Orlanthi Battle Field spell

From: Chris Johnson [RQ] (rq%flamal@icarus.ssd.loral.com)
Date: Fri 05 Aug 1994 - 04:45:45 EEST



>
>From: sandyp@idcube.idsoftware.com (Sandy Petersen)
>Subject: Re: RuneQuest Daily, Thu, 04 Aug 1994
>Message-ID: <9408041624.AA14724@idcube.idsoftware.com>
>Date: 4 Aug 94 04:24:47 GMT
>X-RQ-ID: 5452

[...]
> Why is this interesting for Glorantha? Because it means that every
>culture, every nation, can have its own combat technique and no one of them is
>"wrong". The Orlanthi reject the phalanx fighting style because of their
>culture, but if you were to get a bunch of Orlanthi together and train them
>real hard to man a phalanx, you'd end up with a half-assed phalanx. You're
>better off to train them how to use ORLANTHI tactics to face a phalanx
>(presumably to fly or teleport to the phalanx's flank and attack from there).

                       ^^^^^^^^

When I read this, a vision of Orlanthi *blinking* in and out of a battle field came to me. Fly already lasts 15 min, but teleport is one shot. So...

Battleport
3 point
ranged, temporal, reusable

This spell allows the reciepent to 'teleport' line-of-site upto range meters. Each meter moved, uses 1 fatuge and every 3 meters (or fraction thereof) moved has a 1 second disorientation associated with it (this might be able to be reduced with a skill roll).

Ex.
As the phalanx turns to face the group of Orlanthi, half the Orlanthi disapear and apear 5 meters behind them. Disorentated, they shake their head for 2 seconds before screaming and attack from behind! (Each Orlanthi has used an extra 5 fatuge and was disorentated for 2 seconds).

We use a roundless combat system that this would work well in. I'm not shure how well it would work in rounds.

Again I just thought this up! no play testing done. What do ya all think?

Chris
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| Christopher Johnson             |   Regal Lager                 |
| Space Systems/LORAL             |     It's not just a beer...   |
| rq@flamal.ssd.loral.com         |        It's a palindrome!     |
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