From: owner-runequest-rules@ (RuneQuest-Rules-Digest) To: runequest-rules-digest@lists.MPGN.COM Subject: RuneQuest-Rules-Digest V1 #18 Reply-To: runequest-rules@mpgn.com Sender: owner-runequest-rules@ Errors-To: owner-runequest-rules@ Precedence: bulk RuneQuest-Rules-Digest Thursday, February 19 1998 Volume 01 : Number 018 RuneQuest is a trademark of Avalon Hill Games. All Rights Reserved. TABLE OF CONTENTS Re: [RQ-RULES] RedBlade Re: [RQ-RULES] 4 Point Elemental Spells Re: [RQ-RULES] RedBlade Re: [RQ-RULES] WisperBlow [RQ-RULES] RE: DarkMaul [RQ-RULES] Liches/Dark Maul/Red Blade Re: [RQ-RULES] Liches/Dark Maul/Red Blade\WhisperBlow Re: [RQ-RULES] SpineStrike [RQ-RULES] ShadowStrike [RQ-RULES] DarkMaul 4 [RQ-RULES] Fluid Stats RULES OF THE ROAD 1. Do not include large sections of a message in your reply. Especially not to add "Yeah, I agree" or "No, I disagree." Or be excoriated. If someone writes something good and you want to say "good show" please do. But don't include the whole message you praise. 2. Use an appropriate Subject line. 3. Learn the art of paraphrasing: Don't just quote and comment on a point-by-point basis. 4. No anonymous posting, please. Don't say something unless you're ready to stand by it. ---------------------------------------------------------------------- Date: Tue, 17 Feb 1998 20:16:54 EST From: JULIAKIR@aol.com Subject: Re: [RQ-RULES] RedBlade In a message dated 98-02-16 23:29:00 EST, you write: << RedBlade - 2 Points, Touch, Temporal, Passive This spell effects only scimitars or similarly curved edged weapons such as jambiyas, kukris, etc.. It causes the weapon to take on a reddish glow that waxes and wanes between melee rounds. On those rounds when the weapon is at it's highest ebb (full), the blade ignores all non-magical armor and strikes for double damage. On those rounds that it is between extremes (half, crescent) it ignores all non-magical armor and strikes for normal damage. On those rounds when the blade barely glimmers (new, empty), it acts in all ways as a normal weapon, but provides no damage bonuses for strength. The blade enters a new phase with each new melee round, beginning in it's new phase and cycling from then on. >> Like this one too, but lets make them in line with Fireblade, 4pt spells. Ignoring armor and striking for double damage is a bit much, I am thinking one or the other. Leon Kirshtein *************************************************************************** To unsubscribe from this list send mail to majordomo@mpgn.com with the line 'unsubscribe runequest-rules' as the body of the message. ------------------------------ Date: Tue, 17 Feb 1998 21:19:18 -0500 From: Tal Meta Subject: Re: [RQ-RULES] 4 Point Elemental Spells JULIAKIR@aol.com wrote: > > <> > I like the idea very much, however I have a problem with the > spell. First of all it is only 2pt, Fireblade is 4pt. It is too > much like the Divine spell Pain Blow which is a 2pt Divine spell. > So how about this version: When used in combat, one third of all > damage ignores armor. Can't speak for Philip, but you've got a point. The 1/3 damage is interesting too; Perhaps for the Earth version? > << RedBlade>> > - 2 Points, Touch, Temporal, Passive > Like this one too, but lets make them in line with Fireblade, 4pt > spells. Ignoring armor and striking for double damage is a bit > much, I am thinking one or the other. I followed Philip's lead, I'm afraid, so far as points went. Note that the redblade only ignores non-magical armor: spells like protection or shield still have full effect. (Been my experience that characters will load up on defensive magic rather than lug around heavy armors). *************************************************************************** To unsubscribe from this list send mail to majordomo@mpgn.com with the line 'unsubscribe runequest-rules' as the body of the message. ------------------------------ Date: Tue, 17 Feb 1998 21:50:36 -0500 From: Tal Meta Subject: Re: [RQ-RULES] RedBlade Pasanen Panu wrote: > > Obviously it is useful to have two of these, and to parry with > the one which is in dark phase and to hit with the brighter one:) Hey, that reminds me! RedBlade - 4 Points, Touch, Temporal, Passive This spell effects only scimitars or similarly curved edged weapons such as jambiyas, kukris, etc.. It causes the weapon to take on a reddish glow that waxes and wanes between melee rounds. On those rounds when the weapon is at it's highest ebb (full), the blade ignores all non-magical armor, has and strikes for double damage, On those rounds that it is between extremes (half, crescent) it ignores all non-magical armor and strikes for normal damage. On those rounds when the blade barely glimmers (new, empty), it acts in all ways as a normal weapon, but provides no damage bonuses for strength. The blade enters a new phase with each new melee round, beginning in whatever phase the moon is currently in and cycling from then on. And, for a change of pace.... RedShield - 4 Points, Touch, Temporal, Passive This spell effects only shields. It causes the shield to take on a reddish glow that waxes and wanes between melee rounds. On those rounds when the shield is at it's highest ebb (full), the armor points of the shield are doubled. On those rounds that it is between extremes (half, crescent) it is normal in all respects. On those rounds when the shield barely glimmers (new, empty), it's armor points are halved. The shield enters a new phase with each new melee round, beginning in whatever phase the moon is actually in and cycling from then on. (I was orginally going to put the AP mods into RedBlade, but then I'd have to make it a ridiculous 6 point spell or something .) *************************************************************************** To unsubscribe from this list send mail to majordomo@mpgn.com with the line 'unsubscribe runequest-rules' as the body of the message. ------------------------------ Date: Tue, 17 Feb 1998 22:16:13 EST From: JULIAKIR@aol.com Subject: Re: [RQ-RULES] WisperBlow Ok let me make a stab (wink, wink), at the Air spell WisperBlow - 4 Points, Touch, Temporal, Passive This spell only affects melee weapons. It causes the weapon to leave a visible trail after a strick for the briefest of moments and then disappears as it catchesup to the weapon. The effect of the weapon is to deliver an other attack 1SR affter the initial attack. This attack maybe parried but at half ability, unless the defender has chosen to take two defensive actions for this round and uses the second to parry this attack. The damage done is that of the weapon only, no strength bonus. This attack is at the same percentage as the original but can not special. A critical will still ignor armor. Leon Kirshtein *************************************************************************** To unsubscribe from this list send mail to majordomo@mpgn.com with the line 'unsubscribe runequest-rules' as the body of the message. ------------------------------ Date: Wed, 18 Feb 1998 09:59:58 -0000 From: "Hibbs, Philip" Subject: [RQ-RULES] RE: DarkMaul >First of all it is only 2pt, Fireblade is 4pt. >It is too much like the Divine spell >Pain Blow which is a 2pt Divine spell. It's not as powerful as Fireblade, and I'm not familiar with Pain Blow, but for 2 points of divine I'd expect something better. Given that some rules have crushing weapons ignoring some armour anyway, your version of the spell could lead to quite complex calculations in the middle of combat. But in principle, lets see everyone's suggestions - I'm sure there are dozens of variants in existence in Glorantha for all the elements. Redblade - Excellent stuff. What phase should it start on, and how many rounds is a 'cycle'? 7 springs to mind, but melee rounds are a game mechanic, not a Gloranthan concept. Keeps it simple, though. Rather than bothering the Glorantha list, I'll wait until we have spell descriptions for all the elements, then post them all together to the GD. philip.hibbs@tnt.co.uk or phibbs@compuserve.com http://ourworld.compuserve.com/homepages/phibbs +--------------+ | Philip Hibbs +---------------------------------------------+ | What immortal hand or eye dare frame thy perfect symmetry? | +------------------------------------------------------------+ *************************************************************************** To unsubscribe from this list send mail to majordomo@mpgn.com with the line 'unsubscribe runequest-rules' as the body of the message. ------------------------------ Date: Wed, 18 Feb 1998 11:02:34 GMT From: "Nikk Effingham" Subject: [RQ-RULES] Liches/Dark Maul/Red Blade LICHES Scott: >The one thing I do not agree with is the liches motivation. I >believe most would be trying to avoid death. This would vary a bit >and most would still delve into books a lot since that is probably >how they came up with the knowledge in the first place. Hmm, I'm not so sure. I liked Tal's idea that they turn into Liches more to perptuate their ability to research knowledge than to stay alive. I think Lhankor Mhy scholars might turn renegade and become liches to do this. Tal: >> If the lich is so intrested in knowledge, perhaps they have >> knowledge stealing powers (Thanatari creations perhaps?) as well. > >Consume Mind & Devour Book (or sorcerous variations thereof) would >certainly be appropriate, I'd think. I was thinking more along the lines of the ability to drain knowledge skills rather than mp's! Now THAT'S a fearsome undead! I think that if the Liche happens to also be in Thanatar they are most likely Rune Levels and will have access to the above spells anyhow. >I've got that supplement, but my only beef with that version was that >it left a living liche, indebted to a god, which wasn't what I >envisioned. On principle, I kinda like the athiest sorcerer mindset, >and can't see one bargaining with deathgods for immortality. I'd do what I do for vampires. For vampires, there is a sorcery spell for their creation, but it is monopolized by one cult (Vivamort) although the spell has leaked out over the years and there are now many (less powerful) non-Vivamorti vampires. Of course, these Vampires lack the magics to Steal Rune Magic and Commune with Vampire "god". In the case of Liches, there would be a sorcerous Divine Spell, Create Liche, which I would rule would be monopolized by certain sections of the Thanatar cult. Obviously in Non-Gloranthan settings this would be different. DARKMAUL I agree that this is way too powerful for a 2 point spirit spell. Delete the last line and it'd work fine IMO. RED BLADE I'd make this a three point spell and rule that it couldn't be used in conjunction with other weapon affecting magics. Except, perhaps, for Truesword. Nikk E. Nikk Effingham eng7nje@leeds.ac.uk http://www.geocities.com/TimesSquare/Lair/7556/ "If absolute power corrupts absolutely Where does that leave God?" -- George Daacon *************************************************************************** To unsubscribe from this list send mail to majordomo@mpgn.com with the line 'unsubscribe runequest-rules' as the body of the message. ------------------------------ Date: Wed, 18 Feb 1998 19:05:39 -0500 From: Tal Meta Subject: Re: [RQ-RULES] Liches/Dark Maul/Red Blade\WhisperBlow Nikk Effingham wrote: > > LICHES > > I think Lhankor Mhy scholars might turn renegade > and become liches to do this. That they might, if my somewhat shaky understanding of LM's love of knowledge is accurate. > I was thinking more along the lines of the ability to drain > knowledge skills rather than mp's! Now THAT'S a fearsome undead! I > think that if the Liche happens to also be in Thanatar they are > most likely Rune Levels and will have access to the above spells > anyhow. Only problem with this would be keeping them in their dusty libraries... if I could steal people's skills, I think I'd go out and socialize more! :) Perhaps each touch results in 3d6 of a random skill being drained, earning the liche a skill check to derive anything useful from that being's knowledge. They might even possess a spell to aid them in extracting the sort of knowledge that interests them most. Hmmm. > Of course, these Vampires lack the magics to Steal Rune Magic and > Commune with Vampire "god". In the case of Liches, there would be > a sorcerous Divine Spell, Create Liche, which I would rule would > be monopolized by certain sections of the Thanatar cult. Obviously > in Non-Gloranthan settings this would be different. I seem to be lacking the "Steal Rune Magic" spell myself. I've seen this ability mentioned several places, but I can't remember ever seeing a mechanic/spell for it. Personally, I see the liche as existing in several regions, and even on Glorantha, not being limited to Thanatar/Lhankor Mhy initiates... this strikes me as something the Vadeli would be heavily involved in, for instance. > RED BLADE > > I'd make this a three point spell and rule that it couldn't be > used in conjunction with other weapon affecting magics. Except, > perhaps, for Truesword. Same basic tenets as Fireblade, I'd imagine. Revised version pegs in at 4 points, for conformity's sake. Philip Hibbs wrote: > > Redblade - Excellent stuff. What phase should it start on, and how > many rounds is a 'cycle'? 7 springs to mind, but melee rounds are > a game mechanic, not a Gloranthan concept. Keeps it simple, > though. Originally, I had it start off in the new phase, but then I realized that having it mimic the moon in it's current phase at the start was a better option. So, on a full moon day, you'd do 2x damage on the 1st round, then enter the half phase and do normal damage (2nd), same in crescent (3rd), then lose your STR bonus in the new phase (4th), then do normal dmage in the crescent (5th) and half phases (6th) again, before re-entering the full phase (7th) for 2x damage again. My prior camapign (non-Gloranthan) had a 6 day week, where the moon entered a new phase each day... > Rather than bothering the Glorantha list, I'll wait until we have > spell descriptions for all the elements, then post them all > together to the GD. Sounds fair enough. JULIAKIR@aol.com wrote: > Ok let me make a stab (wink, wink), at the Air spell > > WisperBlow - 4 Points, Touch, Temporal, Passive Oooo... verra nice. And here I was thinking Storm/Lightning. Maybe lightning for the StormArrow version. *************************************************************************** To unsubscribe from this list send mail to majordomo@mpgn.com with the line 'unsubscribe runequest-rules' as the body of the message. ------------------------------ Date: Wed, 18 Feb 1998 22:21:06 EST From: JULIAKIR@aol.com Subject: Re: [RQ-RULES] SpineStrike How about this for a Water based Fireblade type spell SpineStrike - 4 Points, Touch, Temporal, Passive This spell only affects slashing or impaling melee weapons. It causes the weapon to start driping water and smooth then stroked one way, but but very rought then stroked the other. The weapon will continue to do normal damage, although it is considered magical for purposes of hitting magical things. It is then the weapon penetrates armor there the special effects become apparent. On any hit which penetrates, the weapon becomes stuck in the wound. The user then has the option to rip the weapon out, which will cause an additional 1d6 damage to the location, ignoring armor, or leaving the weapon in. Note, if the weapon is not removed the damage can not be healed and any further activity will cause damage to the location equal to damage of the weapon. Unlike the other similar spell SpineSrike is compatable with Blade Sharp. *************************************************************************** To unsubscribe from this list send mail to majordomo@mpgn.com with the line 'unsubscribe runequest-rules' as the body of the message. ------------------------------ Date: Thu, 19 Feb 1998 18:02:00 -0000 From: "Hibbs, Philip" Subject: [RQ-RULES] ShadowStrike In fact, how about this: ShadowStrike by Leon Kirshtein and Philip Hibbs 4 Points, Touch, Temporal, Passive This spell only affects blunt weapons. It causes the impliment to turn as black as the darkest night, bright lights or brightly lit objects can bee seen through it like through thick glass, and even gains some partial insubstantial properties. When used in combat, half of all damage ignores armor. Is half too much? I thought 4 points was a bit expensive for a third, but half may be too powerful. How about 3 points for one third? Lets hear your opinions. philip.hibbs@tnt.co.uk or phibbs@compuserve.com http://ourworld.compuserve.com/homepages/phibbs +--------------+ | Philip Hibbs +---------------------------------------------+ | What immortal hand or eye dare frame thy perfect symmetry? | +------------------------------------------------------------+ *************************************************************************** To unsubscribe from this list send mail to majordomo@mpgn.com with the line 'unsubscribe runequest-rules' as the body of the message. ------------------------------ Date: Thu, 19 Feb 1998 17:53:24 -0000 From: "Hibbs, Philip" Subject: [RQ-RULES] DarkMaul 4 Leon Kirshtein suggests an alternative DarkMaul spell: >DarkMaul - 4 Points, Touch, Temporal, Passive >When used in combat, one third of all damage ignores armor. I think 4 points is a bit expensive for this, perhaps half of the damage should ignore armour, it's easier to calculate that way. People don't like thirds much. Comments? philip.hibbs@tnt.co.uk or phibbs@compuserve.com http://ourworld.compuserve.com/homepages/phibbs +--------------+ | Philip Hibbs +---------------------------------------------+ | What immortal hand or eye dare frame thy perfect symmetry? | +------------------------------------------------------------+ *************************************************************************** To unsubscribe from this list send mail to majordomo@mpgn.com with the line 'unsubscribe runequest-rules' as the body of the message. ------------------------------ Date: Thu, 19 Feb 1998 13:12:21 -0500 From: Gavin McIntyre Subject: [RQ-RULES] Fluid Stats Michael A. Pastorello wrote: > > I was wondering about some of your house rules when a PC loses > attributes. The way I play it when it comes to the modifiers is > the modifiers stay the same for all skills, saves on a lot of book > keeping for characters that have highly fluctuating POW's. In my game I have found the best compramise is to not add the bonus / penalty for normal skills. This means that your players only have a few figs to alter excpet for weapon skills . For these I generally add in the modifiers to the skill. Also you can not let players change any skills due to stat changes ( unless its real important to the DM) until they make there skill increase rolls ant the end of an adventure. < DarkMaul - 4 Points, Touch, Temporal, Passive This spell only affects blunt weapons. It causes the impliment to visibly darken and slowly eminates waves of darkness that disspiate a couple of inches from the surface and leave a wispy trail in the air when weilded. When used in combat, one third of all damage ignores armor. I really like this spell & i'm sorry but I prefer itwith the modifications to the origonal one posted by Philip Hibbs. As a small footnote here is a saying I came across some time ago which really encapsulates one of the majot NPC's in my game My Humakti philosophy: Death is what I desire, and my life is the currency with which I shall purchase it. But would a hungry farmer pay a hundred gold wheels for a small bag of grain, when he can walk down the street and feed his whole village for a year on the same? I wish to spend my life on the best death that I can afford. Gavin_McIntyre@Compuserve.com *************************************************************************** To unsubscribe from this list send mail to majordomo@mpgn.com with the line 'unsubscribe runequest-rules' as the body of the message. ------------------------------ End of RuneQuest-Rules-Digest V1 #18 ************************************ *************************************************************************** To unsubscribe from this list send mail to majordomo@mpgn.com with the line 'unsubscribe runequest-rules' as the body of the message. RuneQuest is a Trademark of Avalon Hill Games. With the exception of previously copyrighted material, unless specified otherwise all text in this digest is copyright by the author or authors, with rights granted to copy for personal use, to excerpt in reviews and replies, and to archive unchanged for electronic retrieval.