Re: thoughts....

From: Roderick Robertson, SC1-5, x52936 (ROBERTSON@delphi.intel.com)
Date: Wed 01 Sep 1993 - 20:25:00 EEST


>Enhance/Improve (Cult Skill)

>Cults now teach these spells along with their other spirit spells, for
>the skills that they test as initiate requirements.
>They all have the effect of +5%/mp in the spell.
>Some have a difference eg Silence is similar to Improve(Sneak), Silence
>is +15%/mp, Bladesharp is similar to Improve(Wpn Attack), except for the +1
>damage per level. I figure either:

>1/ Make all spells operate at the Improve(Skill) level, or
>2/ say that cults teaching the specific spirit spells eg Silence, Bladesharp
> get that effect, and any others merely get the Improve(Skill) spell.
> Thus War cult gets Bladesharp, but Underworld God gets Improve(Wpn Attack).
> Healing spells taught by Healer cults give +5% to First Aid and +1 healed.

   I'd say that Improve(Skill) generally adds 15% to the skill, with
some exceptions: Bladesharp takes 10% and turns it into 1 point of
damage, Healsharp turns 10% into one point of Damage healed,
Parrysharp might take that 10% and turn it into two points of Armor
(only on the parrying weapon), etc. This could also open the way for
Improve Attack, which adds 15% to your attack skill, but no extra
damage. Also remember the reverse spells, like Dullblade, which
Subtract from the target's skill. Howabout Dullheal, which makes an
opponent's Medic more likely to blow his roll?

(NB. I used -Sharp and Dull- only to suggest similarities in how the
spell works. I think most of the spells above are named horribly, and
do not suggest that those be the real names).

   I'd suggest, however, that -Sharp and Dull- spells be on a
Cult-only basis, and only available for the Cult skills. Improve
(Skill) would have many applications outside of combat.

   What about non-physical skills? would there be Improve (Read
Lunar)? Improve (World Lore)?


0,,


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