MERCEDES-LACKEY Digest 1713 Topics covered in this issue include: 1) Altra by "Thea Bergermann" 2) Re: Gates storm breaking spoiler/ hair / height by Elizabeth Hoffman 3) Re: Altra by DragonFriend-+AT+-webtv.net 4) SuMmEr MaDnEsS!!! :) by mdnewton-+AT+-niner.uncc.edu 5) RPing.... by "Karin Brust" 6) Sniff, sniff. by "Dreamfire K'Vala" 7) RE: RPing.... by mizel001 8) by nathanh124-+AT+-juno.com (Nathan D Henderson) 9) Another Braid, this one at least mildly current. by "Raven Darkblade" 10) Darkwind?!?!? by mizel001 11) Re: RPing.... by troll-+AT+-netcomuk.co.uk 12) Braid: Ma'ar, white horses, Need by Kris Frye 13) Re: RPing.... by Chris 14) Re: Delurk Alert!/height by "Lady Sunhawk" 15) I'm back!/Kethry-Need/ by MorningStar 16) [Fwd: attribute tables] by "Morga FreedomsRose" 17) [Fwd: character creation] by "Morga FreedomsRose" ---------------------------------------------------------------------- Date: Wed, 9 Sep 1998 09:47:45 +0200 From: "Thea Bergermann" To: mercedes-lackey-+AT+-herald.co.uk Subject: Altra Message-ID: <199809090645.IAA31977-+AT+-scatopharga.doso.de> Hello, I'm just back from grooming my cat. It took two hours to eleminate all these little plant-parts (word? -- little green balls clinging to everything that touches them...) from her hair (She's a Norvegian Forest Cat-wannabe and has the longish hair...). Now, if Altra has the long hair Larry Dixon painted him with, what does that elegant tomcat do to avoid getting caught in such an situation as my cat (having these plants *everywhere* in its fur)? And who will groom him if he has this problem? I have a hard time imagining Altra coming into Karals / Natolis room and ask them to remove the plants from his fur ... That kinda doesn't go with Altras cultured dignity.... Any Ideas? Greetings, TheaEvanda Addictee to filk and embroidery and sailing Bad mage but a wizard on the recorder ------------------------------ Date: Wed, 9 Sep 1998 11:34:51 +0100 (BST) From: Elizabeth Hoffman To: mercedes-lackey-+AT+-herald.co.uk Subject: Re: Gates storm breaking spoiler/ hair / height Message-ID: <<>> <<>> Storm Breaking Spoiler Storm Breaking spoiler When forgot his name the gryphon commander from Iftel was talking to Darkwind, he said that the people of Iftel were descended from Urtho's 3rd army. That they'd been caught out in the field and had to flee as far as possible to the most distant place any of their mages knew to gate to. I thought that k'Leshya ended up with the general of the 10th army (Judro?). Unless I've remmeber wrong, I think in BG it says that Urtho sent all the civilian groups to the west and left the army to fend for itself. Amberdrake treated at least one mercenary in BG, the Eastern Empire is supposed to be descended from the remains of a mercenary army. No reason that at least some of the mages that landed up with the armies in the field when they fled the cataclysm weren't Urtho's, and even if they'd only seen permanent gates done, as (bad delete key, whats your name)said they could have worked it out. Hair, had my hair dyed red couple of weeks ago, decided it was too red and then no one notices and my friend assures me that if it weren't that my eyebrows are dark brown you'd think it natural. I like red hair so i'm just a little pleased about that. Height, I'm 5 feet 2 1/2, despite being 25, makeup carefully done, new hairstyle, perfect dress, half the family didn't recognise me but my great uncle's new partner thought I was 17, 16, 15, well maybe 14. Odd really because just for once I looked at least 18 if not 20 and she was rather shorter than me so I didn't think she'd judge on height. I'm not sure who said they'd been 4"11 at 12, theres hope, I was 4" 2 1/2 the july I was 11 (and left my hated primary school) and 4" 6 6 weeks later when I started senior school (UK is 11 +). First time I've been able to read any of my misty list messages for weeks (deleted the rest) and I write how much! ---------------------- Liz Hoffman E.G.Hoffman-+AT+-soton.ac.uk ------------------------------ Date: Wed, 9 Sep 1998 07:36:54 -0500 (CDT) From: DragonFriend-+AT+-webtv.net To: mercedes-lackey-+AT+-herald.co.uk Subject: Re: Altra Message-ID: <29182-35F67666-304-+AT+-mailtod-102.iap.bryant.webtv.net> <<> Cuckle burrs or hitch hickers:) <> Simple He's magic. <... That kinda doesn't go with Altras cultured dignity.... Any Ideas? >> Probably has someone like Ulrich who knows he's not able to do it himself. Or Karl for a substitute. Vanisa Member of OIB & OLW Knight of Fluff ------------------------------ Date: Wed, 9 Sep 1998 16:18:15 +0100 (BST) From: mdnewton-+AT+-niner.uncc.edu To: mercedes-lackey-+AT+-herald.co.uk Subject: SuMmEr MaDnEsS!!! :) Message-ID: <199809091518.QAA25251-+AT+-vanyel.herald.co.uk> Hi folks!!:) I've had a very adventurous summer and happy to be back at school!! It has been a long time since I have posted on the list, and was wondering if anyone knew of any new releases that Mrs. Lackey has written????? Thanx everyone for your help!!! Dave--->>> Admirer of Vanyel, Herald Mage Wanabe, and Lord of Fluff ;) ------------------------------ Date: Wed, 09 Sep 1998 09:41:21 PDT From: "Karin Brust" To: mercedes-lackey-+AT+-herald.co.uk Subject: RPing.... Message-ID: <19980909164121.14650.qmail-+AT+-hotmail.com> I was curious if there were any Valdemar/Hawkbrothers/Karse/ect. RP boards out there that one could join and RP in??? *chuckles* I am an avid RPer, and I have all the rules for the Valdemar RP game that you can play (sorta like AD&D, I think...haven't read through it all yet. Majorly HUGE files). I would be willing to pass them on to anyone on here if they want them. Last time I checked, there were no copy right attachments to them. Okay....enough rambling.... Take Care Morga Knight of the Crystal Rose..... ______________________________________________________ Get Your Private, Free Email at http://www.hotmail.com ------------------------------ Date: Wed, 9 Sep 1998 11:35:07 -0700 (PDT) From: "Dreamfire K'Vala" To: List Subject: Sniff, sniff. Message-ID: <19980909183507.4893.rocketmail-+AT+-send1c.yahoomail.com> Well, this is my last zhai'helleva for a while, sibs. I'm joining two new lists and must leave this one. Sniff. Goodbye to all those who were on the list when I started, those who are here now, and especially to those who answered all my questions when I first joined. Sniff. A variety of fluffy chocolate sheep to all, == Zhai'helleva, Dreamfire ************************************************************ Reality is only for those with no imagination. ************************************************************ _________________________________________________________ DO YOU YAHOO!? Get your free -+AT+-yahoo.com address at http://mail.yahoo.com ------------------------------ Date: Wed, 9 Sep 98 15:08:14 -0500 From: mizel001 To: Karin Brust Subject: RE: RPing.... Message-ID: <199809091959.OAA21802-+AT+-bama.ua.edu> >===== Original Message From Karin Brust ===== >I was curious if there were any Valdemar/Hawkbrothers/Karse/ect. RP >boards out there that one could join and RP in??? *chuckles* I am an >avid RPer, and I have all the rules for the Valdemar RP game that you >can play (sorta like AD&D, I think...haven't read through it all yet. >Majorly HUGE files). I would be willing to pass them on to anyone on >here if they want them. Last time I checked, there were no copy right >attachments to them. Okay....enough rambling.... > >Take Care > >Morga >Knight of the Crystal Rose..... > > ______________________________________________________ Heh....RPing rox...send me that info and lets get playing!!!! Btw...i am new to this list and just would like to say heyla to everyone and tell ya'll a bit bout myself IRL. My name is brian, and i am 18. I am presently attending the University of Alabama, here in my hometown of Tuscaloosa. I have read almost all of the Valdamar (i canna spell!), and all out of order!!! the only ones i havent read r the last two Arrows. hope to here from all yall soon!!! Wind to thy wings. Winterfire Go With Christ.. L8r bri ------------------------------ Date: Wed, 9 Sep 1998 16:36:08 -0400 From: nathanh124-+AT+-juno.com (Nathan D Henderson) To: mercedes-lackey-+AT+-herald.co.uk Message-ID: <19980909.163610.4750.0.NathanH124-+AT+-juno.com> Just a quick thing on birthdays mine is Sep. 23. _____________________________________________________________________ You don't need to buy Internet access to use free Internet e-mail. Get completely free e-mail from Juno at http://www.juno.com Or call Juno at (800) 654-JUNO [654-5866] ------------------------------ Date: Wed, 09 Sep 1998 13:24:37 PDT From: "Raven Darkblade" To: mercedes-lackey-+AT+-herald.co.uk Subject: Another Braid, this one at least mildly current. Message-ID: <19980909202438.4371.qmail-+AT+-hotmail.com> < didn't Kethry give Need to Tarma when they and Jadrek were challenged by the Adept on the way back to Rethwellan from Valdemar? Tarma doesn't need (no pun intended) skill as a fighter; she could've taken that mage out with no problems whatsoever since Need would've protected her from his magic.>> She *did.* Remember? They weren't allowed weapons -n- such inside the circle. Immediately after the dome came down, Tarma severed all relations the mage's head had with his shoulders. This was, however, *after* Keth challenged him. I wondered why she didn't just send Tarma at him in the first place, but then, that would have left her and Jadrek to deal with any magic he wanted to pitch *their* way--not to mention the krakash. <<>> This revisited--waitaminit, nowhere is it said that k'Leshya was the *only* group that went missing. It was just the only tribe of Kaled'a'in. There's no way the whole mass of Urtho's people could have kept track of each other through the pre-boom scattering and the Storms. <>> There, you have answered your own question--the secret died with Urtho. Ma'ar couldn't make permanent Gates, so consequentially neither could Falconsbane. On a tangent, I'm almost positive the Empire didn't come from Ma'ar's troops--I expect most of them went boom with Ma'ar's stronghold. They *might* have come from a merc group afilliated with Urtho--but, as I said before, that's not been proven; the only direct evidence we have is a Company using the symbol of the wolf and the Empire's Wolf Crown--a bit of a stretch, I think, especially when you consider how many Companies have probably used wolves in one way or another, them being respected predators and all. Remember Geofrey's Wolflings in BTS? <> General Judeth. Judeth of the Fifth, who was put in charge of something involving Shaiknam and Garber at the same time Skan was put in charge of all the gryphons. <> Don't have my book so cannot prove or disprove this. <> Raven :) <> True--after all, Conn Levas was a mercenary mage. Still, I hesitate to say that a merc group would have enough mages with enough power to make a permanent Gate--or even a regular one--for an entire Company. (Quenten was, to Kero, a jewel, and the chief of her mages, and he was only a Master) I'm not entirely sure they'd have been on hand when Urtho made one, either--and, as Ma'ar has proved, seeing one and knowing how to make one are two different things. Remember, folks, not *everything* has to be connected. :) <> Unfortunately, as far as I'm informed, the copyrights on her stuff that make fanfic, poetry, etc. undoable also apply to RPGs, LARPs, MUDs, MUSHes, MUXes, etc, etc, ad nauseam. So technically out of respect to Misty we probably shouldn't muck around with those sorts of things (though I'll admit I pondered a Valdemar MUSH before I learned about the copyrights--I couldn't figure out how to handle Companions and some of the mind-magic Gifts, so ditched the idea, which turned out to be just as well). Zha'hai'allav'a, Raven Darkblade, Holy Hand of the Goddess of Elves, Card-Carrying Bitch, Renegade Sarcastic Person, Reluctant Romantic, Member of the Mistic Circle, Knight and Founding Member of the Order of Unsung Heroes, Advocator of Eldan, Champion of Kethra and Hyllarr, and Devotee of Maclyn; and Mor the raven, her familiar. abbykat-+AT+-hotmail.com http://www.angelfire.com/ky/Ashke/ http://dragonlance.justbecause.org/ ______________________________________________________ Get Your Private, Free Email at http://www.hotmail.com ------------------------------ Date: Wed, 9 Sep 98 15:45:15 -0500 From: mizel001 To: mercedes-lackey-+AT+-herald.co.uk Subject: Darkwind?!?!? Message-ID: <199809092036.PAA28026-+AT+-bama.ua.edu> umm...ive got a wee lil problem...im having a discuassion o/l and i have forgoten darkwind's forestgyre's name!!!!! I dont have any of my lackey books here and i need help!!! does anyone know of any sites that i can uze when i dont have my books to get good info? btw...does anyone read the Wheel of time? Winterfyre ------------------------------ Date: Wed, 9 Sep 1998 21:48:05 +0100 (BST) From: troll-+AT+-netcomuk.co.uk To: mercedes-lackey-+AT+-herald.co.uk Subject: Re: RPing.... Message-ID: <199899215157441-+AT+-netcomuk.co.uk> On 09/09/98 17:58:31 Karin Brust wrote: > >I was curious if there were any Valdemar/Hawkbrothers/Karse/ect. RP >boards out there that one could join and RP in??? *chuckles* I am an >avid RPer, and I have all the rules for the Valdemar RP game that you >can play (sorta like AD&D, I think...haven't read through it all yet. >Majorly HUGE files). I would be willing to pass them on to anyone on >here if they want them. Last time I checked, there were no copy right >attachments to them. Okay....enough rambling.... I'm sure a Councillor will respond to this thread too, but I thought I'd say a few words, seeing as it nearly got me into a lot of trouble too when I first got on this list. Misty has decreed that there is to be *NO* RPing, wargaming, MUDding, etc in Velgarth(and probably in her other worlds/settings too?). This constitutes copyright infringement as far as she and her lawyers are concerned. If there is any Valdemar RP game out there, its authors are in breach of Misty's copyrights and she might well sue if/when she finds out. Wind to thy wings and chocolate sheep to thy larder, Muranog Shadowbane Troll Adept Knight of Fluff OIB Member of the Mistic Circle and his bondmate Sable, the giant black war sheep(also OIB) ------------------------------ Date: Wed, 9 Sep 1998 14:08:06 -0700 (PDT) From: Kris Frye To: mercedes-lackey-+AT+-herald.co.uk Subject: Braid: Ma'ar, white horses, Need Message-ID: On Fri, 4 Sep 1998, Kara Peterson wrote: > I just have an idea to bring out for all to think about. Some believe > that no one person is born purely evil. As heroes have flaws, so > villains must have good points. My thought is this. What could have > happened to shape Ma'ar and his various incarnations into such an evil > being? Was it something that happened in his childhood to shape him > forever? As Misty has written Ma'ar, he's a pretty two-dimensional character. A pure evil force that drives the plot of the story forward. I did get the distinct impression that he loses his humanity and the reasons behind his drive to power more and more with every incarnation, but I'm not sure if there's any text evidence for this. It is interesting to compare him to Tremain, the "non-villian," who is a much more developed character than Ma'ar or Falconsbane ever was. Apart from Tremaine, Misty doesn't seem terribly interested in developing her villians. I do think a story of a young Ma'ar and the reasoning behind his drive for power could be quite interesting. ---- Date: Tue, 8 Sep 1998 22:08:18 +0100 (BST) From: Raven > < essentially monotheistic faiths seem to have any observance of those > faiths beyond the occasional oath? >> > Don't forget Agnetha, Agnira, and Agnoma, the trine of goddesses who > Kero casually swore to and to whom her father built statuary And Need seemed to be quite faithful to her "Twins" before she became a sword. At least, her order had a class of priestesses. But, then again, this is only very briefly mentioned in the books. > <<< horses... with mauve... swell.>>>> > > Also, white horses when they're clean, unless their coats are very > thick, are *going* to look a little pink (if they have pink skin) or > blue (if they have black skin). To have shaded them in grey would have > made them look greyscale in a color pic, which would have been jarring, > and yellow a la AFlight makes them look dirty. Actually, it's been my experience that horses with white hair look a little pink or bluish if they're /wet/ which allows the skin to show through, but I've never noticed a pink or a blue tinge to show through once their hair has dried. Certainly not to the extent depicted on the covered of some of the books. I do have to agree that a yellow tint on a "grey" horse means only one thing to me... that they've rolled in the wrong part of the stall. :) Equine trivia: white horses are almost always referred to as being grey except for albino horses which are referred to as "albinos" [well, duh, Kris :)] But, then, Companions are exceptions to every rule. I've always been annoyed at the cover art depicting Companions, but I'm very particular about horse illustrations, and I'm not partial to the arabs. ---- Date: Thu, 3 Sep 1998 02:37:13 +0100 (BST) From: Greg Wooledge >> For instance, I found the most disturbing part of the >> movie "Pulp Fiction" to be the male rape scene. > I disagree with this. Remember, the victim(s) in this scene were > trying to kill each other. When Butch goes back to rescue the other guy > after escaping, they decide to make a peace deal. This is important to > the plot. Yes, it is. However, I refuse to believe that this peace deal would only have happened if the character was raped. The whole point of the scene was that the two characters who were enemies encountered something even more evil than themselves, causing them to bond together briefly as allies. The rape scene certainly did this, but some other plot device could have been used instead. The male rape was used for the pure shock value associated with it, not for any real plot building reasons. And this is what I object to. ---- Date: Wed, 9 Sep 1998 06:30:33 +0100 (BST) From: Skysinger > Why in the name of > didn't Kethry give Need to Tarma when they and Jadrek > were challenged by the Adept on the way back to > Rethwellan from Valdemar? Tarma doesn't need (no pun > intended) skill as a fighter; she could've taken that mage > out with no problems whatsoever since Need would've > protected her from his magic. I think it has something to do with Need being "asleep." She was bonded with Kethry and not Tarma, therefore could only protect Kethry. Later, when Elsbeth wakens her, she can consciously put others under her protection. This is pure conjecture, though. ---- In other book news, I just finished my first Catherine Asaro book. I've had friends recommending her to me for ages, but I only got around to picking up one of her books last night. I couldn't put it down! Anyone else read her? --Kris aka Lady Laire __________________________________________________________________________ | Kris Frye |3.141592653589793238462643383279502884197169399375105| | kfrye-+AT+-reed.edu |82097494459230781640628620899862803482534211706798214| ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ------------------------------ Date: Wed, 09 Sep 1998 16:12:30 -0500 From: Chris To: mercedes-lackey-+AT+-herald.co.uk Subject: Re: RPing.... Message-ID: <35F6EF3C.542F820A-+AT+-iw.edwpub.com> Karin Brust wrote: > I was curious if there were any > Valdemar/Hawkbrothers/Karse/ect. RP > boards out there that one could join and RP > in??? *chuckles* I am an > avid RPer, and I have all the rules for the > Valdemar RP game that you > can play (sorta like AD&D, I think...haven't > read through it all yet. > Majorly HUGE files). I would be willing to pass > them on to anyone on > here if they want them. Last time I checked, > there were no copy right > attachments to them. Okay....enough > rambling.... > > Take Care > > Morga > Knight of the Crystal Rose..... > > _______________________________ > ______________________ i would loove a copy, but just so you know, role playing in her wold majorly pisss Mecedes Lackey. She sees it as ripping her off, or something like that.... ANYWAY, i would greatly appreciate a copy of it.... Thanks Chris caml-+AT+-iw.edwpub.com ------------------------------ Date: Wed, 09 Sep 1998 14:28:04 PDT From: "Lady Sunhawk" To: mercedes-lackey-+AT+-herald.co.uk Subject: Re: Delurk Alert!/height Message-ID: <19980909212805.10058.qmail-+AT+-hotmail.com> Skysinger wrote: >Why in the name of >didn't Kethry give Need to Tarma when they and Jadrek >were challenged by the Adept on the way back to >Rethwellan from Valdemar? Tarma doesn't need (no pun >intended) skill as a fighter; she could've taken that mage >out with no problems whatsoever since Need would've >protected her from his magic. Well, I don't have textevd for this (ack! sorry!) but I think Tarma had to be holding onto Need to gain magical protection. Also....didn't Kethry say something like "here, take care of her for me"? I mean, its like she was passing it on to Tarma in case she died. Well, I am finally delurking, after two weeks of vacation, and then school starting! re the height issue.....um, letter from the other end. I'm 16 and 5'9", and it aint always a picnic here! Dancing with most guys is.....an interesting task :) ducking behind the flame/flying ducks/hurled pigeons-proof sheep. Peace, Sunni ______________________________________________________ Get Your Private, Free Email at http://www.hotmail.com ------------------------------ Date: Wed, 09 Sep 1998 16:08:33 -0600 From: MorningStar To: mercedes-lackey-+AT+-herald.co.uk Subject: I'm back!/Kethry-Need/ Message-ID: <3.0.3.32.19980909160833.0069ee0c-+AT+-mail.geocities.com> I'm back! For some reason, I can rarely keep subscribed under this address, however this is the only one I like using. Go figure. :( Anyways, it took me longer than usual to resub this time... I've been kinda busy of late. For those of you who know me, hi! For those who don't, I'm MorningStar(although I'm considering changing my usename soon), I'm the co-leader of the Order of Unsung Heroes (see http://www.geocities.com/Athens/9763 for more information) and I'm glad to meet you. :) Now onto my post..... Skysinger inquires >Why in the name of >didn't Kethry give Need to Tarma when they and Jadrek >were challenged by the Adept on the way back to >Rethwellan from Valdemar? Tarma doesn't need (no pun >intended) skill as a fighter; she could've taken that mage >out with no problems whatsoever since Need would've >protected her from his magic. In a nutshell... because Kethry is ethical and follows the "rules" for such Adept challenges. She DID give Need to Tarma before the fight, IIRC, because such weapons would not be allowed in the fight and it would protect Tarma and Jadrek. But... Keth followed the rules, the other guy didn't, no big surprise. :) Kris answered the same question with: (nice name, BTW... same as mine. :) ) >I think it has something to do with Need being "asleep." She was bonded >with Kethry and not Tarma, therefore could only protect Kethry. Later, >when Elsbeth wakens her, she can consciously put others under her >protection. This is pure conjecture, though. No, Need would do as much for *any* female. In fact, when that demon had Keth, Tarma, and Warrl trapped, Tarma used Need to slash the magic locks. Later!!!! Known to one and all as MorningStar, alternate names accepted at times Mindmate to the tawny eagle Ryia! Co-leader of the Order of Unsung Heros (http://www.geocities.com/Athens/9763) morningstar-+AT+-poetic.com dawnrain00-+AT+-aol.com http://www.netcom.com/~wiegand/kris (my page) http://www.netcom.com/~wiegand (Wiegand family homepage) "Love doesn't have an artificial limit of time or distance or place, or even of blood. It goes on as long as everyone involved is willing to do whatever it takes to keep it going." --Jean Ferris, "Looking for Home" ------------------------------ Date: Wed, 09 Sep 1998 15:14:27 PDT From: "Morga FreedomsRose" To: mercedes-lackey-+AT+-herald.co.uk Subject: [Fwd: attribute tables] Message-ID: <19980909221428.10203.qmail-+AT+-hotmail.com> >attribute tables > >attribute score other >notes bonuses/penalties >Strength 1 Carry/Lift 10/20 lbs. > -4 Damage > 2 Carry/Lift 15/30 >lbs. -3 Damage > 3 Carry/Lift 25/50 >lbs. -2 Damage > 4 Carry/Lift 45/70 >lbs. -2 Damage > 5 Carry/Lift 65/90 >lbs -1 Damage > 6 Carry/Lift 85/110 >lbs. none > 7 Carry/Lift 105/130 >lbs. none > 8 Carry/Lift 125/150 >lbs. none > 9 Carry/Lift 145/170 >lbs. none > 10 Carry/Lift 165/190 >lbs. +1 Damage > 11 Carry/Lift 185/210 >lbs. +1 Damage > 12 Carry/Lift 205/230 >lbs. +2 Damage > 13 Carry/Lift 225/250 >lbs. +2 Damage > 14 Carry/Lift 245/270 >lbs. +3 Damage > 15 Carry/Lift 265/290 >lbs. +4 Damage >________________________________________________________________________ >Agility, 1 Agility at this level gives -2 >actions +3 difficulty to rolls >Endurance, 2-3 Agility at this level gives -1 >action +2 difficulty to rolls >Charisma, 4-5 Agility at this level gives -1 >action +1 difficulty to rolls >Awareness, 6-8 none >Intelligence, 9-10 Agility at this level gives +1 >action none >or Wisdom 11-14 Agility at this level gives +2 >actions -1 difficulty to rolls > 15 Agility at this level gives +3 >actions -2 difficulty to rolls >________________________________________________________________________ >agility normal movement combat movement >score (yards) (yards per action) >1 24 4 >2 26 5 >3 29 6 >4 32 7 >5 35 8 >6 37 9 >7 40 10 >8 42 11 >9 45 12 >10 49 13 >11 54 14 >12 59 15 >13 66 16 >14 74 17 >15 80 18 > ______________________________________________________ Get Your Private, Free Email at http://www.hotmail.com ------------------------------ Date: Wed, 09 Sep 1998 15:16:29 PDT From: "Morga FreedomsRose" To: mercedes-lackey-+AT+-herald.co.uk Subject: [Fwd: character creation] Message-ID: <19980909221634.11568.qmail-+AT+-hotmail.com> >Character creation >“How long til my soul gets it right?”- Indigo Girls > Character creation is based on a 200-point purchasing system rather >than random >number generaton. Each attribute, skill, advantage, or talent costs a >certain number of >points that are subtracted from the character’s total when bought. >Disadvantages add >points to the character’s total but give the character quirks and defects >that must be played >out. The five steps that go into creating a character are (not >neccessarily in order): fnd a >name, create a concept and background, assign attribute values, select >skills, and choose >advantages and talents. >Attributes > The seven attributes are Strength, Agility,Endurance, Charisma, >Intelligence, and >Wisdom. They are ranked from 1-15 with 15 being the mortal maximum. >Each attribute >costs 1 pt. for values from 1-7 and 2 pts. for values from 8-15. Thus, a >player would have >to spend 147 pts. to start a character off with every attribute at 15. >Some attributes affect >the character in more ways than just determining skill rolls. A >character’s hit points, or >the amount of physical damage he can take, are determined by his Strength >and Endurance >ratings. To figure a character’s total health levels, use the following >equation: (1/3 >Strength + 1/3 Endurance)= a character’s health levels . The same is >true of Intelligence >and Wisdom. 1/3 Intelligence + 1/3 Wisdom= the number of energy levels a >character has. >Multiplying a character’s health levels and energy levels by three yields >the number of >physical and mental hit points a character has. Energy levels are spent >in using True >Magic or Mind Magic (covered in the mind magic and true magic section) or >resisting their effects. Mental hit points, or the amount of mental >stress a character can >take, are equal to the number of energy levels a character has multiplied >by three. >Attributes can be raised after character creation through the expenditure >of experience >points. This is covered in the section entitled experience. > >skills > Skills are given rankings of 1-10. They cost 1 pt. per level for >ratings of 1-5 >and 2 pts. per level from 6-10. In order to make a skill roll, take the >relevant attribute >listed next to the skill and add the two together. Then roll the number >of d10 indicated on >the skill rolls table below. If a character has a skill rating of 9, the >difficulty of all >rolls using that skill is reduced by one. If the character has a skill >of 10, he gets the >benefits of the level 9 rating and can also remove a roll of “1” from any >roll he makes >without removing the highest rolled number. >skill rolls table >attribute + skill number number of d10 >rolled > 1-3 1d10 > 4-6 2d10 > 7-8 3d10 > 9-10 4d10 > 11-13 5d10 > 14-16 6d10 > 17-18 7d10 > 19-21 8d10 > 22-24 9d10 > >25 10d10 > >Skills list >Small Blade (Strength): The ability to wield small bladed weapons, from >knives up to >shortswords. > >Large Blade (Strength): The ability to wield large bladed weapons, from >longswords up to >broadswords or bastard swords. > >Two-Handed Weapons (Strength)- This covers two-handed swords, mauls, >quarterstaves, >and any other large non-missile weapon. > >Bashing Weapons (Strength): This skill covers the use of the mace, flail, >club, and all other >one-handed, non-bladed weapons. > >Brawl (Strength): This is the art of unarmed combat. Anything that can >be conveniently >done with one’s various appendages to inflict pain on others falls into >this category. > >Shield Block (Strength): The ability to see where a blow will land and to >put a shield there >instead of one’s own body parts. > >Dodge (Agility): Dodge is the skill used to determine where a blow is >going to hit and >ensuring that you are not there when it does. > >Bow (Agility): The ability to wield both the short and long versions of >the ever-popular >bow with some measure of success. > >Crossbow (Agility): This is skill with (surprisingly enough) the >crossbow. > >Throwing (Agility): The ability to accurately throw an object and have a >decent chance of >hitting the mark. This skill is also used when wielding a sling or using >darts. > >Riding (Agility): While this skill usually applies to horseback riding, >some have learned to >ride the legendary gryphons. This, of course, counts as a different >skill than land-based >riding and could cause some bodily harm if attempted without the prior >permission of the >gryphon in question. > >Swimming (Agility): The ability to maneuver through water without going >under it and >swallowing large amounts of it. Often used to prevent drowning. > >Stealth (Agility): The art of not being seen. > >Pickpocket (Agility): The skill of “borrowing” things without their >owner’s being bothered >by the fact. This skill can also be used to perform slight-of-hand and >to plant an object on >another person without their noticing. > >Lockpicking (Agility): This is the skill of opening locks without a >proper key. Certain >tools are needed, however, or the difficulty of opening any sort of lock >will be increased. > >Climbing (Agility): The skill involved when non-magical means are sought >to achieve >vertical movement. > >Acrobatics (Agility): Tumbling, crossing extremely thin bridges of rope, >and escaping from >many kinds of non-magical bonds fall under the purview of this skill. > >Drawing (Agility): This is the skills involved in drawing portraits, >making maps, and >copying documents in a particular kind of handwriting. > >Attentiveness (Awareness): This skill represents the particular sort of >training that a >soldier’s, spy’s, or thief’s senses get by virtue of his particular line >of work. With high >ratings in this skill, even those with worse-than-average Awareness >scores can become >uncannily perceptive. > >Navigation (Awareness): This is the skill involved when trying not to >become lost. >Keeping ships on course and reading maps fall into this category, as well >as the knack of >knowing one direction from another. > >Singing (Awareness): The ability to produce a tune using only one’s >voice. > >Instrument (Awareness): One’s skill with an instrument such as the lute >or the flute. > >Tracking (Awareness): The art of following any creature or object so >long as it leaves >some evidence of its passing. > >Hunting (Awareness): The skill of providing food through the capture and >death of local >wildlife. > >Flirting (Charisma): The ability to make others interested or infatuated >using physical cues, >personal charm, and some tried-and-true techniques that are meant to >arouse. Successful >flirting rolls have beneficial effects on others’ reactions, while failed >rolls might mean that >the character has somehow managed to anger the target of the flirting. > >Streetwise (Wisdom): This is the knowledge of etiquette oustide of the >courts and >holdings where law reigns. Low-class mercenaries, criminals, and others >of somewhat >less-than-noble rank posess this skill. > >Survival (Wisdom): This skill can apply to any one of these terrain >types: forest, desert, >tundra, swamp, or magic-twisted region (like the Pelagirs). It covers >the knowledge of >the best places to take shelter and avoid predators, a general idea of >food and water >sources, and common sense sorts of things like not standing near large >trees during >storms. > >Animal Training (Wisdom): This is the ability to get animals of all kinds >to do what you >want them to do consistently and not lose any appendages in the attempt. >People skilled >in animal training also know how to approach animals in ways that will >(hopefully) not >frighten or provoke them. > >Meditation (Wisdom): This is the skill that allows a person to block out >distractions and >concentrate fully on one thing. This is useful when working True Magic >or using Gifts >and can be used to regain energy levels much more quickly than they can >be regained >normally. One level can be regained per success on a meditation roll, to >a maximum of >three levels regained per hour. > >Crafts [examples: leatherworking, blacksmithing, carpentry] >(Intelligence): This covers >any sort of skilled labor, but different kinds of crafts must be >purchased as different skills. > >Read/Write Language (Intelligence): This is the ability to read and write >a given language. >It must be purchased seperately for different languages. > >Speak Language (Intelligence): This is the skill that must be purchased >in order to speak >additional languages. Unlike reading and writing, all characters are >assumed to have >learned to speak at least their native language and need only purchase >this skill in order to >speak more than one language fluently. > >Lore [any type] (Intelligence): This is everything from historical fact >to halfway-intelligible >myths and legends on a given subject. It must be purchased seperately >for every field of >study, and can sometimes cost double the normal skill cost for obscure >types of lore. For >instance, information on Iftel or the Taleydras Vales might cost twice >the normal skill cost >for a Valdemar native, while the background of the Heraldic Circle or >Valdemarian history >would be treated as a normal skill. > >Herbalism/Agriculture (Intelligence): This skill deals with both >identification of plants and >the tending of them. Even non-Healers with this knowledge can sometimes >make >remedies for common ailments and hurts. Farmers almost invariably posess >this skill, as it >is beyond value in small towns and border areas where farming is a way of >life. > >Trade (Intelligence): Bartering, haggling, buying and selling goods and >services in order to >profit. All of this falls under the purview of trade. > >Traps (Intelligence): This is the knowledge of how to set and disarm any >sort of trap. >While the Hunting skill gives some small knowledge of traps used to catch >rabbits and >other game, this skill includes the knowledge to set traps for larger, >more intelligent prey >and how to disarm those same traps. Magical traps are not covered by >this, unless the >character also posesses True Magic. Then this skill can be used as if >dealing with a >mundane trap. > >Tactics (Intelligence): This is the skill of negotiating a favorable >outcome for one’s own >side in any sort of combat situation. From army battalions to small >scuffles involving a >handful of people, this skill allows a character to weigh his options and >pick the best one >available. > >Engineering (Intelligence): This is the skill involved when building or >repairing such >things as carts, catapaults, water pipes, bridges, etc. Characters with >this skill at level 5 or >above can attempt to create their own constructs, though any >technological advancements >attemped will carry heavy penalties to the skill roll and must come from >in character >knowledge. > >Disguise (Intelligence): Through the use of clothing, posture, vocal >inflection, and >makeup, this skill is used when a character does not wish to be >recognized as himself. >Proper tools, such as makeup kits and an appropriate wardrobe for the >roll, are needed to >avoid penalties to this skill roll. Someone with all the resources he >needs at his command >is obviously going to have a better chance of disguising himself than if >he only had access >to an extra cloak and hat. > >Performance (Intelligence): This is the ability to act, juggle, speak >well, mime, or >whatever. This skill must be purchased more than once for specific >abilities (just because >someone can juggle doesn’t mean he’s worth anything at all in the >theatre) and cannot be >used in place of a real skill. For instance, a performer with knowledge >of stage combat >might know how to handle a blade, but his attacks will not be anywhere >near as effective >as they would if he had actually been trained to use his weapons in a >real battle. > >Medicine (Intelligence): Proficiency in this skill covers everything >from basic first-aid >measures to the care of serious injuries that only a Healer can care for. > All Healers are >required to have this skill at at least level 6 before being given full >Healer status. > >Mind Magic Gifts (Intelligence): This skill represents a character’s >ability to control his >Gifts and is treated as a seperate skill for each different gift. Each >character who >purchases Mind Magic gets 3 pts. to spend on up to two different powers, >such as >Firestarting and Fetching. A character’s skill in his Gifts cannot >exceed his number of >energy levels. This is explained in more depth in the mind magic and >true magic >section. > >Magery (Intelligence): This is the ability to understand and control the >flow of True >Magic. Each character automatically has one level of this when the True >Magic advantage >is purchased (two levels if only Hedge-Wizardry is purchased) and each >additional level >costs 2 pts. from level 2-5 and 4 pts. from level 6-10. This skill >cannot go above the >number of energy levels the character has and is discussed in further >detail in the section >entitled mind magic and true magic. > >Magical Theory (Intelligence): This field of study was recently made >popular among >non-mages during the mage storms that swept across the world. It is this >skill that allows >mages to invent new spells, find more efficient ways of spellcasting or >binding spells into >physical objects, and find ways to counter magical attacks and defenses. >For non-mages, >it mostly involves the study of how magic behaves in the physical world >and finding ways >to avoid or neutralize it without resorting to magical barriers. > > > > >advantages >Each advantage is listed with its name, point cost, and a brief >description. > >Mind Magic Gifts (30): This advantage gives the character 3 skill levels >in up to two of >the following gifts: Thought-sensing, Projecting, Fetching, ForeSight, >FarSight, Empathy, >Firestarting, Healing, and the Bardic Gift. The level of skill in >controlling these Gifts is >equal to the amount of power the Gifts have that can be safely controlled >and the skill >levels cannot exceed the number of energy levels the character has. The >powers granted >by each of the Gifts are: Thought-sensing- the ability to read others’ >minds (not >necessarily undetected). Projecting- the ability to send one’s thoughts >into the minds of >others. Fetching- this is basic telekenesis, moving objects with one’s >mind. ForeSight- >this is the power to see into the future. It can be controlled at higher >skill levels through >meditation and effort, but it usually manifests itself in dreams and >brief flashes of insight. >FarSight- the Gift that allows its user to see many leagues away as if he >were standing >right next to anything he observes. Empathy- the Gift of reading a >person’s emotional >state. Firestarting- the ability to produce large amounts of heat and, >subsequently, fires. >Hence the name. Healing- the power to heal virtually anything, provided >the user has the >knowledge of how to fix a particular injury or ailment. Bardic Gift- >though most >commonly manifested through music, this gift can be used through normal >speech or other >meduims of performance as well. Successful rolls using this Gift can >adjust other’s >reactions, plant ideas in their heads, or even compel subjects to perform >a task or feel a >certain way if the Gift is strong enough or enough successes are rolled. > >Additional Mind Magic Gifts (10): Each additional gift purchased after >Mind Magic is first >bought comes at a skill rating of 1. > >True Magic (40): This is the power to control the forces of magic. When >purchased, the >character gets Magery at level 1 and cannot increase the skill beyond the >number of energy >levels he has. > >Limited True Magic (25): This is a limited form of True Magic that >restricts the character >to a Magery skill of 6, regardless of his total number of energy levels. >The character is >unable to advance past the rank of Journeyman. > >Earth Magic, or Hedge Wizardry (15): This is another restricted form of >True Magic that >deals with the sensing and manipulating of the earth through magical >means. Characters >with Earth Magic get 2 skill levels in Magery to start out with. > >Mage Ranks [or Bardic or Healer ranks] (5, 10, or 15): The mage’s (or >Bard’s, or >Healer’s) rank dictates the amount and kind of power he can wield. The >ranks and their >costs are: Apprentice (0), Journeyman (5), Master (10), and Adept (15). >Bards and >Healers are only ranked up to Master and do not have the equivalent of an >Adept rank. > >Mindblind (20): A Mindblind character is immune to the effects of any >sort of Mind >Magic, including Healing and the Bardic Gift. True Magic and divine >intervention still >work on him, but he cannot wield or be subject to anything that springs >from Mind-Gifts. > >Magic Immune (30): A Magic Immune character cannot be harmed by or glean >any benefit >from magical sources. He can still be affected by Mind Magic, and can >posess bespelled >items such as weapons and armor, but no magical attack or aid directed at >him will have >any effect. This power can sometimes be extended to things in the >character’s immediate >area, but such things are rare and fall under the category of Wild >Talents. > >Wild Talent (5-30): True to its name, a Wild Talent is just that, >unpredictable and hard to >measure or control. Wild Talents are given skill ratings, just like Mind >Magic, but may >not always work regardless of the skill rating. The cost varies with the >power, depending >on its strength and the degree of control the player desires over it. >For example, Bard >Stefen’s Wild Talent of easing pain through music might cost 20 pts. as a >potentially >powerful and relatively predictable Talent, while Weather Sensing might >only cost 5 pts. >due to its limited scope. Players are encouraged to invent their own >Wild Talents for use >in the game, but all Talents are ultimately subject to GM approval. > >Ambidexterity (5): Characters with this advantage are equally skilled >with either hand and >can even go so far as to wield two weapons if they have the strength for >it. Nonhumans >such as kyree cannot take this advantage, for obvious reasons. > >Direction Sense (5): This advantage reduces the difficulty of any >Tracking, Navigation, or >Survival roll by one and turns any botch into a normal failure on any >rolls for these skills. > >Darkvision (7): Penalties for any sort of darkness (other than complete >lack of light) do >not apply to characters with darkvision. > >Lightning Calculator (4): This advantage reduces the difficulty of >Engineering, Trade, and >any other sort of math-related rolls by one. > >Familiar (10): A mage can summon a familiar that will become magically >bound to him >through a ritual that generally lasts a day and leaves the mage spent for >a day or two >afterwards. A player who buys this advantage can choose what kind of >familiar his >character has and gets some input as to the familiar’s attributes. A >familiar is generally >built upon 100 character creation points and is linked to the character >in such a way that >one will go into severe shock if the other dies. The familiar’s skills >and attributes can be >raised by purchasing the Familiar Boost advantage below. A character may >not have more >than one familiar at a time. > >Familiar Boost (3): This advantage adds 10 pts. to the creation point >total of a character’s >familiar or Companion, to a maximum of five levels or 50 pts. > >Energy Levels (6): This advantage adds one energy level for every 6 pts. >spent. > >Health Levels (6): Each level of this purchased adds one health level >and 3 hit points to >the character’s total. > >Divine Favor (15): A must-have for shamans, priests, and Swordsworn (who >must buy >this advantage for 20 pts. to reflect the special favor given to them by >the Star-Eyed), this >advantage represents a special interest taken in a character by a diety >or dieties. A >character with this advantage gets an automatic +3 to Wisdom and >generally has his >prayers answered or his needs seen to by an outside force. The gods, >however, will cease >to concern themselves with any character who stops taking an active role >in his own fate. >Divine favor can also grant certain kinds of powers to characters, but >special powers may >not necessarily carry with them any other boons, such as the Wisdom bonus >or general >protection. > >racial advantages > >Gryphon Kit (40): Gryphons get +2 Strength, +2 Endurance, level 3 in >Earth Magic, >flight, and claws that do 1d10 pts. of damage. Gryphons cannot wield >conventional >weapons and may wear nothing heavier than leather armor becuase anything >more impairs >their flying abilty. They prefer, however, to remain unarmored. > >Kyree Kit (20): Kyree get +1 Strength, +1 Agility, +3 Awareness, >Thought-sensing and >Projecting at level 2, claws that do 1d10-1 pts. of damage, and a bite >that does 1d10-3 pts. >of damage. Any rolls involving Awareness are reduced in difficulty by 1 >for kyree. They >cannot wield weapons of any sort. > >Hertasi Kit (25): Hertasi get -1 Strength, -1 Endurance, +3 Agility, -1 >Charisma, and +1 >Awareness, Thought-sensing and Projecting at level 2, and claws that do >1d10-4 pts. of >damage. Hertasi get the difficulties of any Stealth, Dodge, >Herbalism/Agriculture, or >Engineering rolls reduced by 1. > >Changechild Kit (15 minimum): Changechildren vary in abilities and >physical makeup. >They all have the Disliked disadvantage, but do not get any bonus points >for it. Abilities >and point costs for Changechildren are subject to the GM’s approval. >Some examples: >Cat- +2 Agility, +1 Awareness, claws that do 1d10-3 pts. of damage, >limited Magery >(starting skill of 1, limit of 4). cost: 15 pts. >Bear- +4 Strength, +5 Endurance, -3 Awareness, -1 Intelligence -1 Wisdom, >claws that >do 1d10 pts. of damage, natural armor rating of 1, Healing Gift at 1 >(maximum level of 6). >cost: 25 pts. > >Companion Kit (30): Companions get 2 skill levels in Projecting, 1 in >Thought-sensing, 8 >levels of Magery regardless of their total number of energy levels (a >Companion may only >use True Magic to communicate with other Companions or Heralds, magical >scrying, feed >power to his Herald, or run at extreme speeds), and hooves that do 1d10-1 >pts. of >damage. Companions can run at an average horse’s full gallop almost >indefinitely and may >spend 2 energy levels at a time to effectively double that speed. In >order to maintain that >speed, the Companion must spend an additional energy level every two >hours. Thus, if a >Companion spends 4 energy levels to quadruple his speed, he must spend 2 >energy levels >after two hours to continue at that speed. Because of the nature of >their Gifts, >Companions cannot be ranked in the way mages, Bards, or Healers are. > >Herald Kit (5): Not all of those who posess the Heraldic Gifts are >Chosen. Those who >are become Heralds because of their (essentially) pure souls, desire to >help others, and >ability to handle the stresses of Heraldic life. A code of ethics must >be followed by every >Herald, however loosely, or he will be repudiated by his Companion and >cast out of the >Heraldic Circle...if he survives the repudiation. Heralds get the >support of the Heraldic >Circle and the kingdom of Valdemar, a Companion, and a long list of >duties and >obligations. > >Well Off (5): Double the average income and starting wealth. > >Rich (10): Quadruple the average income and starting wealth. > >disadvantages > >Disliked (-5): This disadvantage applies to those who elicit prejudice >and disdain from the >majority of those around them. Heralds in Karse, Karsites in Valdemar, >mercenaries in >polite company, or anyone in a Taleydras Vale who isn’t a Hawkbrother >himself will >qualify for this disadvantage. > >Blind (-30): A blind character cannot see, and must deal with everything >that lack of sight >implies. -6 Awareness. > >Deaf (-25): A deaf character cannot hear. -4 Awareness. > >Missing Arm/Leg (-20): An appendage is missing. In some communities, >this may act as >an effective lowering of the character’s Charisma. In other circles, it >may elicit sympathy >or affection. A missing leg gives a -5 to Agility, reduced to -2 if it >has been replaced with >a peg leg. A missing arm subtracts 2 dice from any climbing, swimming, >or acrobatics >rolls, as well as having potential reaction modifiers and increasing the >difficulty of all >combat rolls by 1. Crafts of any kind or the ability to play an >instrument have been >rendered almost impossible. > >Poor (-5): A poor character starts with half of the average income and >starting wealth. > >Destitute (10): A destitute character starts with no income whatsoever >and no starting >wealth. > >Magic Sensitivity (-5, -10, or -15): Just like Vanyel was with Gates in >the Last >Herald-Mage series, there are certain kinds of magic that hurt a >character with this >disadvantage. This can be a specific spell, like a Gate spell, or a type >of magic, like >shields. This has three levels. Minor sensitivity gives the character 5 >extra points and >adds 1 to the difficulty of all his rolls when exposed to the magic. >After 5 rounds of >exposure, the character gets an additional 1 added to the difficulty of >all his rolls every >other rounds. Major sensitivity gives 10 extra points and adds 2 to the >difficulty of all >rolls when exposed to the magic. After five rounds, 1 difficulty level >is added to all rolls >every round, and the character cannot do anything at all while exposed to >the magic >except try to shield or get out of its range. Beyond Severe sensitivity >is worth 15 bonus >points, adds 3 to the difficulty of any rolls and subtracts 1d10 from any >rolls as well. >Characters with this level of sensitivity cannot think coherently and are >filled with an >overwhelming desire to escape from the agony of exposure in any way >possible, including >causing harm to anyone in the area in hopes of destroying the source of >the magic. After 5 >rounds, the character collapses and proceeds to lose one mental hit point >per round until >he is somehow saved or goes comatose. > >Addiction (-2 to -5): From an affinity for ale to a need for the drug >called “dreamerie”, >this covers everything. The number of bonus points gleaned from this >disadvantage is >dependant on the cost and availabilty of the drug and the frequency with >which it is >needed. If a character is ever cured of his addiction, the disadvantage >must be bought off. >Usually, characters with more than six points from addictions are not fit >to play, as they >are little more than mindless automations with a lust for the object of >their addictions. > >money > In the world of Velgarth, there are three main denominations of >coin; the gold, the >silver, and the copper. One gold coin is worth 10 silver coins, one >silver coin is worth 10 >copper coins, and one copper coin isn’t worth much. Each character >starts out with 50 >plus 2d10 gold coins or resources equal to that amount and is assumed to >have a weekly >income of 5 silver. This starting wealth and income can be affected by >many factors, >however. Anyone who takes either the Well-Off or Rich advantages has his >starting >resources and income doubled or quadrupled, and anyone choosing the Poor >or Destitute >disadvantages has either half or none of the starting monetary benefits. >Any character >who is not Well-Off or Rich loses his weekly income if he goes >adventuring far from his >home city or village because he is no longer performing the job that >brought in the money. >Characters in this situation are advised to find other ways to support >themselves if they >must leave their homes and jobs. > >--------------4CBB5C6DFD52E5264E8A4B12-- > > ______________________________________________________ Get Your Private, Free Email at http://www.hotmail.com ------------------------------ End of MERCEDES-LACKEY Digest 1713 **********************************