From: Jeff Okamoto (okamoto%hpccc@sde.hp.com)
Date: Sat 18 Aug 1990 - 09:56:33 EEST
> From: thompson@rb-dc1 (John Thompson)
> Subject: RQ rules, questions
> Quickdraw Enchantment Cost: 1 POW
> This causes the weapon to be drawn and place in the wielder's hands
> immediately, without incurring the 3 SR delay. It will also pick up
> the weapon if it no more than one meter away, or put the weapon back
> to its sheath. Only the caster can acheive this benefit: if the owner
> is killed, the enchantment is worthless, and must be re-engraved.
This seems to be too ambiguous. What do you do to invoke it? Use magic points? What if someone else is holding the weapon? With what STR does the enchantment pull it with?
[I agree. In fact, I didn't realise I'd already put John's article in 2#2 and was about to put it in 2#4, with some comments of mine because I thought it was unclear. (Sorry if it sounds like we're picking on you, John.)
I figured there could be two versions:
Quickdraw (teleport) Enchant Cost: 2 POW
A weapon with this enchantment on it will teleport into its owner's hand upon mental command from a distance of up to a meter away, thus avoiding the 3 SR penalty for drawing a weapon. It will also sheathe itself upon command, into the last sheath it was placed in.
Each additional point of power will double the range. This can be done later, but a successful enchant roll must be made each time.
Quickdraw (flight) Enchant Cost: 1 POW
a weapon with this enchantment on it will fly into its owner's hand (the hilt, not the blade) at a rate of 10 meters/strike rank upon mental command. It does not cause significant damage to objects in its path. If it is in the grasp of another being, the owner must make a magic points versus strength roll to free the weapon. Each attempt takes one strike rank, and there must be 3 SR between attempts. Each additional point of power put into the enchantment will double the range. This can be done after the original enchantment, but a successful enchant roll must be made each time.
I don't suppose you really need to limit this spell to weapons, but I would add the limit of it takes an additional point of POW for each 3 enc beyond the first. ("Holy flying troll mauls, Batman!") It should not work on living things. - AB]
But worst of all, if I can see it (Second Sight) and know that it exists, I'll simply attack the weapon to damage it. Snap, and you can't Repair an enchantment....
> Modifications:
> Magic Point Matrix Enchantment
> I recommend giving out a d6 of storage here.
In the latest Errata, MPME gives 1D10 of MP storing per point of POW. [Any idea where one can get this errata? - AB]
> Magic Spirit Binding Enchantment
> This really isn't fair -- A shaman can easily learn the spell, he
> summons the spirit that knows the spell and obliterates it.
Enclosed is an article that I wrote back when I thought I had time to write in APA 'zines.
Spirits and You
Spirits are fascinating creatures. They are beings from the other side (also known as the spirit plane) which have no physical form on this side (the mundane plane). All that they have is their mind, ie, the characteristics of INT and POW.
Many of them can be useful for any magician whether shaman, sorcerer, or priest. Different spirits can be used as magic point reservoirs, as spell casters, or as spell holders (power, magic, and intellect spirits respectively). Others may be able to cure diseases, some can cause them. But to make use of any of them, they must generally be bound into an Enchantment (although some spirits can be held in a shaman's fetch).
Creating the Enchantment is easy, taking only a ceremony to make. But getting the spirit that will eventually reside in the enchantment is more difficult. The spirit must be summoned from the spirit plane and forcibly put into the enchantment.
This procedure is easiest for priests, who can use their Rune spells to both Summon and Command the spirit into the enchantment. Sorcerers have it a little bit harder. They must expend magic points to summon, and then expend more to cast a Dominate spell on the spirit. In both cases, the magician must match their magic points against the spirit's to place the spirit into the magic item.
But the shaman seems to get the short end of the stick in summoning spirits. To control a spirit via the Control spell, the spirit must be reduced to zero magic points via spirit combat. But, for the shaman to engage the spirit in spirit combat, he must Discorporate, which takes a ceremony of at least an hour's duration. And while he is performing this ceremony, the spirit will be doing whatever it needs to escape the shaman. He can of course use his fetch to defeat the spirit, but if his fetch is already holding spirits, then the loss of even a few magic points may mean the release of a spirit from the fetch.
Though they have the ability to Discorporate and roam the spirit plane in search of a spirit, they never know what they will find out there next. It may be the desired spirit, or it may be a malevolent wraith or hellion, bent on destroying the shaman.
The rules say that it is best for magicians to cooperate when summoning and binding spirits. But shamans tend to be loners, not willing to trust one another. The same can be said of sorcerers. Priests seem to have it the easiest, for they would willingly cooperate with a fellow priest of the same cult. I realize that these are somewhat stereotypical, but I think you see my point. Shamans have it rough.
And now for a bit of fun...
Famous Duck Deities
Here is a list of some of the more famous duck deities:
Hueymakt
The only surviving triplet (his brothers Dueymakt and Looeymakt having been lost in the Underworld), Hueymakt became famous as the duck's Death god. His temples are often hiring halls for duck mercenaries, but potential customers are warned that marching ducks and non-ducks at the same cadence will result in the ducks being left far behind.
Ducka Fal
The first of the duck shamans, he teaches ducks to worship their ancestors. He provides as one of the cult special divine spells, "Access Moonie."
Storm Bill
The Storm Bill is the god of berserks. He is the Desert Wind, the raw power of righteous purifying rage. His primary purpose is to prevent the rise of the Devil, or any associated form of Chaos. This deity helps the ducks to fight Chaos by calling out his famous challenge, "Yoo hoo!"
Zorquack Zoran
Zorquack Zoran represents the mindless explosion of fear and frenzy against both law and chaos which finds its only justification and satisfaction in unlimited stupidity.
Ty Kora Quack
Ty Kora Quack is the goddess of the duck Underworld. She rules the dead and is worshiped by those who preprare the dead for burial and who prepare the sick and dying for death. Their secret cult phrase is "You're a dead duck."
Quackodemon
A horrible Chaos monster, the Son of the Devil. He is known to terrorize ducks by merely uttering the words, "Be vewy, vewy quiet. I'm hunting ducks. Huh-huh-huh-huh-huh-huh-huh."
Daffy
The famous duck trickster, he is known by all ducks. He is especially famous for his rivalry with the lesser known deity Bugsbunny Gor and for his bill, with which he performed many amazing tricks.
-Jeff Okamoto
okamoto%hpccc@hplabs.hp.com
[All born from the Cosmic Egg, no doubt. And don't forget Bagegg, god of Scorpionducks, or the famous hero Arquack Hueymaktson... - AB]
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