From: RuneQuest-Request@Glorantha.Holland.Sun.COM (RQ Digest Maintainer) To: RuneQuest@Glorantha.Holland.Sun.COM (Daily automated RQ-Digest) Reply-To: RuneQuest@Glorantha.Holland.Sun.COM (RuneQuest Daily) Subject: RuneQuest Daily, Wed, 17 Aug 1994, part 2 Sender: Henk.Langeveld@Holland.Sun.COM Content-Return: Prohibited Precedence: junk --------------------- From: tsl@cs.mu.OZ.AU (Tim Leask) Subject: Re: Runespell renewal, Matrices, Communal runespells, loads of stuff Message-ID: <9408160906.25030@mulga.cs.mu.OZ.AU> Date: 17 Aug 94 05:06:03 GMT X-RQ-ID: 5721 > From: T.J.Minas@soton.ac.uk (T.J.Minas) > Subject: Runespell renewal, Matrices, Communal runespells, loads of stuff > Message-ID: <199408151335.OAA15163@mail.soton.ac.uk> > Date: 15 Aug 94 13:35:27 GMT > X-RQ-ID: 5702 > > Hello all on the daily. > Finally got round to subscribing to this after several years of meaning to! > Have followed the debate for a couple of weeks now, so I will stick my oar in. > > Renewing Runespells > ^^^^^^^^^^^^^^^^^^^ > Well, first up, I don't like the idea of "pools" the Rune Power system > suggested by David Cheng. Smacks too much of a wish by gamers for more power > for their characters. And I think it sucks as far as the Gods go, too. I mean, > if you were Ernalda, I'm sure you would want people to be casting Bless Crops > all the time, rather than have somebody go "Well, there is my 3 pts of Ernalda > Magic I guess I need Great Parry again" Don't knock it till you've tried it. I think the Henk Rune Power variant deals with most of your complaints. The pool is the amount of divine energy at your disposal.It is raw and unfocused. The means to manipulate this energy is revealed by your deity directly (via meditation/ceremony) or taught by his/her priests. Thus the knowledge of how to cast spells is separate from the enery source (The Rune Power Pool). > Incidentally, on a related point: Runespells in Truestone. Suppose this > Yanafal Tarnils Sword finds a lump of Truestone (blank) lying around near the > Block (He's a lucky bugger, isn't he?). Now, he blows all his and his Allied > Spirit's Rune magic into it, including some Sanctify, Excommunication, Shield > and Sever Spirit. Later on, he meets a Humakti Sword who challenges him to a > Duel, and the Yanafal Tarnils guy loses ("He's Dead, Jim"). Mr Humakti picks > up the Truestone. > OK: What I want to know is: what happens when the Sanctify is cast? Is this > going to Sanctify an area for Yanafal Tarnils worship only? And can the > Hiumakti then fill up the Truestone with _his_ Sanctify spell? Ditto for > Excommunication. Also for spells like Shield, Sever Spirit etc. Essentially, > does the source of the Rune spell in Truestone make any difference to a) the > casting; and b) the refilling of it? This system readily suggests a solution to your dilemma of the truestone in a much nicer way (IMHO) than the current system. Simply make truestone contain only raw divine power i.e. Rune Power Points. Indeed it should be the only vessel which can store such power. Blank truestone will sop up as much divine energy as the holder(s) of the truestone has unless they have the will power necssary to resist the pull of the truestone. Once set in this way the true stone will act as a battery for divine energy of capacity X, where X is the Rune Power Pool of the setter(s) of the truestone. Thus truestone acts as an adjunct to ones own personal pool of divine power. The spells that can be powered with it are limited to those known by the holder of the truestone. The obvious compliment to truestone is the rune spell matrix, which I would alter to contain only the knowledge of the spell, not the power as well. This brings it in line with other matrix enchantments for sorcery and spirit magic. To give an example, Moxie Thon the Humakti knows two divine spells, True Sword and Detect Truth and has a RPP (Rune Power Pool) of 6 points. He finds a piece of blank truestone and unable to resists the supernatural urge to fill the vessel unleashes Humakt's raw power - a gray bolt of energy erupts from Moxie's sword into the Truestone in his hand. The Truestone is now set with a maximum RPP of 6 and a current RPP of 6 points. Moxie returns to the nearest temple and donates the truestone to the presiding Sword of Humakt. The Sword is suitably impressed and teaches Moxie the spells of heal wound and dismiss magic and presents him with an Iron Great Sword with a matrix for shield and turn undead enchanted on the hilt. The Sword asks Moxie to carry an important message through Troll country to a rebel band. Moxie is given the truestone with instructions to turn it over to the rebel leader. Whilst making camp Moxie's small band is attacked by zombies. Moxie grabs his great sword and the form of a spell focuses in his mind. "By Humakt, begone!" Moxie screams and lets the power of his God flow threw him and channels it into the form in his minds eye. A blue blast of energy flies from the pulsating iron sword and strikes the great troll zombie. There is a clash of magics and then the troll crashes to the ground. Moxie quickly dispatches two more zombies in similar fashion and then battle is joined as a lead clad troll comes screaming from the darkness in a beserk charge. (Moxie has cast three turn undeads thanks to his Matrix and truestone). A final prayer to Humakt that his sword strike true is all Moxie has time for before a trollish maul comes crashing down upon him. Moxie's Priest has taught him well though and most of the force of the blow is deflected as Moxie parries,sidesteps and then pulls his sword across in a wide arc catching the troll in the leg. Moxie once again feels the power of his god arcing along his sword and the blade slides between two pieces of armor and continues on through troll flesh and bone severing the leg at the knee. The troll topples sideways flaying madly,oblivious of his terrible wound. Moxie choses his moment well and delivers the coup de grace. (Moxie casts true sword using his own spell knowledge plus the power from the truestone. Now he is down to 2 RPP in the truestone, but it can be refilled to six points by someone later). Moxie can recover his RPP points or not depending on whether you believe in reuseable rune magic for initiates. Hmm, that was longer than intended, but thanks for reading this far. Cheers, Tim --------------------- From: david_baur@cl_63smtp_gw.chinalake.navy.mil (David Baur) Subject: Mailings of the Mind Message-ID: <199408162211.PAA07920@sunman.chinalake.navy.mil> Date: 16 Aug 94 06:48:52 GMT X-RQ-ID: 5729 Mailings of the Mind 8/16/94 2:43 PM Greetings from the Desert Robert McArthur & Divine Magical Units ================================ Robert McArthur in X-RQ-ID: 5698 makes a good point about the conservation of divine magic in a war: > Since the turns in DP are 1 day long, how do the casters of these spells > get them back to use the next day? and the next, and the next etc. It > can't really be the troops who all get down and pray for it - imagine doing > that every day after a battle for 8 hours! My guess is that the "holy war" > nature of the fights, and the large numbers, excites the gods to lend more of > a helping hand, because after all, its likely the other b*&^*d will anyway! This is yet another battle resource to manage, just like summoned creatures. I would imagine that there are different types of units, such as pure magic assault, pure magic defense, pure magic support, and magic casting fighter units. The first three types would be working only on a magical plane of fighting and would be stocked to the gills with magic (and MP matrix, spell matrix, ...). Their job would be to strategically cast magic as per the battle plans at times to create a tactical advantage for one (or more) of their fighting units, much the same way archers are used (archers also being a limited resource). The magic casting fighter units would be a unit with complementary magic that can through their one or two big spells to create their advantage, then follow it through. > It wouldn't break time because the priest et al *have* actually sacrificed > for the spell; they are just getting them back an hour at a time instead of > a day... Now, a good question is why can't they be got back more often even > that that? Is there a physical (:-) barrier to more than one casting per day? First, there's the little minor detail called the Compromise limited the Gods involvement, but exempting that for the moment, if all you had was an elevated war of great magical forces battling across the land, both sides regaining magic faster than before, you still have the same war, only faster and messier for the land around (think of all the collateral damage we can create just dumping masses of giant Sylphs or Gnomes across the countryside. This sounds like another wasteland in forming. Tim J. Minas (X-RQ-ID: 5702) ======================= > Wolf totem: surely this would be Telmor, as written up in (I think) an issue > of Heroes that I have at home in the bottom of a box somewhere. GoG. BTW the player is making the same assumption, but still is not sure. I can't go further cause he might be watching };-o Colin Watson & Communal Rune Magic (X-RQ-ID: 5703) ============================================ I like the idea of the "communal temple spirit" (A sort of brainless temple allied spirit). It does seem to fit better into the flavor of RQ then the generic power Vs. number of worshippers idea. The only difference is that this will require a tad more thought for the individual gods in campaigns. An immediate question I have (others probably to follow in later postings), would be, in how many worshippers does it take banding together for the spirit to use it's spells? If it is a set number, then you will be guaranteed a minimum number of worshippers, but if a split in thought occurs, then you can have multiple groups doing (possibly) counterproductive things. If it is a percentage (simple majority?), then the spirit will do as the temple wishes, but may not have enough people to focus the spirit's abilities. In the case that you have an old, dying church that lost most of its worshippers, but used to have many worshippers and now a strong temple spirit, but only a handful of priests, would that be enough to direct the spirit? I now you didn't want to go into the mechanics too much, but this seems like a good idea that should be explored. Peter Metcalfe & Power Spirits & Errata =============================== Peter Metcalfe's posting (X-RQ-ID: 5674) states: > David baur gives an eloquent refutation of Joerg's munchkinism. However in > dismissing my limited solution, his argument does not conform with the RQIII > errata (*please note* I'm not dictating what rules he or anybody should use in > a campaign). Please don't think me an ingrate, but what errata are you referring to? I am only aware of the one posted on soda.berkley (RQ III errata)and I did not find anything conflicting with what I said based on that as well. Would you please send or direct me to any additional official errata? Thanks David Dunham & Leaping to East Ralios =============================== David -- In X-RQ-ID: 5686, you mentioned the following: > Alynx Leap > Jump up to Valorous in metres, up to half may be vertical. Geas: never > refuse a challenge from a troll. ("Arkat . was preparing for the Thunder > Mountain Jump" [JC.xvi]) > Battle Shout > Intimidates opponents - all must make Valorous or be at -2 skill. Geas: > never refuse a challenge in Damali lands. Both use a term (Valorous) in a way I am not familiar with. Would you please explain to me what this attribute sounding measurement is and how it is determined? I seem to be missing a reference. Thanks. BTW, in Cobra Strike, The Geas is never own a cloak longer than a year. Is that bigger than a size XXXX? :) Collision of Peters =============== Peter Whitelaw writes (X-RQ-ID: 5693): > Since Peter Metcalfe and I are, in fact, the same person, I obviously like this > idea. Since it is obvious that the Peters are binding together (through no fault of their own ;) ), I counter propose that the Dave/Davids do likewise. (I would, wouldn't I?) <(:) Until next time -- David Baur ---------------------