Denons and their Satraps, the Serpent Hen. RO-SHARN SOCTAL STATUS (Hunan) 01-05 outlaw 71-75 — Nercant~Trader 06-10 Foreigner 76-80 Mercenary (conmoner-military 11-15 Outcaste caste) 16-35 Serf( commoner) 81-85 Military caste 36-45 Yeoman (freeman) 86-90 Scholar caste 46-55, Townsman (labourer) 91-96 Priéstly caste 56-70 Guildsnan (skilled Labourer) 97-98 ‘Nobility “ 99 Players chéice 00 Players choice (including Royal caste) oUrLay 04-10 Outlaw of present nation, with price on head 11-30 Gypsy (special rules apply) 31-35, Vagabond, Nezq-do-well 36-55 Benished victim fron a hostile nation 56-75 Banished victim from a neutral nation 76-95 Rantshed victin fron an allied nation 96-00 Playere choice OUTIAW STATUS, O1-15 Parentage unknown and unknowable 16-25 Parentage unknown but devinable 26-40 Parentage known (roll for same) 44-50 Parentage Imown (person is in hiding) 51-55 Amnesiac (roll for it late: 56-60 Were 61-75 Adopted 76-85 Spy (roll for loyalties) 8-98 Roll on 56-99 bracket on social status table for hunans 99-00 Players choice FOREIGNER RULES Roll for social status in own countety and per cent of political alliance with present counter. Fluency in present country's language (roll 1D12) 1-2 Understands the simplest words only 34 Understands most words fs 5-8 Fluent with slight accent 9-10 Fluent with no. accent. 11-22 Totally fluent in Modem and Archaic ~:

You might also like