From: owner-runequest-rules@ (RuneQuest Rules Digest) To: runequest-rules-digest@lists.MPGN.COM Subject: RuneQuest Rules Digest V1 #119 Reply-To: runequest-rules@mpgn.com Sender: owner-runequest-rules@ Errors-To: owner-runequest-rules@ Precedence: bulk RuneQuest Rules Digest Monday, June 29 1998 Volume 01 : Number 119 RuneQuest is a trademark of Avalon Hill Games. All Rights Reserved. TABLE OF CONTENTS [RQ-RULES] Web page update [RQ-RULES] Spirit Magic Re: [RQ-RULES] Spirit Magic [RQ-RULES] Seeking commentary.... Inspiration.... Vadeli Magic [RQ-RULES] liches & cult advancement Re: [RQ-RULES] liches & cult advancement [RQ-RULES] DMD - Olidammara 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, 26 Jun 1998 16:51:11 +0200 From: Alain.RAMEAU@total.com (Alain RAMEAU) Subject: [RQ-RULES] Web page update Just to inform you that I have improved the "Roll random treasures" page on my web site and also added a "Roll random NPCs" page. http://www.btinternet.com/~karamo/rq.htm 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, 26 Jun 1998 13:41:00 -0500 From: stancliff@commnections.com Subject: [RQ-RULES] Spirit Magic RU>I think Greg Sed, quite recently, that Spirit Magic could be improved by RU>experience. Does anyone out there have any knowledge re: how this is RU>envisioned, whether some manner of game mechanics has been devised, or RU>any other info related to the improvement of spirit magic? Does this RU>mean, for instance, that someone who knew Bladesharp 4 could, with RU>experience improve it to Bladesharp 5, or rather is there a deal like RU>with Sandy's Sorcery, where there is just one Bladesharp spell which can RU>be improved through experience? No, of course not. This is Greg talking Glorantha opinion without trying to justify rules. As an option, you could make Spell Casting a Magic skill that starts at (2x POW + Magic bonus - Enc) instead of 5x POW, and goes up with experience and training. This would replace the normal Spirit spell rules for cast%. A special could halve the MP cost (round up), while a crit could add one intensity. 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, 26 Jun 1998 13:57:59 -0400 From: Tal Meta Subject: Re: [RQ-RULES] Spirit Magic Julian Lord wrote: > > Spirit Magic Question here: > > I think Greg Sed, quite recently, that Spirit Magic could be improved by > experience. Does anyone out there have any knowledge re: how this is > envisioned, whether some manner of game mechanics has been devised, or > any other info related to the improvement of spirit magic? I'm thinking that what he meant by this was either the old mechanic whereby in order to learn Bladesharp 4 you needed to learn Bladesharp 1, 2, & 3 in succession, or it's something from the Hero Wars rules. > Does this > mean, for instance, that someone who knew Bladesharp 4 could, with > experience improve it to Bladesharp 5, or rather is there a deal like > with Sandy's Sorcery, where there is just one Bladesharp spell which can > be improved through experience? > Has anyone tried implementing such in their game? We were bandying about a variety of spells a few weeks ago that could bolster spirit or divine spell effects, that would allow the casting of spirit spells at higher intensities than what was currently known. Of course, there's always Lunar magic, from GoG or Sandy's sorcery. - -- talmeta@bellatlantic.net - I *am* one of the Chosen Few! ICQ - 12594453 AIM - 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, 26 Jun 1998 17:32:52 -0400 From: Tal Meta Subject: [RQ-RULES] Seeking commentary.... Inspiration.... Vadeli Magic I'm looking for some input here.... My original vision for my Vadeli-esque spin on sorcery was pretty much based on making pacts with "demons" (not Elric! style, more akin to Sandy's prior Saint rules (where having a Patron gave one additional oomph in spellcasting), but grimmer). However, as I trudge through the old digests concerning the Vadeli, I'm starting to lean towards a triparate system based on filth, blood, and death (blood being inspired by FASA's Aztlan supplement for their Shadowrun game). Filth strikes me a Elemental-esque, and necromancy is fairly common. Anyone else had any thoughts in this direction they'd care to share? - -- talmeta@bellatlantic.net - I *am* one of the Chosen Few! ICQ - 12594453 AIM - 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: Sat, 27 Jun 1998 12:45:08 +0100 From: Mark Buckley Subject: [RQ-RULES] liches & cult advancement >> From: KESmith502@aol.com >> Subject: [RQ-RULES] Pantheon Preisthoods >> >> I have a particular problem that has arisen in my game. A Lodrilite is >> nearing Acolyte status but there are no established shrines, temples, or even >> other acolytes of Lodril within at least a seasons travel. The party does Some years ago, something almost like a bright idea came into my head about this. I scribbled it down and sent it to the Glorantha Digest, where of course it was never mentioned again...this was at a time when there was a lot of discussion about how RuneSpells were actually gained initially, e.g. by performing a mini-HeroQuest etc,etc. I haven't taken it any further, and of course it might be open to horrible abuse, but there are some aspects of it that I still quite like the idea of. ======================================================================= Gaining Runespells ================== There has been a lot of discussion lately about how to initially gain rune spells, by HQ etc. A thought that occurred to me was the idea of rolling Ceremony to initially gain the spell. That is to say, that, obtaining a Rune Spell is dependant upon the applicant performing the correct ritual (represented by making their Ceremony roll). Now as most people have a fairly low % chance in Ceremony, perhaps they could get someone else (ie a priest) in intercede on their behalf, using the priests Ceremony roll, rather than their own. The POW can come from the applicant or the intercessor, but normally of course, the applicant provides the POW, and the priest does the ritual for them. Both the priest and the supplicant have to be willing for this to take place. This implies that if you do the ritual correctly to gain the Rune Spell required, you can get the spell. Thus initiates who have no priest etc, can still obtain Rune Spells, although at an increased cost in POW (because they stand to fail more rolls). I guess there ought to be some of the following restrictions on this: 1/ You need to be in a place dedicated to the relevant God i.e. shrine, temple, holy place, element etc, maybe a Scantified area. If there are none nearby, then something/somewhere holy to the god. 2/ The reusability of the spell is determined by the recipient ie non-reusable (or reusable 1/year etc) if obtained on behalf of an initiate, or reusable for a priest. 3/ Initiates can not obtain non-reusable for priest spells this way. 4/ You cannot intercede on behalf of someone further up the heirarchy than yourself this way .i.e. initiates cannot get spells for priests, BUT you can intercede for people at the same level or lower (see below). There are aspects of this that I rather like the initial idea of: - - it can explain how groups seperated from the main area of worship maintain their power, or obtain new spells if they have no priests. - - eventually, if he/she has dedication, an initiate can obtain 10 points of Rune Spells etc, raise their skills etc, to the level needed, and become a new priest. Basically bootstrapping yourself. - - you CAN intercede on behalf of members of the cult at the same level as yourself - thus for a quest etc many people can pray for you, giving up POW etc to give you the spell, thus making you more powerful on their behalf. Not normally done, of course! ======================================================================== Tal Meta said re liches: >I started it, and Nikk Effingham put the polish on it. See: > I'm not sure whether I like the knowledge drain bit or not...I don't like taking permanent losses from players - especially on knowledge skills, which are pretty hard/expensive to recover. I've never had the nerve to use Tap on anyone...and I didn't use permanent level drain in the other game [TM]... cheers, mark - -- Mark Buckley *************************************************************************** To unsubscribe from this list send mail to majordomo@mpgn.com with the line 'unsubscribe runequest-rules' as the body of the message. ------------------------------ Date: Sat, 27 Jun 1998 12:00:13 -0400 From: Tal Meta Subject: Re: [RQ-RULES] liches & cult advancement Mark Buckley wrote: > > - eventually, if he/she has dedication, an initiate can obtain 10 points > of Rune Spells etc, raise their skills etc, to the level needed, and > become a new priest. Basically bootstrapping yourself. This I might use in my upcoming campaign, as the gods are a bit more interactive than the Gloranthan set, and are fully capable of sending a representative down to serve as an intercessor for a promising priest candidate located far from the major sites. > ======================================================================== > I'm not sure whether I like the knowledge drain bit or not...I don't > like taking permanent losses from players - especially on knowledge > skills, which are pretty hard/expensive to recover. I've never had the > nerve to use Tap on anyone...and I didn't use permanent level drain in > the other game [TM]... Well, if you're running the kind of game where running into that sort of monster is possible, your characters are hardly in need of molly-coddling. Even in a less high end game, using one in the background ("The Sage of Lei Tabor stumbled out of his tower today, with hardly a wit in his head, mumbling about some dark woman who visited him in the night! And last week, Gunnar the Wise over in Fell Creek went whole senile, telling much the same tale! There be evil sorcerer's about, I tell ya...." could add a bit of local color. - -- talmeta@bellatlantic.net - I *am* one of the Chosen Few! ICQ - 12594453 AIM - 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: Mon, 29 Jun 1998 23:40:56 -0400 From: Tal Meta Subject: [RQ-RULES] DMD - Olidammara for RQ/Greyhawk Thirty-sixth in my series of Greyhawk Gods in RQ format.... (back from my long hiatus - computer woes, burnout, etc.) OLIDAMMARA Runes: Disorder, Illusion, Shadow Olidammara, the Laughing Rogue, is known as the Vagabond of the Gods. In many myths, when this likeable trickster is not leading drunken revels, he can be found redistributing what wealth he took from the rich to those less fortunate. Cult in the World Olidammara isn't a memeber of any particular pantheon, rather, he is a common figure in many of the known myth cycles. An inveterate trickster, he personifies Revelry, Jokes, and Fermented Spirits. His worshippers are as likely to be found in the deepest city slums as the woodlands, for wherever there are hearts that need lightening, his followers can be found. Lay Membership Requirements: Olidammara has very few requirements for becoming a lay member of his faith. A stout heart, a willing smile, and the ability to hold one's ale are often counted higher than the ability to memorize dogma and theology. As many of Olidammara's priests wander from shrine to shrine, turning the past doing's of the cult's faithful into songs and stories, bookkeeping and literacy are not always strongly sough skills in this cult. Skills taught by priests of this cult include any that the visiting priest knows; but the ones that will count towards later initiations are Climb, Dodge, Jump, Swim, Tumble, Fast Talk, Orate, Sing, Craft (Brewing, Wine Making), Evaluate, Human Lore, Plant Lore (as it pertains to fermentable plants), World Lore, Conceal, Juggle, Sleight, Play (stringed instruments), Listen, Sneak, Ceremony, and Rapier attack/parry. Initiate Membership Requirements: Olidammara's initiates are those who have forsaken hearth and home for the life of the travelling entertainer. As they travel the lands of the Flanaess, they are taught how best to use the skills they've learned to line their own pockets, and in the proces to bring a bit of joy to the less fortunate members of society, be it with lighthearted song or a few coins to feed a family. As they travel, they listen to what tales there are to be heard, as much to write songs about the doings of others as to keep informal tabs on what the locals are up to. It is not uncommon for an Avengers of Tritherion to listen closely to what the minstrels of Olidammara are singing about, as the minstrels are often welcome in places where Investigators of Tritherion are not. There is no official collusion between the two cults; but they have been known to work together informally from time to time. In addition to the normal skill tests, a prospective initiate will commonly be given a test by his local priest. In some cases this test is merely perfunctionary, but usually it involves liberating some trinket from the house or grounds of a local noble. Needless to say, unless said noble is at least a lay member of the cult, they are seldom amused by the tests initiates must pass. Spirit Magic: Befuddle, Bladesharp, Detect (gold, spirits (the liquid sort), Glamour, Hotfoot, Protection, Shimmer. Acolyte Membership Requirements: Olidammara does not have this level of service. Priesthood Requirements: Standard, plus they must pass a test similar to the one they passed as an initiate, only this time they will be seeking to steal real wealth to give to the needy, not mere trinkets. Olidammara's priesthood has few real duties beyond the upkeep of the multitude of shrines, and the training of those who seek to follow in their god's footsteps. They are often called to bless the crops of folk who grow to produce ales or wines, or sought to entertain jaded noblemen who think that they can guard their valuables well enough to allow these known miscreamts under their roofs. Priests of Olidammara are considered outside the law in most countries of the Flanaess. This means that if they steal, it is not a crime, but neither are they protected by law; a priest of Olidammara murdered in cold blood is not murder at all; at worst his slayer might be charged with disorderly conduct, or breaking the peace. However, as most priests of this cult are popular figures, with a variety of powerful friends and admirers, it is unlikely for such an ignoble end to go wholly unpunished. Virtues for Olidammara include Creative, Energetic, Indulgent, Reckless, and Social Common Divine Magic: all Special Divine Magic: Bless Crops (special - only those crops that produce spirits, i.e. grapes, barley, rhye, hops, etc.), Charisma, Group Laughter, all Illusions, Hallucinate, Reflection, and Swallow. Associated Gods Fharlanghn: provides Farsee Myhriss: provides Invigorate *************************************************************************** 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 #119 ************************************* *************************************************************************** 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. 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