-HML------------------------------------------------------------------------- Sept 26 Before I start, first an introduction.... I'm Steve Bartlett, some of you may know me as scb@ukc.ac.uk. The login I'm using here is one belonging to the gaming society here, and hence is more permanent than mine, that will start costing me money to maintain after November. This also means that messages from here may exhibit schizophrenia since others use this login! The question for the group is this... How do you treat Godstones? The Harnmaster rules, and the EH section on earthmasters skates around this point leaving it up to the gamesmaster. The only hints are that it is psionically activated, and that it teleports people (in most cases, around lythia). I had thought of using a seperate psionic skill, activate godstone (or even activate artifact - for more general use) that would be available to all those who possess psionics, and rolls against this determine where you go / if you go at all. It would also have a hefty fatigue cost. - Comments? Steve -HML------------------------------------------------------------------------- Sept 27 From: Klaus Ole Kristiansen Subject: Harnlore Do you know if Harnlore 8 is still in print? How old is it? Klaus Kristiansen -HML------------------------------------------------------------------------- Sept 27 From: Jaakko Kankaanp{{ Subject: What's in Harnlore 5 (and other stuff) What is in Harnlore 5? I ordered this back issue a while ago, only to find that it was sold out. I have all the other issues, so this is a tit disappointing. Now I'd like to know what's in it. Any goodies, important rules changes or interpretations? I'm not asking you to break the copyright law, I'd just like the headlines and general information. Yours truly Jaakko _____ Jaakko Kankaanpaa ! Turku, Finland ! jac@kontu.utu.fi "I didn't expect the Spanish Inquisition" -HML------------------------------------------------------------------------- Sept 28 >From advent@ukc.ac.uk Thu Sep 27 15:04:30 1990 Thanks for the information re Godstones, I've just subscribed to Harnlore (or at least I've just sent off the money...). Does anyone know... 1. What is the policy for releases? Will I recieve the current edition, or have to wait for the next issue? (and if so when is it due?) 2. What is the situation with backissues? From a recent post I assume these are available via post from Colombia. 3. Is there anybody in this list that is in Canada and willing to act as a mail distributer ;-) -well I suppose it is really a half sane request considering the Canadian dollars = US dollars conversion they use (and then the UK sterling to US dollars variable, and their postal rates - I could ship a parcel for what they charge for a few sheets of A4! ) Oh, as a general question, how do people find the Colombia crew? I recently recieved their mail order list (June), and took it into my local games-store, and showed it to the owner (a friend of mine), and his distributer who was in at the time (and who handles Columbia stuff). Both were suprised since Columbia have aparantly in the past refused to do direct mail order to them, and it also included things they had not heard of before. In a similar vein what is the distribution like in other countries? The owner mentioned above keeps anything on Harn on the side so that I can have first choice, a system developed since we see harn stuff here on a very erratic basis, and usually with a large delay from release date. Its alsomost as much fun as trying to get hold of DragonQuest3 - but that's another story....! -HML------------------------------------------------------------------------- Sept 28 From: anderson@dewdrop.ucdavis.edu (Eric J. Anderson) Subject: Harnlore 8 Yes, Harnlore 8 is probably still in print. I bought 2-6 just about 6 months ago. harnlore 8 is about 6 months old. Harnlore 10 is coming out probably pretty soon. (1-2 months) Eric J. Anderson -HML------------------------------------------------------------------------- Sept 28 Dear Harners, After some trial and error (or is that tried and hanged?), I've gotten my login changed. Thus everyone had better change their mail address for the Harnlist, and for me personally. The 'new' address of the Harn mailing list is: parson@pop.stat.purdue.edu Please make this change so you don't get irate when the mail bounces and you can't seem to get your Harn articles out. Remember, mail it here, and it'll get out without any hassle on your part. Until Peoni carries a battle-axe, I'm... Eric T. Parson parson@pop.stat.purdue.edu -HML------------------------------------------------------------------------- Sept 29 From: Jaakko Kankaanp{{ Subject: What's in Harnlore 5 (and other stuff) What is in Harnlore 5? I ordered this back issue a while ago, only to find that it was sold out. I have all the other issues, so this is a tit disappointing. Now I'd like to know what's in it. Any goodies, important rules changes or interpretations? I'm not asking you to break the copyright law, I'd just like the headlines and general information. Yours truly Jaakko _____ Jaakko Kankaanpaa ! Turku, Finland ! jac@kontu.utu.fi "I didn't expect the Spanish Inquisition" -HML------------------------------------------------------------------------- Oct 1 From: Jaakko Kankaanp{{ Subject: Harn delivery policy >From advent@ukc.ac.uk Thu Sep 27 15:04:30 1990 >Oh, as a general question, how do people find the Colombia crew? I >recently recieved their mail order list (June), and took it into my >local games-store, and showed it to the owner (a friend of mine), and >his distributer who was in at the time (and who handles Columbia stuff). >Both were suprised since Columbia have aparantly in the past refused to >do direct mail order to them, and it also included things they had not >heard of before. In a similar vein what is the distribution like in >other countries? The owner mentioned above keeps anything on Harn on >the side so that I can have first choice, a system developed since we >see harn stuff here on a very erratic basis, and usually with a large >delay from release date. Its alsomost as much fun as trying to get >hold of DragonQuest3 - but that's another story....! This souds quite a lot like the problem my games store had. They were unable to get any Harn stuff from their European distributors, and I had been badgering them for years to contact Columbia Cames and get the games straight from the publisher. It so happened that they had for quite a while been sending letters to Columbia Games asking for retail lists of something similar, but they never got any response. When I finally gave them a mail order list, they phoned the Company, and that finally did the trick: they were able to order the stuff direct from Columbia. It seems that the Columbia crew were quite helpful and eager to distribute staight to retailers, but it was awfully hard to get their attention. _____ Jaakko Kankaanpaa ! Turku, Finland ! jac@kontu.utu.fi "I didn't expect the Spanish Inquisition" -HML------------------------------------------------------------------------- Dear Folks, I had a question about morale that intrigued me, and I thought that I'd share my question with the rest of you. My question is: how do you in your campaigns handle morale? Perhaps examples would be clearer: Say a party of 7 people is attacked by a group of 10 gargun. Now, there are a couple of knight-types (one knight, one squire/knight) and a couple of good fighting-types. A couple of Shek-Pvar hiding in their midst too. Now, after 4 rounds, only 5 of the gargun are standing, the Pvar are about to unleash their spells, and the rest of the party is barely scratched. How would you determine whether the gargun are going to run? Or are they dumb enough to just stay and fight? Similar example, same party of 7. This time they're se upon by a group of brigands. When do these people know that they're outclassed? When the lead knight pulls out his 2-handed and yells with his 'unearthly' voice and charges? When 1/8, 1/4, 1/2 ... the brigands are dead? How do you determine this? Random rolling? Good judgememt? Lucky guesses? I'm willing to listen to whatever system people have for doing this. Until Olokand is ocean-front property... Eric T. Parson parson@pop.stat.purdue.edu "That's not a gargun horde. I've seen a gargun horde, and that group's at least two hundred acres short." -- Ian Daystrum (Used without permission. Sorry Pete.) -HML------------------------------------------------------------------------- From: Klaus Ole Kristiansen Subject: Morale I just use lucky guess. The last combat my party was in was against a band of brigands, who new they would be hanged if captured, so surrender was not an option. Have you ever have anyone run away? In Harnmaster IPs subtract from your mobility, this usually means that when it becomes obvious that running is a good idea, it is no longer possible. What do you do about that? Klaus Kristiansen -HML------------------------------------------------------------------------- From: Jaakko Kankaanp{{ Re: Morale >From: IN%"parson@pop.stat.purdue.edu" 17-OCT-1990 22:53:17.53 >To: IO81409@MAINE.BITNET, JAC@kontu.utu.fi, Nick_Janow%van-bc.UUCP@ecn, advent@ukc.ac.uk, bryan@elof.iit.edu, lee@sq.com, parson@l.cc.purdue.edu, paul@sgihbtn, raduegej@thor.acc.stolaf.edu, rausch@thor.acc.stolaf.edu, rhend@caen.engin.umich.edu, rmgreen@watye >CC: >Subj: > >Dear Folks, > I had a question about morale that intrigued me, and I thought that >I'd share my question with the rest of you. My question is: how do you >in your campaigns handle morale? Perhaps examples would be clearer: > Say a party of 7 people is attacked by a group of 10 gargun. Now, >there are a couple of knight-types (one knight, one squire/knight) and >a couple of good fighting-types. A couple of Shek-Pvar hiding in their >midst too. Now, after 4 rounds, only 5 of the gargun are standing, >the Pvar are about to unleash their spells, and the rest of the party >is barely scratched. How would you determine whether the gargun are going >to run? Or are they dumb enough to just stay and fight? Given the example above, I would just say: "The gargun turn around and flee." They might be stupid, but not that stupid. That would just be common sense (or good judgement, if you wish). I don't see how I could make a lucky guess (as a GM) - what I say is a fact, be it unlikely or not. > Similar example, same party of 7. This time they're se upon >by a group of brigands. When do these people know that they're outclassed? >When the lead knight pulls out his 2-handed and yells with his >'unearthly' voice and charges? When 1/8, 1/4, 1/2 ... the brigands are >dead? How do you determine this? I would say a party of brigands would have to be very strong (and organised) to attack a group with a knight (in armour, most likely), squire etc. Most likely your avarige brigands would not attack (assuming they have the option). Brigands (if they have any sense) don't want to fight and get themselves killed - they want to prey on the weak and rich, such as lonely mechants. If they are strong and organised, the decision to retreat might depend from an order from their leader, his death in battle etc. Jaakko _____ Jaakko Kankaanpaa ! Turku, Finland ! jac@kontu.utu.fi "I didn't expect the Spanish Inquisition" -HML------------------------------------------------------------------------- >From parson@l.cc.purdue.edu Mon Oct 22 07:55:36 1990 Received: from l.cc.purdue.edu by pop.stat.purdue.edu (5.61/1.14) id AA00544; Mon, 22 Oct 90 07:55:30 -0500 Received: by l.cc.purdue.edu (5.61/Purdue_CC) id AA00682; Mon, 22 Oct 90 07:55:26 -0500 Date: Mon, 22 Oct 90 07:55:26 -0500 From: parson@l.cc.purdue.edu (Eric Parson) Message-Id: <9010221255.AA00682@l.cc.purdue.edu> To: parson@pop.stat.purdue.edu Status: R From: Subject: HarnLore Some people asked what was in Harnlore, so I typed the pages of contents for the 1st 8 issues, omitting the `Letterdemain' letters pages, the `Dicey business' publisher's page and editorials. Here's the result: 1 Rain in Ramala (Fiction in Tharda) Edwin King Character profile -- Thardic mercenary EK & Eric Hotz Meldun Manor -- a Chybisan frontier manor Richard Porter & Tim Finnegan Ivinary - a ruined manor and its occupant RP & TF aging -- optional rules for harnmaster N. Robin Crossby, Tom Dalgliesh penny arcane -- future timelines NRC 2 Reports to Council NRC Letters to the Council of Eleven Kaldor's Route to the sea Escorsen's Hermitage RP & TF] -- the lair of a morgathian cleric Char sheet TF & EH A cheery soul to complement the plans above Columbia folk Penny Arcane NRC Pronunciation guide 3 Harn by mail Richard Knight Surint-Alwa RP & TF A beleaguered Solori village char sheet TF & EH a solori chieftan Set a spell Floyd Thursby 6th level spells for HM Penny Arcane NRC Interworld Travel 4 Hunting NRC Dogs NRC Tyana's Shade Nick Poco A ghostly mini-encounter Penny Arcane NRC In search of Panage 5 Trail's Peril Simon Matthews A Gargun Scenario Master's Grimoire SM A selection of Jhmorvi spells Penny Arcane NRC Fate, Runestones & Tarot 6 Report to Council NRC The Chybisan Succession Inkeeper Jim Sanderson The inns & outs of taverns Namal-kandair NRC A tempest in a trunk Penny Arcane NRC Where have all the graveyards gone? [burial customs] 7 Oselbridge EH For some, a bridge too far Guilds 1-4 NRC & Tom Dalgliesh A guided tour of the guilds Chanakur NRC A beastly tail Penny Arcane NRC Spell Fatigue Revisited 8 Giolds 5-8 Lycanthropes Michael D. Johns A wolf in the abbey MDJ A werewolf mimi-scenario Penny Arcane NRC Spell fatigue ratings Lee -- Liam R. E. Quin, lee@sq.com, SoftQuad Inc., Toronto, +1 (416) 963-8337 -HML------------------------------------------------------------------------- Subject: morale. From: Paul Stratton (Sierra Geophysics, Inc.) On the idea of the morale: Check out wargaming books. Morale is a major topic of interest to people involved in that hobby. Some authors to check out: Donald Featherstone "Advanced Wargaming" and a dozen more titles Charles Grant lots of books Rules for "Sword and Flame" British Colonial Wars. A fairly good, but simple treatment of morale. In General morale is tested every 20% of casualties and when an officer goes down. There can be modifiers for troop quality, senior officers present, if they are being attacked in the rear/flank etc. There is also modifiers for their current state such as, broken (failed a morale check), successfully charged etc. This is a very simple treatment of morale. It can be as simple or as complex as you want to make it. Read some of the above books. I think sword and flame has some simple, but effective morale rules. -HML------------------------------------------------------------------------- From: advent@ukc.ac.uk Subject: HarnLore thanks to Lee for sending the contents pages of the various issues. Can somneone tell me when the next issue is likely to be around? I've subscribed, but not heard anything back yet. On a similar subject, I thought a recent issue included information on GodStones, or was that in an edtorial/letters section? Steve -HML------------------------------------------------------------------------- >From @VM.CC.PURDUE.EDU:advent@ukc.ac.uk Mon Oct 22 15:49:12 1990 Received: from vm.cc.purdue.edu by pop.stat.purdue.edu (5.61/1.14) id AA05477; Mon, 22 Oct 90 15:49:10 -0500 Message-Id: <9010222049.AA05477@pop.stat.purdue.edu> Received: from UKACRL.BITNET by PURCCVM.BITNET (Mailer R2.07) with BSMTP id 9534; Mon, 22 Oct 90 15:49:03 EST Received: from RL.IB by UKACRL.BITNET (Mailer R2.03B) with BSMTP id 3513; Mon, 22 Oct 90 19:23:31 BST Received: from RL.IB by UK.AC.RL.IB (Mailer R2.03B) with BSMTP id 0789; Mon, 22 Oct 90 19:23:30 BST Via: UK.AC.UKC; 22 OCT 90 19:23:26 BST Received: from gos by kestrel.Ukc.AC.UK Over Ring with SMTP id ab08539; 22 Oct 90 18:35 BS Date: Mon, 22 Oct 90 18:30:48 +0100 From: advent@ukc.ac.uk To: parson Subject: Battlelust? Status: R Has anyone out there seen 'Battlelust' the expansion that is meant to cover mass battles, together with other relevant bits? I have it listed as available in '87, but have never actually seen a copy. (admittedly this could be distribution here, I saw my second copy of Pilots Almanac last week, the previous one was over 2 years ago!) If you have battlelust, then how would you rate it? Steve -HML------------------------------------------------------------------------- From: Jaakko Kankaanp{{ Subject: Godstones >On a similar subject, I thought a recent issue included information on >GodStones, or was that in an edtorial/letters section? The article on Godstones was in the most recent issue, #9 (Spring 1990). Jaakko _____ Jaakko Kankaanpaa ! Turku, Finland ! jac@kontu.utu.fi "I didn't expect the Spanish Inquisition" -HML------------------------------------------------------------------------- From: Subject: Harn Index Of Spells I have typed an index to all the Harn Spells. People on the list might like this... I can also send an awk script plus troff macros to print it in various ways if people want. I added page numbers to the Tomes of Lyahvi and Peleahn, after the manner of those in the Tome of Grey Mysteries -- i.e. counting the outside of the front cover as page 1 (!). The list covers the three Tomes issued so far and the original Shek Pvar from Harnmaster. There are no spells in the new Shek Pvar supplement. The format is Spell Name|Convocation and Level|Book & Page No. This is easy to process with awk -F'|' on Unix. Lee Ablarin's Field|Lyahvi I|Lyahvi p. 5 Abort|Neutral Multi-Level|Gray Mysteries p. 31 Absorb|Common/Netral Multi-Level|Gray Mysteries p. 41 Aeric's Silken Voice|Lyahvi II|Lyahvi p. 9 Aeric's Whisper|Lyahvi I|Lyahvi p. 6 Aidan's Hastening|Peleahn II|Peleahn p. 9 Animus Of Nithri|Fyvria V|H/M Shek Pvar p. 20 Anvil Of Pytama|Jmorvi III|H/M Shek Pvar p. 18 Artifact Of Power|Common V|H/M Shek Pvar p. 12 Attune|Common/Netral Multi-Level|Gray Mysteries p. 42 Azure Hand|Odivshe I|H/M Shek Pvar p. 21 Balm Of Herl|Fyvria III|H/M Shek Pvar p. 20 Beacon Of Isala|Lyahvi I|H/M Shek Pvar p. 13 Beacon Of Isala|Lyahvi I|Lyahvi p. 7 Beam Of Nolar|Lyahvi IV|H/M Shek Pvar p. 14 Beam Of Nolar|Lyahvi IV|Lyahvi p. 17 Bolts Of Dalg|Peleahn V|Peleahn p. 21 Breath Of Casyl|Peleahn II|H/M Shek Pvar p. 15 Breath Of Casyl|Peleahn II|Peleahn p. 10 Breath Of Dhivu|Odivshe III|H/M Shek Pvar p. 21 Caress Of Pelena|Peleahn I|H/M Shek Pvar p. 15 Caress Of Pelena|Peleahn I|Peleahn p. 5 Chain|Neutral Multi-Level|Gray Mysteries p. 32 Channel|Common VIII|Gray Mysteries p. 53 Charachi's Fever|Peleahn IV|Peleahn p. 17 Charge|Neutral II|Gray Mysteries p. 11 Cloak Of Kalaerin|Lyahvi II|Lyahvi p. 10 Cloak Of Yavaris|Peleahn II|Peleahn p. 11 Crimson Rue|Lyahvi I|Lyahvi p. 8 Crimson Rune|Lyahvi I|H/M Shek Pvar p. 13 Curse Of Bryen|Lyahvi III|Lyahvi p. 13 Dance Of Kuru-Keshti|Peleahn VI|Peleahn p. 25 Destroy|Common VIII|Gray Mysteries p. 54 Dispell|Neutral II|H/M Shek Pvar p. 8 Dispell|Neutral Multi-Level|Gray Mysteries p. 33 Doom Of Zhatran|Peleahn VII|Peleahn p. 27 Ear Of Pvara|Neutral I|Gray Mysteries p. 7 Energy Pool|Neutral III|Gray Mysteries p. 17 Energy Pool|Neutral III|H/M Shek Pvar p. 8 Enhancement|Neutral IV|Gray Mysteries p. 21 Enhancement|Neutral IV|H/M Shek Pvar p. 9 Entora's Mirror|Lyahvi IV|Lyahvi p. 18 Esten's Mirror|Neutral V|Gray Mysteries p. 25 Evardin's Tube|Lyahvi V|Lyahvi p. 21 Eye Of Kemdal|Neutral I|Gray Mysteries p. 8 Eye Of Ultramarine|Odivshe II|H/M Shek Pvar p. 21 Eyes Of Niyar|Peleahn III|Peleahn p. 13 Fade|Common/Netral Multi-Level|Gray Mysteries p. 43 False Soul|Common IV|H/M Shek Pvar p. 11 False Soul|Neutral III|Gray Mysteries p. 18 Feel|Common/Netral Multi-Level|Gray Mysteries p. 44 Fiend Of Hazatai|Peleahn VI|Peleahn p. 26 Figure Of Aestir|Lyahvi VII|Lyahvi p. 27 Finger Of Marlas|Peleahn I|H/M Shek Pvar p. 15 Finger Of Marlas|Peleahn I|Peleahn p. 6 Focus|Common II|H/M Shek Pvar p. 11 Focus|Common/Netral Multi-Level|Gray Mysteries p. 45 Forge Of Obras|Jmorvi IV|H/M Shek Pvar p. 18 Fount Of Power|Neutral Multi-Level|Gray Mysteries p. 34 Galra's Enhancement|Savorya II|H/M Shek Pvar p. 23 Gate Of Kemdal|Neutral V|Gray Mysteries p. 26 Gate Of Kemdal|Neutral V|H/M Shek Pvar p. 10 Globe Of Stealth|Lyahvi III|H/M Shek Pvar p. 13 Glone Of Setath|Lyahvi III|Lyahvi p. 14 Hadil's Envelope|Peleahn IV|Peleahn p. 18 Hlandor's Flash|Lyahvi II|Lyahvi p. 11 Immolation|Peleahn V|H/M Shek Pvar p. 16 Immolation|Peleahn V|Peleahn p. 22 Infuse|Common III|Gray Mysteries p. 51 Jerila's Zone|Savorya V|H/M Shek Pvar p. 24 Kalsor's Trap|Odivshe IV|H/M Shek Pvar p. 22 Lens Of Ikara|Lyahvi II|H/M Shek Pvar p. 13 Lens Of Ikara|Lyahvi II|Lyahvi p. 12 Light Of Aestir|Lyahvi IV|Lyahvi p. 19 Maintain|Neutral II|H/M Shek Pvar p. 8 Maintain|Neutral Multi-Level|Gray Mysteries p. 35 Mankor's Curse|Fyvria IV|H/M Shek Pvar p. 20 Mask Of Shinjur|Neutral V|Gray Mysteries p. 27 Mask Of Shinjur|Neutral V|H/M Shek Pvar p. 10 Maslor's Charm|Lyahvi VI|Lyahvi p. 25 Merge|Common/Netral Multi-Level|Gray Mysteries p. 46 Metala Of Elkal|Jmorvi II|H/M Shek Pvar p. 17 Mikaad's Ward|Savorya IV|H/M Shek Pvar p. 24 Motes Of Ardin|Lyahvi V|Lyahvi p. 22 Mouth Of Lathal|Odivshe III|H/M Shek Pvar p. 22 Noituac's Storm|Neutral VI|Gray Mysteries p. 29 Nurture Of Isla|Fyvria III|H/M Shek Pvar p. 19 Orb Of Zatara|Peleahn III|H/M Shek Pvar p. 15 Orb Of Zatara|Peleahn III|Peleahn p. 14 Ordeal Of Frida|Savorya III|H/M Shek Pvar p. 24 Pall Of Veshel|Odivshe IV|H/M Shek Pvar p. 22 Passage Of Ahnu|Peleahn V|Peleahn p. 23 Passage Of Lyah|Lyahvi V|H/M Shek Pvar p. 14 Passage Of Lyah|Lyahvi V|Lyahvi p. 23 Perfection Of Sif|Savorya I|H/M Shek Pvar p. 23 Periapt Of Power|Neutral Multi-Level|Gray Mysteries p. 36 Power Of Daras|Neutral II|Gray Mysteries p. 12 Power Of Ulmer|Odivshe I|H/M Shek Pvar p. 21 Prism Of Gethan|Lyahvi III|H/M Shek Pvar p. 14 Prism Of Gethan|Lyahvi III|Lyahvi p. 15 Putrid Hand|Fyvria I|H/M Shek Pvar p. 19 Pyre Of Onkh|Peleahn III|H/M Shek Pvar p. 16 Pyre Of Onkh|Peleahn III|Peleahn p. 15 Raldyn's Bubble|Neutral Multi-Level|Gray Mysteries p. 37 Regenesis|Fyvria IV|H/M Shek Pvar p. 20 Release|Common III|Gray Mysteries p. 52 Resurge|Neutral IV|Gray Mysteries p. 22 Ring Of Fiery Doom|Peleahn V|Peleahn p. 24 Sanctum|Common V|H/M Shek Pvar p. 12 Sanctum|Common/Netral Multi-Level|Gray Mysteries p. 47 Sea Of Fire|Peleahn IV|H/M Shek Pvar p. 16 Sea Of Fire|Peleahn IV|Peleahn p. 19 Shadow Of Yanar|Odivshe II|H/M Shek Pvar p. 21 Shield Of Kail|Neutral Multi-Level|Gray Mysteries p. 38 Sight Of Castranel|Lyahvi III|Lyahvi p. 16 Sight Of Eneldir|Jmorvi I|H/M Shek Pvar p. 17 Sirik's Cant|Jmorvi III|H/M Shek Pvar p. 17 Skin Of Lexesh|Peleahn II|Peleahn p. 12 Soul Stealer|Neutral VI|Gray Mysteries p. 30 Sphere Of Shanakar|Peleahn I|Peleahn p. 7 Spirit Block|Savorya IV|H/M Shek Pvar p. 24 Store|Neutral IV|Gray Mysteries p. 23 Store|Neutral IV|H/M Shek Pvar p. 9 Suld's Ward|Neutral III|Gray Mysteries p. 19 Suld's Ward|Neutral III|H/M Shek Pvar p. 9 Suspension|Common/Netral Multi-Level|Gray Mysteries p. 48 Syncope Of Shalor|Fyvria II|H/M Shek Pvar p. 19 Talin's Baine|Neutral II|Gray Mysteries p. 13 Talin's Eye|Neutral II|Gray Mysteries p. 14 Targen's Brand|Peleahn III|Peleahn p. 16 Tharasin's Ward|Jmorvi V|H/M Shek Pvar p. 18 The Golden Eye|Jmorvi I|H/M Shek Pvar p. 17 Tongue Of Pvara|Neutral I|Gray Mysteries p. 9 Tongue Of Pvara|Neutral I|H/M Shek Pvar p. 8 Touch Of Ilindia|Neutral II|Gray Mysteries p. 15 Touch Of Kasrak|Peleahn VII|Peleahn p. 28 Toval's Rest|Odivshe V|H/M Shek Pvar p. 22 Transform|Common/Netral Multi-Level|Gray Mysteries p. 49 Trigger|Neutral Multi-Level|Gray Mysteries p. 39 Vapour Of Hirin|Lyahvi VII|Lyahvi p. 28 Veil Of Nashal|Neutral I|Gray Mysteries p. 10 Veil Of Nashal|Neutral I|H/M Shek Pvar p. 8 Verdant Hand|Fyvria I|H/M Shek Pvar p. 19 Vessel Of Iladan|Neutral V|Gray Mysteries p. 28 Violet Eye|Savorya I|H/M Shek Pvar p. 23 Visions Of Sheridyn|Lyahvi V|Lyahvi p. 24 Wall Of Shanador|Peleahn IV|H/M Shek Pvar p. 16 Wall Of Shanador|Peleahn IV|Peleahn p. 20 Ward Of Akana|Common III|H/M Shek Pvar p. 11 Ward|Common/Netral Multi-Level|Gray Mysteries p. 50 Well Of Anasiron|Neutral III|Gray Mysteries p. 20 Well Of Anasiron|Neutral III|H/M Shek Pvar p. 9 Will Of Kirat|Neutral IV|Gray Mysteries p. 24 Wind Of Ardian|Lyahvi VI|Lyahvi p. 26 Wind Of Sharis|Lyahvi IV|H/M Shek Pvar p. 14 Wind Of Sharis|Lyahvi IV|Lyahvi p. 20 Wisdom Of Usela|Savorya III|H/M Shek Pvar p. 23 Zyna's Tap|Neutral II|Gray Mysteries p. 16 Zyna's Well|Neutral Multi-Level|Gray Mysteries p. 40 Zyrgin's Heat|Peleahn I|Peleahn p. 8 End of list. Lee lee@sq.com -HML------------------------------------------------------------------------- From: ep88sw@syma.sussex.ac.uk (Steve Williams) Newsgroups: rec.games.frp Thanks for your appraisal of the system, and also to those who sent me e-mail giving information. I would very much like to be put on the mailer list for the harnmaster stuff, but I can't mail off-campus due to university policies. If someone out there reads this and can get me on the mail list please do so and let me know (there's no problems recieving mail around here!). [ed. note: The appraisal of the system can be found in rec.games.frp, for those that are interested, and I've added Mr. Williams to our list.] Whilst I have the net's attention I shall use the time to put forward a single query which has arisen from my study of the harnmaster rules system. Coming from a RuneQuest background I find it a little odd that the dodge 'skill' isn't treated like all the other skills (i.e with a SB and an OML) but is treated almost as an attribute being purely DEX based. This means, as far as I can tell, that you can never improve your dodge without raising your DEX attribute. (Or rather, AGIL, I mixed the two, apologies.) What is the ecological validity in this assumption? Through personal experience I have found that you can improve your ability to avoid things (ie dodging) and find this mechanic a little mysterious, considering the amount of time and effort that has been put into the logic of the system. Is there some logic here which defies my own, in which case what is it?!!! BTW are there any psychologists out there in net land who are intereseted in furthering research into the social/cognitive merits of roleplaying? I tried to get something off the ground last year but couldn't get the materials together to form a decent project. Any psychologists (who are also gamers) got any ideas? Steve Williams (Experimental Psychology, Sussex University.) -HML------------------------------------------------------------------------- Subject: psychology of roleplaying From: Paul Stratton (Sierra Geophysics, Inc.) Unto the various harnians, > BTW are there any psychologists out there in net land who are intereseted in > furthering research into the social/cognitive merits of roleplaying? I tried > to get something off the ground last year but couldn't get the materials > together to form a decent project. Any psychologists (who are also gamers) got > any ideas? > > Steve Williams (Experimental Psychology, Sussex University.) There is a book entitled (guess what!!) "The Psychology of Roleplaying". I don't remember the author, but it's fairly new. It's tracks the players in M.A.R. Barkers Tekumal campaign (He's the original designer of "Empire of the Petal Throne"). A very interesting book even if for non-psych types. Paul -HML------------------------------------------------------------------------- From: advent@ukc.ac.uk Subject: Psionics I noticed recently (either here or in r.g.frp) someone saying that the acquisition of psionics at the start of the game had changed. What has happened to them? Also, where is this from - the fabled Tome of Shek-Pvar which has yet to make it to this side of the Atlantic? On a similar vein, what Tomes are currently available? I have seen Jmovri(metal) and Lyahvi(light), but none of the others.... I assume the 'new (2nd edition) rules' people talk of are in the Tome of the Shek-Pvar. If not, then where please? -HML------------------------------------------------------------------------- From: advent@ukc.ac.uk Subject: Combat Moves With the recent inquiry into dodge etc, I've been thinking of what combat options my npcs take if they ever get into combat, and how effective that is. With this in mind I came up with the following. Any comments on the following? DODGE - not really for the combat person. This is a base attribute, and is basically how fast you can get out of the way. It is your speed rather than any skill that keeps you alive. ACROBATICS - the dodge alternative. A skill, so improvable, which is better. I have some misgivings about this since I believe it might be more dependant on ENC than most skills, ie Player: I use my acrobatics to avoid the dagger thrust GM: OK, despite the fact you are wearing 20lb of armour, you get a success, so you manage a backflip out of the way OK, this is a bit extreme, but I'm sure acrobatics will suffer more from ENC than will swinging a battlesword! IGNORE - Anyone who choses this option deserves all they get. I'm not sure from the rules - but is this the only defence if you use an 'esoteric' attack, ie psionics or magic or divine ritual? SHIELD BLOCK - the tried and trusted solution. The defence for the careful warrior. The way to a very protracted combat, and hopefully someone else will kill your foe! COUNTERSTRIKE - One for the beserk Orbaleese in the Party! A defence to use if you are tired of life. Well, actually I use it as a defence if I believe the character has a substantial advantage in modified combat chance over his opponent, since it gives you a fairly good chance of hitting the poor person, without him getting a defence! Another time to use this is I believe when you are much more heavily armoured than your opponent, resulting in both of you taking a lot of damage, but most of yours being absorbed by armour. I would also use this as the defence of choice of creatures that are unharmed by normal weapons, since they are unlikely to take damage anyway, though I haven't thrown any of these against my players yet ;-) WEAPON BLOCK - somewhere between the two above defences, this one becomes most effective in a couple of fairly definate cases. If you have a better quality weapon than your opponent, particularly if theirs is <13 or so, then this defence gives you a good chance of destroying their weapon, and getting an extra attack. If you have an enchanted blade, and are sure they don't, use this one. The 4d6 roll is sure to break most non enchanted weapons fairly soon. I'd love to see some ideas from the rest of you on how you regard the various choices in combat. I told my players how dangerous combat is, and also ran a couple of sample combats for them at the start. If they fight, I believe their opponents should live up to their worst fears! With the last part on enchanted weapons, I believe this is the single most powerful ability of such weapons, other than their ability to hit certain kinds of creatures. It is far more noticable than their improved damage. ( though this is only from a couple of sample combats - the party don't even know of enchanted weapons yet.... ) Steve Bartlett -HML------------------------------------------------------------------------- From: Klaus Ole Kristiansen Subject: Defense options The trouble with dodge is that most characters will have better dodge than shield skill or acrobatics skill. I have several times designed some fighter NPCs, equiped them with shields and given them skills roughly like those of the PCs, only to find that it would be MUCH better for them to dodge than to use the shield. I also find the dodge table to be more favorable for the defender than the block table. I would dodge even if I had the same chance to dodge and to block. Some of my players disagree. We have a jmorvi shek pvar in the party. He always hope that his opponents will block, so he can break their weapons. He dodges himself, the chance of breaking the opponents weapon is not worth the risk to get his. Counterstrike is a good option against grab. Klaus Kristiansen -HML------------------------------------------------------------------------- From: Steve Williams Subject: Harnmaster Dodge vs Acrobatics. Thanks to everyone who mailed and especially to those who mailed with a more psychological viewpoint. Please - if there are more psychologists doing rpg's out there let's get together to examine the possibilities of some research into the field! Ok, advertisment over. I'd just like to point out a fact about the query I had about dodge, and the replies I got. Nobody really addressed the issue (in news or otherwise.) Why should there be a dodge 'statistic' and then a dodge 'skill' (acrobatics). My vote is for a dodge skill, with acrobatics reflecting the mastery of hard dodge manouvers, just as Unarmed Combat can't be above x% without studying Martial Arts. Flame away! Steve Williams, ep88sw@uk.ac.sussex.syma [I can mail out now, thanks to some benevolence from Sussex Uni.] -HML------------------------------------------------------------------------- From: parson@pop.stat.purdue.edu Subject: Dodge vs. Acrobatics I know that it's a little unfair for me to respond first, since I was the first one to see this, but I have some ideas that I'd like to share on the topic that Steve just brought up about dodge/acrobatics. My position as a GM would be something like this: the dodge score that a character has is the 'mature' individual's ability to get out of the way of something, given that it's a sword, a falling rock, a speeding horse, or whatever. Now, that dodge should be adjusted downward with encumberance, age (getting 'old and stiff'), youth (a gawky young kid doesn't know how to jump out of the way very well), injury, or the like. I think that you see what I'm trying to get at. Now the problem with this qualification is that I haven't quantified it (i.e. -X% for an encumberance factor of Y). I'm more than willing to hear your suggestions as to how to fix it, or how to modify my views with something you've discovered. As for the last part of Steve's note, I do believe that acrobatics could be considered 'more advanced dodging.' The problem with this, is that you'd have to be a Lia Kavir (there's no such thing as the Lia Kavir... :-) specializing in acrobatics not to choose your dodge, just because of the skill level differences. (I'm not sure what acrobatics starts out at, as I'm away from my Harnmaster right now.) Well, if any of you have some good ideas to beef-up/explain some of these differences, PLEASE, let's hear from you. Eric T. Parson Harnline: parson@pop.stat.purdue.edu Morgath goes on Thanksgiving break == Death takes a Holiday. -HML------------------------------------------------------------------------- From: anderson@dewdrop.eecs.ucdavis.edu (Eric J. Anderson) Subject: psychology of roleplaying Hey! harnians! I read that book "psychology of Roleplaying" too! great book. BTW it was a thesis for a PhD at UCLA in (I think, 1988) -Eric Anderson --------------------------------------------------------------------------- PS Civil War in Kaldor is really fun!! -HML------------------------------------------------------------------------- From: Klaus Ole Kristiansen Subject: Spell research I have not yet received the Shek Pvar supplement I have ordered, so please bear with me if this is covered there. Am I the only one who finds it strange that spell research is not a skill? The time to learn or construct a new spell, and the chance of success is the same for the most inexperienced satia-mavari and the most accompliced gray sorceror. Only stats and sunsign makes this easier for one mage than for the other, skill does not come into it. I have made my own spell research rules, what do other GMs do? Klaus Kristiansen -HML------------------------------------------------------------------------- From: anderson@dewdrop.eecs.ucdavis.edu (Eric J. Anderson) Subject: Jmorvi tome??? I have all of the tomes, and so far, only the Peleahn, the Lyahvi and the Neutral/common spell tomes are out. In addition to the 2nd edition magic rules. Regarding the psionic question, there was some discussion on Harnline a few months ago whether or not PCs should be aware of their psionic talents at the start of the game. What I do (as a GM) is I roll up the character's Psionic talents, and if they end up getting one skill twice, then they know about having that skill. Otherwise they must seek some esoteric aid or instructors to help them develop their psionic talents. (in other words, I keep it a secret from them) -Eric Anderson -HML------------------------------------------------------------------------- From: anderson@dewdrop.eecs.ucdavis.edu (Eric J. Anderson) Subject: encumberance effect upon acrobatics My two farthings: In my campaign, I double encumberance penalties when using skills like Acrobatics and Swimming. This forces characters to strip down when they sneak into the Morgathian temple across a strung up rope. (Acrobatics) And it forces them to skinny dip when swimming across the river Kald. (Boy that'll put a shiver in your Orbs of Slisana [Treasure 12] :) Another question: Who would the big players (besides Troda Dariune) be in the Kaldorian succession crisis (read Civil War :) ) ? And, who would be most likely controlled by some outside force. (some malevolent force who hopes to breed dissent and chaos into Kaldor, to further their religious ideals..... Please respond whole-heartedly and quickly, as the next session is Wednesday the seventh. Thanks in advance!! -Eric Anderson -HML------------------------------------------------------------------------- From: advent@ukc.ac.uk Subject: spell research re: grey mages taking as long to research a spell as new mages I haven't come accross this problem, since I haven't any player mages that are anywhere near completing their few years walkabout, and to them spell research is still a dream since they don't have enough money to settle down for the requisite time. My first thought was - make it dependant in some way on either their average spell ability, or their highest level spell - but then you have the problem of joe-one-spell, the starting shek-pvar, with blast-it at 100+%, and nothing else. How about making breadth of knowledge an approprite criteria - for example +1 per 3 spells known or something? Alternatively, the grey sourcerer may now make spells for any convocation, including grey and neutral, as well as combining effects. Surely it will take him as long to develope this as will the starting mage with his 'infallable candle lighter' spell. Only when a mage tries to reserch something 'below his ability' is there contradiction. How about a GM modifier of 1 or 2 xSL to the chance depending on how much the research is below the ability of the mage? Also - I beleve someone mentioned that the spell research and creation had recieved modification in the new rules. I don't know. I am still waiting to see a copy of these new rules! Steve Bartlett -HML------------------------------------------------------------------------- From: Klaus Ole Kristiansen Subject: spell research There is another problem with spell research. What are the requirements? Do you need a library of magical theory and laboratory facilities? If so, no one is going to make it to make any spell during his/her wanderings. Is a few spare hours a day and peace and quiet in which to work enough? I have used this interpretation, and this means that the last of the 3 shek pvar in the party (yes, there are 3 of them) made his 3rd spell slightly more than a year after becomming satia-mavari. Is there any official word on this? What do other GMs do? Another thing: what are alchemists on Harn? D&D funny potion alchemists, the original elexir of life type or the lead to gold alchemist of popular legend? Klaus Kristiansen -HML------------------------------------------------------------------------- From: Jaakko Kankaanp{{ Subject: Running from serfdom Here is a question that has been on my mind lately: In Harnmaster it says that in the pregame an unfree PC can obtain sanctuary in a freetown. He or she must, however, be careful not to run to a feudal town. Now in the Cities of Harn only Aleath and Thay are indicated to be "chartered freetowns". This sounds a bit extreme from the point of view of a Kaldor (Kaldish? Kaldoric? Kaldorian? B-) serf, for example. Or are they all meant to be freetowns for this purpose, even when they are marked as provincial capitals, royal seats etc? In the CoH it says (Cities 1): "The unfree country dweller who escapes to a town...becomes a freeman". If this is true, what does a "feudal town" mean? Insight would be appreciated. BTW, has the new (this fall) Harnlore issue come out yet? It hasn't reached this side of the Atlantic, anyway. Jaakko _____ Jaakko Kankaanpaa ! Turku, Finland ! jac@kontu.utu.fi "I didn't expect the Spanish Inquisition" -HML------------------------------------------------------------------------- From: f172011@pollux.ucdavis.edu Subject: serfs, harnlore, and kalevala. Hello Jaakko, In my campaign, whenever a PC is a serf they usually try to get permission from the lord of the manor to leave. When this this fails, as it usually does, they goes to the nearest big town. Then they try to get a job with very low visibility and avoid any city officials or noble-looking types. I think the "law" about being in a free city for (3?) years is only in effect in the two chartered freetowns, Aleath and Thay. One thing I have never really done to characters is show them the effect of running away has had on their family. In one case a serf PC humiliated the lord of his manor when the lord was pursuing him . The lord then took out his frustrations on the PC's family. Unfortunately, (for game purposes) the PC never returned to find out what happened. So basically, if a serf can remain incognito for enough time to assure the lord has stopped looking for him/her and his looks have changed enough from age 13-18 then he may be essentially free. Of course the Lord of his old home manor might recognize him sometime... :) Harnlore 9 (the one with the picture of Kethira from orbit) came out in late summer. I don't know if this is the fall issue, or not, In fact I don't think the changing of the seasons has any impact on the publishing of harnlore. ;) Totally irrelevent sidenote: Last night I sang in the University Chorus and we sang a selection of Finnish folk songs. I was wondering if you have heard of the Kalevalan alku, or the Lailusild arranged by Veljo Tormis? (I told you it was a totally irrelevant sidenote! ) Bye! -Eric -HML------------------------------------------------------------------------- From: Klaus Ole Kristiansen Subject: Freetowns Yes, you have to go to a freetown. On Harn, this means Aleath, Golotha or Thay. It is not MEANT to be easy, or even fair. The feudal lords have grudingly admitted this right to the freetowns, and would revoke it if they could, they don't want their serfs to run away. In Kaldor, your best chance might be to join the miner's guild, though there you need to work for 2 years to become free. This goes for the feudal states only. If you are a serf in Orbal or a slave in the republic, you have no legal way of becomming free. You can buy your freedom, if you have money, but your owner may refuse to sell. You will simply have to leave the country and never come back. This will of cause also work in the feudal states, though your social life may suffer if your Kaldoric friends learns that you are a runagate Chybisan serf. In Rethem, where the royal justice system is weak, it is not a good idea to return to the lands of your former lord even if you are legally free. Klaus Kristiansen -HML------------------------------------------------------------------------- From: advent@ukc.ac.uk To: parson Subject: Weapons / Harnlore / Spells OK, three parts to this submission... 1. Weapons. Has anyone else noticed the contradictions in the weapon table? Primarily I mean the warhammer that moves from the 'battleaxe' to the 'club' in the two tables in the combat section. I've decided it ought to be an 'axe' due to similarities in weight and size. (and I assume in use the swing is almost identical). The other one is the carying weapon aspects of one of the knives, the taburi I think. Naturally I decided on the lower one! Whart have other people decided? 2. Harnlore Any sign of a new edition (9?). I last heard of one last summer, and am wondering if Colombia have lost my name. 3. Spells Good idea (John B.) I'd love to see other peoples spells that have been created. To start the ball rolling I'm willing to submit the two I've done, and I'll send them off in a few days time (they are at home). I'm sorry they're not Savoryan as requested, it's one Jmovri, and one Fyvrian. Steve Bartlett -HML------------------------------------------------------------------------- From: Jaakko Kankaanp{{ >2. Harnlore > Any sign of a new edition (9?). I last heard of one last summer, >and am wondering if Colombia have lost my name. #9 is the latest issue. It came out sometime last year (Spring 1990, was it?) #10 is eagerly expected, but no report of it has been received so far (not in these parts of the knowne world, anyway). The last I heard (in August) was that it was due by "end of September". It appears they meant September 1991. B-( Jaakko _____ Jaakko Kankaanpaa ! Turku, Finland ! jac@kontu.utu.fi "I didn't expect the Spanish Inquisition" -HML------------------------------------------------------------------------- From: advent@ukc.ac.uk Subject: Mistake In a recent submission I wrote... > 1. Weapons. > > The other one is the carying weapon aspects of one of the > knives, the taburi I think. Naturally I decided on the lower one! > Whart have other people decided? > I don't know what the editor was doing, but 'carying' ought to be 'varying' Steve -HML------------------------------------------------------------------------- From: James Davis Nicoll Has traffic died off? I haven't seen any traffic for quite awhile. The message from advent@ukc.ac.uk is the first one I have seen for two months or more. [Ed. note: Brian is right, and there hasn't been much traffic on the Harnlist since about the end of November. Hopefully, we'll get a new influx of ideas and comments going.] In order to stir up some activity, I'd like to find out how people handle unarmed combat at higher level. Up around the point when they become martial arts. I have a few tentive ideas. If people are interested I could post them. Brian Dorion Kitchener, Ontario -HML------------------------------------------------------------------------- From: ez001152@pollux.ucdavis.edu Subject: Martial Arts [Ed. note: It was unclear as to whether this got sent to the whole list. Therefore, just so we don't overlook anybody, I'm going to post this to our list.] I have used the skill specialization rule for martial arts. If a person spends one of his "specializations" on damage he can make a certain attack (kick/knee/elbow/forearm/fist/headbutt(?) ) +1 to it's blunt aspect. It is only a stopgap measure until I could come up with a comprehensive martial arts system. The character who had M.A. at such a high level was killed attacking an Augur Lodge in the Setha Heath. (grim adventure, half the PC's die. :( ) So as a result the project has become less important. :) I would love to participate in a discussion of Martial Arts. I read on Harnline that Robin had a system, but I am not sure if he was going to release it for free or charge for it. i will check this weekend. A couple of ideas ... o The various martial arts forms could be split into different skills with seperate attributes for calculating the SB,OML and sunsign. This would make for more bookkeeping, but would reflect the reality of getting better in Throws(Aikido) and not using kicks(Savate) in combat. o Skill Specialization could be used to increase damage / damage class. This is nice because most PC's will have the choice to develop the Martial Art through practical experience and pick the maneuvers they want to improve. It also limits them to 6 specialization picks. (60,70,80,90,100,110,120??) ok maybe 7. :) It might be that specialization picks should start at 80+ since the rules say that Martial Arts can't improve past 79 without training. o A combination of both methods could be used. One could imagine a Martial Art that is taught to Navehans which allows the wielder to link a successful Acrobatics roll with an attack to disorient the defender. A Martial Art could be developed which with specialization picks could increase chance to hit an area of the body. (+5 to hit the head. +5 -10 = -5. instead of -10. ) These are some ideas that we have come up with in our campaign. Please, if you have any comments, share them with everyone. We have a unique resource in this mailing list, we should really take better advantage of it. - E. John Anderson -HML------------------------------------------------------------------------- From: advent@ukc.ac.uk Subject: Martial Arts Brian Dorian writes asking about high level unarmed, at the point where you require martial arts to contine (69%). Below are a few comments of my own, I'd welcome yours since I haven't yet run into this problem. I haven't run into this problem yet, I've only had one person use unarmed combat, and that was only once. - they are currently travelling as a 'Knight and his retainers' and not many people seem particularily inclined to brawl with them. I assume the unarmed skill will be more commonly used with grappling, rather than straight attack rolls. I'm not much into martial arts but the thought of hitting a potentially armoured person with bare skin does NOT appeal! The bit of the rules on this that supprised me are the places that will give martial arts training - if I remember correctly the fighting orders of Larani and Agrik. Both these orders seem to be well armoured, well weaponed fighting machines, usually from the upper eschelons of society, and I don't really see then fighting unarmed! I'd probably have the martial arts (if at all) based in the areas where people are not allowed to bear weapons - either the more oppressed serfs or slaves. If pushed, then I'd probably go for the Jarin in Orbaal. As I said before, I haven't had to make a decision on this yet, since no-one has asked (though they probably will - I have two players reading this list!). Comments anyone? Steve -HML------------------------------------------------------------------------- From: advent@ukc.ac.uk Subject: Larani Worship A specific question for you. In the game I'm running I have a player who has a Chelni tribesman. He had heard of the Church of Larani from travellers passing along the salt route, and wished to know more. He found something lacking in both his own tribes animalistic religion, and that of Sarajin that was spreading through the tribe. (OK, he has a higher morality than most of his tribe - he also is the Chief's nephew.) The party is led (?) by a Knight Batchelor from Kanday, who follows Larani, though is not a member of a fighting order, who has told him a little more, and he has now spent a little time in the Tashal Church. He has decided that this is the Relgion for him, and aims eventually for entry into a fighting order. The question is - how will the order view him? He has high riding abilities, can use a lance (spear), is free, and is born into a ruling family. I have my own ideas, but would like to hear from others first before giving them. Steve -HML------------------------------------------------------------------------- From: James Davis Nicoll My basic idea used the skill specializations of unarmed combat as well. Upon reaching a skill of 60, the person would have to decide to specialize in grappling (ie. wrestling) or striking (ie. boxing). I'm playing with the idea of allowing someone who is being trained by a martial artist to specialize in Dodge as well. This would allow you to use you UC skill as dodge skill. I'm very iffy about this. I'm letting a player try it to see if it is too gross. Otherwise, martial arts with dodges will have to teach acrobatics. At your next level of specializtion you can either specialize in another aspect of UC or you can specialize in a sub catagory of your original specialization. (ie. if your first spec. was striking, your second could be punch, kick, head butt, block) If your 1st spec was grappling you could sub-spec. in twist, hold, escape, throw, any of the sub moves. SPECIAL NOTE: THIS IS JUST A QUICK RESPONSE. MY NOTES (ROUGH AS THEY ARE) ARE AT HOME. SO PLEASE FORGIVE ME IF THIS SEEMS DISJOINTED. Specializing will allow you to either increase base impact by one, or increase you strike/grapple chance by +10/+5%. Each MA should have a limited range of specializations available. Karate for example would allow a specialization in striking, followed by sub specializations in punch, kick, and block. A SS (sup-specialization) would also allow certain special perks. An example; normal people (in my campaign) when they kick automatically use the leg hit location chart. Someone who has SS in kick is allowed to strike at the whole body with his kicks. If anyone has comments (flaws?), or ideas please tell me. Brian Dorion (A guest on James' account) PS. I asked Robin earlier about his martial arts system and he said his is obsolete right now and that he hasn't looked at it in a few years. -HML------------------------------------------------------------------------- From: advent@ukc.ac.uk Subject: spells OK, as promised (threatened?) here are a couple of spells that I've come up with. Comments please? Feel free to use these as you wish. Steve ======================================================================= < OK, so this one is a bit of a cheat, since it is an almost direct copy. I'm not sure about composite armour, such as ring - a special effect at high ML, or make it muti-convocational? > KYNOR'S WARD Fyvrian V A spell to enchant natural armours. This is equivalent to Thrasains Ward, Jmovri V, in all aspects except that it will only work on armour that is derived from organic material, ie cloth, quilted, and leather. ======================================================================= < I was undecided about this one, it seems to have definate Peleahn aspects, but then it is quench, not create fire! In the end I decided it was altering the material so it would be less flamable, so would be Fyvrian > KYNOR'S EXTINCTION Fyvrian III This spell must be cast at the same time as Ward of Arkana. It serves to protect any 'dead' focus like material from fire by reducing the fire damage to the item by half SI (ms) or SI (cs). The casting time is the same as for Ward of Arkana, as is duration. No extra protection is given to the wearer of such an enchanted item from the use of this spell. Bonus 66%+ Effect may be placed on non enchanted items, though only for limited duration - see below 81%+ Protection is SI (ms) or twice Si (cs) Fatigue: 15 - index Time: as Ward of Arkana / 25 - index seconds Range: touch Duration: as Ward of Arkana / MS: index minutes CS: 3x index minutes ======================================================================= < I decided I didn't like the optional weapon damage rolls on hitting hard armour, since it looked like far too many weapons would break. Seemed obvious that the Jmovri would then work on this type of spell. I decided the weapon would already need to have an EGO, since I see this implementation as a magical effect of the weapon, rather than just an enhancement of the armour.> SIRIK'S WARD Jmovri V A spell to give a special power to metalic armour, though the basic spell will affect only plate. The armour must already possess an EGO (see False Soul). The effect is to cause a weapon striking the armour to make a weapon damage roll, though with the basic spell this only applies to metallic weapons. If (ms) is achieved then the weapon damage roll is 3d6, and the spell is indefinate. With (cs) the roll is 4d6, and duration permanent. If the EGO is ever destroyed in the item then this enchantment will be lost. (mf) results in no enchantment, while (cf) destroys the item. Bonus 61%+ protection may be applied to mail, though against blunt weapons one less die is rolled. 81%+ may be cast on EGO-less armour, durations etc as in the second column below. 91%+ protection extends to non-metallic weapons, though in all cases one less die is rolled. Fatigue: 25 - index Time: 25 - index hours / 25 - index seconds Range: touch Duration: (ms) indefinate / (ms) index minutes (cs) permanent / (cs) 3x index minutes ======================================================================= -HML------------------------------------------------------------------------- From: lee@sqlee (Liam R. E. Quin) Subject: spells One of the beautiful thing about the Harn spells, to me, is that one could describe them without mechanism. In other words, the _characters_ could understand what they do. KYNOR'S WARD/Fyvrian V is fine in this regard. KYNOR'S EXTINCTION/Fyvrian III is also fine, except that I am not sure what is meant by `focus': | This spell must be cast at the same time as Ward of Arkana. It serves to | protect any 'dead' focus like material from fire by reducing the fire | damage to the item by half SI (ms) or SI (cs). The casting time is the | same as for Ward of Arkana, as is duration. No extra protection is given | to the wearer of such an enchanted item from the use of this spell. Does it specifically only work on mages' focii? I can't understand why, although that would certainly be a sensible application! SIRIK'S WARD/Jmovri V however, has the following description: | A spell to give a special power to metalic armour, though the basic | spell will affect only plate. The armour must already possess an EGO | (see False Soul). The effect is to cause a weapon striking the armour to | make a weapon damage roll, though with the basic spell this only applies | to metallic weapons. Now, the _characters_ don't understand weapon dfamage rolls, so as GM I would have to rephrase this before describing it to a player. How about ``increases the chances of weapons bnreaking when they strike the armour''? Does it apply to magical weapons too? Otherwise I think it's fine. Good idea! I'll try & write up some of the spells I have, but they need some more work. One of the characters in my campaign turned into a tree yesterday, and another now has glowing red eyes like beams of light (and black-and-white vision, and pyrokinesis at SB2 or so), so I have to think about ways of doing these things now as well! Calmness, Diagnose and maybe others to follow in a few days! Lee lee@sq.com Liam Quin -HML------------------------------------------------------------------------- From: advent@ukc.ac.uk Subject: Improvement Rolls, plus Staff of Fanon * WARNING * The following, while asking a few general questions, is based around the first part of .the Panaga series of adventures - "Staff of Fanon". If you intend playing in this in the future, I suggest you stop reading here. I ran this module this weekend. The following is a few comments, and a couple of questions raised in the course of the game. Generally I found this module very good, there was very little I needed to do that was not in the module in the course of running it. The only problem is that it gives virtually no information about Panaga, except saying this will be detailed in part 3. Now my players being as they are, they are probably going to try to find out all they can about him. Pity I haven't seen part 3 yet! The info on the back of the module mentions 'party equivalent to mid-level AD&D' - a daunting prospect considering the relative magic levels of the two games! I ran a party of four characters through it, lyahvi shek-pvar, chelni tribesman, journeyman metalsmith, and knight batchelor of Larani. They have had about a month of prior game-time since starting, and I don't think any of them had put more than about 5% in any skill. I came to the conclusion that the only reason for the AD&D level was to get someone capable of casting Dispel Magic, and a thief capable of climbing the tower (or a levitate spell). I'd say virtually any mix can get through the adventure though sensitivity, lockcraft, and dispel magic are particularily useful. This party had sensitivity (see later), used brute force and ignorance on all locked doors, and had a shek-pvar who could dispel magic (just high enough for indefinate spells, see later). She also managed to create on the spot a 'neutral buoyancy' spell - negating the need for a climber. The only really dangerous thing that happened was the Chelni critically failing a jump roll, and eventually plummeting over 200' into water - it was his fault, he was trying to look impressive! Divine intervention saved him. On to the question part. In ther change to Yashain the party notice a change in the 'magic level', basically averaging all magical and psionic skills with 120%. I also decided to allow them all a one-off psionic stimulation roll, roll against AURA, and critical success gets you a psionic talent. The Chelni managed an 05, and got himself sensitivity, and an modified 65% chance of using it. The problem was, the increase rolls are still made against your own skill, ie SB1 in this case, so he could hardly fail to notice things, or increase his roll! In brief there are about 20 or so spells active in the tower, mostly concealing doors, and the shek-pvar cast about another 30 spells or psionics - She's a Savoryan with clairvoyance, so it was mostly divination type stuff. Since the party spent about 3 days in the tower, he noticed just about everything, and picked up about a 40% increase. The shek-pvar did well, but not on quite the same scale. The players also believe this was slightly excessive, so I'll be reducing the effects of this somewhat. I was thinking of something between a maximum increase of 1SB per day to 1SB per week, considering someone under training will not get more than one roll in any skill per day, probably the latter, allowing a maximum gain of 1SB per skill in the whole course of the adventure? - Comments? OK, so I gave the character just at the start of the adventure, but any character with a sensitivity below SB2 or 3 would have done almost as well. Steve