From: owner-runequest-rules@ (RuneQuest-Rules-Digest) To: runequest-rules-digest@lists.MPGN.COM Subject: RuneQuest-Rules-Digest V1 #20 Reply-To: runequest-rules@mpgn.com Sender: owner-runequest-rules@ Errors-To: owner-runequest-rules@ Precedence: bulk RuneQuest-Rules-Digest Tuesday, February 24 1998 Volume 01 : Number 020 RuneQuest is a trademark of Avalon Hill Games. All Rights Reserved. TABLE OF CONTENTS Re: [RQ-RULES] Learning Spirit Spells Re: [RQ-RULES] The Hibbs Replies [RQ-RULES] RE: The Hibbs Replies [RQ-RULES] Liches Re: [RQ-RULES] RE: The Meta Brain Melt :> Re: [RQ-RULES] Liches [RQ-RULES] RedShield Revised [RQ-RULES] Spell Teaching [RQ-RULES] Testing and hello [RQ-RULES] Earth Spells [RQ-RULES] Annihilate Re: [RQ-RULES] Earth Spells RE: [RQ-RULES] Earth Spells Re: [RQ-RULES] Annihilate 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: Sun, 22 Feb 1998 09:30:10 -0500 From: Tal Meta Subject: Re: [RQ-RULES] Learning Spirit Spells JULIAKIR@aol.com wrote: > > But how do you determine how big of a spirit shows up? What is > there to prevent the initiate from asking for a Protection 8? > This is specially true for Acolytes, since if they fail in winning > all they have to do is repray for a day and try again. Sooner or > later they will win, and I am not even talking about them using > Spirit Block or Spirit Screen to help their chances. Well, there's several ways to answer this question. IMG, first off, I limit the points in a spell that a member of a cult can learn to the number of runes the god in question posesses plus one. For example, a Sword of Humakt (Death/Truth/Death) could only learn up to Bladesharp 4 from his own cult, But an Orlanthi Wind Lord (Motion/Air/Air/Mastery) could learn Bladesharp 5. A much repeated rule I've heard (I suspect it's a RQ2 thing) is that in order to learn Bladesharp 4, you must have already learned versions 1 - 3. As far as the various spirit block spells go, trying to use them on a cult spell learning expedition is NOT a good idea. At the very least I'd rule that they fail, or that the spirit in question simply leaves. If I were feeling mean, I'd give the expected 12 point spirit a 2d6 roll, and multiply his actual mp by that amount, to simulate the anger of the god in question that his initiates aren't owning up to the kind of behavior is expected of them. And finally, to steal a page from another game system, if you keep summoning the same type of spirit, eventually you'll either fumble your roll, or a larger spirit is going to come and investigate why you keep beating up his little brother.... *************************************************************************** To unsubscribe from this list send mail to majordomo@mpgn.com with the line 'unsubscribe runequest-rules' as the body of the message. ------------------------------ Date: Mon, 23 Feb 1998 10:16:29 +1000 (EST) From: Robert McArthur Subject: Re: [RQ-RULES] The Hibbs Replies > > RuneQuest 4 gave Spirit spells' Range as POWx5m, I think this is > > too extreme. Based on Sandy's theories on how magic works, I would > > use POW+40m, not that this makes much difference in most > > situations. > > Workable. We'd been using POWx5 in my last campaign, but most battles > were fought MUCH closer than that, or they were fought by sorcery from a > klick away... We decided on MPx5 instead of POWx5. It makes things quite a bit more interesting! Robert McArthur *************************************************************************** To unsubscribe from this list send mail to majordomo@mpgn.com with the line 'unsubscribe runequest-rules' as the body of the message. ------------------------------ Date: Mon, 23 Feb 1998 17:54:21 -0000 From: "Hibbs, Philip" Subject: [RQ-RULES] RE: The Hibbs Replies >Go for 1/4's, with a minimum of 1 point of damage. The same folks >who can figure out half damage can do it twice, afterall. It's Leon Kirshtein's spell. WHich makes me think, when I post these spells to the Digest I'll email all the original authors to send me a latest version of their spell(s), then it's up to them whether to take into consideration the comments by other rules listers. So, will you all keep your spells safe and up-to-date. >Gloranthaphiles are going to ask why it's not an axe >spell, though. Because it's Air-magic, not Earth-magic. A zephyr is a sharp, blustery wind. I'm going to elaborate the description somewhat. >How about a variable cost depending on the phase of the moon. Ouch! Would that mean that the Free INT required also varies? 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: Mon, 23 Feb 1998 19:08:53 GMT From: "Nikk Effingham" Subject: [RQ-RULES] Liches Liches In Glorantha a Liche is a particularly nasty form of undead. Related to Vampires and Mummies, they are beings whose thirst for knowledge has almost overwhelmed them, exchanging life in return for the chance to discover more about the world around them. A Liche is formed by the Create Liche ritual, a sorcerous spell that can be cast at any time. The caster must sacrifice seven virgins of a sentient species, then commit ritual suicide and suceed in a successful ceremony roll. Success means that the character's soul is dissolved (much like a vampires) and they have become a Liche. Failure means that the character dies, their soul being sent to whatever afterlife it is meant for where it will be damned to whatever Hell that character's God has waiting for those who dabble in Chaos, Undeath and the mysterious Arts. Whilst the spell can be cast by anyone, Liches are often found in the cult of Thanatar, where the lust for power and knowledge easily consumes worshippers. As Than has the greatest connection to Undeath and Monsters, it is usually his Doom Lords that sacrifice themselves in such a manner. It is rare for anyone other than a Priest or Rune Lord to voluntarily become a Liche, mainly as advancement in Thanatar without a soul is quite difficult. As the spell is sorcerous in nature, the liches are mainly found in Western and Eastern wings of the cult, i.e. in Carmania, Ralios, the Atyari of the Kralorelan Empire, and the odd one or two in the Heortland. Also, Lhankor Mhy scholars desperate for knowledge have turned to Lichehood, and sorcerors often consider it as an alternative to the Immortality spell - especially if they are non-Malkioni. However, any may become a Liche, even those with no intrest in knowledge and learning (although the ritual creates a desire for such things). Liches appear as withered, emancipated figures, drained of fluids and with their flesh pulled tight around their bones. Even newly created Liches appear this way. Normally there is no smell of rotting, or of decomposition. Liches often use perfumes to cover the smell. Liches have been known to walk about in towns and cities, under the cover of heavy clothing, to purchase books, tomes and grimoires, but otherwise spend most of their time in libraries. Liches are often solitary in nature. They never take apprentices. STR 3d6x2 Move Species+1 R Leg 0*/7 CON 3d6x2 HP 19 L Leg 0*/7 SIZ 2d6+6 FP NA Abdomen 0*/7 INT 2d6+6 MP 3d6 Chest 0*/8 POW NA R Arm 0*/5 DEX 3d6+6 L Arm 0*/5 APP 1d6 DEX SR 2 Head 0*/7 *= Liches often wear armour if expecting trouble, and usually have some forms of protective magic. Weapon SR att dmg Touch 7 Base 25 1d3+db+special Magic: Never has Spirit Magic, but they are often powerful sorcerors and sometimes have Divine Magic. Those in Thanatar are often loaded with Consume Magic, Devour Books etc… HeroQuest Information: Liches gain the Passion of Lust (knowledge) +10 Notes: The touch of a Liche is especially devastating. Upon striking it drains 3d6% of a skill chosen by the Liche. This skill can be any Knowledge skill, Speak skill, Magical Art or Sorcery spell. The loss is permanent. In return the Liche gains an "experience tick" in that skill, even if one cannot normally be gained in (lores etc…). The tick is instant, and if it suceeds then the Liche gains 1d6% in that skill to reflect the knowledge it has learnt from the drained victim. Liches often capture victims alive to use this upon. They usually have a myriad of Lores, some in the region of 150% to 200% if the Liche is of any reasonable age. Sorcery Notes: I favour the rule that upon becoming a Liche they gain a Vow of Lichehood. This adds their old POW as Presence. It is lost if they ever attempt to stop being a Liche. 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: Mon, 23 Feb 1998 21:19:02 -0500 From: Tal Meta Subject: Re: [RQ-RULES] RE: The Meta Brain Melt :> Hibbs, Philip wrote: > > It's Leon Kirshtein's spell. I guess these multiple replies are starting to get even ME lost. :) > >Gloranthaphiles are going to ask why it's not an axe > >spell, though. > Because it's Air-magic, not Earth-magic. A zephyr is a sharp, > blustery wind. I'm going to elaborate the description somewhat. I'm going to stop trying to answer mail at odd hours of the day . Now why did i attach an Earth affiliation to that spell? . > >How about a variable cost depending on the phase of the moon. > Ouch! Would that mean that the Free INT required also varies? I hadn't been looking at that too closely myself, as variable point costs were too unweildy. I'll try and get my current revision out this evening for review. *************************************************************************** To unsubscribe from this list send mail to majordomo@mpgn.com with the line 'unsubscribe runequest-rules' as the body of the message. ------------------------------ Date: Mon, 23 Feb 1998 21:33:30 -0500 From: Tal Meta Subject: Re: [RQ-RULES] Liches Nikk Effingham wrote: > > Liches I love it. I am, however, going to nitpick it just a little. :) > sentient species, then commit ritual suicide and suceed in a > successful ceremony roll. One assumes they succeed in the Ceremony roll BEFORE the suicide. :) > Sorcery Notes: I favour the rule that upon becoming a Liche they > gain a Vow of Lichehood. This adds their old POW as Presence. It > is lost if they ever attempt to stop being a Liche. Unthought if, but much agreed with. But how does one stop being undead (and benefit from it?) Another story in and of itself....? Any plans on reposting this on the GD? *************************************************************************** To unsubscribe from this list send mail to majordomo@mpgn.com with the line 'unsubscribe runequest-rules' as the body of the message. ------------------------------ Date: Mon, 23 Feb 1998 23:39:10 -0500 From: Tal Meta Subject: [RQ-RULES] RedShield Revised 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, and all parries with that shield are counted as being one class better (i.e. a normal success counts as a special and a special as a critical). On those rounds that it is between extremes (half, crescent) the armor points of the shield are doubled (only). 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. Comments? Critique? *************************************************************************** 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, 24 Feb 1998 13:14:26 -0500 From: Gavin McIntyre Subject: [RQ-RULES] Spell Teaching Juliakir (Leon) Wrote on 21.2.98 < But how do you determine how big of a spirit shows up? What is there to < prevent the initiate from asking for a Protection 8? This is specially true < for Acolytes, since if they fail in winning all they have to do is repray for < a day and try again. Sooner or later they will win, and I am not even talking < about them using Spirit Block or Spirit Screen to help their chances. First of all Spell teaching allows you to summon a spirit up to the level of the spell you know. It may well be the same spirit that taught you your spell. Therefore if the teacher only knows Protection 2 the higest he(she) can summon is a spirit with protection 2. Second give a spirit 1d6 / POW per spell level. Therefore a spell spirit with protection 8 would have 8d6 ( Ave of 22 Pow) which is not something to be sneezed at ! Finally in my game if they fight and loose against a spell spirit I have them loose 1 point of POW which is recoverable after a week of rest. If you want to curb excessive demands then put up the cost charged by NPC's and hint at evil spirits sometimes comming through and posessing the characters. Gavin McIntyre *************************************************************************** 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, 24 Feb 1998 13:38:12 -0500 From: "Choinski, Burt" Subject: [RQ-RULES] Testing and hello Greetings all...it's been a while since I was on the RQ list (jeez, easily as long back as Andrew's and Henk's lists). -- Burton - --------------------------------------------------------- Burton Choinski, Peritus Software Services Inc. bchoinski@peritus.com *************************************************************************** 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, 24 Feb 1998 19:54:51 -0000 From: "Hibbs, Philip" Subject: [RQ-RULES] Earth Spells I'm tempted not to do any major combat spells associated with the element of Earth, because of its life/healing associations. Of course, those are Gloranthan associations, not RuneQuest ones. 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: Tue, 24 Feb 1998 20:03:40 -0000 From: "Hibbs, Philip" Subject: [RQ-RULES] Annihilate Annihilate - 6 points, touch, passive, temporal This spell may only be cast upon a missile weapon made of pure silver. When the weapon is fired, it is consumed, and if the attack roll is successful, deals the caster's POW in damage to the location struck. The shot may be aimed as normal. This spell may not be stacked with any other weapon-enhancing magic. 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: Tue, 24 Feb 1998 14:32:13 -0600 From: "Michael A. Pastorello" Subject: Re: [RQ-RULES] Earth Spells At 07:54 PM 2/24/98 -0000, you wrote: >I'm tempted not to do any major combat spells associated with the >element of Earth, because of its life/healing associations. Of course, >those are Gloranthan associations, not RuneQuest ones. Opinions? I agree with you whole heartedly when you say this because in my game it has the same connotations. The other thing I wanted to bring up was about whisperblow. IMHO I think that a spells name should have something to do with its effect. To that end why not make that a spell that a thief would like, why not add something like when the either blow lands the spell also cushions the sounds so anyone nearby will have to roll a crit listen in order for them to hear the combat...would be very effective if trying to infiltrate anything. Just my thoughts. Opinions? Mike *************************************************************************** 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, 24 Feb 1998 15:15:44 -0500 From: "Choinski, Burt" Subject: RE: [RQ-RULES] Earth Spells What about combat spells affecting the earth i.e. an earthquake spell to open a split in the ground (trapping the target or damaging man-made structures)? While fire may be an element that "directly" attacks, slower moving earth may be more subtle. -- Burton - --------------------------------------------------------- Burton Choinski, Peritus Software Services Inc. bchoinski@peritus.com *************************************************************************** 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, 24 Feb 1998 14:41:55 -0600 From: "Michael A. Pastorello" Subject: Re: [RQ-RULES] Annihilate At 08:03 PM 2/24/98 -0000, you wrote: >Annihilate - 6 points, touch, passive, temporal >This spell may only be cast upon a missile weapon made of pure silver. >When the weapon is fired, it is consumed, and if the attack roll is >successful, deals the caster's POW in damage to the location struck. The >shot may be aimed as normal. This spell may not be stacked with any >other weapon-enhancing magic. Question...does armor protect as normal..i would say no but magical protection and countermagic would protect? How does that sound? Mike *************************************************************************** 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 #20 ************************************ *************************************************************************** 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.