Difference between revisions of "Water Rune"
From Harath Rules
(Created page with "==Break [P]== ==Control [T]== ==Create [P]== Each power of Create Water creates 1 Liter of water. 1 Liter of water weighs 1 KG. ==Form [T]== Each power of Create Water creates...") |
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==Heal [P]== | ==Heal [P]== | ||
==Project [T]== | ==Project [T]== | ||
{| class="wikitable" style="width: 317px;float:right; margin-left: 10px;" | |||
|- | |||
! Power !! KG-m/s | |||
! Power !! KG-m/s | |||
|- | |||
| 5 || 2 | |||
| 55 || 2,048 | |||
|- | |||
| 10 || 4 | |||
| 60 || 4,096 | |||
|- | |||
| 15 || 8 | |||
| 65 || 8,192 | |||
|- | |||
| 20 || 16 | |||
| 70 || 16,384 | |||
|- | |||
| 25 || 32 | |||
| 75 || 32,768 | |||
|- | |||
| 30 || 64 | |||
| 80 || 65,536 | |||
|- | |||
| 35 || 128 | |||
| 85 || 131,072 | |||
|- | |||
| 40 || 256 | |||
| 90 || 262,144 | |||
|- | |||
| 45 || 512 | |||
| 95 || 524,288 | |||
|- | |||
| 50 || 1,024 | |||
| 100 || 1,048,576 | |||
|} | |||
The Project rune is uncontrolled movement by adding a force onto the object directly away from the caster or directly against movement from the victim. This force either acts as a resistance to, or a bonus to movement. Like the Summon rune, the range is the range to the end of the projected rune. Below is a table of force and power values. The actual formula is as follows: 2<sup>(POW/5)</sup> KG-m/s. | |||
Arrows (~300 grams or 0.3 KG) typically fly at around 70 meters per second, thus flying at 21 KG-m/s or 25 power. For game purposes assume that rock weighs around 2000 KG/meter<sup>3</sup> +/- 40%. Therefore 200 Power would move rock at a rate of 0.1 m/s. Remember that a new skill roll is needed every ten minutes. To figure resistance to movement, use the following: | |||
MR = dm/s; Force = 5 x Wgt x MR / 10. For examples: | |||
* Wgt=25; MR=15 person | |||
* Walking: 5 x 25 x 10= 187.50 KG-m/s [requires 38 power to stop them from walking; -15 MR] | |||
* Jogging: 2 x 5 x 25 x 10= 375 KG-m/s [requires 43 power to stop them from jogging; -30MR] | |||
* Running: 5 x 5 x 25 x 10= 937.5 KG-m/s [requires 50 power to stop them from running; -75 MR] | |||
If someone is thrown into something use the following rules: | |||
* TN=5 | |||
* Roll Skill=1 per power | |||
* Each Ss does 2d6-(R Ss) points of damage | |||
* Feathers subtract 9 points of damage per Ss | |||
* Irregular areas add 5 points of damage per Ss | |||
==Protect [T]== | ==Protect [T]== | ||
The amount of water which a Protect from Water spell can stop is calculated as Power<sup>2</sup> x 30 Pascals. For how much this is, please see the table below or the [[Water Rules]] page. | The amount of water which a Protect from Water spell can stop is calculated as Power<sup>2</sup> x 30 Pascals. For how much this is, please see the table below or the [[Water Rules]] page. | ||
Revision as of 21:24, 13 December 2021
Break [P]
Control [T]
Create [P]
Each power of Create Water creates 1 Liter of water. 1 Liter of water weighs 1 KG.
Form [T]
Each power of Create Water creates 1 Liter of water. 1 Liter of water weighs 1 KG
Heal [P]
Project [T]
| Power | KG-m/s | Power | KG-m/s |
|---|---|---|---|
| 5 | 2 | 55 | 2,048 |
| 10 | 4 | 60 | 4,096 |
| 15 | 8 | 65 | 8,192 |
| 20 | 16 | 70 | 16,384 |
| 25 | 32 | 75 | 32,768 |
| 30 | 64 | 80 | 65,536 |
| 35 | 128 | 85 | 131,072 |
| 40 | 256 | 90 | 262,144 |
| 45 | 512 | 95 | 524,288 |
| 50 | 1,024 | 100 | 1,048,576 |
The Project rune is uncontrolled movement by adding a force onto the object directly away from the caster or directly against movement from the victim. This force either acts as a resistance to, or a bonus to movement. Like the Summon rune, the range is the range to the end of the projected rune. Below is a table of force and power values. The actual formula is as follows: 2(POW/5) KG-m/s. Arrows (~300 grams or 0.3 KG) typically fly at around 70 meters per second, thus flying at 21 KG-m/s or 25 power. For game purposes assume that rock weighs around 2000 KG/meter3 +/- 40%. Therefore 200 Power would move rock at a rate of 0.1 m/s. Remember that a new skill roll is needed every ten minutes. To figure resistance to movement, use the following: MR = dm/s; Force = 5 x Wgt x MR / 10. For examples:
- Wgt=25; MR=15 person
- Walking: 5 x 25 x 10= 187.50 KG-m/s [requires 38 power to stop them from walking; -15 MR]
- Jogging: 2 x 5 x 25 x 10= 375 KG-m/s [requires 43 power to stop them from jogging; -30MR]
- Running: 5 x 5 x 25 x 10= 937.5 KG-m/s [requires 50 power to stop them from running; -75 MR]
If someone is thrown into something use the following rules:
- TN=5
- Roll Skill=1 per power
- Each Ss does 2d6-(R Ss) points of damage
- Feathers subtract 9 points of damage per Ss
- Irregular areas add 5 points of damage per Ss
Protect [T]
The amount of water which a Protect from Water spell can stop is calculated as Power2 x 30 Pascals. For how much this is, please see the table below or the Water Rules page.
| Pascals | Power | Description |
|---|---|---|
| 750.00 | 5 | Shot glass of water |
| 3,000.00 | 10 | Light rain, A foot depth of water |
| 6,750.00 | 15 | Heavy Rain (0.16-0.63 in/hr), two feet depth of water |
| 12,000.00 | 20 | Very Heavy Rain (0.63-2.0 in/hr), 1.2 meters depth of water |
| 18,750.00 | 25 | 1.875 depth of water |
| 27,000.00 | 30 | Extreme Rain (2.0-4.0 in/hr); 2.7 meters depth of water |
| 36,750.00 | 35 | 3.675 meters depth of water |
| 48,000.00 | 40 | 4.8 meters depth of water |
| 60,750.00 | 45 | Torrential Rain (>4.0 in/hr), 6.075 meters depth of water |
| 75,000.00 | 50 | 7.5 meters depth of water |
| 90,750.00 | 55 | 9.0750 meters depth of water |
| 108,000.00 | 60 | 10.8 meters depth of water |
| 126,750.00 | 65 | 12.675 meters depth of water |
| 147,000.00 | 70 | 14.7 meters depth of water |
| 168,750.00 | 75 | 16.875 meters depth of water |
| 192,000.00 | 80 | 19.20 meters depth of water |
| 216,750.00 | 85 | 21.9750 meters depth of water |
| 243,000.00 | 90 | 24.3 meters depth of water |
| 270,750.00 | 95 | 57.075 meters depth of water |
| 300,000.00 | 100 | 30 meters depth of water |
Sense [T]
Strengthen [T]
Summon/Dispel [P]
Transform [P]
Ward [T]
The amount of water which a Ward Water spell can stop is calculated as Power2 x 30 Pascals. For how much this is, please see the table below or the Water Rules page.