From: owner-runequest-rules@ (RuneQuest Rules Digest) To: runequest-rules-digest@lists.MPGN.COM Subject: RuneQuest Rules Digest V1 #63 Reply-To: runequest-rules@mpgn.com Sender: owner-runequest-rules@ Errors-To: owner-runequest-rules@ Precedence: bulk RuneQuest Rules Digest Tuesday, April 14 1998 Volume 01 : Number 063 RuneQuest is a trademark of Avalon Hill Games. All Rights Reserved. TABLE OF CONTENTS [RQ-RULES] Fwd: Re: "Relic" Enchantments Re: [RQ-RULES] Anyone doin' enchantments in their game?? [RQ-RULES] Re: Anyone doin' enchantments in their game [RQ-RULES] Re: "Relic" Enchantments [RQ-RULES] Fwd: Re: "Relic" Enchantments Re: [RQ-RULES] Ressurect [RQ-RULES] Re: Anyone doin' enchantments in their Re: [RQ-RULES] Re: Anyone doin' enchantments in their Re: [RQ-RULES] Anyone doin' enchantments in their game?? [RQ-RULES] Boccob for RQ/Greyhawk 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: Mon, 13 Apr 1998 11:58:16 -0400 From: Tal Meta Subject: [RQ-RULES] Fwd: Re: "Relic" Enchantments Date: Mon, 13 Apr 1998 08:52:35 -0400 From: Philip Hibbs Subject: RE: [RQ-RULES] "Relic" Enchantments >... >For a minimum of 2 POW per ENC of the item, that item becomes linked >to that character. By a simple act of will, the character who owns the >relic can simply "find" the item near his person anytime he chooses to >look for it, and expends 1 MP... Interesting idea, but I'd increase the MP requirement to the same as the POW. 1MP is too cheap for a major effect like this. philip.hibbs@tnt.co.uk or phibbs@compuserve.com http://ourworld.compuserve.com/homepages/phibbs A single death is a tragedy; a million deaths, a statistic *************************************************************************** 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, 13 Apr 1998 16:56:29 +0100 From: W H Effingham Subject: Re: [RQ-RULES] Anyone doin' enchantments in their game?? > OK, guys; is ANYONE running a RQ game(any version) where their nonchaotic, >nonbroo RLPs , player characters ACTUALLY take time out to learn up >their ceremony/enchant ritual skills and actually MAKE some magical items. >Or do you have your NPCs do this and the PCs pay(through the nose for >their services?). Yes I run a RQ/Glorantha campaign! We're playing in Otkorion (lovely Ralios! Oh what green fields...) and have two or three sorcerors, some Lhankor Mhy, one or two Humakti and a Lord Caste Arkati. I have to admit that other than two enchantments for sylph bindings that the first sorceror wanted to start out with, there haven't been any other enchantments made, my players find (steal, plunder, whatever) other magic items and then trade them in the cities with the extensive sorcerous circles for the items that would actually want. After all, in the dangerous portions of any land, a Boost Damage matrix isn't going to be hard to find - at least IMO. I do allow players to buy magical items, using the rationale that in the larger cities and more civilized lands, such practices would be, while not commonplace, reasonably easy to do (I charge 1500 pennies as per the rules, I don't see any reaqson to charge anymore, that's usually enough to clear out the party coffers). >I'm just trying to decide how much time/energy I should >spend on explaining this aspect of the game to my newbie(to RQ that is) >players. Not much. Later on I'm sure they'll want to do some enchantments, unless they decide their POW is more worthwhile for something else (Divine Interventions for a start ) > I' SO tempted to just run them WITHOUT the sorcery rules and tell them >that sorcery is some mystical magic from the Utter East which they MAY >encounter in the future, and just focus on the spirit magic and possibly >ritual side of magic. How have yo'all run this. I think that only a few places in Glorantha have all three magic systems available. In other worlds - who knows, but certainly its more than possible. Sorcery, either under RQIII or Sandy, is unneccessary for beginning characters IMO. Talking about purchasing magic, and magic items, how do people play Ressurections in civilized lands? I normally allow my players to petition the Church for one of their Healer initiates to ressurect them if need be, but its a risky buisness costing about 5000 pennies (almost 5 years wages! A fortune for my players!) and without definite success. I considered charging them MORE if it actually suceeded. What does everyone think? I know many people would have qualms about letting characters pay for ressurections as if they were buying mead from the local bar, but I feel that in civilized socieites with access to Ressurect, the only way to ensure it was given out properly would be to ask people to pay. Anyhow, it encourages corruption which is a wonderful campaign tool Nikk E. *************************************************************************** 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, 13 Apr 1998 12:29:30 -0400 From: "EBWE Engineering" Subject: [RQ-RULES] Re: Anyone doin' enchantments in their game The group I run, mostly, started as new-bee RQ'ers. I had to explain to them the way magic worked in RQ and everyone could use personal magic. At first these old timer D&D'ers thought it was great to cast their own heal spells. They, off course, were most ecstatic about the combat spells. Then they learned the usefulness of other spells like Farsee and Hotfoot. Their big goal is to learn their favorite spirit magic spells as large as possible (i.e. Multimissle 5) and hold them in their INT. As for creating enchantments. They have not tried to do this. This group is very conservative with their power, and greedy with their training time. They do not want to lose any power, even if it gains them a spell. On the off adventuring seasons they tend to hold up and practice their skills. (flash floods that took the pack animal and almost them has got them staying home during the worst of the weather) The one sorcerer is always trying to increase some Lore or another, or improve a skill. The magic items and spell matrixes they do have, have been won in adventures or purchased. Yes, they do pay through the nose for the items they have bought. I would like to see them create some magic items of their own. It would be most interesting to see what they would make. But I am sure it will be armor enchantments. Another type of magical item in RQ is the focus. This item allows the Spirit Magic casters to get the spell off. This group, ever the conservatives, had all spirit spell focus' tattooed on their skin. Some day soon they may find out what happens if captured. The removal of their focus to prevent spell casting could be some good roleplaying. Jim *************************************************************************** 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, 13 Apr 1998 13:22:42 EDT From: David Weihe Subject: [RQ-RULES] Re: "Relic" Enchantments > From: Tal Meta > RELIC > Enchantment > Rare > By means of this enchantment, an item can become linked to it's > possessor in such a way that it is ALWAYS available to him, even if > lost, stolen, or misplaced. > > For a minimum of 2 POW per ENC of the item, that item becomes linked to > that character. By a simple act of will, the character who owns the > relic can simply "find" the item near his person anytime he chooses to > look for it, and expends 1 MP. Note: the item will never appear "in > hand"... it will always be someplace nearby and within reach, though. > > Thoughts? Comments? My characters love it. I have a few game balance concerns. Frex, you have a 1 MP powered teleport any item for any distance spell - great for after you land on Luathela and just happen to "find" your most powerful or most fragile gear, like a barrel of 20 acid, or the Unstoppable Sword. More simply, make a lockpick into a relic, for when you are in dungeons. It seems TOO useful for the power expended at use. I guess there IS a Gloranthan example, though, when Orlanth was suddenly supported by some 50,000 VingKotlings as well (to be fair, would their gear also have to have been linked?). Maybe this should be upgraded to a HeroQuest power, obtainable from major Trade or Mobility gods, and either add range limitation or require more MP for larger distances. Also, require all "relics" to be named, and the player to cast it by loudly yelling "To me, Irving!" (or whatever she/he named the item) - that good an enchantment needs to be made showy, as well. *************************************************************************** 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, 13 Apr 1998 12:48:44 -0500 From: stancliff@commnections.com Subject: [RQ-RULES] Fwd: Re: "Relic" Enchantments RU>>For a minimum of 2 POW per ENC of the item, that item becomes linked RU>>to that character. By a simple act of will, the character who owns the RU>>relic can simply "find" the item near his person anytime he chooses to RU>>look for it, and expends 1 MP... RU>Interesting idea, but I'd increase the MP requirement to the same as the RU>POW. 1MP is too cheap for a major effect like this. 10 MP's is too cheap for a power like this, the only thing that would keep it from becoming common is that the POW cost is so high, especially with the additional penalties for magic items. 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: Mon, 13 Apr 1998 10:55:02 PDT From: "Leon Kirshtein" Subject: Re: [RQ-RULES] Ressurect >Talking about purchasing magic, and magic items, how do people play >Ressurections in civilized lands? I normally allow my players to petition >the Church for one of their Healer initiates to ressurect them if need be, >but its a risky buisness costing about 5000 pennies (almost 5 years wages! A >fortune for my players!) and without definite success. I considered charging >them MORE if it actually suceeded. What does everyone think? I know many >people would have qualms about letting characters pay for ressurections as >if they were buying mead from the local bar, but I feel that in civilized >socieites with access to Ressurect, the only way to ensure it was given out >properly would be to ask people to pay. Anyhow, it encourages corruption >which is a wonderful campaign tool > >Nikk E. Paying is good, the more the better. The usual prices in my world are 1/2 of all that you own and 1/2 of everything you make for the next year. The price is the same for success or falure. Of course if they fail they do not get the income for the next year. Leon Kirshtein ______________________________________________________ Get Your Private, Free Email at http://www.hotmail.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: Mon, 13 Apr 1998 13:09:30 -0500 From: stancliff@commnections.com Subject: [RQ-RULES] Re: Anyone doin' enchantments in their RU>As for creating enchantments. They have not tried to do this. This group RU>is very conservative with their power, and greedy with their training time. RU> They do not want to lose any power, even if it gains them a spell. On the RU>off adventuring seasons they tend to hold up and practice their skills. There is a legitimate argument for keeping your POW as high a possible for offence and defence purposes, but it has to be balanced against the concept that the true path to power in RQ is by trading POW (usually to gods) for the effects it can generate. RU>I would like to see them create some magic items of their own. It would be RU>most interesting to see what they would make. But I am sure it will be RU>armor enchantments. There is a very low return on investment for Armor Enchantment, a 2 POW ghost bind with a 12 Int ghost can give you a self casting Protection 6 and Bladesharp 6, usable at least once per day. If the ghost has a higher POW than 12 and some MP storage is provided, you can get two or three castings per day of each spell. This is far more useful than a couple of AP added to one location. RU>Another type of magical item in RQ is the focus. This item allows the RU>Spirit Magic casters to get the spell off. This group, ever the RU>conservatives, had all spirit spell focus' tattooed on their skin. Some RU>day soon they may find out what happens if captured. The removal of their RU>focus to prevent spell casting could be some good roleplaying. I never saw foci as more than an annoyance rule that slowed the game down even more and required intense bookkeeping. I threw those rules out first thing and never missed them. 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: Mon, 13 Apr 1998 12:06:11 PDT From: "Leon Kirshtein" Subject: Re: [RQ-RULES] Re: Anyone doin' enchantments in their RU>I would like to see them create some magic items of their own. It would be RU>most interesting to see what they would make. But I am sure it will be RU>armor enchantments. There is a very low return on investment for Armor Enchantment, a 2 POW ghost bind with a 12 Int ghost can give you a self casting Protection 6 and Bladesharp 6, usable at least once per day. If the ghost has a higher POW than 12 and some MP storage is provided, you can get two or three castings per day of each spell. This is far more useful than a couple of AP added to one location. This is very true. Although, 2pt Armor Enchantment will give a location or a parrying weapon 2d3 to 2d6 (depending on the rules you are using) armor points. If you do this enchantment on just the head, chest, and abd. you provide much needed protection at no encumbrance. A better use of the POW, IMO, is the strengthening enchantment to the general hit points. This increases, proportiantly, the hit points in all locations. A problem may arise at some point where it would take to many mp to heel a location to positive, so it is usable once more, but this is very rare. Leon Kirshtein ______________________________________________________ Get Your Private, Free Email at http://www.hotmail.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: Mon, 13 Apr 1998 12:28:25 -0700 (PDT) From: "John R. Snead" Subject: Re: [RQ-RULES] Anyone doin' enchantments in their game?? Thomas Cooper wrote: > OK, guys; is ANYONE running a RQ game(any version) where their > nonchaotic, nonbroo RLPs , player characters ACTUALLY take time > out to learn up their ceremony/enchant ritual skills and actually MAKE > some magical items. Of course, not often, but you need them for binding matrixes for POW and INT spirits. Over half of the PCs I've seen make those. Given how useful a couple of spirits can be I'm puzzled that enchantment would be uncommon in any campaign. - -John Snead jsnead@netcom.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, 14 Apr 1998 00:20:46 -0400 From: Tal Meta Subject: [RQ-RULES] Boccob for RQ/Greyhawk What follows is my interpretation of the World of Greyhawk deity Boccob, in RQ format, for a campaign I'm preparing to run in the semi-distant future. One thing I realized immediately was that the WoG, while possessing a fascinating history, lacks a recognizable mythology, so I suppose I'll have to create one on my own. :) I'll nestle that in somewhere between my deity conversions, I suppose. I'm posting this to both the RQ list and the GreyTalk list, so as to get the widest variety of opinions as to where this could be improved upon. BOCCOB Runes: Magic(x2), Mastery, Truth Boccob is known by many titles. He is most commonly known as the "Archmage of the Deities", for it is from him that all knowledge of magic came. He is also revered as the Master of Arcane Knowledge, because it is said that there is no fact he does not know. Finally, he also bears the appellation 'The Uncaring'' because it is his curse to know such things; in fact to know ALL things, because his vision encompasses all places, and all times, in one massive panorama. This leaves him little room in his heart for sentiment with regards to lesser beings. Cult in the World Boccob's faith exists to teach magic and to gather knowledge. His followers routinely search ancient ruins for lost magics, create new applications for knowledge, and expand the frontiers of magical knowledge in the world. His followers try to emulate the same detached air their deity maintains with regards to how that knowledge is used, with varying degrees of success. They will provide access to the information they have gained to anyone willing to pay for it. Lay Membership Requirements: Lay members of this faith are considered students in training. Boccob offers training in a variety of skills, including Orate, Speak [most languages], all Lores, Evaluate, Read/Write [most languages], Listen, Ceremony, *Enchant, *Summon, Intensity, Range, *Multispell, *Banish, *Ease, *Hold, *Permanance, *Speed, and *Reinforce. (Spells marked with an * are not available to Lay members.) Initiate Membership Requirements: Initiates of Boccob, unlike most other faiths, must have already demonstrated mastery (90%+ skill) of at least one of the following: any Lore, Evaluate, Read/Write [any language] or any sorcerous Art. Note: Boccob does not provide standard spirit magic to his followers, only sorcery and divine magics. Initiates are expected to study sorcery in preparation for higher ordinations. Acolyte Membership Requirements: Acolytes of Boccob must have mastered at least two Lore skills and must qualify as a journeyman sorcerer. Note: Acolytes of Boccob gain access to his common divine magics reuseably, but his special spells remain one use. Priesthood Membership Requirements: Priests of Boccob nust have mastered at least three Lores, and must qualify as an Adept. Virtues are Calm, Creative, Curious, Spiritual, and Uncaring. Note: Priests of Boccob have reuseable access to all of the divine magics offered by their god. Common Divine Magic: all Special Divine Magic: Analyze Magic, Clairvoyance, Knowledge, Mind-Read, Reconstruction, Translate, Truespeak. Sorcery: Spells available vary between different temples. Common Vows include Abjure Alcohol, Abjure Armor (2), Adulation (2), Celibacy (2), Lawspeaker (2), Rituals (3), Sacrifice (CON, STR), Seclusion (2), Shun Immortality, Shun Tap, and Tend Familiar. Associated Gods Istus: provides Avoid Fate Wee Jas: provides Sever Spirit Zagyg: provides Lie *************************************************************************** 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 #63 ************************************ *************************************************************************** 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. 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