From: owner-runequest-rules@ (RuneQuest Rules Digest) To: runequest-rules-digest@lists.MPGN.COM Subject: RuneQuest Rules Digest V1 #76 Reply-To: runequest-rules@mpgn.com Sender: owner-runequest-rules@ Errors-To: owner-runequest-rules@ Precedence: bulk RuneQuest Rules Digest Saturday, April 18 1998 Volume 01 : Number 076 RuneQuest is a trademark of Avalon Hill Games. All Rights Reserved. TABLE OF CONTENTS [RQ-RULES] RQ4 PC sheet, YES!! [RQ-RULES] chaos taint [RQ-RULES] Re: Ghosts ditto! Re: [RQ-RULES] Bound Spirit & shamen Re: [RQ-RULES] chaos taint [RQ-RULES] DMD - Iuz for RQ/Greyhawk Re: [RQ-RULES] Presence Limitation [RQ-RULES] Next..how about dodging, training, etc. [RQ-RULES] RQ4 PC sheet, YES!! [RQ-RULES] chaos taint Re: [RQ-RULES] Bound Spirit & shamen 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, 17 Apr 1998 18:19:05 -0500 From: Thomas Cooper Subject: [RQ-RULES] RQ4 PC sheet, YES!! YES!, please post the RQ4 sheet-I want to compare my hybred with yours & see if I missed anything important. Also, I have a few opinions on the whole ghost issue, since I've been doing nothing but memorizing every RQ3 book I could get my hands on-but as I've never run RQ3, I dno't have ANY practical experience about binding & ghosts in general. I CAN say that the campaigns I've been in were WAY below the power levels you guys are talking about . *************************************************************************** To unsubscribe from this list send mail to majordomo@mpgn.com with the line 'unsubscribe runequest-rules' as the body of the message. ------------------------------ Date: Fri, 17 Apr 1998 19:51:24 -0500 From: "Michael A. Pastorello" Subject: [RQ-RULES] chaos taint Just a quick question. How would one get rid of a chaos feature they got accidently? Actually that they agreed to out of ignorance? Once they realised what it was, they are now dedicated to getting rid og it. How do you play this aspect of the game. Thanks. 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: Fri, 17 Apr 1998 20:07:47 -0500 From: Thomas Cooper Subject: [RQ-RULES] Re: Ghosts ditto! >Please, lets not even bring this up. It conjures all kind of bad things. > >Leon K. > Ditto! And I'm a VERY happily married guy !(At least, that's what my WIFE tells me!) Thomas Cooper, Jr. thomas@onr.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: Fri, 17 Apr 1998 22:33:43 EDT From: JULIAKIR Subject: Re: [RQ-RULES] Bound Spirit & shamen In a message dated 98-04-17 15:46:21 EDT, you write: << RU>Yes. That do you mean by extra money? Don't your sorcerers have to PAY for spells??? Really!! Then there is the cost of travel to the capital to find the right Dominate spell, followed by the material components for the Summons, this all adds up! Weeks of time can be lost in the process that could be put to use studying. I mean... Really!! Look, you pay for the spell once and use it many times. All sorcerers get some free spells from their masters. Assistant shamans must also pay and are far more likely to spend years at a lower status level, as opposed to the stuctured progression of a sorcery using society. And finally money is a lot more common in a civilized area. And where have you got the idea that spirit hunting is: a) quick, b) cheap, c) does not require material components. Speaking of which I am not sure I like the tone your post has taken. I am an adult anexpect to be treated as one. RU>> Under RQ3 the rules say that a summoned spirit can leave when it RU>>chooses. Since no intelligent spirit will stay just to be captured, it RU>>is impossible for shamen to summon, defeat, and control most, if not RU>>all, spirits. RU>Power spirits are not intelegent. But if they don't attack, then you can't defeat them in spirit combat, and you can't control them. They just float there until they leave, and the shaman can't do a thing about it. Shamans are capable of initiating spirit combat. RU>>MOST will leave immediately. RU>Shamens have an advantage of being able to chase down a fleeing spirit. Please consider... the spirit is summoned, waits three rounds and leaves. The shaman starts to discorporate and one HOUR later he enters the spirit plane to chase it down. All he knows is the direction the fetch saw it leave. If it left in a hurry, it could me a dozen miles away by now, it might have changed direction several times or be hiding in some cave. YOU WILL NOT FIND IT. If you summon it again the same thing happens. SHAMEN CANNOT SUMMON AND BIND SPIRITS UNLESS YOU CHANGE AT LEAST ONE RULE. This might have been intentional, but I think it was an oversight. First of all the shaman can have the fetch chase down the spirit. Second the shaman may already be discorporate. Third movement is a function of power on the spirit plane, if the shamans power is higher than the spirits it will not get away. Fourth, you again attributing intelegence to all spirits, then a good number of them do not have it. And fifth, STOP YELLING, i may be dumb but not blind. 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: Fri, 17 Apr 1998 22:43:48 EDT From: JULIAKIR Subject: Re: [RQ-RULES] chaos taint In a message dated 98-04-17 21:01:40 EDT, you write: << Just a quick question. How would one get rid of a chaos feature they got accidently? Actually that they agreed to out of ignorance? Once they realised what it was, they are now dedicated to getting rid og it. How do you play this aspect of the game. Thanks. >> Oh boy, this is hard. The simplest way is a DI and hope to get lucky. There are also a number of cults which have cleansing rituals, but they are hard to find and not very well written up (not official). Illumination is a way to hide the feature but will not work if it is apparent. 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: Fri, 17 Apr 1998 23:27:55 -0400 From: Tal Meta Subject: [RQ-RULES] DMD - Iuz for RQ/Greyhawk Part six of my line of Greyhawk Gods in RQ format... IUZ Runes: Chaos, Illusion Iuz is the success story of Hero Cults in recorded memory. Born of the Necromancer Iggwilv and the Demon Prince Graz'zt, Iuz was originally just a half breed with a love of magic, deceit, and the suffering of others. He dreamed of ruling over others, and so built for himself a worldly empire. As he grew in power both magically and temporally, he began to attract worshippers, and as he did so, the call of the Hero beckoned him onwards. Now he has passed beyond the status of Hero, and joined the very ranks of the gods themselves. Cult in the World Iuz's principal tenet is this: "Rule Through Fear". While a junior in the ranks of the Gods of Oerth, Iuz is a junior with an entire nation of followers, and an expansionist streak a league wide to bring ever more worshippers under his power. Iuz bridges many species gaps, being worshipped as often by humans as by orcs, goblinkind, or fiends of his own kind. Iuz's faith is opposed by many, but primarily by that of St. Cuthbert, a fellow traveller on the Hero path. Nerull is the only other faith that directly opposes Iuz with any regularity. Iuz's cult can be seen as a great pyramid, with Iuz at the apex and lines of power and authority traveling downwards from that point. For all his seeming invulnerability, in living memory Iuz has been bound/imprisoned (later freed), and various schemes of his have been foiled by mortals. Lay Membership Requirements: Lay members of this gather in the myriad black edifices that are the centers of his worship. Lay members are not taught skills, but are used as the muscle the cult needs to exert it's power over non- believers. Initiate Membership Requirements: Standard. At this level of involvement, members are taught the skills they will need to excel as they move up the ladder of power in the cult. Those who do not learn their lessons well generally wind up under the sacrificial daggers of those who paid a bit more attention in class. Skills taught to initiates include Interrogate, Orate, Craft (Torture), various Lores (Magic, Demon, and Spirit most prevalent), Search, Ambush, Hide, Sneak, Ceremony, Enchant, Summon. Sorcery is quite common among Iuz's priesthood, but it is not something that is taught as part of the cult rituals. Spirit Magic: Countermagic, Demoralize, Fanaticism, Heal, Protection, Second Sight, Visibility. Acolyte Membership Requirements: Iuz rewards treachery, so it is not uncommon for potential Acolytes to prove themselves by offering up their superiors as a first sacrifice, or more rarely by offering up a priest of St. Cuthbert or Nerull if they crave special attention. Priesthood Requirements: Standard, but the applicant must have qualified as above, by offering up as sacrifice a priest of a rival cult. Virtues for Iuz include: Deceitful, Manipulative, Misanthropic, Unpredictable, and Vengeful Common Divine Magic: all Special Divine Magic: Break Body, Command Pain Spirit, all Illusions, Summon Pain Spirit. Associated Gods Graz'zt: provides Slave Link Zuggotomy: provides Molder *************************************************************************** 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, 18 Apr 1998 00:22:28 -0400 From: Tal Meta Subject: Re: [RQ-RULES] Presence Limitation Hibbs, Philip wrote: > > If a sorcery user has not taken the High Vow, they have no Presence, thus > their spells last for 10 minutes rather than being maintained. A logical > extension of this rule would be that a Sorceror who exceeds his Presence can > still cast spells, but they will only last for 10 minutes. This avoids the > rather embarassing situation whereby a peasant with a spell matrix and a > large reserve of magic points can cast more, and bigger, spells than a magus > with the same equipment. This is alot like what my current variant uses, except I added an Art, Maintain, used to hang spells on Presence if desired. Attack spells remain strong, but defensive spells might certainly require Ceremony to be as useful as they were before... > > philip.hibbs@tnt.co.uk or phibbs@compuserve.com > http://members.tripod.com/~PhilHibbs/ > A single death is a tragedy > a million deaths are a statistic > Josef Stalin > > *************************************************************************** > To unsubscribe from this list send mail to majordomo@mpgn.com with the line > 'unsubscribe runequest-rules' as the body of the message. - -- 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: Sat, 18 Apr 1998 01:13:10 -0500 From: stancliff@commnections.com Subject: [RQ-RULES] Next..how about dodging, training, etc. Tom, you are cruel, I think I'll like you. Don't you have RQ3? Have you read it? RU>1] Can the Dodge skill be trained, or does it only go up by experience(& I RU>DON'T mean researched-I mean being taught by another person). If so, can Any checkable skill can be trained to 75% or a non-checkable to the teacher's skill%, limit of 100%, but only if the teacher is a master of that skill (90% or higher). Skill masters are respected for their ability, but only a few teach. The rules state that the maximum class is 16 @ 0-25%, 8 @ 26-50%, 4 @ 51-75%, or 2 @ 76-100% with the above limits. The general price is 1L per 4 hours at the first level, and doubled for each level above that. The price should vary based on the demand for the skill, the competition among teachers, and the actual value of a lunar in your game. The RQ3 rules base a lunar as a days wages for an unskilled drudge laborer, the old rules and most price charts base a lunar at about $5, that is, the price of a decent meal. RU>2] Does Befuddle REALLY affect higher Intelligence opponents more(i.e. the RU>smarter you are the harder it is to come out of in) than lower ones; or is RU>it a mistake? Yes, this is correct. Low INT beings trust their instincts more and are less confused by the mental distractions caused by the spell. RU>3] From what I have read so far, in order to get the same benefit of RU>POW/INT from 1 bound spirit in RQ2(i.e. bound in a power crystal, having RU>it's intelligence & power available to the PC); you have to maintain TWO RU>binding enchantments for TWO different types of Spirits! Is that correct? The old spirit bind let you use the MP's and the INT. These are two different spirits now. A magic spirit can learn spells and cast them using it's MP's just as a person can. RU>And how do YOUR PCs go about doing this-by themselves or paying for it?? POW represents a part of your soul, and the price is consequently high. Each POW invested in an enchantment can cost from 1000-2000L and may be adjusted for your game. Only a very desperate person or one who has much spare POW will sell a magic item, unless it is captured property that he is unable to use due to some enchantment condition. Most items are captured as treasure, most of the rest are made by enterprising players, and a small number are sold by makers or the desperate. RU>... I decided to make them work at this from the very RU>beginning, since they've NEVER played RQ(well, 1 played RQ2 10 yrs agone RU>) & I want them to APPRECIATE every little thing they get! They will understand the system better if they learn it gradually. A weapon, cuirbouilli, and 3 or 4 points of spells works well. 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: Sat, 18 Apr 1998 01:33:22 -0500 From: stancliff@commnections.com Subject: [RQ-RULES] RQ4 PC sheet, YES!! RU>see if I missed anything important. Also, I have a few opinions on the RU>whole ghost issue, since I've been doing nothing but memorizing every RQ3 RU>book I could get my hands on-but as I've never run RQ3, I dno't have ANY RU>practical experience about binding & ghosts in general. I CAN say that the RU>campaigns I've been in were WAY below the power levels you guys are talking RU>about . In general, it takes at least two or three years of fairly regular play to get to rune lord or priest level. Acolyte is a little easier, but you have to start getting the needed spells from early on or you won't be ready when your skills are. I have occasionally tried to play since the game was first released, but no campaign lasted more than a dozen adventures. About five years ago I started collecting and reading every module, pack, and rule book I could get. A year later I knew Glorantha well enough to feel able to teach it to beginners, complete with myths, politics, and geography. In these four years my game has finished three years of game time. Adventures took multiple weeks to run and there was little training time or space between them so the game calendar was slower than the real one. I have run through just about all of the river of cradles and Pavis material and am about to shift the game to Dorastor and let someone else referee full time. I still love Glorantha, but I am burning out. 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: Sat, 18 Apr 1998 01:37:00 -0500 From: stancliff@commnections.com Subject: [RQ-RULES] chaos taint RU>Just a quick question. How would one get rid of a chaos feature they got RU>accidently? Actually that they agreed to out of ignorance? Once they RU>realised what it was, they are now dedicated to getting rid og it. How do RU>you play this aspect of the game. Thanks. RU>Mike In a word... HeroQuest. Otherwise known as the referee raking you over the coals until Magasta or Chalana Arroy or some other god of healing, purification, or change takes it away. In the mean time, avoid villages and all Storm Bulls. 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: Sat, 18 Apr 1998 02:10:04 -0500 From: stancliff@commnections.com Subject: Re: [RQ-RULES] Bound Spirit & shamen RU>Look, you pay for the spell once and use it many times. All sorcerers get RU>some free spells from their masters. It's the expense of finding and acquiring the spell for the first time that I am talking about, but you keep saying "what cost?". All I originally said was that one spell to create a MP Matrix was much cheaper and simpler than the three spells to bind any spirit. From a role playing viewpoint, many people would rather make a safe simple MP Matrix than risk posession and give up free INT for the extra spells needed to bind a Pow spirit even though they are better. RU>Shamans are capable of initiating spirit combat. RU>First of all the shaman can have the fetch chase down the spirit. Second the RU>shaman may already be discorporate. Third movement is a function of power of RU>the spirit plane, if the shamans power is higher than the spirits it will not RU>get away. Fourth, you again attributing intelegence to all spirits, Only a Discorporate shaman can initiate spirit combat, Discorporation take one hour to do, and you cannot summon anything while Discorporate. Having the fetch chase the spirit implies that the fetch can leave the shaman's body... this is an assumption. If it were true, then there would be no need for Discorporation. The fetch would just go and find everything the shaman needs. Also the fetch is usually bigger than the shaman, and this would make it better still. Granted that some spirits will not leave the immediate vicinity, you still cannot perceive beyond 50m (or Pow x10?), it is incredibly easy to lose something in a fog that thick, so speed was never the issue, just the time to get out of perception range and get lost. Your arguments will work occasionally, but are not regularly dependable and are worthless for non-shaman spirit magic users, though that might not be so important. Better? 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. ------------------------------ End of RuneQuest Rules Digest V1 #76 ************************************ *************************************************************************** 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.