From: owner-runequest-rules@ (RuneQuest Rules Digest) To: runequest-rules-digest@lists.MPGN.COM Subject: RuneQuest Rules Digest V1 #91 Reply-To: runequest-rules@mpgn.com Sender: owner-runequest-rules@ Errors-To: owner-runequest-rules@ Precedence: bulk RuneQuest Rules Digest Monday, May 4 1998 Volume 01 : Number 091 RuneQuest is a trademark of Avalon Hill Games. All Rights Reserved. TABLE OF CONTENTS Re: [RQ-RULES] Treasure Tables [RQ-RULES] DMD - Xerbo for RQ/Greyhawk Re: [RQ-RULES] Treasure Tables Re: [RQ-RULES] Reasoning ? [RQ-RULES] DMD - Osprem for RQ/Greyhawk Re: [RQ-RULES] Reasoning ? [RQ-RULES] Other Articles... [RQ-RULES] DMD - Pyremius for RQ/Greyhawk [RQ-RULES] average intelligence 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, 01 May 1998 11:54:16 -0400 From: Tal Meta Subject: Re: [RQ-RULES] Treasure Tables stancliff@commnections.com wrote: > > RU>IMC conditions, even highly restrictive ones, were not seen as that much > RU>of a hindrance (of course, one of the major subplots was the sorcerer's > RU>search for the Break COnditions ritual....) > Conditions were intended to be just as permanent as the enchantment > itself. You have apparently allowed them to be broken, but I think it > was a bad move... You're certainly entitled to that opinion. However, that's the way WE played it, and everyone had a grand time. YMMV, TEHO. > some items should just never be available for party > use, and they have to live with that. Some they never did, as they didn't want to risk the POW to gain access to the spells, MP, and spirits contained in those items. > If the conditions are general > enough, it is always possible to find a buyer even though they may have > to travel a long way to find one. "Me or my familiars" is pretty restrictive. Since they were mainly in conflict with the creator if the items (well, principally, one of his more strong willed familiars), they sought whatever advantage they could in maneuvering to defeat him. > When characters first start making their own items, they can't stand > the extra cost of conditions, but later, when they are comfortable with > their abilities, they tend to add conditions to the things they have. > The presence of conditions is a measure of the age of the item and is > rarely random. All heirlooms will have conditions, most priests' items > will have them, and about 1/6 of initiates items should have them > (increasing as rune level is approached) All agreed. My players learned the folly of not protecting their bound spirits on a regular basis. *************************************************************************** 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, 01 May 1998 12:00:49 -0400 From: Tal Meta Subject: [RQ-RULES] DMD - Xerbo for RQ/Greyhawk Twentieth in my series of Greyhawk deities in RQ format. This conversion is based mostly on Len Lakofka's article in Dragon magazine. After subtracting the combat stats for the god, I didn't see much left in his description that favored his "Money and Business" portfolio, so for my purposes, I've transferred that part over to Osprem (coming soon! ). So, Xerbo shapes up pretty much as a fisherman's god, if a somewhat stern one... an aquatic druidic figure, if you would. At some point, after I've gotten around to putting all of these on a web site, I expect I'll go thru and reorganize them, and hopefully put in more work on the inter-relationships and mythic signifigance of each... XERBO Runes: Water, Harmony, Beast Xerbo is the Suel deity of the Sea. Cult in the World Xerbo is primarily the deity of seafaring barabrians, as well as those who fish, trap, or hunt the beasts of the sea. His followers are mainly concerned with the fair use of the ocean's resources, and are opposed to those who overfish, pollute, or kill his creatures for "sport". He is the father of Osprem, Goddess of Water Voyages; they often conflict with one another over what constitutes "fair use". Lay Membership Requirements: Xerbo's cult expects that his followers will abide by the "law of the seas", i.e. only taking what one needs to survive, etc.. Skills taught by Xerbo's cult include Boat, Swim, Sing, Animal Lore (sea life), Evaluate, Plant Lore (sea life), World Lore, Scan, Ceremony, Trident attack, Net attack/parry, and Shield parry. Initiate Membership Requirements: Standard. Xerbo's cult is pledged to serve the interests of the seas first, it's natural inhabitants second, and humans a somewhat distant third. . Spirit Magic: Countermagic, Detect Magic, Farsee, FlowNet, Strength. Acolyte Membership Requirements: as per Priests. Priesthood Requirements: Xerbo's clerics tend to take a more active stance on seeking out those who misuse the sea. They see it as their sacred duty to bring ruin upon those who despoil the oceans, much as Fortubo's cult seeks out those who destroy the land. Virtues include: Energetic, Pragmatic, Private, Prudent, and Uncaring. Common Divine Magic: all Special Divine Magic: Breathe Air/Water, Call Monster, Command (sea life), Find (sea life), Float, Shield, TrueTrident. Associated Gods Osprem: provides Predict Weather Procan: provides Command Undine *************************************************************************** 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, 1 May 1998 13:17:18 -0500 From: stancliff@commnections.com Subject: Re: [RQ-RULES] Treasure Tables RU>"Me or my familiars" is pretty restrictive. Since they were mainly in RU>conflict with the creator if the items (well, principally, one of his RU>more strong willed familiars), they sought whatever advantage they could RU>in maneuvering to defeat him. That IS restrictive, and also pretty rare since most people intend to leave a legacy. A common restriction is to family or religion (or sect). Then there are the people who intend to never die so they don't worry about legacies. *************************************************************************** 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, 1 May 1998 13:20:40 -0500 From: stancliff@commnections.com Subject: Re: [RQ-RULES] Reasoning ? RU>The rules I have are complete and not a modification to RQ3. Everything RU>is rewritten from scratch and in the format ready for publication, RU>including cover artwork. RU>Leon Kirshtein Is this a file on your webpage or hardcopy? *************************************************************************** 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, 01 May 1998 13:49:37 -0400 From: Tal Meta Subject: [RQ-RULES] DMD - Osprem for RQ/Greyhawk Twenty-first in my series of Greyhawk deities for RQ... OSPREM Runes: Water, Trade, Motion Osprem is the Goddess of Trade and Water Voyages. Cult in the World Osprem is primarily the goddess of sailors of Suel descent, but has many non-Suel worshippers as well. All those who travel across the surface of the ocean are in her charge. She does not always see eye to eye with her father, Xerbo, on the matter of humans using the sea, but they cooperate far more often than they oppose one another. Lay Membership Requirements: Lay members of Osprem's cult are generally sailors and merchantmen who ply the seas as their way of life. Skills taught by the cult include Dodge, Swim, Bargain, Sing, Evaluate, Shiphandling, World Lore, Scan, Ceremony, and Trident attack/parry. Initiate Membership Requirements: Standard. Osprem's cultists are common in seaports and aboard ships, valued for their skills with the ships, as well as their abilities to predict weather at sea, and to create and protect markets in port. Spirit Magic: Countermagic, Detect Magic, Farsee, Strength. Acolyte Membership Requirements: as per Priests. Priesthood Requirements: Osprem's priests tend to serve as officer types aboard ship, and as trade brokers when in port. Virtues include: Creative, Honorable, Pragmatic, Prudent, and Social. Common Divine Magic: all Special Divine Magic: Course Watch, Create Great Market, Create Market, Float, Hold Course, Predict Weather. Associated Gods Xerbo: provides Find (sea life) *************************************************************************** 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, 01 May 1998 11:45:14 PDT From: "Leon Kirshtein" Subject: Re: [RQ-RULES] Reasoning ? >RU>The rules I have are complete and not a modification to RQ3. Everything >RU>is rewritten from scratch and in the format ready for publication, >RU>including cover artwork. >RU>Leon Kirshtein > >Is this a file on your webpage or hardcopy? > It is a hard copy. Leon ______________________________________________________ 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: Fri, 01 May 1998 18:09:23 -0400 From: Tal Meta Subject: [RQ-RULES] Other Articles... While searching for other RQ articles in my somewhat spotty Dragon collection, I came upon the following... Issue #144 - "When Gods Walk the Earth" by Paul Jaquays, concerns the special case use of a group Divine Intervention to permanently embody a fragment of their god into a mortal vessel (i.e. an Avatar). Contains some notes on the effects of this in CoC, Stormbringer, and BRP. Also has a section on how to get RID of the things when they start being more trouble than the problem they were summoned to solve. Issue #172 - "Into the Spirit of Things" by Michael DeWolfe, details 9 new Spirit Magic spells (Hibernation, Mind Alter, Mind Delve, Mind Trap, Reanimate, Sustain, Transform to Undead, Transfer Soul and Transfer Wound) and 5 new Divine Spells (Forget, Group Casting, Remove Characteristic, Retrieve Weapon, and Undetectable to Species). *************************************************************************** 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, 03 May 1998 09:03:44 -0400 From: Tal Meta Subject: [RQ-RULES] DMD - Pyremius for RQ/Greyhawk Twenty-second in my series of Greyhawk gods in RQ format... PYREMIUS Runes: Fire, Chaos, Death Pyremius is the Suel god of Fire, Poison, and Murder. Cult in the World Pyremius the Poisoner, Pyremius of the Fiery Death, Firebrand, all these and more are the nicknames of Pyremius the Foul. Whereas many Fire deities are forge-based, Pyremius represents only the destructiveness of fire, and it's use in the cause of woe. Lay Membership Requirements: Lay members of Pyremius' cult are taught a variety of skills that will enable them to rise higher in the heirarchy of the cult. These skills include: Throw, First Aid, Human Lore, Mineral Lore, Poison Lore, Conceal, Sleight, Scan, Search, Hide, Ceremony, 2H Sword attack/parry, and Whip attack. Initiate Membership Requirements: In order to become an Initiate of Pyremius, not only must the candidate pass the standard tests, he must also have killed a member of his own species by either poison or fire. Spirit Magic: Bladesharp, Demoralize, Fireblade, Ignite, Protection, Shimmer. Acolyte Membership Requirements: as per Priests. Priesthood Requirements: In addition to the standard requirements, Pyremius's priests must be masters of Poison Lore, and 2H Sword attack, and as a part of their ordainment, must offer a burnt sacrifice to Pyremius. Virtues include: Angry, Cruel, Destructive, Prudent, and Vengeful. Common Divine Magic: all Special Divine Magic: Command Salamander, Enhance Flame, Strike, Summon Salamander Associated Gods Syrul: 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. ------------------------------ Date: Mon, 4 May 1998 14:37:46 -0700 (PDT) From: Brad Furst Subject: [RQ-RULES] average intelligence In RQ3 or RQ4 or RQ:AiG, do you consider 13 to be the average intelligence of humans? Or does that just refer to the characters, rather than the general population? *************************************************************************** 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 #91 ************************************ *************************************************************************** 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.