:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.: : Earth's Dreamlands : Info on: RPG's, :(313)558-5024 : area code : :RPGNet World HQ & Archive: Drugs, Industrial :(313)558-5517 : changes to : : 1000's of text files : music, Fiction, :InterNet : (810) after : : No Elite / No porn : HomeBrew Beer. :rpgnet@aol.com: Dec 1,1993 : :.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.: Chaosium Digest Volume 1, Number 2 Date: Sunday, January 31 1993 Number: 2 of 2 Contents: Stormbringer Rule Modifications (John Davis) STORMBRINGER Plant Lore (Loren Miller) STORMBRINGER Stormbringer Rules for Passions (Loren Miller) STORMBRINGER Point Based Character Creation (John Marvin) STORMBRINGER Editor's Note: This Digest, the second of two being sent out tonight is all Stormbringer material. Most of it is from an old Stormbringer mailing list. Shannon ==================== From: John Davis Subject: Stormbringer Rule Modifications System: Stormbringer Here is some stuff I did a while back, pretty much the set of house rules I use for Stormbringer. Some of the explanations are a bit brief. STORMBRINGER RULES MODIFICATIONS Critical hits: 10% of chance to hit. Roll damage, and double. If dodged or parried by a critical roll, no effect. If dodged normally, normal hit only. If parried normally, breaks weapon and inflicts normal hit. Armour protects as normal. Skill increases: Roll 1D10 for increase for skill up to 50%. Roll 1D6 over 50%. At 90% or higher, add only one point to the skill. A skill increase cannot take skill past 90% (e.g. 88% + 6% = 90%, not 94%). Armour: Protection Cost Soft Leather D4-1 60 LB Rigid Leather D6-1 100 LB Ring mail D8-1 200 LB Barbarian D8-1 400 LB (or more) Partial Plate D8-1 400 LB Scale mail D8 500 LB Chain mail D6+1 600 LB Full Plate 2D6 1000 LB (Bulky and encumbering) Helmets: If the wearer has no helm, any attack roll with a "1" on the units percentile dice hits the unprotected head (and ignores armour protection). Survival luck roll: Characters who suffer a sudden fatality get a single chance to roll their POW x 1 as a percentage. If they succeed, they will survive if the player or GM can think of a rational escape possibility. (they may still be badly hurt, unconscious, or in a very bad position). Knockback: if rolled damage before armour is greater than the target's SIZ, he is knocked back and must roll DEX x 5 as a percentage or fall (modified as appropriate for surface, etc). Damage bonuses: STR + SIZ Melee Missile 2 - 10 -D6 -D4 11 - 16 -D4 -D3 17 - 24 nil nil 25 - 32 +D4 +D3 33 - 40 +D6 +D4 41 - 60 +2D6 +2D4 each +20 +1D6 +1D4 ==================== From: "Loren J. Miller" Subject: Plant Lore System: Stormbringer [this is the first of two articles that I've retrieved from the old Stormbringer mailing list. This was the second set of Stormbringer Plant Lore rules that Loren proposed. He said that he based it on Find Healing Herbs from the Chalana Arroy cult in Cults of Prax -sda] HUNTING HERBS I. Depending on the terrain, the searcher has some number of attempts to find herbs per four hour period (the standard search time) with a chance of his Plant Lore or Search skill, whichever is higher. Terrain Searches woods 5 river bank 4 fields 3 cultivated land, oasis 2 marsh, chaparral 1 tundra, above the timberline 1/2 snow, desert 0 Note it is impossible to find Special plants within cultivated or grazed lands. II. Ordinary successes earn the searcher a D10 roll on the following table. Critical successes allow the searcher to choose which entry he wants (most will take choice 10, and then roll 2D6 and add the highest class of Plant Lore which he is capable of using successfully. Plant Type Roll Type of Plant Found 1 Inedible but useful (such as rope, preservative, insect repellant, sun block, or the like. use your imagination.) 2-7 Edible (the lower the roll, the worse it tastes. the higher, the better.) 8-9 Poisonous 10 A special or unique plant. Imagine 4 leaf clovers, then stop being so ordinary and imagine the Young Kingdoms' equivalent to such freakish plants. That's what was found. It isn't a normal plant of its species; it has an extra leaf, or its root is in the shape of a human heart, etc. It is capable of being prepared many ways. Roll 2D6 and add or subtract any number of an absolute value up to Class on Special Plant Type table. Roll 2D6 on the Special Plant table, adding or subtracting any number of your choice (choose before you roll) of an absolute value up to the highest Class of Plant Lore mastered by your character. If the result is a plant of a class higher than you have mastered, then you lack the skill to use or save that plant. Special Plant Type Roll Usefulness <= 4 Edible Plant (Plant Lore class 2) 5-6 Poisonous Plant (Plant Lore class 3) 7-8 Sorcerous Plant (Plant Lore class 4) 9-10 Healing Poultice (1D6 Healing) (Plant Lore class 5) 11-12 Healing Potion (2D6 Healing) (Plant Lore class 6) 13-14 Infection or Disease Cure (complete recovery in 1D6 days) (Plant Lore class 7) 15-16 Hallucinogens and Emotion Affecting drugs (Plant Lore class 8) 17-18 Attribute Affecting drugs, usually last 2D10 hours with 1D6 effect (Plant Lore class 9) 19+ Potion of Invulnerability (only in the Forest of Troos) (Plant Lore class 10) III. The searcher now makes his Plant Lore skill to preserve the plant he has found. It will be preserved (i.e. it will not spoil) for a number of hours equal to the margin by which the skill was made times the class of Plant Lore skill needed to use it. Preservative potions may be used to keep plants "fresh and lively" for an almost limitless time. [Following are a couple of Examples of Special Plants that were included in another article by Loren -sda] Quylstrey (a.k.a. My Cup Overfloweth) Range: Oceanside in Melnibone, variant strains grow worldwide Level: 9 Effect: key ingredient in a potion which raises Str, Con, and Dex up to 12 if they were below, lasts 3D8 hours per dose. Typical patches of Quylstrey supply 1D8 doses. Is highly poisonous if not combined with appropriate co-ingredients. Angelwort Range: Tall grass Level: 5 Effect: Makes a good healing poultice. Typical growths supply 2D8 doses. Blessed Niritsine Range: Mountains Level: 6 Effect: Makes a good healing potion, healing 2D6 damage. Typical growths supply 1D8 doses. Gumstave Range: Tall grass Level: 6 Effect: Makes a good healing potion, healing 2D6 damage. Typical growths supply 1 dose. It has been successfully cultivated. Deadly Nightshade Range: Deciduous forests Level: 3 (level 1 poison) Effect: 1D8 damage if ingested. May be prepared as a blade venom as well, which will do identical damage. Eight Rare Plants from the Forest of Troos Range: Forest of Troos Level: 10 Effect: These eight rare species, when properly prepared and combined, may be formed into the Potion of Invulnerability. Noidel Range: Short grass and Scrub Level: 8 Hallucinogen and poison Effect: One of the plants which the Imryrrians used to influence their dreams, the Noidel bush is covered with "lush, poison fruit glimmering a purplish blue, a night-colour which even the light of day [does] not disperse." ==================== From: "Loren J. Miller" Subject: Stormbringer rules for Passions System: Stormbringer [When Loren sent these to the Stormbringer list, he said they were a set of rules that the Gamemaster was thinking of implementing. I thought them somewhat interesting and odd, and thus they have been included here -sda] PASSIONS Gaining Raw Passion Raw Passion is a measure of the suffering which a character undergoes for his or her principles, whatever motives the character may have. Every time a character must roll on the Major Wounds table, he gains 1D8 Raw Passion. Every time a character is affected by a dose of hallucinogen or deliriant poison, he gains 1D8 Raw Passion. Every time a character's mind is invaded by demonic Telepathy or Emotion Control or another means, or he is attacked by a demon or huge (more than 3xSIZ) creature, he gains 1D8 Raw Passion (huge demons are worth 2D8. huge mind invading demons are worth 3D8). Every time a character loses permanent attributes he gains 1D8 Raw Passion for each attribute point lost. If a character tries and fails to become an agent or priest, or to win to great political power, he gains 1D8 Raw Passion. If a character attempts a Summoning and fails to summon, influence or bind his target he gains 1D8 Raw Passion. If a character kills or witnesses the death of a friend or companion he gains Raw Passion. 1D8 for an acquaintance. 2D8 for a friend or long-time companion / party member. 3D8 for family member, favorite pet, or best friend. If a character is insulted or embarrassed in public he gains 1D8 Raw Passion. If a character is strongly affected by a work of art he gains 1D8 Raw Passion. If a character loses at love he gains 3D8 Raw Passion. If a character acts against the Stormbringer genre, detrimentally to the campaign, or in a notably bizarre fashion he will gain 1D8 Raw Passion (GM's discretion). Using Raw Passion There are two sorts of Passions: Raw Passion, which is undirected until it passes a certain level; and Passionate Traits, which are Passion directed in a specific manner. It may help to think of Raw Passion as an unspent pool of points which will eventually become Passionate Traits. Once a character has begun to accumulate Raw Passion, the player should decide what Passionate Trait the character is developing and mark this down on his character sheet. If a character's Raw Passion exceeds his POWx3 and he earns additional Raw Passion he must roll 1D100 against his total Raw Passion. If the roll is a success then the developing Passion is now a full-blown Passionate Trait; if the roll is a failure then there is no effect. Call for player votes on how Raw Passion manifests itself. If the other players agree with the player's own choice of Passion, i.e. if the character has consistently pursued some goal or course of action, make it his new Passionate Trait. Otherwise there should be a popular vote. As a last resort, the GM will pick at random. Record Raw Passion as the magnitude of the Passionate Trait. Then subtract POWx3 from Raw Passion. Passionate Traits Likely Passionate Traits for player characters include extreme versions of ordinary roleplaying character behavior. Some examples, in no particular order, are Doomed, Loyalty (Lord), Loyalty (Nation), Love (Family), Hospitality, Companionship, Honor, Fame, Loyalty (Religion), Hate (Religion), Love (Folk), Hate (Folk), Love (Individual), Hate (Individual), Love (Occupation), Hate (Occupation), Bloodlust, Berserk, Curious, Addiction, Leader, Joker, Compulsive (Behavior), Delusion, Gluttony, Money, Trust (Others), Jealousy, Relaxation, Lust (Sex), Pacifism, Paranoia, Phobia, Cruelty, Split Personality, and Love (Own Opinion) To handle Passionate Traits, whenever a character is faced by a situation where Passion might rule his response, have the player roll against the magnitude of the appropriate Passionate Trait, and if the roll is a success then the Passionate Trait must manifest itself, otherwise the player may roleplay it. Roleplay the effect of Passionate Traits. If a player does not roleplay his Passionate traits the GM may give the character 1D8 Raw Passion. Overcoming Passionate Traits The Psychiatry skill is useful for overcoming, or rationalizing, Passionate traits. Since this skill is not taught in the Young Kingdoms one must bind a demon with the skill (or embody a virtue of knowledge) in order to buy back Raw Passion or a Passionate Trait. Each full week (48 hours of treatment) make a Psychiatry roll, successful treatment will subtract 1D8 from Passion. Plant Lore skill (Class 9 Potions) may also be able to overcome Passionate Traits (Figure each potion will subtract about 1D8 Passion). In order for one to progress toward overcoming Passionate traits, a character's raw, unallocated Passion must be reduced to zero. Once the magnitude of a Passion has been paid off, the Passion has been overcome and may be marked off the character sheet. The Lords of Law and Chaos may remove and change Passions instantly if they wish. Defeating enemies, and other happy moments, can avert the formation of new Passions. Subtract 1D8 Passion points from each character's Raw Passion (or Passionate Trait of choice if Raw Passion is already zero) whenever an adventure is a success. Special adventures may subtract even more Passion points. Rest and relaxation remove POW Passion points per year. Each six months of a successful romance subtracts 1D8 Passion points, first from Raw Passion points, then from other Passionate Traits in random order, and allocates them towards a Passion of Love (Beloved). ==================== From: "John W. Marvin" Subject: Point Based Character Creation System: Stormbringer [again, this is pulled from the old Stormbringer mailing list -sda] I've evolved my character creation into a point based system (turning away from Chaos, are we? :-), and would like to share it: CHARACTER CREATION 1. Each player starts with 82 attribute points, to be distributed later. 2. The GM will give the player a choice of one or more nationalities, which should make sense based on where the campaign is at. 3. The player rolls three times on the class chart for their nation. If they don't like their choices, they can gain another roll for each attribute point they spend. After their fourth extra roll, spending another attribute point (a total of five have been spent) lets the player choose any class available to their nation. 4. A character's base age is 25. They can gain extra attribute points by trading experience for potential, or gain age by trading potential for experience. For every year under 25, add one attribute point (max gain is 7). STR, DEX, CON & SIZ may not exceed age. For every two years over 25 (round in PC's favor), subtract one attribute point (max loss is 7). 5. Further attribute points can be gained by giving the PC disadvantages. These can come up naturally from play (tongueless slaves of Melnibone...), or can be fairly generic. The GM may adjust as best fits their campaign: Chaos Lord hates you 10 attribute points Lawful Lord hates you 9 Elemental Lord hates you 9 Theocrat hates you 8 Major sorceror hates you 5 Outlaw in one nation 3 (+1 for each extra nation) Major figure hates you 3 Minor figure hates you 1 6. Player then distributes attribute points as desired, max 18, min 3. 7. Player then rolls any nationality bonus (max may go over 18, min may not drop below 1, subtract from highest attribute if a low score would go to zero or below). Priests roll for INT bonuses based on age. =Nhoj= ==================== The Chaosium Digest is a Discussion Forum for Chaosium Games which do not have another specific area for discussion. To submit an article, mail to: appel@erzo.berkeley.edu