Legends: Runemaster and Communion Guidelines From: dani@netcom.com (Dani Zweig) Date: Fri, 07 Jan 1994 22:59:07 +0000 I got the guidelines, finally. <Grumble...> 1. Communion Guidelines: Could be better, could be worse. The following communions are allowed: 1. Cast standard spells at double arcanist costs: Teleport, all shells of protection, erect/dispel barriers of nature, all dispell magic shells, all gather spells. 2. Add a new resource (I413-4, I416-22) to a province. Costs 50 mana and 30 units of the resource. 3. Add actions to character: 2nd action for 30 mana and *3* b/w crystal, 3rd action for 45 mana and 6 crystal, 4th action for 60 mana and 9 crystal, 5th action for 70 mana and 12 crystal. 4. Morph to next level status. Must be same alignment (good/neutral/evil). Costs status power rating*10. 5. Heal character: 1 mana/5% if same religion, 2 mana/5% if same alignment. 6. Cure poison/plauge/pox/insanity: 30 mana if same religion, 50 if same alignment. 7. Summon food for location: 1 mana per 50 food. 8. Create black or white crystal: 20 precious gems and 10 mana for 1. 9. A high priest of a religion may add 1 existing spell to the Religion once every six months. (Great! I'll add Eye of God.) 10. Locate a character who is a prisoner: 20 mana. 11. Identify the holder of a prisoner: 30 mana. Runemaster Guidelines: These are a farce! The way it works is that each position (however many runemasters it has) can define 10 magic items. (Important note: Creating the items takes no mana, just special resources, and you can only submit one Runemaster SA per turn, so there is *no* benefit to having more than one Runemaster per position.) There are five basic items that a Runemaster can create: A. Weapon: Type sword/axe/bow/other, weight 1.2, AF +400%, DMG2, costs 50 mithril and 30 iron to manufacture. B. Armor: Size, weight 7-sm 10-med lg-15, DF 14, SV 4, INV 2, costs 50 mithril, 30 iron, 10 dragon scales to manufacture. C. Ring: Weight 0.4, costs 20 precious gems and 20 gold to manufacture. D. Scroll: Weight 0.5, SV 3, costs [any] 10 special resources in I1000-1200. E. Medallion: Weight 0.5, costs 10 gold, 10 precious gems. To set up one of your position's ten items, you submit a $2 special action saying which of the above five you want, giving it a name, and choosing weapon type or armor size, if relevant. In each subsequent turn, you can submit *one* special action to modify one of your items. The SA costs $1, and the following modifications are permitted. (Note that to create the ultimate weapon would require 41 special actions -- at one every two weeks, 7 years!) The following modifications are allowed, one modification per SA: A. Weapon: Characteristic Starting Value Add Maximum Allowed Base AF 400% 100% 800% Charge 150% 300% Missile 100% 800% DMG 2 3 14 Restrict Race/Religion/Status 1 1 each AF bonus vs Race 150% 600% AF bonus vs Skill 150% 600% AF bonus vs Status 150% 600% Terrain modifier 15% 30% in one terrain or 15% in two SA 150 900 B. Armor Characteristic Starting Value Add Maximum/Minimum Allowed DF 14 6 40 MAR 5 30 SAR 5 30 Weight 7/10/15 -2 1/4/7 SV 4 -2 -6 Restrict race/status/religion 1 1 each INV 2 3 17 C. Magic Rings Characteristic Add Maximum Allowed Spells 1 spell 1 spell Mana towards spell 3 9 MAR 3 30 SAR 3 30 Restrict race/status/religion 1 1 each D. Scroll Characteristic Add Maximum Allowed Teleport to F3001-3050 1 target 1 target SV (starts at 3) -1 -7 Restrict race/status/religion 1 1 each MAR 3 30 SAR 3 30 E. Medallion Characteristic Add Maximum Allowed Magic Recovery 2 8 Mana Recovery 2 8 Free Spell Points 2 6 Free Mana 2 6 Restrict race/status/religion 1 1 each Add level 1-2 spell 1 1 in range 1-245 Comments: - I resent the amount of real money this system requires. - You get the most leverage from this system by creating fairly basic items, and ignoring the bells and whistles. I'm assuming you don't have the option of tossing in a thousand gold and a thousand precious gems and creating fifty rings at one go. - WEAPONS AND ARMOR: For the most part, these are a waste of time and resources. By the time you've got yourself a runemaster, you won't have many allies to whom one excellent weapon or armor will make that much of a difference. The most bang for the buck here probably comes from creating a weapon with a special attack, and boosting that attack by 150 every turn until you're turning out SA900 weapons. - RING: This has possibilities. Forget MAR, SAR, and restrictions. Just create a ring, attach a spell to it -- possibly AA -- and add enough spell points to make it work. Useful for giving, eg, powerpoint teleportation to non-spellcasters. - SCROLL: Same principle. The only particularly useful thing to do with this item is to create a scroll and attach a teleport target to it. Better still, create two such scrolls, so faction members can teleport back and forth between two locations. - MEDALLION: This actually has a good potential for being destabilizing. Seven special actions will pump this up to an item with 6 free points and 8 recovery (magic or mana), and players can equip two of them. ----- Dani Zweig dani@netcom.com God helpe the man so wrapt in Errours endless traine -- Edmund Spenser Up