From: owner-runequest-rules@ (RuneQuest Rules Digest) To: runequest-rules-digest@lists.MPGN.COM Subject: RuneQuest Rules Digest V1 #104 Reply-To: runequest-rules@mpgn.com Sender: owner-runequest-rules@ Errors-To: owner-runequest-rules@ Precedence: bulk RuneQuest Rules Digest Friday, May 22 1998 Volume 01 : Number 104 RuneQuest is a trademark of Avalon Hill Games. All Rights Reserved. TABLE OF CONTENTS Re: [RQ-RULES] Using Arts with Rituals Re: [RQ-RULES] Non-Gloranthan Magic Re: [RQ-RULES] More Debate on Touch spells Re: [RQ-RULES] Using Arts with Rituals [RQ-RULES] DMD - Lendor for RQ/Greyhawk Re: [RQ-RULES] DMD - Obad Hai 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: Fri, 22 May 1998 23:22:35 +0200 From: Julian Lord Subject: Re: [RQ-RULES] Using Arts with Rituals > Sounds like God's Learner magic to me... can't have that again! You're right, it does! Remember the God Forgot magic sword factory? Multispelled Enchantments? But does someone have an idea for meta-magic which *explains* why it can't be done? Something other than prohibition of monty haulism? We know that it can't be done, and we have valid RPG reasons for not allowing it, but are there RQ reasons, or game universe (not necessarily gloranthan) reasons? *************************************************************************** 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, 22 May 1998 17:22:25 -0400 From: Tal Meta Subject: Re: [RQ-RULES] Non-Gloranthan Magic Hibbs, Philip wrote: > > Has anyone given any thought to how to impliment Midkemian magic in > Runequest? It seems much more like DnD magic than spirit, divine or sorcery, > although it does seem to be quite physically tiring. It makes a lot of use > of magical devices, and there are spells that can only be cast from scrolls. I suppose it depends on how closely you want your game to model the books or whatever other material you're basing your game on. The Greyhawk game I'm currently plotting won't be very AD&Dish, but it should still retain the flavor of the setting. My psionics system still doesn't model the Deryni books exactly, but I haven't re-read one in awhile, so it's hard to say exactly what is lacking. Power scaling is usually the biggest problem with any system. - -- talmeta@bellatlantic.net - General Purpose Heretic at Large! ICQ - 12594453 AOL-IM - talmeta1 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: Fri, 22 May 1998 17:13:59 -0400 From: Tal Meta Subject: Re: [RQ-RULES] More Debate on Touch spells Hibbs, Philip wrote: > > Is it? I'd have said it was a game world limitation. Any magic rules must be > tailored to the game world that they are trying to simulate. For example, RQ > magic as is can't be used to simulate Midkemian or Tsurani magic. > Melnibonean magic would need a lot of tweaking (no spell casting, summoning > and demonic or elemental pacts only). However, healing being a touch spell > is traditional (I think it is in T.O.G). Well, even the Elric rules have a cast magic system now. I'm gearing up to use sorcery, divine, spirit and "magica" (http://www.eskimo.com/~ouija/ouija.htm) rules for my campaign on Greyhawk. I'm currently gunning for a low powered campaign, but we'll see what develops in play. *************************************************************************** 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, 22 May 1998 18:27:51 -0400 From: Tal Meta Subject: Re: [RQ-RULES] Using Arts with Rituals Julian Lord wrote: > > How do you guys feel about using sorcery Arts to manipulate Ritual > Magic, that is to manipulate the spell casting itself, not the resulting > effect. Ease, Speed, Multispell, etc... Is this A Bad Idea? Can't think > why it should be, or not ... Cetain enchantments REQUIRE multispell (warp enchantment, frex), but Sandy's rules are fairly specific that Ease only affects the time in strike rank sized blocks, not hours (though I wouldn't have a problem with it working on an hourly timescale, myself). Using Force might have interesting reprecussions, but I'm not certain how Accurracy or Reinforce would work in an Enchantment. > The rules say you can't. Are they right? Only if you decide to play them that way. I changed the rules for Permanency in my game, so I can't see why anyone else can't do the same. > I ask about this because the Art of Alchemy, at least, would allow it. (I > think?) I'm unfamiliar with this Art... did Sandy release a new version of Sorcery and I not hear of it, or is it one you creaated? *************************************************************************** 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, 22 May 1998 23:36:54 -0400 From: Tal Meta Subject: [RQ-RULES] DMD - Lendor for RQ/Greyhawk Thirty-fourth in my series of Greyhawk gods in RQ format... LENDOR Mastery, Fate, Law, Motion Known as the Prince of Time and the Master of Tedium, Lendor is the God of Linear Time. Cult in the World Lendor's followers are few, but in a sense, all beings worship him simply by living their lives from moment to moment. Those few who worship him directly are mostly seen as sages, historians, diviners, and those who seek to know what the future or the past truly contains. Lendor's cult is divided into two seperate sects, inside and outside of the Scarlet Brotherhood. Lay Membership Requirements: Lay members of this cult are known as Historians. They seek to collect and codify as much data regarding the past as possible, often searching old ruins and distant libraries for lost pieces of the puzzles they are working on. Skills taught include: Climb, Dodge, Orate, Speak Languages, Craft , Evaluate, various Lores, Human Lore, Lore, Read/Write Languages, Listen, Scan, Ceremony, and 1H Sword attack.parry. Initiate Membership Requirements: In addition to the standard requirements, potential initiates of Lendor must have discovered or uncovered a new fact relating to the civilizations of the past. As lay members, followers of Lendor studied the past. As Initiates, they study the Present, and learn to see how the events of the past affected the present, and how they continue to do so. Lendor's initiates are far more "social" than they were as lay members, as one cannot study the present from behind dusty tomes. Initiates of Lendor are commonly known as the Analysts. Spirit Magic: Befuddle, Detect Magic, Farsee, Light, Repair, Shimmer. Acolyte Membership Requirements: Lendor's acolytes, in addition to passing the same tests that a priest would have to pass, are expected to have shown the flashes of brilliance that allow them to predict the future reliably, based only on their understanding of past and present trends. Acolytes of Lendor are known as the Predictors. Rune Lord Membership Requirements: Lendor's Rune Lords are rare individuals known as the Meddlers. Existance of the Meddlers is not common knowledge, and the cult will generally disavow their actions if questioned concerning them. Secure in their knowledge of the past, trained in spotting how the past affects the present and the future, the Meddlers are charged with shaping the future towards the goals their priests have set out for them. Meddlers often join other cults in order to influence their actions. Sometimes they will travel as merchants, buying all the sewing needles in one area, so as to create a shortage, or flooding the market with cheap, poorly made swords in another. Meddlers do not always know the full reasons behind the missions they are given, but they (naturally) can make pretty good guesses. Priesthood Requirements: Standard. The greatest noticiable division in Lendor's cult arises at this level. Lendor's priests have one general mission: to bring the Suel people back to a measure of their former glory, and that is where the priests who are allied with the Scarlet Brotherhood do not see eye to eye with their bretheren on the outside. Neither sect of the priesthood will aid the other, and those who are not a part of the Brotherhood are actively targetted by assassins from within the Brotherhood. Saying that the two sects hate one another passionately would be understating matters by quite a bit.. Within the Brotherhood, Lendor is seen as the God of Patience and Timing, and is revered by those who must make long-range plans for the future. He is the patron of assassins and politicians. Outside the Brotherhood's lands, Lendor is seen as the Preserver, and his priests revered for their defense of the ancient ways. They are far more concerned with guiding their followers to a better future than with plotting grand conquests. In either case, virtues for Lendor include Conservative, Curious, Honorable, Manipulative, and Prudent. Common Divine Magic: all Special Divine Magic: Avoid Fate, Banish Spirits, Command (Temporal Spirits), Rewind, Speedtime, Summon (Temporal Spirits). Associated Gods None. Divine Spells Banish Spirit 1 Point Ranged, Temporal, Stackable, Reuseable By means of this spell, the caster can send summoned spirits reeling back to the spirit plane if the caster makes a successful POW vs. POW roll.. Each point of this spell adds 2 points to the effective POW of the caster. Spirits banished by means of this spell cannot return to the mundane plane until this spell expires. Rewind 4 Points Range (Special), Temporal, Stackable, One Use. This spell causes the caster and one individual per additional spell stacked to travel backwards in time a distance equal to the duration of the spell (this spell is often stacked with Extension). The recipients of this spell arrive in their "original" bodies, in their "original" positions (wherever those might be), but with full knowledge of what is about to transpire. This spell is sometimes used to heal injuries by simply avoiding their cause, but is more often used to help avert other kinds of disasters. Speedtime 2 Points Ranged, Temporal (Special), Stackable, Reuseable This spell speeds up the caster's perception of time, allowing hours to pass in minutes. Common uses for this spell include speeding the recovery of magic points, natural healing, and the like. While under the influence of this spell, the caster is in a trance-like state, and cannot be roused. Temporal Spirits Temporal spirits are often viewed as a kind of Elemental, as their statistics are similar. However, Time (as much as it is understood, anyway) is not an Element, so they are referred to simply as spirits. Temporal spirits come in several varieties, but all have common statistics, as follows: Characteristics Average STR 1d6 3-4 SIZ 1 cu m. POW 1d6 3-4 HP 1d6 3-4 Move POW 3-4 (Larger Spirits certainly exist.) Much like elementals, temporal spirits are measured in cubic meters, though that is not precisely accurate, either, but it is a useful measurement for comparison. While there are several varieties of spirit, the two most common ones are known as Passages and Pauses. Passages attack by matching their STR vs the STR of their target. If succesful, they grasp the victim and match POWs; if successful the victim must make an immediate Aging and Inaction check. Pauses attack in much the same way, but when successful their victims stand motionless, trapped by the moment and unable to act. While so trapped, the victim must make a Fatigue check each round. Each type of spirit can engulf 10 SIZ points of opponent per cubic meter of volume. - -- talmeta@bellatlantic.net - I *am* one of the Chosen Few! ICQ - 12594453 AOL-IM - talmeta1 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: Fri, 22 May 1998 23:36:32 -0400 From: Tal Meta Subject: Re: [RQ-RULES] DMD - Obad Hai for RQ/Greyhawk Thirty-fourth in my series of Greyhawk gods in RQ format... LENDOR Mastery, Fate, Law, Motion Known as the Prince of Time and the Master of Tedium, Lendor is the God of Linear Time. Cult in the World Lendor's followers are few, but in a sense, all beings worship him simply by living their lives from moment to moment. Those few who worship him directly are mostly seen as sages, historians, diviners, and those who seek to know what the future or the past truly contains. Lendor's cult is divided into two seperate sects, inside and outside of the Scarlet Brotherhood. Lay Membership Requirements: Lay members of this cult are known as Historians. They seek to collect and codify as much data regarding the past as possible, often searching old ruins and distant libraries for lost pieces of the puzzles they are working on. Skills taught include: Climb, Dodge, Orate, Speak Languages, Craft , Evaluate, various Lores, Human Lore, Lore, Read/Write Languages, Listen, Scan, Ceremony, and 1H Sword attack.parry. Initiate Membership Requirements: In addition to the standard requirements, potential initiates of Lendor must have discovered or uncovered a new fact relating to the civilizations of the past. As lay members, followers of Lendor studied the past. As Initiates, they study the Present, and learn to see how the events of the past affected the present, and how they continue to do so. Lendor's initiates are far more "social" than they were as lay members, as one cannot study the present from behind dusty tomes. Initiates of Lendor are commonly known as the Analysts. Spirit Magic: Befuddle, Detect Magic, Farsee, Light, Repair, Shimmer. Acolyte Membership Requirements: Lendor's acolytes, in addition to passing the same tests that a priest would have to pass, are expected to have shown the flashes of brilliance that allow them to predict the future reliably, based only on their understanding of past and present trends. Acolytes of Lendor are known as the Predictors. Rune Lord Membership Requirements: Lendor's Rune Lords are rare individuals known as the Meddlers. Existance of the Meddlers is not common knowledge, and the cult will generally disavow their actions if questioned concerning them. Secure in their knowledge of the past, trained in spotting how the past affects the present and the future, the Meddlers are charged with shaping the future towards the goals their priests have set out for them. Meddlers often join other cults in order to influence their actions. Sometimes they will travel as merchants, buying all the sewing needles in one area, so as to create a shortage, or flooding the market with cheap, poorly made swords in another. Meddlers do not always know the full reasons behind the missions they are given, but they (naturally) can make pretty good guesses. Priesthood Requirements: Standard. The greatest noticiable division in Lendor's cult arises at this level. Lendor's priests have one general mission: to bring the Suel people back to a measure of their former glory, and that is where the priests who are allied with the Scarlet Brotherhood do not see eye to eye with their bretheren on the outside. Neither sect of the priesthood will aid the other, and those who are not a part of the Brotherhood are actively targetted by assassins from within the Brotherhood. Saying that the two sects hate one another passionately would be understating matters by quite a bit.. Within the Brotherhood, Lendor is seen as the God of Patience and Timing, and is revered by those who must make long-range plans for the future. He is the patron of assassins and politicians. Outside the Brotherhood's lands, Lendor is seen as the Preserver, and his priests revered for their defense of the ancient ways. They are far more concerned with guiding their followers to a better future than with plotting grand conquests. In either case, virtues for Lendor include Conservative, Curious, Honorable, Manipulative, and Prudent. Common Divine Magic: all Special Divine Magic: Avoid Fate, Banish Spirits, Command (Temporal Spirits), Rewind, Speedtime, Summon (Temporal Spirits). Associated Gods None. Divine Spells Banish Spirit 1 Point Ranged, Temporal, Stackable, Reuseable By means of this spell, the caster can send summoned spirits reeling back to the spirit plane if the caster makes a successful POW vs. POW roll.. Each point of this spell adds 2 points to the effective POW of the caster. Spirits banished by means of this spell cannot return to the mundane plane until this spell expires. Rewind 4 Points Range (Special), Temporal, Stackable, One Use. This spell causes the caster and one individual per additional spell stacked to travel backwards in time a distance equal to the duration of the spell (this spell is often stacked with Extension). The recipients of this spell arrive in their "original" bodies, in their "original" positions (wherever those might be), but with full knowledge of what is about to transpire. This spell is sometimes used to heal injuries by simply avoiding their cause, but is more often used to help avert other kinds of disasters. Speedtime 2 Points Ranged, Temporal (Special), Stackable, Reuseable This spell speeds up the caster's perception of time, allowing hours to pass in minutes. Common uses for this spell include speeding the recovery of magic points, natural healing, and the like. While under the influence of this spell, the caster is in a trance-like state, and cannot be roused. Temporal Spirits Temporal spirits are often viewed as a kind of Elemental, as their statistics are similar. However, Time (as much as it is understood, anyway) is not an Element, so they are referred to simply as spirits. Temporal spirits come in several varieties, but all have common statistics, as follows: Characteristics Average STR 1d6 3-4 SIZ 1 cu m. POW 1d6 3-4 HP 1d6 3-4 Move POW 3-4 (Larger Spirits certainly exist.) Much like elementals, temporal spirits are measured in cubic meters, though that is not precisely accurate, either, but it is a useful measurement for comparison. While there are several varieties of spirit, the two most common ones are known as Passages and Pauses. Passages attack by matching their STR vs the STR of their target. If succesful, they grasp the victim and match POWs; if successful the victim must make an immediate Aging and Inaction check. Pauses attack in much the same way, but when successful their victims stand motionless, trapped by the moment and unable to act. While so trapped, the victim must make a Fatigue check each round. Each type of spirit can engulf 10 SIZ points of opponent per cubic meter of volume. - -- talmeta@bellatlantic.net - I *am* one of the Chosen Few! ICQ - 12594453 AOL-IM - talmeta1 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. ------------------------------ End of RuneQuest Rules Digest V1 #104 ************************************* *************************************************************************** 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.