From: owner-runequest-rules@ (RuneQuest Rules Digest) To: runequest-rules-digest@lists.MPGN.COM Subject: RuneQuest Rules Digest V1 #95 Reply-To: runequest-rules@mpgn.com Sender: owner-runequest-rules@ Errors-To: owner-runequest-rules@ Precedence: bulk RuneQuest Rules Digest Friday, May 8 1998 Volume 01 : Number 095 RuneQuest is a trademark of Avalon Hill Games. All Rights Reserved. TABLE OF CONTENTS Re: [RQ-RULES] Renewing Divine Magic Re: [RQ-RULES] wraiths in RQ3 RE: [RQ-RULES] Renewing Divine Magic [RQ-RULES] wraiths in RQ3 Re: [RQ-RULES] Renewing Divine Magic Re: [RQ-RULES] Renewing Divine Magic [RQ-RULES] DMD - Jascar for RQ/Greyhawk [RQ-RULES] DMD - Krovis for RQ/Greyhawk [RQ-RULES] CA and Spirits [RQ-RULES] Rune Fonts? [RQ-RULES] Roll random treasures on-line [RQ-RULES] CA and Spirits [RQ-RULES] DMD - Asmodeus 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: Wed, 06 May 1998 19:39:25 -0400 From: Tal Meta Subject: Re: [RQ-RULES] Renewing Divine Magic stancliff@commnections.com wrote: > > the available back issues for 'Tales of the Reaching Moon' and one of > them described the concept of 'rune points' that are sacrificed for > instead of specific spells. These are exchanged for any spell provided > by the god to that type of character when the character wants to cast a > divine spell. This adds a lot of flexability to divine magic and makes > it far more likely that divine magic will be used. I like this rule, > although I haven't brought it into my campaign yet. Actually, I use this rule for Rune Lords IMG, as I tend to view these sorts as the roving troubleshooters of their cults, who never know what they might need next. Initiates get the annual renew you also mentioned, and priests as normal. *************************************************************************** To unsubscribe from this list send mail to majordomo@mpgn.com with the line 'unsubscribe runequest-rules' as the body of the message. ------------------------------ Date: Wed, 06 May 1998 21:59:48 -0400 From: Tal Meta Subject: Re: [RQ-RULES] wraiths in RQ3 Brad Furst wrote: > > Do wraiths in RQ3 deplete their magic points? How? "This is not considered > to be a form a spirit combat." But if it attacks a conscious target, it does enter into spirit combat. But I can't think of any other reason for them to expend mp, and, given a few victories, it'll have a huge # of magic points, > When "the wraith gains one magic point for each characteristic point it > saps," does such magic point(s) accumulate from encounter to encounter? I'd imagine that they do. Errata I've got doesn't say anything about it... *************************************************************************** To unsubscribe from this list send mail to majordomo@mpgn.com with the line 'unsubscribe runequest-rules' as the body of the message. ------------------------------ Date: Thu, 7 May 1998 09:07:38 -0500 From: stancliff@commnections.com Subject: RE: [RQ-RULES] Renewing Divine Magic RU>IMO, if a character had dedicated his life to a diety to an extent of RU>becoming a priest/acolyte/rune lord with reusable divine magic, then the RU>link so established is already a strong one and his ability to renew RU>spells (not sacrifice for new ones) should not depend on a fixed RU>physical location but rather on a religious focus for which Sanctify RU>spell is adequate. RU>Leon Kirshtein Thank you Leon. A priest of Orlanth is required by his cult to own a two wheel cart and oxen to pull it so that he may move his shrine whenever he needs to. Shrine mobility is not only possible using Sanctify and Worship, it is demanded. The question of whether to relax the restraints on recovery of spells is the big issue. I have always felt that the game was too strict on divine magic. The designer seems to have been afraid of the potential for abuse, but I am not sure that the other options were play tested. It might work well to reduce the temple requirements by one level and have shrines recover special spells while minor temples can recover common spells. It would be a help to characters in general to allow recovery in one or two hours per point instead of one day per point. 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: Thu, 7 May 1998 09:22:30 -0500 From: stancliff@commnections.com Subject: [RQ-RULES] wraiths in RQ3 RU>Do wraiths in RQ3 deplete their magic points? How? "This is not considered RU>to be a form a spirit combat." RU>When "the wraith gains one magic point for each characteristic point it RU>saps," does such magic point(s) accumulate from encounter to encounter? RU>Brad Furst Wraiths attack by comparing MP's against a Stat, but do damage to a location if the opponent is conscious to act. The opponent attacks physically, and the magical damage does damage to the wraith's Con (HP's). That is why it is not considered spirit combat. The wraith does not have Pow, so it can only recover MP's by draining, but the only way it can lose MP's is if attacked by a spirit such as a shaman. I would like to say that it does keep all MP's drained, in a manner similar to a vampire, but without the penalty. If this were true though, then wraiths would quickly gain huge MP totals, and would never fail to damage a foe. This is a very dangerous interpretation for game balance. It is safer to say that a wraith can drain up to some limit value such as Con. 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: Thu, 7 May 1998 09:45:26 -0500 From: stancliff@commnections.com Subject: Re: [RQ-RULES] Renewing Divine Magic RU>Actually, I use this rule for Rune Lords IMG, as I tend to view these RU>sorts as the roving troubleshooters of their cults, who never know what RU>they might need next. Initiates get the annual renew you also mentioned, RU>and priests as normal. But rune lords are supposed to be physical leaders and priests are supposed to be magical leaders. You have given the better magic to lords who are described as being subservient to the priests, and the magic should probably be the other way around. Of course, if your rune lords are not getting reusable magic, then it doesn't hurt to give them the extra flexibility. 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: Thu, 07 May 1998 12:01:12 -0400 From: Tal Meta Subject: Re: [RQ-RULES] Renewing Divine Magic stancliff@commnections.com wrote: > > But rune lords are supposed to be physical leaders and priests are > supposed to be magical leaders. You have given the better magic to > lords who are described as being subservient to the priests, and the > magic should probably be the other way around. Of course, if your rune > lords are not getting reusable magic, then it doesn't hurt to give them > the extra flexibility. Well, IMG, Rune Lords wind up pulling alot of dirty jobs (when they're available, of course). Trolls raided the local shrine and made off with a 1200 year old relic? Last four initiates sent to retreive it joined the god? Anton the acolyte did too? Call in the Rune Lords! I realize this is probably outside the intent of the position, but it seemed like a good direction to me for MG. *************************************************************************** To unsubscribe from this list send mail to majordomo@mpgn.com with the line 'unsubscribe runequest-rules' as the body of the message. ------------------------------ Date: Thu, 07 May 1998 19:24:38 -0400 From: Tal Meta Subject: [RQ-RULES] DMD - Jascar for RQ/Greyhawk Twenty-sixth in my series of Greyhawk gods in RQ format... JASCAR Runes: Mastery, Earth, Stasis Jascar is the God of Hills and Mountains, as well as the Lord of the Forge. Cult in the World Jascar is the Strength of the Mountain, the Reshaper of Land, and the Forge of Metals. In myth, he is a constant companion to Phaulkon, as they found common cause against many opponents. Their cults often share temples, though this is not the rule. Lay Membership Requirements: Jascar's followers are mainly smiths, masons, and mountain dwellers. He is a special foe of Beltar, his sister, who tunnels through his domain to hide HIS bounty from the sight of all others! Skills taught by the cult include: Climb, Orate, Craft (Blacksmith, Whitesmith, Redsmith, Mason, Gemcutting, Armoring, Weaponsmith), Mineral Lore, World Lore, Listen, Scan, Ceremony, 1H and 2H hammr attack/parry. Initiate Membership Requirements: Standard. Jascar's initiates are expected to be 75% or better in their chosen craft, in addition to all other requirements. Spirit Magic: Armoring Enchantment, Bludgeon, Detect (minerals, metals), Endurance, Heat Metal, Mighty Blow, Protection, Strength. Acolyte Membership Requirements: as per Priests. Jascar's acolytes must devote 50% of their time to the cult, but only 25% of their income. Many choose to travel, seeing the world and learning new methods of smelting metals or cutting stone. Acolytes of Jascar can often be found in dwarven lands studying their methods. Priesthood Requirements: Jascar's priesthood is commonly regarded as the finest metalsmiths, armorers and weaponsmiths around, capable of enchanting a wide variety of metals. Virtues include: Creative, Curious, Loyal, Prudent, and Stubborn. Common Divine Magic: all Special Divine Magic: Command Gnome, Create Fissure, Enchant (metal), Gnome-to-Gargoyle, Shake Earth, Summon Gnome. Associated Gods Phaulkon: provides Flight *************************************************************************** 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, 08 May 1998 09:59:00 -0400 From: Tal Meta Subject: [RQ-RULES] DMD - Krovis for RQ/Greyhawk Twenty-seventh in my series of Greyhawk gods in RQ format... This one comes from an article in Dragon magazine (#167) by Joseph Bloch. The "spin" is mostly mine, though. KROVIS Runes: Disorder The Hero Cult of Krovis is one that is little known to the majority of the inhabitants of the Flanaess; he appears at best every millenium or so, rising from his hidden temple to keep the lands of the central Flanaess free from oppression. Cult in the World Krovis was one of the mortal sons of Tritheron the Summoner, born to champion the cause of freedom in the Flanaess. His cult, and the cults of his brothers, are kept alive by a secret society that exists inside the normal heirarchy of Trithereon's temples, that venerate the names of the Sleepers, and work to keep their temples a secret, as well as to build secure caches of supplies for the day when they must rise to do battle for freedom. Lay Membership Requirements: Krovis has no real lay membership. At best, non-initiates are only told of his existance mere days before being officially initiated into his service. Initiate Membership Requirements: Any Initiate of Trithereon's is elegible to become a member of Krovis' cult, at least in theory. In truth, they are recruited only after years of careful scrutiny, by other members of the Sleeper Society, for criteria that have more to do with a sense of fraternity than with piety. Spirit Magic: Bladesharp, Fanaticism, Hibernation, Standfast. Acolyte Membership Requirements: Krovis' cult does not offer this level of service. Priesthood Requirements: Standard. Because Krovis' cult is effectively a sub-cult of Trithereon's, the duties and responsibilities of being a priest of this cult do not preclude active status as a Grand Avenger. Should the need ever arise, the Sleeper Society of Krovis serves as both the nucleus of a guerilla army, drawing to themselves men-at-arms and the supplies needed not only to fight a war against oppression, but to win it, and as a pool of potential vessels for Krovis' avatar when it is deemed necessary that he walk the world of mortals again.. Virtues include: Energetic, Honorable, Private, Rebellious, and Warlike. Common Divine Magic: all Special Divine Magic: Morale. Associated Gods Trithereon: provides Truespeak Additional Notes Krovis' cult is uncommon in that it is one of the few that routinely summon avatars of their god. Cult records indicate that Krovis and his six bothers were sons born to the priestesses of a temple of Trithereon when he was incarnated as an avatar in 2012 BC. All of the seven were exceptional, and went on to carve out niches for themselves on the Heroplane. When the priests of Krovis feel that he is again needed in the world, the senior priests draw lots among themselves, and the winner is selected as the vessel for their god. While the other priests go out and swell the membership of the cult by bringing in more intiates, the chosen one meditates and prays. When all is in readiness, they ceremony is conducted and if all goes well, Krovis incarnates in the body of the chosen priest. Among those outside the faith who are aware of the cult, it is believed that Krovis has but a single avatar, that slumbers between the ages, and the cult encourages this belief, as much as they can be said to want outsiders to be aware of them at all. The Temple of Krovis actually contains a warded crypt that contains a golem resembling a man, that will attack anyone who disturbs the crypt or it's contents. Destroying this golem has no effect on the cult whatsoever. *************************************************************************** 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, 8 May 1998 15:08:55 +0100 From: "Hibbs, Philip" Subject: [RQ-RULES] CA and Spirits > Do Chalana Arroy members have access to POW and INT spirits? They are > forbidden to learn Control or Dominate, and only get Command Cult Spirit. > I think they have cult POW spirits and cult INT spirits, as well as > Healing spirits and Spell spirits. > > 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. ------------------------------ Date: Fri, 08 May 1998 10:41:06 -0400 From: Tal Meta Subject: [RQ-RULES] Rune Fonts? Is anyone aware of a Truetype RQ Rune font other than Oliver Jovanovic's? Or, alternatively, a freeware TTF editior (Win31, preferably?) *************************************************************************** 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, 8 May 1998 16:02:07 +0200 From: Alain.RAMEAU@total.com (Alain RAMEAU) Subject: [RQ-RULES] Roll random treasures on-line The first part of my treasure tables on-line in javascript will be available this week-end. You will be able to roll random scrolls. The next parts (Potions, Enchanted Items) will come soon. After, may be I will think about a NPC creation on-line. To find out more, visit my RQ page at : http://www.btinternet.com/~karamo/rqgb.htm Or you can access directly my random treasures page at : http://www.btinternet.com/~karamo/java.htm Hope you will enjoy them. If you like them, do not hesistate to link my page ! Cheers, Alain. *************************************************************************** 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, 8 May 1998 12:44:54 -0500 From: stancliff@commnections.com Subject: [RQ-RULES] CA and Spirits RU>> Do Chalana Arroy members have access to POW and INT spirits? They are RU>> forbidden to learn Control or Dominate, and only get Command Cult Spirit. RU>> I think they have cult POW spirits and cult INT spirits, as well as RU>> Healing spirits and Spell spirits. Since the Chalana Arroy are totally non-violent and will not fight or coerce anything, it is likely that they will not keep any spirit but their cult spirit of healing which serves willingly. They might keep other spirits if given to them, but that is indefinite. 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: Fri, 08 May 1998 13:42:55 -0400 From: Tal Meta Subject: [RQ-RULES] DMD - Asmodeus for RQ/Greyhawk Twenty-eigth in my series of Greyhawk gods in RQ format... Lots of spin on this one, plus various stats for things, inspired by various sources. ASMODEUS Runes: Law, Evil, Hunger, Seduction Asmodeus is known by several names, but Prince of Lies is the most fitting. He is the titular head of a minor pantheon of evil beings popularly termed devils or arch-devils, thought by some to dwell in the deep receses of the world to torment the souls of the evil after death. Cult in the World Asmodeus' worshippers are often politicians, soldiers, mages, and anyone else who favors regimentation and power. Devil worshippers are highly secretive in nature, holding their ceremonies either deep beneath the earth or outdoors in deep woods, far from normal human habitations. Contrary to popular belief, rituals seldom involve human sacrifice, although animal sacrifice is common. Asmodeus' faith preaches that rather than killing, the corruption or seduction of the innocent is highly desireable. This is the most common ritual used to initiate new members, as well. Lay Membership Requirements: Lay members of Asmodeus' cult are expected to provide shelter and defense of their elders in the cult as needed, as well as to bring new members into the fold. Skills taught by the cult include Fast Talk, Orate, Seduce, Speak Languages, Demon Lore, Evaluate, (Human) Lore, Magic Lore, Read/Write Languages, Spirit Lore, World Lore, Conceal, Listen, Scan, Sneak, and Ceremony. Initiate Membership Requirements: Initiates of Asmodeus are expected to have succeeded in some bid for personal aggrandizement, whether through politics, military rank, or magical advancement. Being elected to your town council, making corporal, or graduating from journeyman to adept are all valid advancements. This is in addition to the sacrifice of a point of POW. Spirit Magic: Befuddle, Countermagic, Detect Magic, Glamour, Mindspeech, Visibility. Acolyte Membership Requirements: Asmodeus's acolytes must have achieved a higher level of advancement than they obtained as an initiate; otherwise, as per Priests. In addition, they must have sponsored (i.e. seduced or corrupted) a new member into the cult. Priesthood Requirements: Standard. Asmodeus' priesthood is generally solitary, with a single priest running a temple, assited by a few acolytes and initiates. Priests of Asmodeus are expected to have risen even higher in ther chosen field of advancement, perhaps by becoming mayor of their village (or better yet, an advisor or Minister of State in their Kingdom). For those of a military bent, having become a military officer, or, if already an officer, one of command rank, and for the magically inclined, having become a Magus sorcerer. Priests of Asmodeus are expected to be smooth, persuasive, and charming, the better to lure new members into the embrace of their faith. Virtues for Asmodeus include: Deceitful, Indulgent, Manipulative, Proud and Social. Common Divine Magic: all Special Divine Magic: Corruption, Command (Minor Devil), Lie, Summon (Minor Devil). Associated Gods Nones. However, the politics of Hell are such that sometime other spells become available for a short time. Additional Notes While not a specifically sorcerous cult, Asmodeus does have many worshippers who are sorcerers. Common Vows for such followers include: Adulation, Carnivorism, Devotion, Gluttony, Lawspeaker, POW Gift, and Rituals. Spirit of Reprisal Alastor the Grim: Asmodeus' spirit of reprisal is enormous Pit Fiend, his principal executioner within Hell and beyond. Anyone who has betrayed the cult can expect a visit from this scarred monster, who will attempt to rend them limb from limb. STR: 40 MV: 12/20 CON: 30 HP: 35 SIZ: 40 FP: 70 INT: 17 DB: 4d6 POW: 40 DEX: 20 APP: 6 Location d20 HP AP R Leg 01-02 12 9 L Leg 03-04 12 9 Tail 05 9 9 Abdomen 06-09 12 9 Chest 10-13 14 9 R Wing 14-15 9 9 L Wing 16-17 9 9 R Arm 18 9 9 L Arm 19 9 9 Head 20 12 9 R Claw: 120%/ 1d6+4d6 L Claw: 120%/ 1d6+4d6 Bite: 90% 2d10* Kick: 80% 3d4+4d6 Tail: 95% 1d8+5+2d6 Wings: 100% ** * The bite of a pit fiend carries a poison of POT 24. Resist vs. CON or take full damage to total HP, else take half damage. ** The wings of a pit fiend can create wind equal to it's STR, the equivalent of a "whole gale", picking up and hurling characters a number of meters equal to the difference between their SIZ and the force of the wind. Damage is calculated as if the character had fallen an equal distance. Note that this is an area attack with an AOE equal to a 90 dgree radius before the fiend extending outwards half it's SIZ in meters. All characters/objects within the AOE are effects. Minor Devils The minor devils that this cult summons are known as Barbed Devils. Sometimes other, more powerful devils appear, but the barbed vareity is most common. They are covered with sharp, protruding barbs over their entire body, and prefer to fight opponents hand to hand rather than employ weapons. Barbed devils are commonly summoned to serve as guards or "special" troops when on missions for the cult. The senses of barbed devils are unaturally keen, giving them effective skills of 100% in all normal perception skills. Average STR: 4d6 14-15 MV: 5 CON: 3d6+6 16-17 HP: 16 SIZ: 4d6 14-15 FP: 32 INT: 2d6+9 16-17 DB: 1d6 POW: 3d6+6 16-17 DEX: 3d6 10-11 APP: 1d6 3-4 Location d20 HP AP Tail 01 4 6 R Leg 02-04 5 6 L Leg 05-07 5 6 Abdomen 08-10 5 6 Chest 11-15 6 6 R Arm 16-17 4 6 L Arm 18-19 4 6 Head 20 5 6 Claw: 66% 1D6+1D6 Tail: 76% 1D8+1D6 *************************************************************************** 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 #95 ************************************ *************************************************************************** To unsubscribe from this list send mail to majordomo@mpgn.com with the line 'unsubscribe runequest-rules' as the body of the message. 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