From: owner-runequest-rules@ (RuneQuest Rules Digest) To: runequest-rules-digest@lists.MPGN.COM Subject: RuneQuest Rules Digest V1 #55 Reply-To: runequest-rules@mpgn.com Sender: owner-runequest-rules@ Errors-To: owner-runequest-rules@ Precedence: bulk RuneQuest Rules Digest Sunday, March 29 1998 Volume 01 : Number 055 RuneQuest is a trademark of Avalon Hill Games. All Rights Reserved. TABLE OF CONTENTS [RQ-RULES] More on RQ: Slayers [RQ-RULES] Is this how it's done?? Re: [RQ-RULES] Is this how it's done?? Re: [RQ-RULES] Is this how it's done?? Re: [RQ-RULES] Is this how it's done?? Re: [RQ-RULES] Is this how it's done?? Re: [RQ-RULES] Is this how it's done?? [RQ-RULES] Thanatar's Temple - Sorusk the Liche, p1 [RQ-RULES] Is this how it's done?? [RQ-RULES] Thanatar's Temple - Sorusk the Liche, p2 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: Fri, 27 Mar 1998 22:56:51 -0500 From: Tal Meta Subject: [RQ-RULES] More on RQ: Slayers While at GamersCon IV last weekend, I happened to pickup a flier for RQ: Slayers. It didn't tell me much that already hasn't been posted here, except that: 1: I didn't win the "Name that Monster" contest (Gornithar). 2: As several folks have surmised, multiple game worlds are planned. The two that the flier I have mention are Khragmar, which sounds constructed of equal parts Classic Traveller (Ancients, anyone?), Battletech (petty warlords fighting to return to the "golden age" of Empire), and Dark Conspiracy (nameless monstrocities breeding on the edges of civilization), (yeah, I know, I'm oversimplifying in some cases ), and The Glacier Rifts, which sounds like an Ice Age Successor Wars redux. (I keep hearing Battletech-ish undercurrents everytime I read lines like "warlords lead their legions in endless battle")... 3: RQ: Slayers, still due out this summer, with RQ: Glyphs (100 glyph pieces for 10 warclans) and RQ: WarClans both due out by "late summer" (read: GenCOn, likely). Perils of the Rifts is a scenario pack for the Glacial Rifts setting, due out in the winter. Anyone going to be able to make GloranthaCon this May? I'd love to hear a preview of GRPG... *************************************************************************** To unsubscribe from this list send mail to majordomo@mpgn.com with the line 'unsubscribe runequest-rules' as the body of the message. ------------------------------ Date: Sat, 28 Mar 1998 23:35:49 -0600 From: Thomas Cooper Subject: [RQ-RULES] Is this how it's done?? First, thanks for the initial post; Now, is THIS how we post a question to the mailing list at large? i.e. do I send my questions/comments to this e-mail address and they get put into the digest? If so, here's my first: I'm currently preparing a hybred RQ2/RQ3 campaign for some 'newbies' to RQ in general. While developing a chart describing how attacking versus parrying works, I discovered NO rules in RQ3 about how shields parry critical hits, special hits, or whether they even take damage! What am I missing?? Thanks! Thomas *************************************************************************** To unsubscribe from this list send mail to majordomo@mpgn.com with the line 'unsubscribe runequest-rules' as the body of the message. ------------------------------ Date: Sun, 29 Mar 1998 08:11:35 -0600 From: Thomas Cooper Subject: Re: [RQ-RULES] Is this how it's done?? First, thanks for the initial post; Now, is THIS how we post a question to the mailing list at large? i.e. do I send my questions/comments to this e-mail address and they get put into the digest? If so, here's my first: I'm currently preparing a hybred RQ2/RQ3 campaign for some 'newbies' to RQ in general. While developing a chart describing how attacking versus parrying works, I discovered NO rules in RQ3 about how shields parry critical hits, special hits, or whether they even take damage! What am I missing?? Thanks! Thomas *************************************************************************** To unsubscribe from this list send mail to majordomo@mpgn.com with the line 'unsubscribe runequest-rules' as the body of the message. ------------------------------ Date: Sun, 29 Mar 1998 09:53:32 -0500 From: Tal Meta Subject: Re: [RQ-RULES] Is this how it's done?? - -- talmeta@bellatlantic.net - I *am* one of the Chosen Few! At once one with the conspiracy, as well as it's DEADLIEST foe! / Do I look like someone who cares what GOD thinks?! I have no webpage. / I mean, if this was a cartoon, which character would YOU want to smash into a pulp, huh?!?!? Will work for cash. / Insert Nifty ASCII graphic here. Give me Slack, or give me Food (or kill me). TANJ Lives! *************************************************************************** To unsubscribe from this list send mail to majordomo@mpgn.com with the line 'unsubscribe runequest-rules' as the body of the message. ------------------------------ Date: Sun, 29 Mar 1998 09:57:49 -0500 From: Tal Meta Subject: Re: [RQ-RULES] Is this how it's done?? Thomas Cooper wrote: > > First, thanks for the initial post; Now, is THIS how we > post a question to the mailing list at large? i.e. do I send my > questions/comments to this e-mail address and they get put into > the digest? If so, here's my first: Sure is. Just don't hit the Send button instead of the Quote button, like I just did. It's embarrassing. :) > While developing a chart describing how attacking versus > parrying works, I discovered NO rules in RQ3 about how shields > parry critical hits, special hits, or whether they even take > damage! What am I missing?? For all intents and purposes, a shield is a "parrying weapon", so everything the rules talk about concerning parries applies equally to shields as it would to a sword. Shields simply have the benefit of being designed to parry with, so they have more AP, lend their AP to a larger area, and can offer half their AP to a location even when slung/not in use. *************************************************************************** To unsubscribe from this list send mail to majordomo@mpgn.com with the line 'unsubscribe runequest-rules' as the body of the message. ------------------------------ Date: Sun, 29 Mar 1998 09:14:21 -0600 From: Thomas Cooper Subject: Re: [RQ-RULES] Is this how it's done?? At 09:53 AM 3/29/98 -0500, you wrote: >-- >talmeta@bellatlantic.net - I *am* one of the Chosen Few! >At once one with the conspiracy, as well as it's DEADLIEST >foe! / Do I look like someone who cares what GOD thinks?! >I have no webpage. / I mean, if this was a cartoon, which >character would YOU want to smash into a pulp, huh?!?!? >Will work for cash. / Insert Nifty ASCII graphic here. >Give me Slack, or give me Food (or kill me). TANJ Lives! > > >*************************************************************************** >To unsubscribe from this list send mail to majordomo@mpgn.com with the line >'unsubscribe runequest-rules' as the body of the message. > > MAN I'm so NEW at this posting to lists(altho not to RQ) that I'm not even sure HOW I'm supposed to respond to ya ! I don't want to piss everyone at the list off-but how do I go about adding my questions so I can get some INFORMED opinions back?? Thanks! Thomas *************************************************************************** To unsubscribe from this list send mail to majordomo@mpgn.com with the line 'unsubscribe runequest-rules' as the body of the message. ------------------------------ Date: Sun, 29 Mar 1998 15:51:12 -0600 From: "Michael A. Pastorello" Subject: Re: [RQ-RULES] Is this how it's done?? A >I'm currently preparing a hybred RQ2/RQ3 campaign for some 'newbies' to RQ >in general. While developing a chart describing how attacking versus >parrying works, I discovered NO rules in RQ3 about how shields parry >critical hits, special hits, or whether they even take damage! What am I >missing?? > >Thanks! > >Thomas Well Thomas there are none. These are the house rules that we use. First as the rules state, any damage exceeding the armor points of the shield go to the rolled hit location and the armor there if any. Now for the house rules, lets use in my example a buckler, 8 points of protection right. The way we play it in order to give people the credit for their special and critical attacks is this. A regular attack which gets parried by a regular parry, you subtract the bucklers AP from the damage done. A special attack regular parry, the attacker got a little bit of a jump on the defender and was not able to get the shield in front to completely block the attack, therefore we only use 1/2 of the value of the shield AP, so in this case with a buckler you would subtract 4 AP from the dam rolled. Then with a crit attack and regular parry you would half the AP again so now you would be down to the buckler only blocking 2 pts of dam. On a critical attack and special parry, the shield again has an effective value of 4 AP. Lastly a critical parry blocks all damage regardless. I figure that I will give our house damage rules. Regular attack you roll damage as normal. Special full weapon damage roll damage modifier. Critical Max possible damage. We use these rules and they 1. effectively cut down combat time, 2. cut down on bookkeeping, 3. cut down on the dice that the players need to roll. I am sure some one here will disagree with my methods, but it has worked very well for me in my game. Hope this helps. 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: Sun, 29 Mar 1998 17:43:08 -0500 From: Tal Meta Subject: [RQ-RULES] Thanatar's Temple - Sorusk the Liche, p1 I'm going to have to post Sorusk in several parts; he's already 12k in size and I'm not done with him yet! Sorusk - ex-Golden Bow Priest, ex-Lankhor Mhy Initiate, Doom Lord of Than Race: Centaur/Liche Age: 475 Dex SRM: 1 Siz SRM: 0 Magic Points: 98(a) Fatigue Points: 80 Damage Modifier: 4d6 Hit Points: 31 Head: 10 Chest: 12 Arms: 7 Legs: 10 STR: 48 CON: 32 SIZ: 29 INT: 17 POW: -- DEX: 23 APP: 11 Barbarian Priest ( 13) Agility Boat: 13 Climb: 38 Dodge: 63 Jump: 63 Ride: 63 Swim: 33 Throw: 83 ( 17) Knowledge Evaluate: 67 Craft: 115 First Aid: 75 Animal: 110 Centaur: 105 Mineral: 110 Plant: 110 World: 110 Kung Fu: 63 Read: 105 Ships: 20 Chaos Lore: 122 Genertela: 102 Vadeli: 95 Pamaltela: 93 ( 39) Manipulate Conceal: 94 Devise: 84 Sleight: 64 Play Lyre: 111 ( 24) Stealth Hide: 69 Sneak: 102 Garrotte: 94 ( 2) Communicate FastTalk: 110 Orate: 110 Sing: 115 Speak: 110 Pelorian: 101 Darktongue: 104 Firetongue: 98 Sartar: 87 Old Pavic: 82 Kralorean: 71 Pentish: 54 Esrolian: 44 ( 3) Magical Ceremony: 117 Summon: 117 Enchant: 117 Intensity: 103 Range: 101 Multispell: 101 Permanance: 100 Speed: 99 Accuracy: 98 Reinforce: 98 Hold: 97 Banish: 91 ( 13) Perception Listen: 137 Scan: 117 Search: 37 Track: 97 ( 39) Attack Fist: 104 Dagger: 94 ShortS: 119 Bastard: 119 Compbow: 124 Horns: 86 ( 13) Parry Dagger: 73 ShortS: 98 Bastard: 98 Shield: 98 Note to skills: "Fist" attack refers to Sorusk's Touch ability, which is capable of doing 1d3+4d6 damage, as well as draining knowledge from it's target. Upon striking he drains 3d6% of a skill of his choice. This skill can be any Knowledge skill, Speak skill, Magical Art or Sorcery spell. The loss is permanent. In return Sorusk 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 Sorusk gains 1d6% in that skill to reflect the knowledge he has learnt from his victim. Personal spells known (Divine): Analyze Magic, Bow Trance, Clairvoyance, Cloud Clear, Create Head, Darklight, Devour Book, Dismiss Magic, Mindlink, Sanctify, Summon Guardian, Reconstruction, Translate, True Garrote, Truespeak, Warding, Worship Than (All spells reuseable, POW sacrificed prior to Lichehood) Personal spells known (Sorcery): Animate Dead 107, Animate Air 95, Animate Darkness 89, Animate Stone 109, Animate Bronze 99, Bless Shortsword 106, Bless Garrote 97, Boost DEX 102, Boost STR 112, Break Blade 118, Castback 115, Clear Mind 103, Comprehend 95, Conceal Magic 141, Conceal Centaur 122, Conceal Broo 102, Dampen Shortsword Attack 106, Decreptitude 115, Dominate Broo 131, Dominate Human 114, Dominate Ogre 129, Evoke Cold 124, Evoke Lightning 139, Evoke Shadow 103, Fade 119, Hex of Confusion 116, Identify Spell 101, Mind Probe 144, Mystic Trail 102, Neutralize Damage 113, Palsy 109, Project Hearing 113, Project Sight 112, Project Touch 119, Resist Damage 141, Resist Magic 118, Resist Magic (Corruption) 103, Resist Spirit 98, Reverse Missile 113, Sense Life 93, Sense Undead 71, Set Phase 109, Suppress Sorcery 85, Suppress Wizard 98, Tap STR 103, Tap CON 98, Tap INT 116, Tap POW 112, Tap Earth 111, Tap Shadow 102, Teleport 118, Teleport Block 122, Wrest Magic 118, Binding Enchantment, Break Conditions, Create Basilisk, Fend Blow, Homing Circle, Poison Broo, Poison Human, Ritual of Transformation, Scrying Device, Spell Matrix, Strengthening, Summon INT Spirit, Summon Madness Spirit, Summon Passion Spirit, Summon Pain Spirit, Summon POW Spirit, Summon Memory Spirit, Summon Wound Spirit, Warp Enchantment. -> All spells currently in spirits or spell matrices. Doom Lord - Gifts/Geasa Increase Knowledge Bonus +10% / Never Use Minted Coins, Accept Normal Chaotic Feature (Immunity to Fire). Sprout Rams Horns / Never wear metal except tarnished silver. Increase Stealth Bonus +10% / Never eat plant life except elves, never harm an undead. End of Part 1 *************************************************************************** To unsubscribe from this list send mail to majordomo@mpgn.com with the line 'unsubscribe runequest-rules' as the body of the message. ------------------------------ Date: Sun, 29 Mar 1998 21:18:14 -0500 From: stancliff@commnections.com Subject: [RQ-RULES] Is this how it's done?? RU>I'm currently preparing a hybred RQ2/RQ3 campaign for some 'newbies' to RQ RU>in general. While developing a chart describing how attacking versus RU>parrying works, I discovered NO rules in RQ3 about how shields parry RU>critical hits, special hits, or whether they even take damage! What am I RU>missing?? I think you missed the rule that states that all damage exceeding the parrying weapon will be applied normally to the location hit. Also, if the AP of the parrying weapon is exceeded, it will take 1 pt of damage to it's AP. A 12 AP target shield will block up to 12 pts of damage on a successful parry regardless of the level of attack success. If the attack was 18 pts, then the shield blocks 12 and is reduced to 11 AP, 6 pts are applied to the original location, and if the attack was a critical, then all protection at that location would be ignored, otherwise all protections are applied. The effect of a special is to change the amount or nature of the damage, the effect of a critical is to ignore all armor for this attack (which is a special also). No attack can bypass a parry, it must overcome it. Bob Stancliff (stancliff@commnections.com) (http://commnections.com/upgrades) *************************************************************************** To unsubscribe from this list send mail to majordomo@mpgn.com with the line 'unsubscribe runequest-rules' as the body of the message. ------------------------------ Date: Sun, 29 Mar 1998 22:26:50 -0500 From: Tal Meta Subject: [RQ-RULES] Thanatar's Temple - Sorusk the Liche, p2 Part 2 of 3 Sorusk's Sorcery: Presence - 31/77 High Vow (-3), Vessel (17), Lore Mastery (21), Abjure Alcohol - (1), Adulation (1), Celibacy - (1), Devotion (1), Devour Foe (2), Flee Water (lose FP & MP per minute) (5), Lichehood (19), Never Kill a Centaur (2), Never Kill a Troll (2), Never Kill a Harpy (1), Rituals (2), Seclusion x3 (3), Shun Water (2) = 77 Commonly maintains Castback 12, Project (Hearing, Sight, Touch) 11R6M3, & Resist (Damage, Magic & Spirit)/Teleport Block 10M4 upon self, using 46 Presence. If he feels the need to, he will maintain a Dominate on whatever servant he has to keep them in line, and if expecting trouble may keep an Evoke Lightning 14 (or two) on Hold. Sorusk considers the Coven Sorcerers to be something akin to pets; they are a useful foil in the Temple politics (in which he has little interest), but nothing more. He knows of Ventor, but does not know what spells, etc., he possesses. Each of Sorusk's hit locations have received the Armoring Enchantment giving him 9 AP in all locations. ****************Servants of Sorusk********************** Guardian - Gilliam Norlockiss Race: Human Age: 34 Dex SRM: 3 Siz SRM: 1 Magic Points: 17 Fatigue Points: 33 Damage Modifier: 1d6 Hit Points: 16 Head: 6 Chest: 8 Arms: 5 Legs: 6 STR: 17 CON: 16 SIZ: 16 INT: 15 POW: 17 DEX: 15 APP: 11 ( -8) Stealth Hide: 21 Sneak: 21 Garrote: 92 ( 15) Magical Ceremony: 20 Summon: 34 Enchant: 0 ( 12) Perception Listen: 94 Scan: 94 Search: 56 Track: 17 ( 14) Attack Fist: 77 Dagger: 48 1H Wpn: 100 2H Wpn: 95 Missile: 57 ( 3) Parry Dagger: 37 1H Wpn: 89 2H Wpn: 84 Shield: 94 Skilled in Shortsword, 2H Axe, Dagger, and Garrote. Spirit spells known: Bladesharp 4, Darkwall, Silence Divine spells known: Create Skeleton, Create Zombie, True Garrote Heads possessed: Head A0 (Miguel Sufru - Ogre), A1 (Gundrum - Broo), A2 (Fulstrum Nhayla - Human), A3 (Waldo Vistru - Vadeli. Head B0 (Caola - Broo), B1 (Chakkla - Scorpionman), B2 (Silverfrond - Elf). Head C (Jurgen - Ogre), Head D (Unit 118 - Dwarf), Head E (Sundren - Human). Miguel Sufru - Ogre Doom Lord of Atyar INT 14 POW 17 HP 6 Spirit Magic - Befuddle, Demoralize, Extinguish 2, Mindspeech 3, Second Sight Divine Magic - Consume Mind, Devour Book, Fear Skills - Craft Bone 86, Ride 91, 2H Spear 102 Languages - Pelorian 75/56, Auld Wyrmish 12/-, Broospeech 45/- Gundrum - Broo Shaman of Thed INT 12 POW 16 HP 5 Spirit Magic - Bludgeon 3, Control Disease Spirit, Mindspeech 4, Divine Magic - Reverse Chaos, Summon Disease Spirit Skills - Broo Lore 65, Chaos Lore 91, Spirit Lore 90, Sneak 95, Hide 102 Languages - Broospeech 81/- Fulstrum Nhayla - Human Trickster Priest INT 16 POW 18 HP 5 Spirit Magic - Fart, Hotfoot, Mobility 5 Divine Magic - Charisma, Make Water, Ploppy, Remove Head, Strike Skills - Punfighting 91, Set Trap 72, Human Lore 76 Languages - Tarshite 75/62 Waldo Vistru - Vadeli Adept Sorcerer INT 18 POW 19 HP 7 Sorcery Magic - Attract Missiles 81, Bless Quill 92, Block Pagan 56, Stupefication 81 Skills - Intensity 91, Range 93, Multispell 96, Ease 89, Speed 93, Hold 98, Butchery 65, Cooking 65, Conceal 98, Vadeli Lore 81, Jrusteli Lore 45, Magic Lore 106 Languages - Vadeli 89/86, Jrusteli 67/55, Brithini 76/45 Caola - Broo Doom Lord of Thanatar INT 14 POW 17 HP 5 Spirit Magic - Befudddle, Darkwall, Extinguish 3, Heal 4 Divine Magic - Devour Book, Dismiss Magic, Spellteaching, Warding Skills - Garrote 91, Shortsword 86/94, Ambush 85 Languages - Broospeech 82/-, Chaospeech 73/71, Tradetalk 63 Chakkla - Scorpionman Bagog Initiate INT 12 POW 16 HP 6 Spirit Magic - Ironhand 4 Divine Magic - Claws, Sprout Legs, Venom Boosting Skills - First Aid 78, Basketweaving 81, Scorpionman Lore 55 Languages - Scorpionman Tongue 55, Darktongue 45 Silverfrond - Elf Voria Priestess INT 14 POW 17 HP 4 Spirit Magic - Slow 5 Divine Magic - Flowers, Invigorate, Speak with Small Animals Skills - Flower Braiding 86, Sing 106, Elf Lore 69 Languages - Elven 82, Earthspeech 72 Jurgen - Ogre Sword of Humakt INT 12 POW 18 HP 5 Spirit Magic - Bladesharp 4, Fireblade, Shimmer 4 Divine Magic - Berserk, Sever Spirit, Shield x3, Truesword Skills - Sense Assassin 85, Broadsword 113/102, Undead Lore 71 Languages - Chaospeech 67/-, Tarshite 55/23, Tradetalk 91/81 Unit 118 - Dwarf Iron Dwarf Sorcerer INT 12 POW 16 HP 5 Sorcery Magic - Bless Sword 75, Spell Matrix, Stabilize Weapon 91 Skills - Intensity 96, Ease 91, Speed 86, Permanence 95, Metalscribing 81 Languages - Dwarven 99/99, Nilmerg 76/-, Tradetalk 34/- Sundren - Human Misrade Fear Master INT 16 POW 18 HP 5 Spirit Magic - Darkwall, Disruption, Control Passion Spirit, Control Shade, Second Sight, Summon Passion Spirit Divine Magic - Divine Fear, Cloak of Illusion, Extension, Fear, Freeze Scene, Mindlink, Summon Shade Skills - Intimidate 85, Mutilate 81, Bone carving 77, Climb 98 Languages - Esrolian 81/72, Tradetalk 69/55, Darktongue 61 Bound Spirits Include: 7 INT Spirits (2,3,3,3,4,5,5), 4 Passion Spirits (Amnesia POW 16, Fear POW 14, Lust POW 16, Pain POW 15), 4 POW Spirits (11,12,15,19), 3 Wound Spirits (4,4,5). End of Part 2 *************************************************************************** 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 #55 ************************************ *************************************************************************** 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.