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OTHER RULES

1) Sanity for Stormbringer


a) Introduction
The Demon Magic supplement introduced the concept of Sanity in
Stormbringer. Several sorcerors in the Elric saga, including Yyrkoon, Theleb
K'aarna and ultimately Jagreen Lern, eventually went insane from their
sorcerous activities, so the concept fits quite nicely in the Young Kingdoms.
The rules worked much like the CoC SAN rules but were more targeted to the
environment of the Young Kingdoms. Seeing dead bodies is quite common in
the Elric stories and this is less frightening to a Young Kingdoms inhabitant
than it is to a more civilised, educated CoC investigator in the modern world.
I do not wish to reproduce the entire article here as that would violate
copyright and out of respect for the original author's work.
b) Sanity Mechanics
The character's base SAN is POWx5% (as it is in CoC) modified for
nationality:
Melniboneans +20%
Pan Tangians +10%
Eshmirians and Myrryns +5%
Oinites and Yurits -10%
Orgens -20%
All other nationalities receive no modifiers
The rules for testing SAN are as per CoC, i.e. when a test is called for, roll
percentile dice and a roll of equalc to or less than the character's current SAN
score is a success and generally does not cost SAN points. A roll higher than
current SAN is a failure and the character will lose SAN points. Occasionally,
a sight is so horrific or mind-bending that even a successful roll causes a loss
of SAN.
When the character reaches zero SAN, he goes permanently insane and may
be played by the GM as an NPC pawn of the Lords of Chaos.
c) When are tests needed?
The article lists several circumstances which call for a SAN roll. For instance:
Witnessing horrible natural or unnatural deaths
Seeing or being affected by the raw stuff of Chaos
Seeing or being affected by chaotic changes
Seeing chaotic creatures (dragons, oonai, clakars and so on)
Seeing or Summoning Demons, which makes sorcery risky, as each
summoned demon may cost the sorceror SAN
Seeing the Elemental Rulers, Beast Lords or Lords of Law and Chaos


2) Runes of Rathdor
a) Introduction
This was an ancient magical system, invented by Sarowlon Rathdor, a
Melnibonean sorceror who lived many years before Elric's time, whereby
runes were inscribed onto an object and temporary POW used (often from the
victims of ritual sacrifice) to give them energy. Most of the knowledge is lost
now but some runes have been identified and used in later ages.
Again, I have no wish to reproduce the original article, due to copyright issues
and out of respect for the author's work.
b) Rune Powers
The runes listed in the article allowed several effects:
Doors to be magically locked
Objects to change shape
Creation of illusions
Invisbility
Preservation, so the object does not rust or decay
Activation of heat or cold


c) Some new runes
KAE'YAR'KANA - A modified rune of Preservation where each POW
point expended in its making preserves the object for 100 years, rather
than a mere 24 hours.
SP'RUN'GAH - the rune of Blasting. A booby-trap which causes 3D8
damage to whoever is not permitted to open a chest, door, drawer or
similar container.
ST'RYK'A - the rune of Strength. Used to increase the strength of an
object beyond its natural limits. For example: a thin piece of yarn could
support the weight of an armoured man; a weapon could be rendered
unbreakable if parried with a critical parry;
HEL'SE'HEN - the rune of Vision. Used to see in the dark. The object
should be placed in front of the user's eyes (e.g. on a helmet visor or
even a blindfold).

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