From: owner-runequest-rules@ (RuneQuest Rules Digest) To: runequest-rules-digest@lists.MPGN.COM Subject: RuneQuest Rules Digest V1 #79 Reply-To: runequest-rules@mpgn.com Sender: owner-runequest-rules@ Errors-To: owner-runequest-rules@ Precedence: bulk RuneQuest Rules Digest Monday, April 20 1998 Volume 01 : Number 079 RuneQuest is a trademark of Avalon Hill Games. All Rights Reserved. TABLE OF CONTENTS Re: [RQ-RULES] The campaigns Re: [RQ-RULES] Magic spirits Re: [RQ-RULES] The lack of a life. Re: [RQ-RULES] Magic spirits [RQ-RULES] Where is Humakt cult writeup? [RQ-RULES] DMD - Nerull for RQ/Greyhawk [RQ-RULES] Spirit plane [RQ-RULES] Gods,Spirits,Chaos Features 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, 19 Apr 1998 22:20:48 EDT From: Delecti Subject: Re: [RQ-RULES] The campaigns > Gods CAN remain on the > Mundane Plane, but as they are summoned to the Godplane to "defend" their > position in the Godplane (example of involuntary HQing), eventually they > leave so many "marks" that they spend ALL their time on the Godplane. There was also something about a god that bound you more to the rules of Time than if you were still on the material plane (i.e. Cragspider). An exception to this to a point was the Red Goddess who somehow avoided alot of those restrictions at the Castle Blue battle. P.S. this is being remembered by someone who has had very little sleep for the past few days and should go to sleep now... P.P.S. Sorry for the non-RQ content. Delecti, Lord of the Upland Marsh aka Scott Knowles RL, USA Coordinator for The Chaos Society http://members.aol.com/delecti/UpMarsh.html Delecti@aol.com http://members.aol.com/Glorantha/chaossoc.html ChaosSociety@juno.com "I looked in the trap, Ray." -Egon Spengler, "Ghostbusters" *************************************************************************** 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, 19 Apr 1998 22:22:36 EDT From: Delecti Subject: Re: [RQ-RULES] Magic spirits > See, that's MY question; say my baddie Thanatar has a Intellect Spirit > bound in a ring with Shimmer 4 in it's memory..& he sees the berserk Storm > Buller heading his way...does he just say "Cast the Shimmer 4 NOW, Spirit!" > and take 4mp from HIS own power? OR can he grab this power from his Bound > Power spirit??(so, he got lucky & has both types of spirits ). If it is an INT spirit the Thanatar would have to cast it, as INT spirits can not cast spells. Should he have a magic spirit in the ring, he could have ordered it to cast Shimmer 4 if it had it every time he said "Shimmer", though if he said it in normal conversation..... Otherwise, instructing a spirit takes 1 whole round to order a spirit with a control type spell, and at least 3 SR to give a simple order to one in a binding (IMG). Delecti, Lord of the Upland Marsh aka Scott Knowles RL, USA Coordinator for The Chaos Society http://members.aol.com/delecti/UpMarsh.html Delecti@aol.com http://members.aol.com/Glorantha/chaossoc.html ChaosSociety@juno.com "I looked in the trap, Ray." -Egon Spengler, "Ghostbusters" *************************************************************************** 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, 19 Apr 1998 22:22:10 EDT From: Delecti Subject: Re: [RQ-RULES] The lack of a life. > ANOTHER 24! I can't take it! And people had a go at ME for not having a life. It was a joke you know. I had to have Tal change me over to the digest as I get too stressed by all these emails! Delecti, Lord of the Upland Marsh aka Scott Knowles RL, USA Coordinator for The Chaos Society http://members.aol.com/delecti/UpMarsh.html Delecti@aol.com http://members.aol.com/Glorantha/chaossoc.html ChaosSociety@juno.com "What if life actually *was* fair, and we somehow deserved all the truly awful things that happened to us?" -- Marcus Cole, Babylon 5 *************************************************************************** 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, 19 Apr 1998 22:22:21 EDT From: Delecti Subject: Re: [RQ-RULES] Magic spirits > If a character has a magic spirit, he may command it to cast it`s > spells. But is the fact that it is bound in a matrix enough for it to > cast it on physical things? Normaly a spirit needs to cast Visibility > on itself, but is this not the case with a bound spirit? Also, how > does this work for a fetch? Can the fetch cast spells on people > without Visibility? I use that it can cast on the shaman, but not on > anyboy else. Of course, the shaman can cast the fetches spells with > it`s MP, but he would do the casting himself. Basically a spirit would need Second Sight to cast from a binding, though it is limited to what it can target with that spell. To cast with Visibility it needs to be out of it's binding (or in an area effect binding) and controlled somehow. Remember ghosts do NOT need the visibility spell, they have that as an ability. Delecti, Lord of the Upland Marsh aka Scott Knowles RL, USA Coordinator for The Chaos Society http://members.aol.com/delecti/UpMarsh.html Delecti@aol.com http://members.aol.com/Glorantha/chaossoc.html ChaosSociety@juno.com "I looked in the trap, Ray." -Egon Spengler, "Ghostbusters" *************************************************************************** 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, 19 Apr 1998 23:35:12 -0500 From: stancliff@commnections.com Subject: [RQ-RULES] Where is Humakt cult writeup? RU>Also, I note that the Orlanth writeup in River of Cradles(1992) is MUCH RU>different than what is in Gods of Glorantha(1985). Is it safe to say that RU>the later date is more "official"(a la AD&D rules )? With the newer books like Sun County and especially River of Cradles there was a distinct change in the requirements for acolyte and priest to make it harder to meet the standard. I believe that the intention was to reduce the number of players who gain acolyte as a way stop on the road to rune lord. The newer write ups tend to require three masteries for priest and one for acolyte, or something similar. I tended to prefer the old way, but I can see the desire not to have acolytes be too easy, so I compromised and raised the old acolyte skill requirements from 50% to 75%. RU>In addition, how the &$*%# do you guys play the "must spend 90% of his RU>time & income to the cult"? This would seem to end a PCs adventuring RU>career! I never got to rune level when I played RQ2 so we never dealt with RU>this... It is very likely that a rune level player is a master of one or more skills, and therefor qualified to teach. These characters do leave play for long periods of time to train initiates, but it is also possible to get missions, quests, or other cult assignments that will fit into an adventure framework. By doing these for the cult, they will count as temple time and count against your obligation, such as protecting the earth (Ernalda), or fighting chaos. The game is appearently intended to take rune lords and full priests out of play to make room for lesser characters. Other characters simply never get that big promotion due to failings in piety, duty, too many cults, etc. I play on the assumption that acolyte is the highest level a player character can continue to participate at unless a major cult mission comes along. Some players or their referees will continue to find one new mission after another which can be justified as cult obligation so that they never perform the boring duties they leave to others. This is probably a role-playing crock, but it is the decision of the referee. As for income, the rules allow the money to be given to the temple as payment for spell teaching and some other expenses, but it all does go away unless the PC is in charge and gets to decide what some of the money is spent on. 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, 19 Apr 1998 23:50:00 -0400 From: Tal Meta Subject: [RQ-RULES] DMD - Nerull for RQ/Greyhawk Part seven of the Greyhawk Gods in RQ format... NERULL Runes: Death x2, Darkness, Spirit Hater of Life, Bringer of Darkness, Gloom-King, Reaper of Flesh... all these and more are the titles ascribed to Nerull, Lord of the Dark. As befits his title, he is worshipped only in darkness, by those who embrace evil for enjoyment or gain. Cult in the World Nerull's faith appeals to those who revel in the darkness, such as thieves, assassins, and their ilk. Altars to Nerull are typically dark stone dyed red with the blood of myriad sacrifices, and the relics of the order are crafted from copper or malachite. Beyond his powers over darkness and death, Nerull is also the judge of the spirits of the dead, especially of those over whom no other god has dominion (i.e. non-initiates of any faith, or those who, for whatever reason, find themselves with nowhere else to go once death has claimed them). Lay Membership Requirements: Lay members gain no particular benefots, but are allowed to train in those skills that the cult deems worthwhile, i.e. Orate, Craft Stone, Spirit Lore, Undead Lore, World Lore, Conceal, Listen, Hide, and Ceremony. Initiate Membership Requirements: Standard. Training in Enchant and Summon becomes available to Initiates, as does training in the use of sickles and sythes as melee weapons. Spirit Magic: Bladesharp, Control (Shades, Ghosts, Ghouls, Wraiths), Countermagic, Darkwall, Extinguish, Heal, Second Sight. Acolyte Membership Requirements: as per Priests. Priesthood Requirements: Standard, Virtues for Nerull include: Calm, Deceitful, Prudent, Spiritual, and Uncaring. Common Divine Magic: all Special Divine Magic: Absorbtion, Create (Ghost, Ghoul, Wraith), Sever Spirit, Summon (Ghost, Ghoul Spirit, Shade), Turn Undead. Associated Gods Hextor: provides Discord. Incabulos: provides Cause Disease Tharizdun: provides Affix Darkness *************************************************************************** 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, 20 Apr 1998 10:44:24 +0100 From: "Terje Tollisen" Subject: [RQ-RULES] Spirit plane I would like to know how people play the Spirit plane. I have a shaman in my group now, and of course he wentures out on the Spirit plane. I tend to describe it as a misty wolrd where spitits float around. One can recognize spirits as different types if you have a trained eye, and a spirit is bigger the more power it has. I also use that if you move 100 meters on the spirit plane, then cast Visibility, then you would pop out 100 meters away on the Mudane plane too. I`m not shure if I`m too happy with that. I have thought of letting the Spirit plane reflect the Mudane plane, so that the terrain is , if not the same, at least is of the same type. If you enter the Spirit plane while in a mountain, you would enter a mountain terrain on the Spirit plane too. I have also thought about changing the Disemobodyment rite. In stead of the shaman and fetch switching places, why not let the fetch loose, and run around on the Spirit plane? I think that would make more sense. But at the same time the shaman would have to stay in some sort of trnace, to keep guiding the fetch, or to keep sending out a beacon to the fetch so it knows which way is home. He could be able to cast spells on the Mudane plane, but not really do anything physicly, to keep the idea that he is quite diffencless while dissemboddied. What do you think? How do you play it? - -Terry ********************* Terje Tollisen Kjelsasveien 99 0491 OSLO Tlf. 22153817 P.sck 96867204 ********************* *************************************************************************** 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, 20 Apr 1998 11:32:39 +0000 From: "Simon Phipp" Subject: [RQ-RULES] Gods,Spirits,Chaos Features Bob Stancliffe: > >But look at something like Cwim or the Crimson Bat, which also have > > stats. Then compare the Hero Counters in Dragon Pass/Nomad Gods. > >You need some way to explain how Harrek, for instance, can kill > >the Crimson Bat, Cwim or Cacodemon - he needs to be of comparable > >ability/skill/strength. > I am relatively certain that I could kill Quim with about 100 > Bison > riders with Dosge, Ride, Lasso, and Lance skills at 75%. 30 - 50% > of the men would die in the process and it would take several weeks > to track him down repeatedly for another attack. Unfortunately, the first thing that Cwim does is cast Shimmer 18 (using his ability to cast up to INT in ANY Spirit Magic Spell) and the Bison Riders can lasso all they like at 5% chance. Then he cartwheels through them like a mincing machine. All he needs to do is have a big Ironhamd (18, say) and he splits his attacks, trashing the stats or mincing two or three people each round with EVERY attack. I don't have the stats here but I think he gets at least 3 attacks per round which are independant (3 people attacking) which gives him at least 9 minces per round. The bison riders are critting on 1 % which means that 1 of them does damage each round. Game set and match to Cwim. > I wasn't actually arguing against Illumination, I say claiming > that > it was not likely to sway a dedicated leader from his goals or from > his integrity. Sorry, I misunderstood completely. That is actually the view I always had. When my main PC became Illuminated (having never answered a Riddle!) he acted in exactly the same way as before, except that he knew that he was acting out of CONSCIOUS CHOICE and not through instinct, so he considered himself to be more pious than the other Orlanth/Storm Bull worshippers. Of course, he also joined other friendly cults without fear of retribution but would never join a cult even neutral to Orlanth. > In RQ2, we had Anti-Parry which speeded up combat but made for > ridiculous NPCs: how do you stop the Beserker with 300% attack - have > NPCs with 350% Parry etc. > Wasn't Anti-Parry a house rule? I don't remember it in RQ2. No, not at all. If you attacked with 200% Bastard Sword, your opponent's Parry was reduced by 100%. Defense reduced this somewhat, if he had 60% Defense the Parry was reduced by 40%. This was OK until you had a 200% Attack going Beserk and becoming a 400% attack, even with 100% defense this gave 200% Anti-Parry which meant that the foe had to have a 300% Parry to be effective. Unfortunately, some of the GMs in our campaign generated NPCs to be effective when the most skillful members of the party went Beserk, so they had 200% Defense, 300% Parry and a load of armour. We had to gang up on them to force defence splits and parry splits. No problem. > In > fact, RQ2 had Defense skill which was like a permanent shimmer that > got better with skill checks. Eventually you could become nearly > impossible to hit. Unless you ganged up and made them split their defense, as above. > >Not at all. A spirit regenerates all its MPs in a single day as it > >regenerates 1/24th POW every hour. In fact, if you round up, > >spirits regenerate MPs a lot faster. > I was responding to Alain's post where he didn't allow spirits to > recover in 24 hours. Fair enough, sorry about that. Nick Effingham: > Alternatively you can leave the weapon impaled. This happens quite a > lot in my game. And in mine. This is the only way that some things (and some PCs) can be reasonably killed. That is why Solarus uses a spear, Brankist uses a Rapier and Derak has a Silver Dagger. >> Sorry, you can only split your attack if there are two or more >>opponents to hit, not the same one twice. According to the RULES perhaps. But, I found the rules lacking here and could see no reason as to why this was the case. RQ4 and certain versions of RQ3 had special weapons tactics such as Flurry which I found unsatisfying and were redundant once I allowed splitting against the same target. A small change but it makes a high skill level important in combat once more. > >RU>CragSpider is a demigod, which I feel is substantially different > >from a RU>Superhero, as if you get to Hero and choose to either > >become a Superhero or RU>try and ascend into Godhood. > > I don't recall the Dragon Pass game rating her that high. She > > is > >definitely a force in Dragon Pass. > > I think its the GLoranthan Crucible that describes her as a demigod. Nah! She has always been a demigod and a jolly good one. Thomas Cooper: > 3] From what I have read so far, in order to get the same benefit of > POW/INT from 1 bound spirit in RQ2(i.e. bound in a power crystal, having > it's intelligence & power available to the PC); you have to maintain TWO > binding enchantments for TWO different types of Spirits! Is that correct? > And how do YOUR PCs go about doing this-by themselves or paying for it?? For a long while, I played this, using POW and Intellect Spirits, but then I thought "why not have RQ2 bound spirits as another type of spirits?". I could not think of a valid reason, so I reintroduced them. A house rule, of course, but one based on RQ2 (when everything was rosy). Michael A. Pastorello: >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. Several ways: 1. Divine Intervention: most deities will remove a Chaos Feature if asked nicely. 2. Cleansing: River deities have the Purified One who knows how to destroy Chaos Features, as does Oakfed. 3. HeroQuest: There may well be HeroQuests to be rid of chaos features. 4. Standing in front of a Storm Bull Temple and shouting "Rid me of my Chaos Features". One PC in our campaign, before I joined the campaign, was a Duck called Pektok. When in SnakePipe Hollow he received a Chaos feature of +12 STR and thought it was a Gift from Humakt. He took ages training his CON to 21 then found out that he had a Chaos Feature, when a Storm Bull attacked him. He asked Humakt to remove the Chaos Feature then trained his STR to species max. Lucky for him. Casting Spells with Spirits: I have a free and easy view on this. Bound Magic Spirits may cast spells that they know or Matrices which they are in contact with (as long as they know at least 1 point of the spell in the matrix, to avoid obvious abuses). They can draw on the MPs of any POW Storage Crystals stacked with the Spirit or any POW Spirits linked to the Spirit. To save on tiresome book-keeping, I assume that all POW Storage Crystals and POW Spirits are available to all spirits bound on an object/person. So, a spirit bound into an enchantment on a sword may use any POW Storage Crystals/POW Spirits/MP Enchantments on the sword but none on the person holding the sword. Regarding spirits having to use Second Sight etc. to target spells, I always thought this was silly and play that spirits may see through the senses of anyone they are in aura contact with. Basically, this is the person they are bound to, or the person holding or wearing the object they are bound to. Allied Spirits may use the POW Crystals etc. as per normal bound spirits. Allies bound into a familiar can only use POW Storage Crystals available to the Familiar. Allies bound into swords etc. can only use Crystals etc bound to the sword. I don't allow Fetches to cast spells but do allow shamans to initiate spirit combat with nearby spirits (nearby is a vague term) without being discorporate. Delecti, Saviour of the Ducks says, of Nosebiter: > Actually it is an Axe. It is a living being in much the same way that you > would make a bound ghost in an axe a familiar. Maybe this is a variation. It > does mention heroquest. It is a Babeester Gor Cult weapon, and it does not > want to go back, so it has to control weak willed creatures to wield it. Nosebiter was created through a HeroQuest and quickly decided who was boss, dumped its owner and dominated lesser beings in order to further its own ends. A very nice idea. Simon Phipp *************************************************************************** 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 #79 ************************************ *************************************************************************** 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.