From: owner-runequest-rules@ (RuneQuest-Rules-Digest) To: runequest-rules-digest@lists.MPGN.COM Subject: RuneQuest-Rules-Digest V1 #52 Reply-To: runequest-rules@mpgn.com Sender: owner-runequest-rules@ Errors-To: owner-runequest-rules@ Precedence: bulk RuneQuest-Rules-Digest Wednesday, March 25 1998 Volume 01 : Number 052 RuneQuest is a trademark of Avalon Hill Games. All Rights Reserved. TABLE OF CONTENTS [RQ-RULES] Elf Bows [RQ-RULES] Thanatar's Temple - The Doomed Torturer [RQ-RULES] Thanatar's Temple- Another Healer? [RQ-RULES] Thanatar's Temple- Thanatari Covern Sorcerors [RQ-RULES] Thanatar's Temple- Bertchall 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, 24 Mar 1998 20:58:29 +0000 From: "Simon Phipp" Subject: [RQ-RULES] Elf Bows Michael A. Pastorello: > I was looking at the write up for elf bows and was wondering how > everyone plays this aspect. Does the wielder have to be in contact > with the bow when he uses the MP's of the bow? Thanks. Mike Yes, but the elf may have the bow on its back or whatever. Leon Kirshtein: > Absolutely. Note you can probably assume that an elf never lets the > bow out of its hands, and the bow will die if any non elf even > touches it. In our campaign, at an early stage, this led to people grabbing elf bows to disable them completely. It also led to Apostate Humakti grabbing swords and making them shatter and humans grabbing Mostali Muskets making them eplode! We soon changed the spirit so that humans using an elf bow, mostali device or whatever would have it detroyed, but not simply by taking hold of it. *************************************************************************** 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 Mar 1998 23:55:29 -0500 From: Tal Meta Subject: [RQ-RULES] Thanatar's Temple - The Doomed Torturer Here, we get a little extreme. I used Sandy's Sorcery for Ventor, if you don't, give him a Duration skill of 101%. Ventor - Atyar Acolyte / Ikadz Priest / Sorcerer High Torturer of the Temple of Heads Race: Human Age: 45 Dex SRM: 3 Siz SRM: 1 Presence: 26 Magic Points: 13 Fatigue Points: 21 Damage Modifier: 1d4 Hit Points: 15 Head: 5 Chest: 6 Arms: 4 Legs: 5 STR: 10 CON: 11 SIZ: 18 INT: 12 POW: 13 DEX: 13 APP: 11 Civilized Priest / Torturer ( -5) Agility Boat: 0 Climb: 55 Dodge: 70 Jump: 20 Ride: 90 Swim: 40 Throw: 50 ( 2) Knowledge Evaluate: 47 Craft: 113 First Aid: 102 Animal: 97 Race: 97 Mineral: 77 Plant: 57 World: 37 Chaos Lore: 80 Read: 92 Ships: 0 ( 5) Manipulate Conceal: 103 Devise: 50 Sleight: 66 Music: 30 ( -8) Stealth Hide: 62 Sneak: 92 ( 5) Communicate FastTalk: 70 Orate: 105 Sing: 101 Speak: 95 ( 7) Magical Ceremony: 102 Summon: 67 Enchant: 97 Intensity: 108 Range: 103 Banish: 102 Multispell: 103 Speed: 99 Reinforce: 87 Ease: 72 ( 5) Perception Listen: 50 Scan: 44 Search: 55 Track: 18 ( 5) Attack Fist: 90 Dagger: 110 1H Wpn: 95 2H Wpn: 77 Missile: 60 ( -5) Parry Dagger: 90 1H Wpn: 85 2H Wpn: 60 Shield: 10 ( ) Other Illumination: 36 Garrote: 91 Doomed of Atyar - Gifts/Geasa Skin turns pitch black (+10% Stealth) / Never lie to a fellow Thanatari +1 point of skin armor / Never ride an animal Special note to skills: Ventor's sole craft is, of course, torture. Spells known (Spirit): Befuddle, Fanaticism, Mindspeech, Transfer Wound Spells known (Divine): Break Body, Pain Blow, Summon Pain Spirit, Summon Wound Spirit, Command Pain Spirit, Command Wound Spirit, Consume Mind, Devour Book, Fear, Sanctify, Worship Atyar. Spells Known (Sorcery): Bless Sword 59, Castback 73i, Conceal Magic 64i, Disguise 81, Dominate Lycanthropy Spirit 71, Project Touch 54, Resist Damage 92i, Resist Death 81i, Smother 102i, Awaken Chaos, Conjure , Summon Lycanthropy Spirit, Youth (i) Special notes to spells: All spirit spells are tattooed into matrices that spread across Ventor's back. Break Body -> Command Wound Spirit are from Ikadz, the rest are from the Atyar cult. All Divine spells are reuseable. Sorcery spells with an "i" after their skill are currently carried in mind, he has a grimoire with all of his spells in his private library. Sorcery notes: Presence calculations as follows: High Vow (5), Vessel (6), Lore Mastery (7), Shun Tap (2), Devour Foe (2), Illumination (4) = 26 Possessions of note: Shvalzakyarax - "Shval" is the spirit inhabiting Ventor's short sword. Technically, Shval is a demon, and it manifests itself along the blade as a swarm of bright orange and lavender insects (actually the insects temporarily replace the blade when active) that do 5d6 damage when they successfully strike in combat. The insects fear fire, and will not manifest if the weilder is fighting someone with a Fireblade spell active. In addition to the added damge, the sword adds a bonus of 23% to the attack and parry skills of the weilder. (INT 10 / POW 15) Ventor also has two bound lycanthropy spirits (1 wolf, 1 spider), and several magic point matrices and bound POW spirits that provide him with an additional 52 magic points. ******************************* Ventor el'Abrazus d'Chasme was born to wealthy parents in Carmania, who lavished their only son with every luxury and convenience. His father was an Irripi Ontor scribe of great repute, while his mother was an accomplished sorceress of the E'amanshu/Waleesh tradition. As a teenager, he fell in with something of a fast crowd, but after a few bad incidents with the local authorities, even his parent's money and influence could no longer keep him out of prison. In prison he fell in with a much rougher crowd, one of whom was a deranged Gbaji Illuminate, who practiced his trade upon his fellow inmates. His parents did not approve of the friends he was making, and upon news of his escape from prison, they disowned him, stripping him of the right to the d'Chasme name. On the run with his cellmates, they fled into the mountains, finally settling in a ruined keep on the northern edges of Carmania. As they soon discovered, that keep was the domicile of an aging priest of Ikadz. The priest's followers managed to capture the lot of them, and it was by pure chance that he offered Ventor the choice first: to become an initiate of Ikadz and torture his friends, or be their victim (he chose to join, of course). Over the course of the next eight years, Ventor rose high in the priesthood, only leaving when he received news that his father had been killed. Returning home, he learned the details from his mother. His father had been involved in a decades long running debate with a follower of Lankhor Mhy, and upon the final settlement of the debate (in his father's favor), the offended Grey Scribe stabbed him in the eye with a quill pen, killing him. Even though they had not parted on the best of terms, Ventor vowed that he would bring low the Grey Sages, starting with his father's murderer.... As the local constabulary already had his father's slayer, Ventor offered his services once the man was convicted, and was granted his wish. Ventor enjoyed torturing Sages so much, he began doing it on his own time, which eventually brought him into contact with the cult of Thanatar. Ventor proved to be as devout a servitor of Thanatar (in his Atyar aspect) as he was of Ikadz. He is currently in his fifth month as a member of the Doomed, and he is already contemplating exactly how the current Horn of Atyar will die when the time comes to displace him. . *************************************************************************** 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, 25 Mar 1998 14:10:31 +0000 From: wal@eff.u-net.com (Nikk Effingham) Subject: [RQ-RULES] Thanatar's Temple- Another Healer? Goran Vak The son of Namyed of Fort Wrath, Goran Vak is a holy broo indeed, the son of a Healer broo and a Healing Spirit, he was to be the next personal Healer to the Unicorn King. Goran, then known without the Vak, was kidnapped by Harpies twenty five years ago. The harpies hoped to deal with the King of Broos for power in return for the Healer-Child. However, while the envoys from Fort Wrath were dispatched and the harpies prepared to receive them, Thanatari kidnapped the child from the Harpies! Of course, the harpies - with no bargaining tool - were slaughtered. Ralzakark never found out who kidnapped the child, even though for Seasons afterwards he had his troops search most of the Dorastan Basin. Goran was taken in by the Doom Shaman of Thanatari. His natural ability in Healing was recognised and he was trained. Goran was given the honorific Vak after he took the Head of a Healer from the Hold (the Head has since decayed). With the inevitable change of Doom Shamans Goran's position was put into danger, and so allied himself to the Doom Lord of Than, remaining in Thanatar. His ressurection of the aforementioned Doom Lord has made the Than worshipper indebted to his services - and the Lord hopes to keep Goran alive in case he has any more "accidents". Gorans position is, therefore, stable as long as the Doom Lord stays alive. Goran has had run ins with the Doom Shaman, who sees his predecessors protégé as a danger to his position. Goran is an assistant shaman and not all that far from being able to embark on the Spirit Quest that will make him a Doom Shaman. Goran has also had problems with Cassifopia, she has a better standing in the temple and is the official Healer, whereas Goran is merely a pet of the Than Doom Lord. If he ever saw a chance to, he would ensure that Cassifopia had an awful accident but knows that her allies might seek revenge upon him if he was not subtle enough. Goran might be willing to use external agents to hire Orlanthi to assassinate Cassifopia, and keeping his nature as employer secret (cue the PCs entrance...) GORAN VAK Broo Male, Doom Seeker of Thanatar, Initiate of Primal Chaos, age 28 STR 15 Move 4 R Leg 6/5 CON 16 HP 15 L Leg 6/5 SIZ 14 FP 31-14 Abdomen 6/5 INT 15 MP 16+ 12 Chest 6/6 POW 16 (crystal)= 28 R Arm 6/4 DEX 12 L Arm 6/4 APP 6 DEX SR 3 Head 9/5 Weapon SR att/par dmg pts Gladius 7 65/43 1d6+1+1d4 10/1.0 Shield 8 23/61 1d6+1d4 12/3.0 Butt 10 71/-- 1d6+1d4 --/-- Spirit Magic(92-14=78%): Befuddle(2), Heal 2, Mindspeech 3. (known by Head): Heal 7. Rune Magic(112-14=98%; all one-use): Create Head(2). (known by Head): Heal Wound x4 (one-use), Ressurection(3), Restore Health(STR) x3, Worship Erissa x2 (one-use). Skills: Agility(+1): Climb 61, Dodge 35(-14=21), Jump 51, Throw 41. Communication(+6): Orate 31, Speak Darktongue 42, Speak Broospeech 23. Knowledge(+5): Animal Lore 34, Broo Lore 42, First Aid 94, Mineral Lore 31, Plant Lore 51, Treat/Disease 31, Treat/Poison 45, Read/write Darktongue 31, World Lord 41. Manipulation(+10): Conceal 49. Magical(+12): Ceremony 42, Enchant 21, Summon 34. Perception(+11): Scan 59, Search 41, Listen 49, Track 23. Stealth(-8): Hide 29, Sneak 32. Gifts: +1 point skin armour. Geases: Never harm an undead. Arms and Armour: Wears ringmail. Always. Would you sleep without armour if you were a Thanatari? Carries a shield and a gladius. Set into the Gladius is a 12pt crystal, the blood of Ralzakark, apparently he was found with it when he was kidnapped. In his chambers he has a selection of antidotes and poisons. His head is that of a Dara Happan Healer (POW 9). Nikk Effingham 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, 25 Mar 1998 14:10:39 +0000 From: wal@eff.u-net.com (Nikk Effingham) Subject: [RQ-RULES] Thanatar's Temple- Thanatari Covern Sorcerors COVEN SORCERORS Thanatar's Coven is a group of seven sorcerors, formed some twenty three years ago. The Coven's main power comes from the Than sect, for it uses its personal magic to protect the Doom Lord - and their spells have already saved the Rune Lord from many assassination attempts. They also use their magics for other members of the Temple, notably Kath. The Coven spends it's time collecting and collating magical information. They use their influence, and their growing treasure hoard, to buy sorcerous victims to have their minds consumed, or their heads whipped off. They are the group who use most of the Temple Scribes time, they have a book scribed and then Devour it. All Seven Covern members are Doomed Acolytes, and are protected by numerous Guardians between them. Each Coven member, who is not in research or out of the Temple searching for lost, arcane knowledge on expeditions, are training their apprentices. They may easily be encountered in any places where knowledge may be found, accompanied by Guardians and broo guards, searching for books and magical items. They may well end up competing with the PCs for a particular item - and if the PCs get it then they will have to contend with the Coven trying to retreive it! This might lead to the group having to follow the sorceror into the Temple to seek and kill their persecutor. They are led by a broo from Fort Wrath. They live in a heavily warded area of the Thanatari temple, for their heads are bristling with knowledge makign their minds some of the most worthwhile assets of the Temple and would prefer to have them on the end of their necks rather than hanging on someone's belts. They would never dare harm another Coven member, not out of repsect or honour, but if there were less than seven they might not be able to hold out against the number of political allies seeking to claim their heads. Nikk Effingham 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, 25 Mar 1998 14:10:43 +0000 From: wal@eff.u-net.com (Nikk Effingham) Subject: [RQ-RULES] Thanatar's Temple- Bertchall BERTCHALL A refugee from Fort Wrath's sorcerous school wherein Ralzakark's finnest are trained. Unfortunately Bertchall joined, and any failure in the strict examination procedures results in death (gives the students some incentive to learn), and so when Bertchall failed an exam (he was never very good at Carmanian History and Sorcerous Summonings in the Lunar Third Wane) he fled. Managing to find a home in the Thanatari Temple he made up for his limited physical poweress by keeping spells cast on other Temple Members, who then ensured his welfare. In the decades since, he has made up for his physical inadequacies, is an excellent duellist and his sorcery, while not awe inspiring, is powerful enough through his head devouring rites. He does not enjoy research or searching through books. As leader of the Coven he has the most politcal power out of the seven. BERTCHALL Male Broo, Doomed of Thanatar, Initiate of Thed and Primal Chaos, ex-initiate of Ralzakark, Adept sorceror, age 49 STR 17 Move 4(fly 10) R Leg 7/11 CON 16 HP 17+14(str. L Leg 7/11 SIZ 17 enc.)= 31 Abdomen 7/11 INT 17 FP 33-6=27 Chest 7/13 POW 26 MP 26+ 24 R Arm 7/8 DEX 16 (crystals)+ L Arm 7/8 APP 8 62(spirits)=112 Head 7/11 Weapon SR att/par dmg pts LH Gladius 4 84/77 1d6+1+1d6 10/1.0 RH Gladius 4 67/87 1d6+1+1d6 10/1.0 Butt 7 94/-- 1d6+1d6 --/-- (LH Gladius 4 164/157 1d6+17+1d6 ) (RH Gladius 4 147/167 1d6+17+1d6 ) Spells Cast: A multispelled Bless Sword and Boost Damage 16 on BOTH swords he carries. An Identify Spell 5. A mulitspelled Fly, Resist Magic and Resist Damage 15 on self. Castback 12 on both him and Kath. Two Dominate Ghost 1's on his bound ghosts. A permanent multispelled Boost Armour 7 on all locations of his leather armour. Sorcery(Presence= 72;Free Presence= 12; Has the Arts of Intensity, Multispell, Range, Speed and Permanence):None (Free INT=17) (known by familiar):Animate Dead 114, Attract Magic 104, Bless Sword 97, Create Familiar INT, Create Basilisk, ID Spell 76, Project Touch 102, Project Sight 117, Resist Damage 122, Resist Magic 110, Tap POW 109, Telepathy 56, Treat Wounds 102. (known by Head One): Bless Quill 108, Boost Armour 102, Boost Damage 96, Castback 97, Dominate Ghost 67. (known by Head Two): Fly 100, Neutralize Magic 91, Palsy 87, Stupefy 66. (known by Head Three): Enchant Lead, Enchant Iron, Magic Point Matrix Enchantment, Resist Death 98. Rune Magic(126-6= 120%): Create Head(2) x2, Darklight, Devour Book x4, Sanctify (Thanatar). (known by Head Two; all one-use): Crush 3, Heal Wound x4, Truemaul, Worship (Kyger Litor), Worship (Karrg). Vows: High Vow, Vessel Vow, Lore Mastery, Abjure Liquor, Abjure Spirit Magic, Adulation, Cannibalism, Flee Sky (loses 1d6 mp and hp per round), Sacrifice Appearance, Shun Sky, Tend Familiar. Gifts: +10% shortsword attack Geases: Always attack Storm Bull worshippers and fight them to the death. Skills: Agility(+3): Dodge 52, Jump 61. Communication(+14): Fast Talk 45, Orate 48, Speak Darktongue 48, Speak Broospeech 51, Speak Carmanian 31, Speak Dara Happan 34, Speak Seshnegi 41. Knowledge(+7): Animal Lore 104, Broo Lore 110, Craft/magic receptacle 68, Evaluate 95, First Aid 58, Mineral Lore 78, Plant Lore 49, Read/write Darktongue 43, Read/write Carmanian 41, World Lore 87. Manipulation(+17): Conceal 63. Magical(+26): Ceremony 140, Enchant 102, Summon 98. Perception(+17): Scan 76, Search 68, Listen 65. Stealth(-17): Hide 51, Sneak 43. Arms and Armour: Wears soft Leather armour, and carries two shortswords and his enchantments. He rarely takes his armour off. Carries a Spirit Weapon, in spirit combat he inflicts an extra 4 damage. Carries two crystals, both of 12 pts. Spirits: Bound Ghosts mp's 21, 20 Bound power spirits POW 22, 20 Head One (Western Sorceror) POW 17 Head Two (Karrg's Son Arkati) POW 15 Head Three (Alchemist) POW 16 FAMILIAR- BASILISK STR 5 Move 2/3 fly location melee missile pts CON 17 HP 10 Tail 01-02 01 7/3 SIZ 3 FP 22 RH Leg 03-04 02 7/3 INT 13 MP 20 LH Leg 05-06 03 7/3 POW 20 Dodge 73 Hind Q 07-08 04-08 7/5 DEX 11 DEX SR 3 Fore Q 09-10 09-14 7/5 R Wing 11-12 15 7/3 L Wing 13-14 16 7/3 RF Leg 15-16 17 7/3 LF Leg 17-18 18 7/3 Head 19-20 19-20 7/3 Weapon SR att dmg Glance 1 100 Death Peck 10 64 1d6+POT 24 Chaos Features: +5ap's plus see RuneQuest. Nikk Effingham 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. ------------------------------ End of RuneQuest-Rules-Digest V1 #52 ************************************ *************************************************************************** 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.