Newsgroups: rec.games.frp.misc
From: [p--e--x] at [mentor.cc.purdue.edu] (Neale Davidson)
Subject: AQ Zine #02 
Date: Fri, 1 Jul 1994 14:50:34 GMT

+-----------------------------========-------------------------------+
 Issue #2                      AQZine                       July 1994
            The Only Magazine Dedicated to Adventure Quest
+-----------------------------========-------------------------------+

 [ 1] Editing Away Again on the Keyboard - Neale Davidson
      News of the first two issues.

 [ 1] RPG Rumor Mill - Neale Davidson
      Hot Topics of conversation in the RPG world.

 [ 2] AQDry Gulch - Neale Davidson
      Part two of a five part series on AQ adventures in the old
      American West.

 [ 7] Beasts and Denizens - Neale Davidson
      The ship's sinking and - hey what's that chewing sound?

 [ 9] There Always be Alternatives - Neale Davidson
      Stacked skill rolls.

 [10] Myths and Legends - Neale Davidson
      A regular series of religions and lore for AQJearn and
      other fantasy campaigns. The God of Venegence is highlighted
      this month.

+-----------------------------========-------------------------------+
 Adventure Quest, AQ, and related items are Copyright (c)1994 by
 Lafayette Simulations. AQZine is an independent periodical and is
 not affiliated with Lafayette Simulations, Incorporated.
+-----------------------------========-------------------------------+

 AQZine #2                                                          1
+-----------------------------========-------------------------------+

Editing Away Again on the Keyboard
by Neale Davidson
--------------=====---------------
        Wow, second issue. It seems like only a month ago when  I  was
writing  up the  material for   the first  issue. My  how time  flies.
Anyway, on the first  point of order, I  want to aplogize to  everyone
who read AQZine #1 electronically on a non-IBM system. I used some  of
the extended characters for  nice formatting and some  parts  of   the
Zine   went   kinda   wacko. We'll  be avoiding  those problems in the
future, and sticking into characters that most everyone understands.
        As for going to actual  print, there aren't any current  plans
yet, but  that is  definately something  I'm looking  at doing  in the
future. At the current rate,  probably somewhere around issue four  or
five. But, again, there are no definate plans.
        This issue also sees the continuation of the AQ/Dry Gulch game
(I am told that the '/' is required between the AQ title and any games
in the line.) Fortunately,  this is the last  issue of the basic  rule
repeats from AQ/Jearn (there's that slash again). The upcoming  issues
will be  all new  material on  AQ/Dry Gulch,  starting with the Indian
spirits in issue three, the town of Dry Gulch and the basic setting in
issue four, and the GM's section in issue five.
        The most commonly asked question this far has been, "Is AQ/Dry
Gulch going to be released  as a full-fledged game?" Well,  don't hold
your breath for it. I'll not  say one way or the other.  Certainly, if
there  is  enough  interest  in  it,  perhaps LSI may be interested in
releasing it, but that's not a decision that I have a hand in, and you
probably don't want to bother LSI about it either. At least not  until
issue five.
        If you've got some material you'ld like to share with  others,
simply mail it AQZine, PO BOX 187, West Lafayette IN, 47906. If you've
got a computer,  and would like  to submit your  work on disk,  please
make  the  submission  in  plain  text  with  no  special   formatting
characters.
        Also, please  keep in  mind that  this material  is all freely
distributed, and we cannot make any promises on future payment. Maybe,
if this magazine  expands somewhat, maybe  then we'll talk  money, but
until then, we don't got it, so don't ask for it.

RPG Rumor Mill
By Neale Davidson
-----------------
        Mayfair games has apparently  lost the license for  DC comics.
While this news isn't altogether  stunning, it does seem that  Mayfair
is going ahead  with its focus  on non-RPG material.  This comes after
news that Mayfair will not be doing a new Star Trek RPG as believed.
        TSR is indeed ditching the Basic D&D line this year. The  main
Basic D&D setting,  Mystara, has already  been converted into  an AD&D
setting, and the old D&D line  will officially be dropped after a  new
boxed set and supplement set is released.
        Other news at TSR, Buck Rogers is getting yet another rewrite.
Third Edition is supposed to be such a simplistic system that it makes
the old  MSH game  seem infinity  complex by  comparision. Personally,
after  two  false  starts,  I'd  put  my  money  back  on the old Star
Frontiers line from a few years back.

 AQZine #2                                                          2
+-----------------------------========-------------------------------+

AQDry Gulch / Adventures in the Old West
Playing an Adventurer - By Neale Davidson
-----------------------------------------
        An   Adventure   Quest   game   session   revolves  around the
interaction   between   you,   other   players,   actos, and your Game
Master as events unfold  during  play. This chapter  presents some  of
the rules you and the GM need for a smooth running game.

Your job as Player
        You must  bear one  thought in  mind when  playing   Adventure
Quest: your GM  has gone to  much effort to  learn and adjudicate  the
adventure.   All  his   decisions  are   final  and   should  not   be
challenged during   the game.   If you   disagree with   any of  these
decisions, take the GM aside after the game and talk it over.  He  may
have acted upon information that you don't know, or  slightly  changed
some  rules  to  make  the  game  different,  more  exciting,  or less
predictable. Your GM is  under  no obligation to explain  any  result,
as  the explanation  could  reveal  information that  your  adventurer
should not have.

Use of Dice
        Dice with different numbers of sides are required to play  AQ.
At  a  minimum,  you'll  need  to  d4,  d6,  d8,  d10, d12, and a d20.
Percentile rolls can be rolled with two ten-sided dice, with  one dice
representing  the  tens  digit  and  one  the  one's digit.   Usually,
when you  roll percentile, the  darker die is  the ten's digit.

Playing Modes
        Play  occurs   in  one   of  three   modes, which are   mainly
defined by their time-keeping requirements during play.
        SUMMARIZED  ACTIONS  MODE.  When  adventurers  must perform  a
series of  mundane actions  that   are not  pertinent to  the  plot or
enjoyment of the adventure, the GM may simply state these  things  are
occuring, thus briefly summarizing a  long time passsage. If a  player
feels  it's  important  to  clarify an action during this time, the GM
may switch to Free Action Mode.
        FREE ACTIONS MODE. For  most of an adventure  session you will
play in near real  time. The GM freely  accepts actions stated by  the
players and gives the results of those actions. This  mode of play  is
suspended only when  a GM decides to summarize a  long time period  or
when melee is initiated.
        MELEE   ACTIONS   MODE.   When   adventurers,   creatures, and
actors come into conflict with each-other, the GM places the game into
melee  mode. Time  is broken   down into  four second  combat  rounds.
Each  round,  the  GM  hands  out  information about the combat,  asks
for adventurer   actions, and   reports the   results.  This  cycle is
repeated until   the melee ends,  at which   point the GM  switches to
Free Action Mode.

 AQZine #2                                                          3
+-----------------------------========-------------------------------+

Combat
        DISTANCE.  When  the  opportunity  exists  for  adventurers to
encounter other  creatures  or  actors,  your  GM  will  determine  at
what distance you  are from  them. You  adventurer must  have Line  of
Sight (LOS),  an unobstructed  viewing path,  to see  his   opponents.
Indoors or underground,  this generally means  he must be  in the same
room or corridor. Outdoors, the prevailing light conditions, the  type
of plant life,  and the general  terrain are  all factors that the  GM
must consider.
        ORDER OF MELEE. A Round is an exchange of blows between two or
more opponents. A round lasts four seconds, 15 rounds per minute,  and
is the  time unit  of combat.  The following  Order of Actions imposes
order on an inherently chaotic situation:
        1)  Determine  Initiative.  Initiative  indicates the order in
which each side plans and performs its actions. A representative  from
each group rolls 2d6 and  the results determine the order,  highest to
lowest, in which actions are taken. If a tie results, the players (not
the GM) always wins.
        2)  Informational Questions.  The GM takes questions  from the
players about the current situation and answers them according to  the
adventurer's knowledge at the  time. Players may talk  with each-other
about the situation, about playing style and rules questions, but  may
not talk to each-other about their next actions.
        3)  Action Preparation.  The GM  asks all  players to  prepare
their actions.  Each player  must decide  what his  adventurer will do
during the upcoming round. Players  may not talk to each  other during
this time.
        4)  Statements  of Actions. One  at a time,  the GM asks  each
player what his  adventurer's actions are  for the round.  Since these
actions  are  occuring  simultaneously,  the  order  of  the  call  is
unimportant. As  each action  is revealed,  the GM  asks the player to
make any needed rolls. The  player should roll the requested  dice and
announce the results.
        5)  Results. After all actions have been stated and  resolved,
the  GM  announces  the  results  of  the actions phase. This includes
people or creatures falling to the ground, incidental noise, movement,
or visions.  The players  may ask  questions here  if the  results are
unclear, but the GM may refuse to answers those questions for whatever
reasons.
        6)   Outcome Phase.  After all  actions have  been stated  and
resolved, the GM also announces the outcome of any occurances that are
not the direct result of adventurers, actors, or creatures involved in
the  combat.  This  includes   things  like  large  falling   objects,
explosions, and other disasters.
        SURPRISE.  When  two   groups  meet,  they   may  not   notice
one-another immediately. If this is true, and the non-surprise  groups
attempts a  combat action,  the GM  will allow  the surprisers  a free
round of  action. When  the surprised  party does  notice, the GM will
start the combat as normal.

Actions
        Of course, there are many different actions an adventurer  may
take during a round, but they usually fall into one of a few different
classes. Each of these is described below to give you and idea of what
your adventurer may do during melee.

 AQZine #2                                                          4
+-----------------------------========-------------------------------+

        MOVEMENT. It  is often  neccessary to  maneuver during combat.
Each adventurer has a Movement Rate  that is the distance he may  move
in a round when not in direct melee. Normal movement rates for  people
in clothes  is 45  feet per  round. This  can be  modified by  your GM
according to terrain, obstacles, or circumstances.
        STRIKING.  When  two  opponents   are  within  five  feet   of
each-other,  they  are  considered  "in  melee",  trading attacks with
intent to harm. To determine  if a hand-to-hand attack is  successful,
the attacker  rolls 1d20,  adds his  Combat Modifier,  plus any  other
appropriate bonuses,  to the  result, and  compares that  total to the
Combat Defense Value of the  opponent. The total must equal  or exceed
the CDV to score a hit.
        HITTING. Missile  weapons, such  as bows,  are used  very much
like HTH weapons, except that you use the Missile Modifier against the
Defender's Missile Defense Value.
        SHOOTING. Projectile  guns, such  as shotguns  or pistols, use
the  Projectile  Modifier  against  the  Defender's Projectile Defense
Value.
        DAMAGE. If a hit has been scored, either by Hitting, Striking,
or  Shooting,  then  damage  will  result.  The Attacker rolls the die
indicated by his  weapon and then  the Defender subtracts  that amount
from his running DP total.
        GRAPPLING. Whenever an adventurer is within melee range of  an
opponent, he may attempt to grapple rather than strike at the opponent
with a weapon. The adventurer must drop anything he is holding at  the
beginning of the round so that both hands are free. The Attacker  then
rolls  1d20  and  adds  his  Grapple  Modifier  against the Defender's
Grapple Defense Value.
        If the grapple  succeeds, the defender  is held. The  Defender
cannot act until he breaks free  of this hold (a 4d6 STR  check.) Each
additional person  adds one  die to  this check.  If this check fails,
each additional attempt  to break free  is made at  one additional die
harder.
        The attacker  may grapple-to-throw,  if he  so desires.  To do
this,  the  attacker  first  grapples  his  opponent. The thrower then
determines  which  direction  he  is  throwing  the  victim.  The   GM
determines how much damage occurs and how far the victim was thrown.

Using Skills in AQ
        When your adventurer must perform a specific task during play,
success or failure  is determined by  a skill check  or a stat  check,
Having an applicable  skill gives him  a better chance  of succeeding,
and the higher the skill value, the greater the chance for success.
        To  check  skill  use,  your  GM  will  ask  you  to roll some
six-sided dice. If you roll your adventurer's skill value or less,  he
has successfully applied that skill.
        Simple tasks require a roll of 1d6. Moderately difficult tasks
will require 2d6, and difficult tasks will require 3d6 or more. The GM
is the final authority on needed rolls and can apply any modifiers  he
feels appropriate.

Defaulting a Skill
        If your adventurer attemps to use a skill he doesn't have, or
fails at an acquired skill, he may skill try, but the check is against
that skill's associated stat. This is called defaulting. The total
number of d6 to be rolled is that given by the GM, plus the number of
extra dice shown for that skill.


 AQZine #2                                                          5
+-----------------------------========-------------------------------+

Resistance Checks
        Resistance  Checks  (RC)  are  a  measure of your adventurer's
resistance to various effects. When you are subject to such an effect,
your GM will state  what the effect is,  which stat to check  against,
and how strong the effect is  by announcing how many dice you  need to
roll to resist that effect. Roll that many dice, and if you roll equal
to or lower than  your rank in the  appropriate stat, you succeed  the
resistance check and the effect is weakened or negated.

Dying and Falling Unconscious
        If  you  fight  you  are  very  likely  to  get  hurt! When an
adventurer  is  damaged  he  must  temporarily subtract that number of
damage points  from his  damage point  total. If  the total goes below
zero, the adventurer dies immediately.
        If an  adventurer's DP  total is  between zero  and five,  the
player must roll his current DP total or more to remain conscious.  If
he  fails  this  roll,  the  adventurer immediately falls unconscious.
When, and if, an unconscious adventurer recovers DP through natural or
mystical healing, he may reroll to wake up. This is automatic once six
DP is reached.

Weapons and Their Effects
        Adventurers may employ many different weapons in combat.  Each
weapon is unique in the amount of damage it can do. Weapon Type is the
broad class of each weapon as Edged, Pointed, Blunt, or Defensive. The
Range column indicates  the weapon's maximum  range, if there  is any.
The damage column indicates the amount of damage which is inflicted on
the target. The style of weapon indicates whether CDV, MDV, or PDV  is
used for this weapon.

        Weapon          Type    Range   Damage  Style
        Bow/Arrow       Pierce  160'    1d8     MDV
        Cannon          Pierce  500'    5d10    PDV
        Club            Blunt   -       1d6     CDV
        Knife (held)    Edged   -       1d4     CDV
        Knife (thrown)  Edged   25'     1d2     MDV
        Pistol          Pierce  100'    1d10    PDV
        Rifle           Pierce  200'    1d8     PDV

Critical Hits
        On any attack roll, a roll of one will always miss, and a roll
of twenty  will always  hit for  double the  stated damage.  A natural
twenty is referred to as a 'critical hit'.

Weapon Specialization Skills
        You may  increase your  adventurer's ability  to use  specific
weapons by buying the appropriate weapon specialization skill. You buy
this skill seperately for each weapon you wish to specialize in. Skill
in any weapon gives you additional options during combat for  multiple
attacks, better  accuracy, and  higher damage.  Generally, a  bonus of
plus one is provided for each dice sucessfully rolled under a skill.

 AQZine #2                                                          6
+-----------------------------========-------------------------------+
Stressing Stats
        If desired, adventurers can push themselves beyond the  normal
limits of their stats by stressing.  This means that one point of  the
stressed stat is  permanently expended to  gain some effect.  A single
stat may not be stressed more than once in a melee, and two stats  may
not be stressed at the same  time. Stressing may be done at  any time,
but is mostly done during melee and does not count as an action.
        Stressing cannot not  be used for  any skill checks,  even for
default rolls. To stress a stat, state to the GM that your  adventurer
is stressing this round.
        STRENGTH.  Stressing  STR  during  a  combat  round means your
adventurer is making a heroic effoert against his opponent. He gains a
+10 modifier to both his to-strike and damage rolls for that round.
        HEALTH.  Stressing   HEA  will   enable  the   adventurer   to
automatically remain conscious when he is between zero and five DP.
        All  statistics  except  for  Comeliness  may  be  stressed to
improve Resistance Checks by two dice.

Between Adventures
        Your adventurer does not  disappear from existance at  the end
of an adventure, and the reappear at the beginning of the next.  While
there are many things he may do which are of little consequence to the
ongoing  adventures,  your  GM  may  allow  you  to specify some ofhis
actions between adventures. Here are a few of the activities in  which
he may be involved.
        EMPLOYMENT. Your adventurer may pick a particular skill,  such
as barber, to be his profession. He can earn money in this  employment
which both pays for living expenses and provides him some extra  cash.
To be hired on a skill, that  skill must first be at rank seven.  From
then on,  each game  week between  adventures, he  profits his rank in
cents, multiplied by one tenth of the base cost of that skill.
        STUDYING.  Your  adventurer  may  also  want  to study certain
skills  while  not  adventuring,  such  as cartography. Adventurers in
study gain 1d6 times 100 experience points per game month he is out of
play.

Next Month
        Next issue will provide details on the Indian Tribes and their
spritual powers. Future  installments will see  the town of  Dry Gulch
explained in detail, along with  its surroundings, and GM's rules  for
running Western-style adventures.

 AQZine #2                                                          7
+-----------------------------========-------------------------------+

Beasts and Denizens
Creatures of the Deep - By Neale Davidson
-----------------------------------------
        Sailing  along,  innocently,  on  the  seas  of Jearn is not a
simple thing to do. You see, there's life under the waves, and not all
of its is friendly. As your neighbouring Lizardman can tell you,  some
things that are down there just aren't worth meeting, though they  can
be tasty on a plate.

PIRANHA
        Size    8" to 10" long
        Weight  2 pounds
        Move    Land none / Air none / Sea 50'
        DP      2
        MOD     CM  10 / MM  0 / GM  0
        DV      CDV 6  / MDV 9 / GDV 15
        DMG     1d6
        Habitat Tropical Waters, usually rivers
        Skills  Frequent Eating 5
                Tracking (Blood) 10
                Multiple Attacks 5
        Piranha are nasty creatures which do only one thing, and do it
        quite well. They eat, quickly, efficiently. Pirhana are amoung
        the most feared predators  of warm water climates.  There have
        been  several  instances  of  humans  unfortunate enough to be
        caught  in  Piranha  infested  waters  being  eaten  alive and
        stripped to the bone  in minutes. While individual  Piranha do
        little damage in one strike, they strike often and usually  in
        numbers  of  twenty  or  more.  Piranha  are  basically stupid
        creatures and will act only to eat or track blood. They  enter
        feeding frenzies when in contact with blood. Piranha in frenzy
        will attack one-another as well as the victim.

GIANT SQUID
        Size    60'
        Weight  2 tons
        Move    Land none / Air none / Sea 20'
        DP      48
        MOD     CM  4  / MM  0 / GM  8
        DV      CDV 3  / MDV 3 / GDV 15
        DMG     2d10 (Teeth), 1d6 (Tentacle)
        Habitat Any Deep Waters
        Skills  Constricting 3
                Ink Jet 4
                Multiple Attacks 12 (Tentacle)
        Mostly a predator of giant  fish, Giant Squid have been  known
        to  attack  large  game,  such  as humans, who are unfortunate
        enough to venture near them. Giant Squids generally use  their
        tentacles  to  subdue  its  prey,  before taking it into their
        mouths. Each of a Squid's tentacles can act independantly, but
        do so  usually only  to constrict  a large  object, such  as a
        ship. A Tentacle of a Giant  Squid can be removed once it  has
        suffered 10 points of damage. Once the Giant Squid has lost  a
        tentacle, or has suffered great damage from its intended prey,
        it will project a strong masking cloud of ink and jet away  to
        its  home.  Because  of  their  sheer  size,  Squids make easy
        targets for both combat and missile weapons.


 AQZine #2                                                          8
+-----------------------------========-------------------------------+

URCHIN
        Size    3'
        Weight  25 pounds
        Move    Land 35' / Air none / Sea 35'
        DP      8
        MOD     CM  3  / MM  3 / GM  0
        DV      CDV 6  / MDV 6 / GDV 15
        DMG     1d4 (up to 30' range)
        Habitat Warm Coastlines, shallow waters
        Skills  Multiple Attacks 8
                Lethal Poison 3
        Urchins, like oysters, have the ability to create pearls. That
        said, it is understanable why some adventurers make it a habit
        of hunting down these rather dangerous creatures. Urchins  are
        covered in a number of spines which generally carry a  strong,
        often lethal poision.  The poison lowers  the victim's HEA  by
        one point per round unless  an antidote is given. HEA  lost in
        this  way  is  recovered  at  one   point  per  day.  Once the
        victim's HEA  reaches   zero,   they   are   dead. A  3d6 save
        against HEA will negate the effect of the poison. Urchins  are
        most  dangerous  because  of  their  ability  to  launch their
        spines up to  thirty feet  away  at  an  attacker,  and   have
        a virutally unlimited supply  of ammo.  Urchins,  fortunately,
        are  largely scavengers and seldom strike out against a  large
        being unless threatened.

JELLYFISH
        Size    2'
        Weight  Ounces
        Move    Land None / Air none / Sea 25'
        DP      1
        MOD     CM  0  / MM  0 / GM  0
        DV      CDV 6  / MDV 6 / GDV 6
        DMG     1d2
        Habitat Tropical shallow waters
        Skills  Rash Poision 5 (or Lethal Poison 5)
                Stealth 10
        Jellyfish are simple creatures, and a wonder to behold.  Their
        beautiful forms  bring a  majesty to  the seas  as they gently
        guide on the currents,  eating plankton. The are,  in general,
        harmless creatures,  unless attacked  or accidently  run into.
        Jellyfish are nearly  invisible from a  distance, and if  they
        are approached from  any speed. This  is most unfortunate  for
        the poisons of the Jellyfish  are quite strong, and more  than
        one  person  has  died  due  to  an accidental collision. Most
        Jellyfish have an irratant poison, which will simply cause the
        victim to  suffer one  die penalties  on his  actions for  one
        hour. A  5d6 roll  against HEA  will negate  this effect. Some
        Jellyfish, however, have a much stronger posion, which is very
        quick to  act. This  poison will  halve the  target's HEA  per
        round until it reaches zero,  at which point the target  dies.
        Each round, the target must roll 5d6 against his HEA to negate
        this poison, which obviously gets harder as time passes. Cures
        to  this  poison  do  exist.  Jellyfish  are  normally  docile
        creates, and can  be best be  slain at a  distance with spells
        such as lightning bolt (for schools) or minibolt (for a single
        target).

 AQZine #2                                                          9
+-----------------------------========-------------------------------+

ELECTRIC EEL
        Size    2' long
        Weight  2 pounds
        Move    Land none / Air none / Sea 70'
        DP      4
        MOD     CM  5  / MM  0 / GM  0
        DV      CDV 6  / MDV 9 / GDV 15
        DMG     1d10
        Habitat Deep Waters
        Skills  None
        Electric Eels  are more  impressive to  look at  than anything
        else. By their nature,  these eels generate a  strong electric
        current which  sometimes causes  their bodies  to glow  with a
        soft pale light. Their usual prey is smaller fish, though they
        have been known to attack larger creatures. The attack of  the
        electric eel is its shock, which it can generate at will  when
        it strikes an  opponent. The shock  causes some damage,  which
        can be halved by a 3d6 resistance check against HEA.  Electric
        eels care little  about their prey,  and will eat  whatever is
        easiest to defeat, as such, it will leave larger prey alone if
        something smaller is in the area.

There Always be Alternatives
Stacked Skill Rolls - By Neale Davidson
---------------------------------------
        There has been  the argument placed,  by several people,  that
the skill system should work  more like R Talisoran's Cyberpunk  game.
What it means  is this, the  skills should directly  modify their base
stats,  and  skill  rolls  should  be  made  in  one  roll, instead of
potentially two.
        There is a relatively easy  mechanic to use for this  case, it
is called (at least, by me,) stacked skills.
        Basically, stacked skill  rolls work like  this, add the  stat
and the skill together, then roll the number of dice indicated by  the
GM. If the die roll is lower than or equal to the stat plus skill, the
roll is successful.
        With this rule,  all stat and  skill checks are  made the same
way, with no need for defaulting or extra dice. Default rolls are stat
checks with no modifiers. Skills  which cannot be defaulted cannot  be
rolled against  since some  knowledge of  the skill  is needed for the
attempt.
        The only  major change  the DM  has to  use is  that his skill
checks will need to be made  from one to two dice harder  than before.
For convience sake, a small chart of dice and difficulty is  presented
here.

        Trivial - 1d6      Medium    - 3d6      Hard         - 5d6
        Easy    - 2d6      Difficult - 4d6      "Impossible" - 6d6

        The system works, and its fairly easy. It will, however, shift
the way some of  the default works as  compared to 'canon' AQ.  Skills
with several extra-dice  (like three or  four) will be  much easier to
default upon  than before.  The GM,  as always,  has final  say on the
rolls.

 AQZine #2                                                         10
+-----------------------------========-------------------------------+

Myths and Legends
Tost, God of Vengence - By Neale Davidson
-----------------------------------------

Domain
        Tost stands  for justice  taken to  the extreme.  Law has been
forgotten in his eyes, and  compassion is spent on the  weak. Vengence
is an ice-cold hand which is hard as iron and as sharp as a razor.

History
        Tost, according to legend,  was once a high-ranking  priest of
T'or.  He  had  conquered  several  lands,  defeated  some of the most
powerful constructs of Rudri, and had fast grown to be one of the most
powerful mortals on Jearn.
        But Tost has made many enemies along the way, from both  those
he fought actively, and  some of the more  jealous members of his  own
church. As news  of Tost's victories  reached home, his  very brothers
plotted against him. As he defeated his known enemies, his secret foes
had stolen his lands, and usurped his power.
        Tost  returned  to  Karfelon  to  find  his  position  in  the
priesthood stolen by a  rival. Tost merely drew  in a deep breath  and
looked upon the  treacherous one with  disdain. Enraged, the  betrayer
went to Tost's home with the intent to kill him. Tost himself was  not
there, but his family died in the assault.
        When  Tost  learned  of  the  attack,  he  demanded  that  the
treacherous one reveal himself. But the corruption of the church  kept
the murderer's identity hidden. Enraged beyond comparison, Tost cursed
the Priests of T'or, whom had  secretly already lost  their power, and
swore that he would never again serve a god who would allow such  vile
men to serve him.
        Tost  began  serious  and  grim,  exactly  justice swiftly and
coldly,  striking  terror  into  his  enemies.  Justice  alone was not
enough. The guilty, in his eyes, must be made to suffer. Tost's thrist
for vengence became legendary. Tost's quests gave him more power,  and
in a short time he no longer needed the powers and discipline of T'or.
        Tost honed  his new  abilities and  became powerful  enough to
challenge even T'or.  When battle ensued,  Tost's rage shook  the very
planet.  It  is  believed  that  T'or  won  the battle, because T'or's
prominance did not  diminish, but that  Tost had, as  a result of  the
battle, ascended to godhood himself.
        Now Tost serves as a constant reminder to those who defy T'or.
Where T'or  shows mercy,  Tost does  not. He  has become  the ultimate
punisher, and the deliverer of death.

Motivation
        Tost's motto  is "On  the wicked,  kindness is  no virtue, and
cruelty is  no vice!".  In essence,  that is  what all  of his minions
believe. The wicked  should be punished,  severely, for their  crimes.
While the minions of Tost only  hunt down what they consider as  evil,
their actions upon that evil are vicious and cruel. In their view, the
wicked deserve to learn the pain of hell before they are sent there.

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+-----------------------------========-------------------------------+
Structure
        Each priest is represented within the temple by a following of
other  priests  or  'civilians'.  These  followers  swear  loyalty and
obedience to their master and  will follow his orders strictly  to the
letter. The priest  with the most  followers in the  Citadel is called
the Grand Master.
        ORGANIZATION.  The  Grand  Master  is  the  sole  ruler of the
Citadel.  He  is  chosen  by  his  followers  in a ceremony where Tost
himself  is  said  to  show  his  favor. The Grand Master commands the
Generals, who  then command  the lower  ranks. Actual  rankings of the
priesthood are shown by the color of the gloves and cape.  Initiatives
wear white, captains wear beige, majors wear tan, generals wear brown,
and the Grand Master himself wears red.
        REQUIREMENTS. Those aspiring to be priests of any rank in  the
Citadel of Tost must  be both strong and  hearty (a STR and  HEA of 15
will suffice). They must be  shown to be honorable and  obedient. They
are then  tested by  dispensing justice  on a  captured criminal.  The
handling  of  the   dispatchment  of  vengence   will  determine   the
eligibility of the would-be priest.
        DUTIES. The single purpose for all priests of Tost is to  hunt
down  and  slay  (if  the  condemned  is  lucky  enough) criminals. In
particular, Tost priests will hunt  down any construct of Rudri.  Tost
priests have also sworn to aid Anubis by sending his followers to him.
Priests  are  also  expected  to  aid  other followers and to obey the
commands of their superiors.

Advancement
        Advancement comes  to the  priest when  his superior considers
him an equal. This is generally  measure in skills, but can also  mean
in manner and  presence. An intelligent  and honorable priest  is more
likely  to  advance  than  a  merely  powerful  one.  An honorable and
powerful priest is likely to go  far. The position of Grand Master  is
only replaced upon his death.

Traditions
        Order is, if possible, even more important to the Tost Priests
than it is to the T'orites. The Tost Priests have view laws, and  they
are strictly obeyed.
        The  condemned  deserve  no  mercy,  and  should  be  given no
quarter. If you must choose between slaying the condemned, and  saving
an innocent, then  slay the condemned  so that no  more innocents need
suffer. The condemned should suffer for every sin he has commited, and
for every victim he has tortured.
        The  Priests  of  Tost  will  use whatever means neccessary to
defeat the condemned, so long as no other persons are involved.  There
should be no  needless complexities in  their duty, and  the cold hand
should strike firmly.


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+-----------------------------========-------------------------------+
        CLOTHING. Priests of Tost almost always wear armor, usually of
leather and plate. The armor is generally adorned with the traditional
ranking marks of the gloves and cape. The cape itself is optional,  as
it tends to get in the way at times. These Priests can use any weapon,
though long swords are preferred.

Worship
        Worshiping ceremonies are  generally brief and  very profound.
Simple prayers to watch over the innocent and to punish the  condemned
are offered at morning-rise.
        DONATIONS. Some donations are accepted to maintain the Citadel
itself, but it is hardly lavish. Most funds are kept by the Priests to
maintain their gear and rations. Avarice is frowned upon.
        OBLIGATIONS. All priests are  expected to answer to  the Grand
Master when needed. Generally, priests will remain with their  smaller
groups, with one higher ranking  preist, and perform their duties  and
hunts on their own.
        PENANCE. Those Tost Priests found  to be one of the  condemned
are tortured for days on end, sent  to hell a bit at a time,  to atone
for the shame he has brought  on his Citadel. This act of  penance has
rarely happened.
        HOLIDAYS AND CEREMONIES. The Priests have only one holdiay and
formal ceremony, and that is when  a new Grand Master must be  chosen.
This is a somber occaision,  filled with mourning Priests. The  end of
the  ceremony  sees  the  sword  of  the  Grand Master pointing to his
successor.

Spells
        The main distinguishing mark between T'or and Tost is that the
priests of Tost use spells. They are limited in their spell selection,
however, having access to only three groups, and then only to rank ten
in each. Those spells in the Penance group are at double cost.

        SWORD. These are the weapon (offensive) spells of the  Priest.
Each of these spells  manifest through  the weapon  of the  priest, so
he must have a weapon to cast them.

        1) Hone
                CT  : 1 R       RC  : None     AREA : 1 Weapon
                TGT : Self      DUR : 4 R      EFF  : Bonus to Strike
                Upon  casting  this  spell,  the  caster's weapon will
                strike for  one additional  point of  damage per round
                and will  have a  +1 on  all to-hit  rolls. The weapon
                must  be  a  combat  weapon  and  must  remain  in the
                caster's hands for the duration.

        2) Disrupt
                CT  : 1 R       RC  : 3d6 HEA  AREA : 1 Target
                TGT : Touch     DUR : 4 R      EFF  : Disrupt SU
                When  this  spell  is  cast,  the caster's weapon will
                disrupt the spell energy  of the opponent, as  well as
                cause damage. When the  weapon strikes, it will  cause
                equal damage to the target's SU as the DP. The  weapon
                must  remain  in the caster's hands for the duration.


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        3) Flame Blade
                CT  : 1 R       RC  : None     AREA : 1 Weapon
                TGT : Touch     DUR : 6 R      EFF  : Flaming Weapon
                The caster's weapon, with this spell, becomes  encased
                in red hot flame for the duration of the spell.  While
                the caster himself suffers no damage, when the  weapon
                strikes, it will cause  an additional 2d6 damage  from
                flame. The  weapon must  remain  in the caster's hands
                for the duration.

        4) Razor
                CT  : 1 R       RC  : None     AREA : 1 Weapon
                TGT : Touch     DUR : 6 R      EFF  : Double Damage 
                When  this  spell  is   cast  upon  his  weapon,   all
                successful  strikes  with  it  will  cause  double the
                indicated damage  for the  duration. The   weapon must
                remain  in the caster's hands for the duration.

        5) Scramble
                CT  : 1 R       RC  : 3d6 WIL  AREA : 1 Weapon
                TGT : Touch     DUR : 8 R      EFF  : Reduce WIL, PWR
                When  this  spell  is   cast  upon  his  weapon,   any
                strike with  the weapon  will reduce  the target's WIL
                and  PWR  by  one  point.  (A  3d6 RC against WIL will
                negate this effect.) WIL and PWR lost in this way  can
                be regained one point per  day of rest. If WIL  or PWR
                reach zero,  the victim  dies. The  weapon must remain
                in the caster's hands for the duration.

        6) Eldritch Bolt
                CT  : 1 R       RC  : None     AREA : 1 Weapon
                TGT : Touch     DUR : 8 R      EFF  : Fire Shards   
                The caster's weapon, with this spell, becomes  encased
                in red  hot flame  as per  Flame Blade.  The blade can
                also shoot forth 1d10 energy  bolts at a range of  60'
                for the duration of the spell. To-hit rolls are needed
                for  the  energy  bolts  to  strike  their  taget. The
                weapon must   remain   in the  caster's hands  for the
                duration.

        7) Sleepbringer
                CT  : 1 R       RC  : 4d6 HEA  AREA : 1 Weapon
                TGT : Touch     DUR : 8 R      EFF  : Unconsciousness
                This  spell  will  temporarily  enchant  the  caster's
                weapon so that each hit with it will force the  target
                to  succeed  a  4d6  RC  against  their  HEA  or  fall
                unconscious  from  the  sheer  pain.  The  weapon will
                otherwise  cause  normal  damage  and  must  be in the
                caster's hands for the duration.

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+-----------------------------========-------------------------------+
        8) Dispel Magic
                CT  : 1 R       RC  : None     AREA : 1 Weapon
                TGT : Touch     DUR : 6 R      EFF  : Nulls Magic
                This spell will temporarily grant the caster's  weapon
                with the ability to destroy any magical effects with 8
                SU or lesser on contact with the weapon. If striking a
                person, 8 SU  from that person  are lost. The   weapon
                will otherwise  cause  normal   damage  and  must   be
                in the caster's hands for the duration.

        9) Firebringer
                CT  : 1 R       RC  : 4d6 HEA  AREA : 1 Weapon
                TGT : Touch     DUR : 6 R      EFF  : Intense Flame
                This spell acts  much the same  as Eldritch Bolt,  but
                the  weapon  is  encased  in  white  hot flame. Combat
                strikes cause 3d10 damage  from flame, and the  energy
                bolts strike for 2d10  damage for the duration  of the
                spell. No  to-hit rolls  are needed  for   the  energy
                bolts  to   strike  their   taget, but the target  can
                roll a 4d6 HEA RC to halve the damage from the  bolts.
                The weapon must remain  in the caster's hands  for the
                duration.

        10) Deathbringer
                CT  : 1 R       RC  : 5d6 HEA  AREA : 1 Weapon
                TGT : Touch     DUR : 6 R      EFF  : Death Blow
                A frieghtining spell, this will enchant  the  caster's
                weapon so that each hit with it could kill the  target
                if he fails a 5d6 RC against his HEA. The  weapon will
                otherwise  cause  normal  damage  and  must  be in the
                caster's hands for the duration.

        SHIELD. These are the defensive  spells of the  Priest.   Each
of these spells   manifest through  the  shield of the   priest, so he
must have a shield readied to cast them.

        1) Aura
                CT  : 1 R       RC  : None     AREA : 1 Shield
                TGT : Touch     DUR : 10 R     EFF  : Weak Force Field
                The caster, through his sheild, can generate an energy
                Aura  for  the  duration  of  this spell. On the first
                round, this aura can  absorb ten points of  damage. On
                the second  round, nine  points, and  so on,  until it
                fades to nothingness. The  caster must be holding   on
                to his shield for the duration of the spell.

        2) Defender
                CT  : 1 R       RC  : None     AREA : 1 Shield
                TGT : Touch     DUR : 6 R      EFF  : +3 to DVs
                This spell will enchant  the caster's sheild   natural
                ability to protect the caster from damage. When  cast,
                the caster's CDV, MDV,  and GDV all increase  by three
                point, making him  harder to hit.  The caster must  be
                holding  on  to  his  shield  for  the duration of the
                spell.

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+-----------------------------========-------------------------------+

        3) Deflect
                CT  : 1 R       RC  : None     AREA : 1 Shield
                TGT : Touch     DUR : 6 R      EFF  : Deflect Attacks
                The caster, with this spell, can deflect any  oncoming
                combat and missile  attacks. To do  this, he needs  to
                roll higher on a d20 than his attacker. The  deflected
                attack causes no damage.  The  caster must  be holding
                on to his shield for the duration of the spell.

        4) Flame Shield
                CT  : 1 R       RC  : None     AREA : 1 Shield
                TGT : Touch     DUR : 8 R      EFF  : Fire Shield     
                Through his  sheild, the  caster generates  a swirling
                flame sheild around him. Persons striking this  sheild
                will suffer  the full  damage from  their own  attacks
                while the caster suffers  only half damage. This  does
                not protect against magical effects. The  caster  must
                be holding   on to his shield for the duration of  the
                spell.

        5) Force Wall
                CT  : 1 R       RC  : None     AREA : 1 Shield
                TGT : Touch     DUR : 8 R      EFF  : +5 to DVs
                This spell  will enchant  the caster's  sheild natural
                ability to protect the caster from damage. The CDV and
                MDV of the  caster are raised  by five points  and the
                caster cannot be grappled. The caster must  be holding
                on  to  his  shield  for  the duration of the spell.

        6) Improved Aura
                CT  : 1 R       RC  : None     AREA : 1 Shield
                TGT : Touch     DUR : 10 R     EFF  : Force Field
                Simliar  to  the  Aura  spell,  except  that the spell
                starts  with  twenty  points  of abosorption power and
                reduces at a rate of  two per round. The   caster must
                be holding   on to his shield for the duration of  the
                spell.

        7) Reflection
                CT  : 1 R       RC  : None     AREA : 1 Shield
                TGT : Touch     DUR : 8 R      EFF  : Bounce Attacks
                Through his  sheild, the  caster generates  a swirling
                mist sheild around  him. Any physical  attack striking
                during this  time will  be reversed  on the  attacker.
                Magical attacks of less than 7 SU will be turned  back
                upon the attack.  Greater magical attacks  will either
                be halved  in damaged  or resisted  at two  die easier
                than normal. The  caster must be  holding    on to his
                shield for the duration of  the spell.

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+-----------------------------========-------------------------------+

        8) Energy Shield
                CT  : 1 R       RC  : None     AREA : 1 Shield
                TGT : Touch     DUR : 8 R      EFF  : Force Field
                This spell will create  a force field which  surrounds
                the caster and an area  of 30' radius around him.  The
                force field  can absorb  10 points  of damage  for the
                duration of the spell.  Persons outside of the  sheild
                must cut through  by causing more  than ten points  of
                damage at  the shield's  radius. The  caster must   be
                holding on  to  his  shield  for  the duration of  the
                spell.

        9) Absorption
                CT  : 1 R       RC  : None     AREA : 1 Shield
                TGT : Touch     DUR : 6 R      EFF  : Absorp SU
                This  spell  will  enable  the  caster  to  absorb  an
                recharge from any magical attack directed against  him
                of 9  SU or  lesser. The  spell aimed  at him will not
                manifest, and will instead go to recharge the priest's
                SU points.  The   caster must  be holding   on to  his
                shield for the duration of the spell.

        10) Invulnerability
                CT  : 1 R       RC  : None     AREA : 1 Shield
                TGT : Touch     DUR : 6 R      EFF  : Protection      
                The casting of this spell will enable the caster to be
                completely  immune  to  all  physical  attacks for the
                duration of the spell. In addition, a magical  attacks
                designed  to  cause  damage  are automatically halved.
                Other  magical  attacks  can  be  resisted at two dice
                easier than normal. The  caster must be holding  on to
                his shield for the duration of the spell.

        PENANCE. The  Penance group  represents the  abilities of  the
preist to detect and conquer evil and the unjust. All spells  manifest
with line of sight, and cause the victim to fear some degree of  fear,
regardless of his power.

        1) Chill
                CT  : 1 R       RC  : 3d6 WIL  AREA : 1 Person
                TGT : 60' LOS   DUR : 6 R      EFF  : Mild Fear       
                With this spell, the victim will become flustered  and
                nervous  in  battle  against  the  caster.  All of the
                victim's combat rolls against the priest are made at a
                negative five penalty for  the duration of the  spell.
                3d6 against WIL negates.

        2) Know Patron
                CT  : 1 R       RC  : None     AREA : 1 Person
                TGT : 60' LOS   DUR : Instant  EFF  : Detect Religion
                With this  spell, the  caster can  'sense' which deity
                the victim  worships. This  effect is  visible only to
                the caster and does not tell the power of the  victim.
                The target may roll a 4d6 WIL RC to resist the  effect
                of  this  spell,  but  doing  so  usually tips off the
                priest that something is amiss.

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+-----------------------------========-------------------------------+

        3) Pain Strike
                CT  : 1 R       RC  : 3d6 HEA  AREA : 1 Person
                TGT : 60' LOS   DUR : Instant  EFF  : Cause Pain     
                The caster, by staring at his opponent, can cause  3d6
                damage in pure pain. This  effect can be halved by the
                victim passing a 3d6 HEA RC.

        4) Cold Spine
                CT  : 1 R       RC  : 3d6 WIL  AREA : 1 Person
                TGT : 60' LOS   DUR : 8 R      EFF  : Fear       
                With  this   spell,  the   victim  will   succumb   to
                overwhelming fear.  All of  the actions  of the victim
                are either at -10 (for d20 rolls), or at a penality of
                two dice  on any  skill checks  (this does  not affect
                future RCs). 3d6 against WIL negates this effect.

        5) Agony
                CT  : 1 R       RC  : 4d6 HEA  AREA : 1 Person
                TGT : 60' LOS   DUR : Instant  EFF  : Cause Pain     
                The caster, by staring at his opponent, can cause  5d6
                damage in pure pain. In addition, the victim will lose
                one point of HEA. This HEA is regained at the rate  of
                one point per day of  rest. The effects of this  spell
                can be avoided by the victim passing a 4d6 HEA RC.

        6) Know Spirit
                CT  : 1 R       RC  : None     AREA : 1 Person
                TGT : 60' LOS   DUR : Instant  EFF  : Detect Backgrnd
                With this spell, the caster can 'sense' if the  victim
                is a  warrior, priest,  mage, or  other background. He
                will also get a vague idea of the power of the victim.
                The more powerful, the brighter the glow.  The  target
                may roll a 4d6 WIL RC  to resist the  effect of   this
                spell, but doing so  usually tips off the  priest that
                something is amiss.

        7) Fear
                CT  : 1 R       RC  : 3d6 WIL  AREA : 1 Person
                TGT : 60' LOS   DUR : 8 R      EFF  : Massive Fear
                The victim of this spell will feel the overriding urge
                to run as far from the caster as possible. The  victim
                cannot  take  any  other  action  except for run away.
                Cornered victims  will become  catatonic. 3d6  against
                WIL RC will reduce this effect to that of a Cold Spine
                spell.

        8) Penance Stare
                CT  : 1 R       RC  : 4d6 HEA  AREA : 1 Person
                TGT : 60' LOS   DUR : Instant  EFF  : Unconsciousness
                The caster, by staring at his opponent, can cause  the
                victim to pass out from pain, reducing the victim's DP
                to zerp in the process. The victim can avoid this fate
                altogethre by passing a 4d6 HEA RC.

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+-----------------------------========-------------------------------+

        9) Know Comdemned
                CT  : 1 R       RC  : None     AREA : 1 Person
                TGT : 60' LOS   DUR : Instant  EFF  : See Stats
                With this spell, the caster will know everything about
                the victim he needs, such as exact stat values, DP and
                SU, which  spells are  known, what  deity he worships,
                skills known, and  other such information.  The caster
                will not learn the  history or motives of  the victim,
                but  will  know  effectively  everything statistically
                relavent.   The   target may  roll a  4d6 WIL  RC   to
                resist the effect of this spell.

        10) Destruction
                CT  : 1 R       RC  : 5d6 WIL  AREA : 1 Person
                TGT : 60' LOS   DUR : Instant  EFF  : Destroy Soul
                With this spell, the victim's soul will be permanently
                removed from  his body,  killing it.  A successful  RC
                will negate  this effect.  Adventurers killed  in this
                manner may never be resurrected in any form.