From: owner-runequest-rules@ (RuneQuest Rules Digest) To: runequest-rules-digest@lists.MPGN.COM Subject: RuneQuest Rules Digest V1 #120 Reply-To: runequest-rules@mpgn.com Sender: owner-runequest-rules@ Errors-To: owner-runequest-rules@ Precedence: bulk RuneQuest Rules Digest Wednesday, July 1 1998 Volume 01 : Number 120 RuneQuest is a trademark of Avalon Hill Games. All Rights Reserved. TABLE OF CONTENTS [RQ-RULES] Fwd: Liche-gate [RQ-RULES] Spirit/Shaman Stuff [RQ-RULES] True or false? Re: [RQ-RULES] True or false? [RQ-RULES] DMD - Zagyg for RQ/Greyhawk Re: [RQ-RULES] Spirit/Shaman Stuff [RQ-RULES] DMD - Pholtus 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: Tue, 30 Jun 1998 07:55:24 -0400 From: Tal Meta Subject: [RQ-RULES] Fwd: Liche-gate Non-member submission from [mab@ssdnt01.bnsc.rl.ac.uk] Date: Tue, 30 Jun 1998 10:45:32 +0100 Subject: Liche-gate Tal Meta wrote: >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. None of the PC's are particularly tough - I think the best fighter has about 80% weapon skills, no one is near to Rune Level equivalent...Your second suggestion is basically what I'm going to do - the characters are sent off to clear a deserted fortress of evil spirits. The spirits normally wouldn't be able to get through to the Mundane Plane, but there is a weak point inside the ruins due to too much summoning in the past. This was warded against spirits passing through, but some goblins got inside and broke the warding by stealing the wards. Thus the PC's have to find the wards and re-establish the barrier, and destroy that which has already come through. A Liche who was sealed in the fortress at the time of warding has reawoken, and is in the process of getting the nasties to act together, as well as creating new undead etc. Of course, he has set up defences to keep the spirit gateway open. cheers, Mark Mark Buckley Rutherford-Appleton Laboratory Chilton, Didcot,UK. *************************************************************************** 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, 30 Jun 1998 12:55:14 -0400 From: Brian Kondalski Subject: [RQ-RULES] Spirit/Shaman Stuff I was looking for some opinions on how people are interpreting spirit/shaman rules in RQ3. I noticed alot of previous talk about these topics in the past, but still couldn't find what I needed. How do you handle the fact that a shaman adds his fetch's magic points to his own when resisting spells? I find that this tends to make a shaman very powerful very quickly. Once the combined POW of a shaman and his fetch reach the 30 area, it will quite impossible for anyone to affect them with a spell that requires overcoming their magic points. I can see that in spirit combat they should be able to add them together for resisting spirits, but also for resisting all spells? This sounds like it could get out of hand way too quickly. How are people handling spirit combat in regards to other characters helping out in RQ3? In RQ2 there were ways where a person could cast spells at spirits (disrupt) in order to lower their Power, or even swing at them with bladesharps or fireblades. How does this carry over to RQ3? Does it? Is there any way for another character to interfere with a spirit combat that is in progress? What happens if someone casts a spirit screen or other defensive spells on someone in the combat after it has started? Might a shaman (or his fetch) interfere in some way, or does the spirit combat have to come to a conclusion before that happens? Thanks, Brian *************************************************************************** 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, 30 Jun 1998 11:28:43 -0700 (PDT) From: Brad Furst Subject: [RQ-RULES] True or false? Just checking: we have recently debated these questions IMG. True or false? Sorcery spells can be increased by experience. Sorcery skills can not be increased by experience. Heal Body will restore hit points lost to poison. Heal Wound will not restore hit points lost to poison. Brad Furst esoteric@teleport.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: Tue, 30 Jun 1998 17:40:29 -0400 From: Tal Meta Subject: Re: [RQ-RULES] True or false? Brad Furst wrote: > > Just checking: we have recently debated these questions IMG. > True or false? > Sorcery spells can be increased by experience. True. > Sorcery skills can not be increased by experience. True/False. Under RQ3 sorcery, they only increase by study. Under Sandy's sorcery, they might increase by study, experience, or POW sacrifice, depending on your sorcerer's background (i.e. is he a scion of Malkion, a Brithini, or a pagan?). > Heal Body will restore hit points lost to poison. I would say true. > Heal Wound will not restore hit points lost to poison. Also True, but I could entertain arguments to the contrary. - -- 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: Tue, 30 Jun 1998 23:57:24 -0400 From: Tal Meta Subject: [RQ-RULES] DMD - Zagyg for RQ/Greyhawk Thirty-seventh in my series of Greyhawk gods in RQ format... ZAGYG Runes: Chaos, Magic Zagyg is known as the Mad Archmage, and is accounted as the god of humor, occult studies, unpredictablility, and eccentricity. He is the only known servant of Boccob, the Uncaring.. Cult in the World Zagyg does not command many adherants even among mages sworn to Boccob, rather, he is worshipped in order to avoid the chaotic effects that are to him, the normal result of working magic. Lay Membership Requirements: Zagyg has a vast multitude of lay worshippers; for every mage who casts a spell with a whispered prayer that it not go awry unwittingly calls upon Zagyg the mad. No skills are taught by this cult (actually, a subcult of Boccob's). Initiate Membership Requirements: Those "mad" enough to seek to emulate Zagyg need pass no special tests, and only need make a sacrifice of 1 POW and acknowledge Zagyg as their Patron. Once this is done, the mage in question is henceforth a "wild" mage, whose magic is channeled through Chaos to varying effect. Any apprentice or journeyman sorcerer who recognizes Zagyg as his patron automatically is treated as an initiate. Initiate wild mages, when casting any spell, roll 2d6 and consult the following table: 2d6 Roll Effect 2 -3 to Art Levels 3 -2 to Art Levels 4 -1 to Art Levels 5 0 to Art Levels 6 0 to Art Levels 7 0 to Art Levels 8 0 to Art Levels 9 0 to Art Levels 10 +1 to Art Levels 11 +2 to Art Levels 12 +3 to Art Levels Whenever both dice read the same number, i.e. double 2s, or 5s, etc., a Wild Surge has occurred. (see wild surge table at end). Note: Zagyg, like Boccob, does not offer spirit magic, only sorcery and divine magics. Acolyte Membership Requirements: Zagyg recognizes anyone who has achived Adept status as a sorcerer as an acolyte, so long as they sacrifice a second point of POW to Zagyg. Acolytes of Zagyg, when casting any spell, roll 2d6 and consult the following table: 2d6 Roll Effect 2 -4 to Art Levels 3 -3 to Art Levels 4 -2 to Art Levels 5 -1 to Art Levels 6 0 to Art Levels 7 0 to Art Levels 8 0 to Art Levels 9 +1 to Art Levels 10 +2 to Art Levels 11 +3 to Art Levels 12 +4 to Art Levels Whenever both dice read the same number, i.e. double 2s, or 5s, etc., a Wild Surge has occurred. (see wild surge table at end). Priesthood Requirements: Sorcerers seeking to become priests of Zagyg must sacrifice a third point of POW, in addition to having become full Magus sorcerers. In addition to the above, priests of Zagyg periodically will be visited and judged by one of his lesser servitors. Virtues for Zagyg include: Creative, Joyous, Reckless, Stubborn, and Unpredictable. Priests of Zagyg must roll 2d6 and consult the following table whenever they cast a spell: 2d6 Roll Effect 2 -5 to Art Levels 3 -4 to Art Levels 4 -3 to Art Levels 5 -2 to Art Levels 6 -1 to Art Levels 7 0 to Art Levels 8 +1 to Art Levels 9 +2 to Art Levels 10 +3 to Art Levels 11 +4 to Art Levels 12 +5 to Art Levels Whenever both dice read the same number, i.e. double 2s, or 5s, etc., a Wild Surge has occurred. (see wild surge table at end). Common Divine Magic: Dismiss Magic, Extension, Initiate Cultist, Range, Sanctify, Soul Sight, Warding, Worship Zagyg Special Divine Magic: Absorbtion, Force, Reflection Associated Gods Boccob: provides Analyze Magic Wild Surge Table The following table is presented as a guide; GMs should feel free to create their own effects in the spirit presented below. 1d10 Result Effect 1 Target and caster reversed, to target's benefit. 2 Substitute random spell unknown to caster at rolled effciency. Beneficial. 3 Spell takes effect as normal, but with odd visual, auditory, or thermal effects, i.e. flames manifest as blowing snow, etc. 4 A number of mice equal to 100x the total Art levels in the spell rain down between the caster and target. No other effect. 5 Target and caster switch bodies. 6 Caster or target (50% chance) replaced by realistic illusion and teleported 1d6 miles away in random direction. Illusion continues mimicing the actions of the being replaced with no further effect. 7 Mad sounding voice chuckles, and says "We're sorry, your spell did not go through. Please try again later". 8 A number of spectral forms equal to the total Art levels of the spell appear and berate both caster and target for 1d6 rounds. 9 Substitute random spell unknown to caster at rolled effciency. Maleficient 10 Target and caster reversed; spell seems to harm caster, but aids him instead. Spirit of Judgement/Reprisal Cackler - Cackler is a madness spirit of exceptional size and insidious wit. He typically manifests with a POW of 4d6+6, and an INT of 18. He will arrive knowing whatever spells the initiate knows, and knows the following additional skills: Insult Lineage 99%, Punfighting 101%, and Taunt 96%. When manifesting as a Spirit of Judgement, he will instigate spirit combat with the priest, but rather than roll against Spirit Combat, the two will make rolls against the skills above (a priest of Zagyg who doesn't know at least ONE of the above skills DESERVES to get possessed!). Such combat will continue in earnest for only 1d6 rounds, then continue only to keep both parties in practice. When manifesting as a Spirit of Reprisal, Cackler will not break off spirit combat until he has possessed his target or been defeated. *************************************************************************** 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, 01 Jul 1998 20:53:57 -0400 From: Tal Meta Subject: Re: [RQ-RULES] Spirit/Shaman Stuff Brian Kondalski wrote: > > How do you handle the fact that a shaman adds his fetch's magic points to > his own when resisting spells? I find that this tends to make a shaman > very powerful very quickly. Once the combined POW of a shaman and his > fetch reach the 30 area, it will quite impossible for anyone to affect > them with a spell that requires overcoming their magic points. This works really well if the shaman has the luxury of sitting there and not casting any spells; odds are, though, he'll need to cast SOME spells in combat, which will reduce the number of mp he has to hide behind. One tactic that works exceptionally well is to build the confrontation. Rather than have the enemy hit them full force all at once, have them send weaker troops to harrass the shaman and his party in waves to eat up their magic points, rune spells, arrows, etc.. My group learned to absolutely HATE this tactic, as even with an average 40+ mp per character, wasting spells on grunts early on left you pitifully weak against the REAL troops.... > How does this carry over to > RQ3? Does it? Is there any way for another character to interfere with > a spirit combat that is in progress? What happens if someone casts a > spirit screen or other defensive spells on someone in the combat after > it has started? Might a shaman (or his fetch) interfere in some way, > or does the spirit combat have to come to a conclusion before that happens? I'm fairly certain that it does; I started playing RQ3 long before I had access to RQ2, and I always allowed the magical bonuses to weapons to affect manifested spirits. By the rules, spirit combat speed varies from round to round (1d3 attacks per melee round, IIRC), so there is certainly time to damage them. - -- 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: Wed, 01 Jul 1998 23:01:36 -0400 From: Tal Meta Subject: [RQ-RULES] DMD - Pholtus for RQ/Greyhawk Thirty-eighth in my series of Greyhawk gods in RQ format... PHOLTUS Runes: Mastery, Light, Law Pholtus of the Blinding Light is the Oeridian god of the Sun, the Moon, and all stellar bodies that give off light and follow rigid cycles through the heavens. He is also the inflexible god of Law, Order, and Resolution. Cult in the World Though he is not truly aligned with the solar fire or the lunar cyclic runes, it is said that Pholtus carved the paths they follow through the heavens, and it is by his runes of Mastery and Light that he rules them both. Followers of Pholtus believe themselves to be on the One True Way, a path of righteousness that allows for no deviation of faith but promises blessings everlasting. Lay Membership Requirements: Standard, plus the candidate must never have been either a sorcerer or shaman. Ties to other cults must be left behind as well; the distractions of other cult duties are not for the followers of the One True Way. As most followers of Pholtus live in the land known as the Theocracy of the Pale, all citizens of this country are made lay members of his faith at birth, and are duly initiated when they reach their thirteenth year. Folk of other countries also follow Pholtus, of course, and they are expected to follow the same rigid code of conduct as any other member of the faith. Skills taught by the cult include Debate, Intimidate, Orate, Speak (Common, regional tongue, Lightspeech), Evaluate, Human Lore, Read/Write (regional tongue, Lightspeech), World Lore, Ceremony, and Staff attack/parry. Initiate Membership Requirements: Standard. Known as the Glimmering, initiates of Pholtus are seen as the first line of troops necessary to bring the One True Way to the unbelievers. These followers of the Way dress themselves in white vestments and seek to do good works in their community (if married), or serve as missionaries of the faith to unbelievers (if single and willing/able to travel). Initiates within the Pale are commonly trained as foot soldiers, and taught the use of the shortsword, shield, and sling. Spirit Magic: Admonish, Bludgeon, Fanaticism, Light, and Lightwall. Acolyte Membership Requirements: As per priests. Known as Gleams, acolytes of Pholtus add silver highlights to their white vestments, and serve as the strong right hands of their priests. Gleams of Pholtus are considered beyond temptation; those found to be less than perfect will suffer harsh treatment at their trial for heresy. Acolytes within the Pale are given positions of leadership among the footmen, or are trained as cavalry with lance and broadsword. Rune Lord Membership Requirements: Glimmerings or Gleams wishing to become Rune Lords of Pholtus (known as Beams) must have served in their current positions for five years, and have no black marks on their records with the cult. Beams of Pholtus serve as the temporal leaders of their communities in peace, and in war serve as the leaders of the faithful in battle, generally as cavalrymen. Some also serve as the leaders of cadres of missionaries in foreign lands, if those lands are unreceptive to the presence of full temples. When a trial of heresy is called, Beams serve as both the prosecutor and, if necessary, the executioners. Beams adorn themselves in plain, coarse white garments, bereft of ornamentation. Priesthood Requirements: Standard. Known as the Shining, they replace the silver trimmings they gained as initiates with gold. Priests of Pholtus serve as spiritual guardians over their flocks, and watch carefully for signs of backsliding or heresy. They serve as regional leaders, judges, ambassadors, and fill all other religious and temporal positions of power within the Pale. Virtues for Pholtus include: Calm, Conservative, Loyal, Proud, and Stubborn. Common Divine Magic: all Special Divine Magic: Absorb Darkness*, Command (flares), Command Worshippers, Produce Light, Reflection, Summon (flares), Weapon of Light. * - Works like normal Absorbtion, but only works against spells of darkness or spells cast by darkness-aligned creatures. Associated Gods Zilchus: provides Shield Velnius: provides Sky Sight Spirit of Retribution Scintilaar: Manifesting as a 5m flare, with an INT of 18 and appropriate magic, Scintilaar brings retribution against those who actively betray the cult. Scintilaar manifests in a rough humanoid form, weilding a weapon of light that will strike as though the wayward cultist were a darkness creature. Scintilaar will remain for a number of rounds equal to the years the cultist spent as an active member of the cult, beginning with the day of his initiation. Flares (Light Elementals) Characteristics Average STR 1d6 3-4 SIZ 1 cubic meter POW 1d6 3-4 HP 1d6 3-4 Move 6 6 Flares manifest as globes of brilliantly shining light. Anyone within a flare has all of their senses overloaded, sight is impossible due to the brilliance, a vast roaring fills the ears, and the senses of taste, touch and scent fluctuate wildly from one extreme to another. A flare's primary attack is it's blinding presence, whereby it matches it's magic points vs. the target's CON. The flare must be touching or partially englobing the target's head to use this attack form. When a flare attacks, it may engulf 10 SIZ worth of opponents for each cubic meter of SIZ it possesses. Victims within a flare are grasped by it's STR (match STR vs. STR to overcome) and anyone grasped by the flare is subject to it's blinding attack. Anyone else remaining within the flare's presence loses 1 fatigue point per round to the wildly changing sensory input inside the flare's volume. *************************************************************************** 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 #120 ************************************* *************************************************************************** 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.