From: owner-runequest-rules@ (RuneQuest Rules Digest) To: runequest-rules-digest@lists.MPGN.COM Subject: RuneQuest Rules Digest V1 #96 Reply-To: runequest-rules@mpgn.com Sender: owner-runequest-rules@ Errors-To: owner-runequest-rules@ Precedence: bulk RuneQuest Rules Digest Tuesday, May 12 1998 Volume 01 : Number 096 RuneQuest is a trademark of Avalon Hill Games. All Rights Reserved. TABLE OF CONTENTS [RQ-RULES] Renewing Divine Magic [RQ-RULES] May Pitch Re: [RQ-RULES] Renewing Divine Magic [RQ-RULES] DMD - Syrul for RQ/Greyhawk [RQ-RULES] DMD - Wee Jas for RQ/Greyhawk [RQ-RULES] DMD - Beory 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: Sat, 9 May 1998 20:59:26 -0400 From: "James Bickmeyer" Subject: [RQ-RULES] Renewing Divine Magic Thank You everyone for your response so far. Using ideas from the responses, I have formulated my plan. Below is my one liners and explanations. Lay members have no access to divine magic Initiates can renew divine magic that is normally reusable once a year on the High Holy day. Priests and Rune Lords can renew at any time at any properly sanctified area. Lay members are too casual a worshiper to have the close tie to their Gods to can full benefits for worshipping them. Thus, they may receive some spirit magic and training as well as other perks, but they are not part of a closer circle of followers. They are too far away from their Gods. For Initiates, they can not renew magic that is normally one use. All other magic is renewable once a year. It can be done at any temple or shrine, whether or not the spell is taught there. The reason for this is the Initiate already knows the spell and only needs to renew the Link that allows them to cast the spell. Priest and Rune Lords can renew their divine magic at any time as long as they art at a properly holy and sanctified area. Their link to their God is much stronger. Like Initiates, they can renew at temples or shrines As far as a properly sanctified area, there must be a focus point or object through which the God can be worshipped. A mobile shrine, a holy patch of ground, or that old relic said to be the toe nail of the God. The spell, Sanctify cast on a piece of grass is not good enough to create a holy spot for the God to renew divine magic. It is good enough to make a place for proper worship. I also have relaxed the requirements of where divine magic can be learned, by one level. However, Shrines are still limited to just the shrine spells. All this is of course IMG! I want there to be more magic. To me, Magic is fun. Some GM's might be concerned that their PC's will become too powerful. Sure they will become more powerful, but I don't expect them to become too powerful. And I have ways of dealing with Too Powerful. Hee Hee Hee *************************************************************************** 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, 10 May 1998 13:40:58 -0400 From: Tal Meta Subject: [RQ-RULES] May Pitch Prices listed do not include shipping. Unless otherwise indicated, all items are used, but in VG - EX condition. A ""*"" after the price indicates that multiple copies are available. Previously offered "special pricing" deals are not applicable. Sorry. :) AHG - 857 - RuneQuest Deluxe (Boxed) $20.00 AHG - 85712 - Apple Lane (SW) $5.00* AHG - 85713 - Snake Pipe Hollow (SW) $5.00 AHG - 85716 - The Haunted Ruins (VG) $4.00 AHG - 85717 - Daughters of Darkness (SW) $8.00 AHG - 8572 - RuneQuest 3 GM's Box (SW) $10.00 (This item contains books 3, 4, & 5, plus map of Fantasy Europe & Play Aids) AHG - 8573 - Monster Coliseum (SW) $12.00* AHG - 8575 - Character Sheets: Non-Human (SW) $4.00* AHG - 8587 - Troll Gods (SW) $18.00 AHG - 8588 - Elder Secrets of Glorantha (SW) $25.00 AHG - 8588 - Elder Secrets of Glorantha (EX) $20.00 AHG - 8590 - Sun County (SW) $6.00* AHG - 8592 - Doraster: Land of Doom $16.00* AHG - 8593 - Strangers in Prax (SW) $9.00* AHG - 8594 - Shadows on the Borderland (SW) $9.00* AHG - 8595 - Lords of Terror (SW) $9.00* I also have items for other game systems available, if interested, or have questions regarding any of the above, please feel free to e-mail me privately. *************************************************************************** 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, 10 May 1998 14:37:24 EDT From: JULIAKIR Subject: Re: [RQ-RULES] Renewing Divine Magic In a message dated 98-05-09 22:10:21 EDT, you write: << For Initiates, they can not renew magic that is normally one use. All other magic is renewable once a year. It can be done at any temple or shrine, whether or not the spell is taught there. The reason for this is the Initiate already knows the spell and only needs to renew the Link that allows them to cast the spell.>> I do not allow initiates to sacrifice for spells which are one use to priests. They are one use to rune levels for a reason and are to important to give to initiates. Note, according to the rules initiates can not renew spells since they are lost them used. I find that doing it the other way gives me acolyte and priest characters with too much divine magic to start. << As far as a properly sanctified area, there must be a focus point or object through which the God can be worshipped. A mobile shrine, a holy patch of ground, or that old relic said to be the toe nail of the God. The spell, Sanctify cast on a piece of grass is not good enough to create a holy spot for the God to renew divine magic. It is good enough to make a place for proper worship. >> IMG, all acoulytes and priests usually learn at least two uses of sanctify, so they can cast one and repray for the other. I play that a Sanctify spell has to be cast on something of religious significance to the cult, althought the item itself does not have to be magical in of itself (but it would help). So example a simple sword could act as a focus of a Humakti Sanctify, while a piece of grass is probably good enough for Ernalda. Please note that Sanctify spell can not be moved, so the item has to remain in one place for Sanctify to be in effect. I also play that, while you are in a Sanctified area the only DI which maybe answered are whose which are addressed to the deity whose Sanctified area this is or cults which are allied to it. 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: Sun, 10 May 1998 19:43:50 -0400 From: Tal Meta Subject: [RQ-RULES] DMD - Syrul for RQ/Greyhawk Twenty-ninth in my series of Greyhawk gods in RQ format... SYRUL Runes: Mastery, Illusion, Shadow Syrul is the Mistress of False Promises and Deceit.. Cult in the World Syrul is commonly depicted as a dirty hag with a mouthful of worms; her followers would have you believe that she taught the devils how to lie. Syrul is the daughter of Lendor, and the mother of several other members of the Suel pantheon, including Kord and Beltar. Lay Membership Requirements: Lay members of Syrul's cult are taught, first and foremost, the Three Great Lies. The First Great Lie is to simlply tell the truth; but not all of it. The Second Great Lie is to tell the truth, but to present it in such a way that your listeners are convinced that you are lying, and act accordingly. The Third Great Lie is to simply say nothing; and to allow your listeners to draw their own conclusions. Lay members serve the cult as base rumormongers, criers, and hawkers. Skills taught by the cult include Fast Talk, Intimidate, Orate, Seduction, Evaluate, Human Lore, World Lore, Conceal, Sleight, Listen, Sneak, and Ceremony. Initiate Membership Requirements: Standard, and in addition, the applicant must have employed a lie to wreak some minor effect... broken up an engagement, ruined a reputation, or spoiled a friendship. Other, suitable replacement achievements include having worked ones way into a family or business by means of a lie, or having secured other, equivelent status by means of a falsehood. Syrul's initiates are known as the Venom-Tongued. Spirit Magic: Befuddle, Countermagic, Detect Lie, Glamour, Second Sight, and Visibility. Acolyte Membership Requirements: as per Priests. Syrul's acolytes are known as Deceivers. As when they became initiates, prosective acolytes must have either brought someone low through their dishonesty, an acolyte must have performed a similar feat through false promises. Syrulii feel that stringing someone along with promises is the most elegant of art forms... especially servants of Asmodeus or Iuz. Contrary to popular belief, Syrulii and the servants of Asmodeus are the direst of enemies, endlessly trying to outdo one another with their lies and poisoned words. Priesthood Requirements: Standard, plus he or she must have used the tools they were given as initiates or acolytes to wreak more lasting havok; the ruination of a merchant or nobleman, provoked a duel between gentlemen or a skirmish between nations. Human sacrifice is uncommon in Syrul's rituals, but the prospective priest who has brought about the death of a cult enemy (servants of Iuz or Asmodeus) is deemed to have a bright future in Syrul's service. Virtues for Syrul include:Creative, Cruel, Deceitful, Manipulative, and Suspiscious. Common Divine Magic: all Special Divine Magic: Command (Hags, Shades), Dark Walk, Detect Truth, Lie, Seal Tongue, Summon (Hags, Shades) Spirit of Reprisal Flamedevil: According to legend, Flamedevil was Syrul's steed, a Nightmare of fearsome aspect. Those who betray the cult or seek to break it's traditions can expect to be found by Flamedevil some dark night, never to be found again. STR: 36 MV: 18 CON: 16 HP: 26 SIZ: 36 FP: 52 INT: 13 DB: 3d6 POW: 16 DEX: 19 APP: 9 Location d20 HP AP RH Leg 01-02 6 6 LH Leg 03-04 6 6 HindQ 05-09 10 6 ForeQ 10-14 10 6 RF Leg 15-16 6 6 LF Leg 17-18 6 6 Head 19-20 8 6 Flamedevil generally tries to trample opponents, using his flaming hooves to inflict terrible wounds on their bodies. Bite: 87% 1d10 Kick: 85% 1d6+3d6 Rear & Plunge: 90% 2d6+3d6 Trample: 100% 6d6 vs. prone targets Associated Gods Beltar: provides Command Gnome Kord: provides Command Horse *************************************************************************** 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, 11 May 1998 17:39:36 -0400 From: Tal Meta Subject: [RQ-RULES] DMD - Wee Jas for RQ/Greyhawk Thirtieth in my series of Greyhawk gods in RQ format... Bits of this interpretation were borrowed directly from the early Malkioni Saints writeups by Sandy Petersen, as well as bits of history, mythology, and whatnot from a variety of folks on GreyTalk as well as my own dementia. And, it should be too obvious to mention, the whole project is nothing if not derivative of the works of EG Gygax, Len Lakofka, etc., etc.. WEE JAS Runes: Mastery, Magic, Death, Law Wee Jas is the Mistress of Magic and Death. Cult in the World Wee Jas is the daughter of Beltar, but bears little in common with her dane. Wee Jas is revered for her upholding of Law, as well as her powers over magic and death. According to legend, she left her mother's caverns and spent many years in the shadow of Tharizdun, her father, before returning to the light and reforming herself in her current image. Lay Membership Requirements: Lay members of Wee Jas' cult are taught the basics of magic, as well as funeral rites, so that the spirits of the dead need not trouble the living. Skills taught include Dodge, Orate, Speak Languages, Craft: Prepare Corpse, Evaluate, Human Lore, Magic Lore, Read/Write Languages, Undead Lore, World Lore, Ceremony, and Intensity. Initiate Membership Requirements: Standard. Initiates of Wee Jas are taught additional skills, including Enchant, Summon, Range, Multispell, Banish, Ease, Speed, and Permanancy. Initiates of Wee Jas are expected to also be students of sorcery, and will not be eligible for further advancement in the cult until they have made journeyman status. Note: Wee Jas does not offer Spirit Magic to her followers, only Sorcery and Divine Magic. Acolyte Membership Requirements: as per Priests. Acolytes of Wee Jas are expected to have passed the qualifications for Journeyman rank in sorcery, as well as having pledged to at least one Patron of the Art. During their tenure as an acolyte, followers of Wee Jas are expected to take the vows of Abjure Armor (2), and at least one Shun [element]. Sorcerers wishing to specialize in Necromancy will find a proper home among Wee Jas' followers, due to her connections with death. Priesthood Requirements: Standard, plus the applicant must be ready to graduate as a full Adept sorcerer. At this time, servants of Wee Jas are expected to have pledged at least three Patrons of the Arts, if not more. Virtues for Wee Jas include: Creative, Curious, Energetic, Loyal, and Spiritual. Common Divine Magic: all Special Divine Magic: Absorbtion, Command (various Undead), Create (various Undead), Reflection, Resurrection. Spirit of Reprisal Shadowedge: In the annals of the cult, by far the most respected of the ancient mages was a young scion of the Imperial Family of Suendrako, who went only by the name of Shadowedge. He was a specialist in weapon-enhancing magics. When Shadowedge seeks out a recalcitrant or renegade follower, he manifests as a black, shadow-bladed longsword. Shadowedge attacks and parries with 120% skill, and a DEX of 19. Successful attacks by Shadowedge drain 1d10 mp from the target, while succesfully parrying Shadowedge will inflict mp "damage" to Shadowedge equal to the parrying weapon's rolled damage. For purposes of damage assessment, Shaowedge has 3d20 mp when he arrives. Shadowedge cannot be affected by magic; nor reasoned with. Patrons of the Art Below are a sampling of the Patrons available to Servants of the Magi. It is not meant to be exhaustive. (Though it will likely be expanded at a later date). Mezhaltos of the Flame: It costs 4 POW to gain Mezhaltos as a Patron. Those who accept his patronage gain a permanent 2 points of armor vs. Fire damage only, though the skin will forever bear the scars of one who has been severely burned. In addition, by Invoking the Name of Mezhaltos while casting a fire based spell, and expending a point of POW, the effective skill of the caster is doubled for purposes of Art use and special/critical casting results. Lucrazia the Vain: It costs 3 POW to gain Lucrazia as a Patron. Those who accept her patronage gain a permanent +10% to all Communications skills. By Invoking the Name of Lucrazia while casting any spell that effects the caster's physical attributes or senses and expending a point of POW, the effective skill of the caster is doubled for purposes of Art use and special/critical casting results. Ruszio Myria: It costs 7 POW to gain Ruszio as a Patron. Those who accept his patronage gain the ability to cloud the minds of those who see them; they do not become invisible, but they become very hard to identify. Three witnesses will give three wildly different descriptions of the Magi who follows Ruszio if they saw him while he chose to be unknown. Furthermore, by invoking the Name of Ruszio while casting any spell of the Shapechange, Phantom or Transform varieties and expending a point of POW, the effective skill of the caster is doubled for purposes of Art use and special/critical casting results. Xunc: It costs 2 POW to gain Xunc as a Patron. Those who accept her patronage automatically add +1 to any characteristic when resisting psionic-type attacks. Magi who follow Xunc may, by Invoking her Name when casting any spell that affects or alters the mind, memories, or personality of another and expending a point of POW, double their effective skill for purposes of Art use and special/critical casting results. Blundren'Arc: It costs 5 POW to gain Blundren as a Patron. Those who accept her patronage gain the ability to parry the various Evoke spells (via weapon or shield), reflecting them back at their caster on a special or critical parry. In addition, when the Magi casts any of the Evoke spells themselves, they may Invoke the Name of their Patron and expend a point of POW, in order to double their effective skill for purposes of Art use and special/critical casting results. Associated Gods None. *************************************************************************** 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, 12 May 1998 21:12:30 -0400 From: Tal Meta Subject: [RQ-RULES] DMD - Beory for RQ/Greyhawk Thirty-first in my series of Greyhawk gods in RQ format... BEORY Runes: Earth x2, Fetility, Harmony Beory is the Great Oerth Mother. As the Fountain of Life, she is also revered as the goddess of Fertility, Nature, and Rain. Cult in the World Beory was one of the Gods of the Dawn; existing at the beginning of the world, nay, she defined the world. As is the nature of goddesses, she had many husbands, and bore a number of other, younger gods and goddesses, many of whom are now the gods of the seasons, the elements, and even space and time itself. Lay Membership Requirements: Lay members of Beory's cult are generally farmers, midwives, and other folk who live close to the soil. Skills taught to members include Sing, Animal Lore, Craft: (various), Plant Lore, World Lore, Listen, Scan, and Ceremony. Initiate Membership Requirements: Standard. Initiates of Beory are also expected to own at least an acre of land that they farm themselves. Initiates of Beory can also study the arts of Shamanism, if they so desire. Spirit Magic: Heal, Second Sight, Shimmer, Strength, Vigor, Visability. Acolyte Membership Requirements: as per Priests. Males are permitted to serve as acolytes if they are also initiates of Boccob, Lendor, Pelor, or Rao. Priesthood Requirements: Only women can become full priestesses in Beory's service. Such women are accorded the greatest respect as healers, nurturers, midwives, and oracles. Virtues for Beory include Altruistic, Calm, Joyous, Pragmatic, and Spiritual. Common Divine Magic: all Special Divine Magic: Bless Crops, Command (Gnomes, Domestic animals), Earthpower, Heal Body, Regrow Limb, Restore Health (STR, CON), Summon Gnome. Associated Gods Boccob: provides Clairvoyance Lendor: provides Reconstruction Pelor: provides Shield Rao: provides Community Berei: provides Couvade Zodal: provides Command Healing Spirit *************************************************************************** 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 #96 ************************************ *************************************************************************** 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.