From: owner-runequest-rules@ (RuneQuest Rules Digest) To: runequest-rules-digest@lists.MPGN.COM Subject: RuneQuest Rules Digest V1 #121 Reply-To: runequest-rules@mpgn.com Sender: owner-runequest-rules@ Errors-To: owner-runequest-rules@ Precedence: bulk RuneQuest Rules Digest Friday, July 3 1998 Volume 01 : Number 121 RuneQuest is a trademark of Avalon Hill Games. All Rights Reserved. TABLE OF CONTENTS [RQ-RULES] Shamans etc RE: [RQ-RULES] Shamans etc [RQ-RULES] Re: RuneQuest Rules Digest V1 #120 [RQ-RULES] Ye Booke Of Tentacles Re: [RQ-RULES] Spirit Combat [RQ-RULES] DMD - Fharlanghn for RQ/Greyhawk RE: [RQ-RULES] Re: RuneQuest Rules Digest V1 #120 [RQ-RULES] Virtues... Re: [RQ-RULES] Virtues... Re: [RQ-RULES] Virtues... [RQ-RULES] DMD - Zilchus 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: Thu, 2 Jul 1998 16:21:02 +0000 From: "Simon Phipp" Subject: [RQ-RULES] Shamans etc Brian Kondalski: > 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. As it is supposed to. Shamans are good defensively. The trick is to ambush them when they are discorporate and their fetch does not add its POW. [Tal Meta: > 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. That is why Shaman lords are brilliant - they ALWAYS resist at their POW not MPs so can cast all their MPs and still be invulnerable. Watch out for Bagogi Queens, Aranaean Priests/Death Lords, Kyger Litor Priestesses/Storm Khans etc. I know this only affects Scorpionmen and Mistress Race Trolls but it is a wonderful thing to remember. > 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.... A nice thought, but reduced by careful planning beforehand. PC shamans should have a number of POW Spirits/POW Crystals to play with. They may have spirits bound into enchantments or even stored in their fetches. This reduces the need to use your own MPs in combat. What I find effective is to have a POW Spirit controlled by a fetch, use its MPs in combat, then release it and use the fetch's MPs which were reserved for binding the spirit - two for the price of one! In any case, a Shaman who uses POW solely for his fetch is weak. I tend to put 1 POW into a fetch, 1 POW into rune magic and 1 POW into enchantments, slowing shamanic progression but increasing useful power.] > 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. This was only suggested in a Wyrms Footprints article and was never officially part of the rules. It was something I personally never liked. Spirit Block and Spirit Shield were enough to handle spirits in RQ2. > Is there any way for another character > to interfere with a spirit combat that is in progress? Cast a Fear or Demoralise at the Spirit to make it run away. Send in a bigger spirit to attack the attacking spirit and drive it off (a fetch or discorporate ally will do). In my game, small spiirts can mob a big spirit and try to wear it down. This only works if the spirit is not too big otherwise it laughs them all off. > What happens > if someone casts a spirit screen or other defensive spells on > someone in the combat after it has started? In RQ2 officially not a jot. In RQ3 the spells take effect as normal giving enhanced protection. > Might a shaman (or his > fetch) interfere in some way, or does the spirit combat have to > come to a conclusion before that happens? Shamans can interfere quite happily and often do - that is why they are brought along, after all (and, of course for people to laugh at when they do their little dance). Brad Furst > 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. > Heal Body will restore hit points lost to poison. True. > Heal Wound will not restore hit points lost to poison. True (although it may heal Blade Venom, which was banned in RQ3, boo!). See Ya Simon Phipp *************************************************************************** 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, 2 Jul 1998 17:16:02 +0100 From: "Hibbs, Philip" Subject: RE: [RQ-RULES] Shamans etc Simon Phipp: >What I find effective is to have a POW Spirit controlled by a fetch, >use its MPs in combat, then release it and use the fetch's MPs which >were reserved for binding the spirit - two for the price of one! The spirit connected to your fetch can only be forced to perform one service, I don't count "wait around until I use all your magic points" as one service. What you need is a bunch of little ones, say six-points each, for your protection 6, shimmer 6 and bladesharp 6. Small spirits, however, are hard to come by. philip.hibbs@tnt.co.uk or phibbs@compuserve.com http://members.tripod.com/~PhilHibbs/ You never know what is enough unless you know what is more than enough. - William Blake *************************************************************************** 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, 02 Jul 1998 13:59:45 -0400 From: Brian Kondalski Subject: [RQ-RULES] Re: RuneQuest Rules Digest V1 #120 RuneQuest Rules Digest wrote: > > 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. I always thought this was reasonable. But it can get real powerful real quick when people start swing fireblades and shooting fire arrows. Just how do you picture them targeting the spirits? How do they not hit the person who is in the spirit combat? How do they see the spirit to target it (I think maybe spirits in spirit combat are visible)? BK *************************************************************************** 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, 2 Jul 1998 16:44:27 EDT From: Delecti@aol.com Subject: [RQ-RULES] Ye Booke Of Tentacles Hi, I have to apologize to some people. I had gotten some requests from several people on the list about ordering Tentacles ... unfortunately, my AOL email files crashed and I lost some of those requests. If you asked about it but did not get a reply from me, then please email me again. Thanks! Delecti, Lord of the Upland Marsh aka Scott Knowles RL, USA Coordinator for The Chaos Society http://members.aol.com/delecti/UpMarsh.html Delecti@aol.com http://members.aol.com/Glorantha/chaossoc.html ChaosSociety@juno.com "I looked in the trap, Ray." -Egon Spengler, "Ghostbusters" *************************************************************************** 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, 02 Jul 1998 18:34:50 -0400 From: Tal Meta Subject: Re: [RQ-RULES] Spirit Combat Brian Kondalski wrote: > > Just > how do you picture them targeting the spirits? How do they not hit the > person who is in the spirit combat? How do they see the spirit to target > it (I think maybe spirits in spirit combat are visible)? Most spirits manifest on the mundane plane to initiate spirit combat; this makes them fairly easy to target. I usually reduce the chance to hit, due to the proximity of the other party and insubstantail nature of the spirit. - -- 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: Thu, 02 Jul 1998 23:21:02 -0400 From: Tal Meta Subject: [RQ-RULES] DMD - Fharlanghn for RQ/Greyhawk Thirty-ninth (?!) in my series of Greyhawk gods in RQ format.... FHARLANGHN Runes: Mastery, Motion, Earth Fharlanghn, Dweller on the Horizon is the god of travellers, roads, and distance. He is brother to Celestian, the Star Wanderer, both sons of Zilchus. Where Celestian is concerned with the heavens, Fharlanghn is charged with the lands below. Cult in the World Fharlanghn's cult is has two prinicpal divisions; the brown robed urban sect, and the green robed travelling ministers who roam the roads. Both believe in the fellowship of travellers, and seek to bring aid to travellers in need. Most roadside inns boast shrines to Fharlanghn, in fact, many are owned by the cult and double as temples! Lay Membership Requirements: All travellers are defacto lay members of this cult, by virtue of their travelling. While it is not required, the cult graciously accepts reports of road hazards, maps of new trails or trade routes, rumors, gossip, and news of all sorts. No skills are taught to lay members of this cult. Initiate Membership Requirements: Standard. Initiates of this cult work behind the scenes to keep the trails clear, the roads open, and the borders between nations open to travel across them. Skills taught by the cult include Dodge, Maneuver, Ride, Sing, Craft (Cobbler, Cartographer), Human Lore, World Lore, Listen, Scan, Track, Ceremony, and Staff attack/parry. Spirit Magic: Bludgeon, Coordination, Ease Pain, Endurance, Farsee, Mobility, Sustain. Acolyte Membership Requirements: As per priests. Often opting for a more settled lifestyle than the travelling initiates, acolytes of Fharlanghn most often can be found keeping the fires burning at a variety of traveller's inns across the Flanaess. Those who do not, serve as soldiers in their sacred trust: keeping the roads clear of natural blockages, hiwaymen, bandits, and other hazards. Acolytes of Fharlanghn do not count themselves warriors, though they won't shy from a fight if they have no choice. When bandits or humanoids begin to dominate a certain stretch of road, they call in assistance from either local militias, or cultists of Heironeous, St. Cuthbert, Pholtus, or whichever warrior cult of good intent prevails in the local area Note: Acolytes and Priests of Fharlanghn gain an accelerated movement rate, based on their SIZ+DEX/3 rather than SIZ+DEX/5. The number of actions allowed in a round does not change, only the distance the priest can cover. Priesthood Requirements: Standard. Charged with maintaing communications between all the branches of their faith, priests of Fharlanghn resume their wanderings, covering as much ground as possible each year. The priesthood also works with temporal authorities, helping them maintain detailed maps of their lands, keep tabs on various migratory peoples within their borders, and other "good works". Virtues for Fharlanghn include: Altruistic, Curious, Energetic, Honorable, and Social. Common Divine Magic: all Special Divine Magic: Absorb Earth*, Path Watch * - Works like normal Absorbtion, but only works against spells of earth or spells cast by earth-aligned creatures. Associated Gods Zilchus: provides Shield Celestian: provides Thunderbolt *************************************************************************** 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, 3 Jul 1998 09:17:43 +0100 From: "Hibbs, Philip" Subject: RE: [RQ-RULES] Re: RuneQuest Rules Digest V1 #120 >> ... I always allowed the magical bonuses to weapons to >> affect manifested spirits ... Brian Kondalski: >I always thought this was reasonable ... No way. This reduces spirits from something scary, strange and spooky to just another entry in the Monster Manual. To deal with spirits, you need a shaman or priest, not a fiery sword. Magic is just another extension of your own personal ability, spirit magic is not really something mystical and strange, it's just part of life. philip.hibbs@tnt.co.uk or phibbs@compuserve.com http://members.tripod.com/~PhilHibbs/ You never know what is enough unless you know what is more than enough. - William Blake *************************************************************************** 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, 03 Jul 1998 10:01:00 -0400 From: Andrew Hall Subject: [RQ-RULES] Virtues... Hi, I was wondering if there was any standardization of the traits that comprise the Virtues for a RQ character. I've been using the old Pendragon virtues modified by a virtue system I found in a D&D book (somehting about Vikings). The ones used by Tal Meta are new to me, and I'd like to know more. If this discussion has already been beaten to death on this listserv, can somebody point me to a web or print source? Any help is appreciated. Cheers, Andy Hall Tal Meta's: "Virtues for Fharlanghn include: Altruistic, Curious, Energetic, Honorable, and Social." *************************************************************************** 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, 03 Jul 1998 10:51:04 -0400 From: Tal Meta Subject: Re: [RQ-RULES] Virtues... Andrew Hall wrote: > > Hi, > > I was wondering if there was any standardization of the traits that > comprise the Virtues for a RQ character. I've been using the old > Pendragon virtues modified by a virtue system I found in a D&D book > (somehting about Vikings). The ones used by Tal Meta are new to me, and > I'd like to know more. If this discussion has already been beaten to > death on this listserv, can somebody point me to a web or print source? > Any help is appreciated. I started out using the Pendragon ones, but I'm now using the ones from Chaosium's Nephilim RPG's "Chronicle of the Awakenings". I prefer Neph's system because it doesn't have a rigid opposing trait, which I think allows for a wider range of play. I don't use them exactly the way Neph does, but I do allow players who are acting in accordance with a successfully rolled for trait to get raised skill percentages for 1 round + 1 round for every point they made their roll by. (i.e. Fred Parker has a Warlike virtue of 14. As he rushes to battle, he makes a virtue roll and gets a 7. For the next 8 rounds, his attack % is raised from 50% to 75%, and he gets to make a Virtue check roll when other skill raises are checked for.) In play, the system has mostly gotten used by initiates, as non-initiates seldom have the background to develop such traits. I borrow Passions from Pendragon, too, which work the same way (we had a Sorcerer with 10 points worth of "Hates Slavers" in my last game, based purely on the player's role playing of his character...) - -- 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, 03 Jul 1998 11:56:09 -0400 From: Andrew Hall Subject: Re: [RQ-RULES] Virtues... Tal Meta wrote: > I started out using the Pendragon ones, but I'm now using the ones from > Chaosium's Nephilim RPG's "Chronicle of the Awakenings". > I don't use them exactly the way Neph does, but I do allow players who > are acting in accordance with a successfully rolled for trait to get > raised skill percentages for 1 round + 1 round for every point they made > their roll by. (i.e. Fred Parker has a Warlike virtue of 14. As he > rushes to battle, he makes a virtue roll and gets a 7. For the next 8 > rounds, his attack % is raised from 50% to 75%, and he gets to make a > Virtue check roll when other skill raises are checked for.) Sounds a bit different. I think I'll try to track down the Nephilim material just to see more. Thanks. Andy *************************************************************************** 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, 03 Jul 1998 22:49:27 -0400 From: Tal Meta Subject: [RQ-RULES] DMD - Zilchus for RQ/Greyhawk Fortieth in my series of Greyhawk gods in RQ format... ZILCHUS Runes: Mastery, Trade x2, Law Zilchus is the father of the Oeridian pantheon, and is counted as the god of Trade, Money, Business, Influence, and Prestige. Cult in the World Seen by some as a god for merchants only, Zilchus is in truth the lord of those who seek fair dealings in any endevour. In the most ancient Oeridian myths, it was Zilchus who bargained for the lands his children roved, who exhausted every possible avenue of diplomacy before giving matters over to his son Heironeous, to be decided in battle. While his children in mortal times may not always have worked so hard at diplomacy, prefering conquest, those who emulate the father of their gods are always admired and sought out for their counsel. Lay Membership Requirements: Anyone who is willing to deal fairly and honestly with others is welcome in Zilchus' fold. Merchants, traders, and even such dignitaries as ministers of state and ambassadors are often found at shrines or temples dedicated to Zilchus, along with common folk Skills taught by the cult include Bargain, Debate, Orate, Speak (languages), Evaluate, Human Lore, (species) Lore, World Lore, Listen, Ceremony, and Flail attack/parry. Initiate Membership Requirements: Standard. Depending on their worldly professions, initiates of this cult are expected to go about business as usual, but more scrupulously, if possible. Common folk know that a stall blessed by Zilchus' sign insures a fair deal; those who seek to fake such a symbol are dealt with most harshly. Initiates also strive to improve their position in society, as the Lord of Prestige demands that his followers elevate themselves to the highest ranks they can achieve honestly. Zilchus' initiates commonly serve the time owed to cult duties circulating through city markets, inspecting the wares of stalls bearing the stamp of their god's approval, watching for thieves, and insuring that fair trading is conducted overall. Spirit Magic: Glamour, Glue, Mindspeech, Zilchus' Silver Voice* * - this Variable spell improves the caster's skill at all communications skills by 5%. Acolyte Membership Requirements: As per priests. Zilchus' acolytes are commonly found coordinating the efforts of the initiates placed under their command, or serving as junior members of trade delegations between nations. Some also accompany caravans seeking new markets abroad, or aboard ships seeking the same. Priesthood Requirements: In addition to the standard requirements, a prospective acolyte or priest of Zilchus must make a substantial donation to the cult, either in gold or real property. This is to demonstrate that they have indeed achieved the kind of wealth and/or position that makes such gifts possible. Priests who are not senior members of the local merchant guilds, attached to the diplomatic corps of various nations or trader princes in their own right can be found travelling with far ranging caravans to lands that have been "opened" by a prior visit by an acolyte. Virtues for Zilchus include: Ambitious, Calm, Honorable, Pragmatic, and Social. Common Divine Magic: all Special Divine Magic: Community, Create Great Market, Create Market, Lock, Passage, Path Watch, Shield, Spell Trading 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. ------------------------------ End of RuneQuest Rules Digest V1 #121 ************************************* *************************************************************************** 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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