======================= = TGTA = = = = House Rules # 1 = = = = July 1996 = = = ======================= In this Issue #1 Psionicist Star Stones #2 Rules for Heretics --------------------------------------- #1 Psionicist Star Stones Submitted by: Daniel F. Dickinson ddickons@sos.on.ca --------------------------------------- The Guide to Adventure - Psionicist house rules ----------------------------------------------- Star Stones: This crystals are found naturally in the Barrier mountains and are generally used as ornaments as their properties are known by few. They are quite rare and expensive. A star crystal amplifies the mind's energy so that effective EDP and WDP for psionics skills is increased. There is also a number associated with the crystal which is the number of people required to safely work psionics using the crytal at a 2X/level bonus. It is very dangerous for fewer people to control the matrix in this fashion (although a higher level matrix can be used to work a lower level one as if it were a lower level matrix). Also, the psionisicts involved must be emotionally close (not enemities, unresolved tension) or a backlash of 3d6 EDP/level and 2d6 WDP/level of _base_ DP's may result. (level refers to matrix level). In order to facilitate this there is a +1 bonus for each day of lower level matrix activity the group has been involved in. The average WIL is used as the basic AST. All psionists involved in matric work must have a crystal. A crystal must be attuned to the psionist, and anyone else touching the psionicist results in 5d6 EDP, 2d6 WDP damage. Also if the crystal is taken away from the psionisict they are at half EDP and WDP until they regain it or break the link. +20 EDP +5 WDP, 1X base EDP and WDP, 250cp (level 0 matrix) 2X base EDP and WDP 500cp (level 1 matrix) +20 EDP +5 WDP, 2X base EDP and WDP, 800cp (level 2 matrix) +50 EDP +10 WDP, 1X base EDP and WDP, 700cp (level 2 matrix) +50 EDP +10 WDP, 2X base EDP and WDP, 900cp (level 3 matrix) 3X base EDP and WDP, 1200cp (level 3 matrix) +60 EDP +15 WDP, 3X base EDP and WDP 2000cp (level 4 matrix) MENTAL BLEND (EDC, INT) Cost: Special WDP: 2 WDP/day Range: 1 foot / skill level Duration: instantaneous Area of effect: 1 target Damage Transfer By far the easiest means the healer can heal another this simply transfers the damage from the other person to the healer at a rate of one to one. The type of damage remains the same. One EDP is also lost in activating the power. Rate is 5 DP / skill level. This talent allows the user to heal damage of on a character. The amount of damage is dependant on the willpower and endurance costs. There is a cost of 2 WDP per day this skill is invoked. Healing type: Cost: 1 BDP (including self) 1 EDP 5 EDP (not self) 1d6/2 EDP 1 WDP (not self) 10 EDP Mend Bone (including self) 2d6 WDP + 3d6 EDP Damage type transfer: This allows the psionicist to convert one damage type to another. 1 EDP is lost in activating this power. Original New 1 BDP 1 EDP or 1/2 WDP 1 EDP 1 BDP or 1/2 WDP 1 WDP 10 EDP or 10 BDP ======================================================================= ======================================================================= --------------------------------------- #2 Rules for Heretics Submitted by: Daniel F. Dickinson ddickons@sos.on.ca --------------------------------------- I'm playing in a world with one dominating intolerant religion so I have rules for heretics. I haven't done much on the atheist issue yet (don't have any players doing yet and haven't got to an NPC I want to have it yet and I've been busy, but sometime soon...) although I think that it'll basically be the same except that the explanation for why it works will differ (the character is shaping reality with their thoughts rather than a god actually intervening - this depends on how many like-minded people there are in the world which is why size matters). Anyway the rules I'm using are: - all heretics can gain ritual points by making irreverant comments about Zurt how many varies according to situation No-one who is not a heretic is thought to be around 0 In the hearing of close friends 5 (who won't turn character in but will disturb them, and if done too often will turn them against character) In the hearing of devout Zurts who are friends 10 (may tell priest, willpower AST, also see above) In the hearing of neutral Zurians (not friends, 25 not enemies) (will tell priest) In the hearing of enemy Zurians (dangerous) 50 In front of preist 100 Expecting to die as a result (GM's call) 1000 - also the usual ritual points are multiplied based on the chances of getting caught while doing the described activities No chance of getting caught 1 X Slight chance (infrequently visited place) 1.25 X Moderate chance (more frequently visited) 1.5 X High chance (in public when someone may 2 X see that it's not the right book/hear that it's not the right prayers) As I said the numbers are untested. I suspect I may be being overly generous but we'll see. Another thing I've done is create a formula for calculating the lunar influence modifier (it can vary from -4 to +4) based on a world with two moons. It wouldn't be very difficult to convert to a world with more as long as you define the starting point. Here's everything I have on that: Dacarian (continent) Calendar ----------------------------- Etiria (the world) is believed to be the centre of the universe. The stars are the demi-beings that serve Zurt (we'd call them angels).Time will be measured using the familiar 60s/60min measure of time forthe hourly measure. However, there are 23hrs/day, 10 days/week, 40 weeks/year. There are two moons of greater and lesser size. The greater moon has a cycle of 4 weeks, while the lesser has a cycle of 9 weeks. d = days from First Day (for the First Day d = 0) (The First Day was a Midsummer's Day) Greater Influence (GI) = 8 * cos(((d * Pi) / 39)) / 3 Lesser Influence (LI) = 4 * cos(((d * Pi) / 89)) / 3 Overall Influence = (GI + LI) / 3 This gives the modifier for any lunar based actions. [GM's note: the maximum bonus of 4 only happens once every 9 years ditto for the maximum negative modifier] - This is the year 496 ZV (since Zurt's Victory). It is Enadowday, the second week of Solustari (Enadowday, 16th Solustari, 496 ZV) about noon. (Day 198376, Influence = -2 [rounded]) Decarians use the greater moon as the basis of their monthly calendar (4 weeks/month, 10 months/year). All reckoning begins from the end of The Great Rebellion. Each month is named for an appropriate being (angel) for the time of year. The year is considered to start on Midsummer's Day, and coincides with a celebration of Zurt's victory.The four season's are approximately evenly divided. [Note: Remember these demi-beings are not worshipped - the days simply reflect the tasks that Zurt has given them] Month Number Name Focus Season ------------ -------------- ----------------------- ------ 1 Nimistir Wine and celebration Summer 2 Aglinar Hunting Summer/Fall 3 Gavaouril Agriculture Fall 4 Terristan The Earth Fall/Winter 5 Arnistine Ice and snow Winter 6 Alydusy Love Winter 7 Licraisha Life Winter/Spring 8 Lomary Childbirth Spring 9 Thorestin Thunder and Lightning Spring/Summer 10 Solustari Sun Summer Day Number Name Focus ----------- ----------- ------------------------------ 1 Onysurday Wisdom 2 Calibrinday Just Battles 3 Quevenday Music and Poetry 4 Strolumday Metal and Earth 5 Fairenday Healing 6 Enadowday Sleep and Dreams (day of rest) 7 Wadorin Protection 8 Vergeday Knowledge 9 Bulday Time 10 Zurtsday Devotion to Zurt