From: owner-runequest-rules@ (RuneQuest Rules Digest) To: runequest-rules-digest@lists.MPGN.COM Subject: RuneQuest Rules Digest V1 #122 Reply-To: runequest-rules@mpgn.com Sender: owner-runequest-rules@ Errors-To: owner-runequest-rules@ Precedence: bulk RuneQuest Rules Digest Monday, July 6 1998 Volume 01 : Number 122 RuneQuest is a trademark of Avalon Hill Games. All Rights Reserved. TABLE OF CONTENTS Re: [RQ-RULES] Virtues... Re: [RQ-RULES] Virtues... [RQ-RULES] Vigor spell [RQ-RULES] DMD - Darkon for RQ/Greyhawk Re: [RQ-RULES] Vigor spell RE: [RQ-RULES] Vigor spell Re: [RQ-RULES] Vigor spell RE: [RQ-RULES] Vigor spell [RQ-RULES] Spirit/Shaman Stuff [RQ-RULES] True or false? Re: [RQ-RULES] Spirit/Shaman Stuff RE: [RQ-RULES] Shamans etc [RQ-RULES] Re: RuneQuest Rules Digest V1 #120 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, 04 Jul 1998 09:09:35 -0500 From: "Paul W. Stolar" Subject: Re: [RQ-RULES] Virtues... You could also look at the Pendragon rules, which are in "the Enclosure." The traits will depned on which culture you belong to. Andrew Hall wrote: > > 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. *************************************************************************** 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, 4 Jul 1998 12:28:32 -0700 (PDT) From: Brad Furst Subject: Re: [RQ-RULES] Virtues... At 10:01 AM 7/3/98 -0400, you 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. In addition to the PenDragon traits, in my RQ campaign we add: Loyal <> Pragmatic Dogmatic <> Open-minded Honorable <> Expedient Helpful <> Self-Reliant Hospitable <> Private Prosperous <> Ascetic Obedient <> Assertive Clean <> Earthy We sometimes use some different vocabulary for a few of the PenDragon traits: Valorous <> "Discretionary" [cowardly] Forgiving <> "Reciprocal" [vengeful] Honest <> "Tactful/Diplomatic" {deceitful] Energetic <> "Placid" [lazy] Trusting <> "Curious" [suspicious] 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: Sat, 4 Jul 1998 12:29:42 -0700 (PDT) From: Brad Furst Subject: [RQ-RULES] Vigor spell If a scorpionman is the beneficiary of a Vigor spell, does his poison POT increase with the CON? 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: Sat, 04 Jul 1998 22:57:56 -0400 From: Tal Meta Subject: [RQ-RULES] DMD - Darkon for RQ/Greyhawk Forty-first in my series of Greyhawk gods in RQ format.... The following deity is thouroughly non-canon, and to my knowledge has never appeared in any Greyhawk supplement. One of the DMs in my current group claims to have sent in this character to a Dragon Magazine contest to have characters made into divinities, and a version of this character was supposedly deified by EGG himself as a Greyhawk deity. In a prior campaign, our Forgotten Realms characters got ensnarled in a battle with the priests of this deity, who later turned out to be priests of Tharizdun masquerading as Darkon (on Bill's Greyhawk, Darkon is the "Overgod", similar to FR's Ao, who earned the big T's hatred for banishing him from that sphere.). In the end, after all the twists and switchbacks, my character in an after-game series of stories went on to uncover how it had actually been Darkon all along who had been manipulating us into re-trapping Tharizdun for him. In any case, the lineage here is mine, not anyone elses, as is the background, supposed history, etc. Take it for what it's worth, i.e. a bit of background color that might be of use in your own campaigns.... DARKON Runes: Infinity, Darkness, Magic In ages past, the Bakluni people and the Suel fought a great war; that much every child knows. What nearly all have forgotten is that the war started when the the prophets on both sides spoke of how the Suel God of Time (Lendor) trysted with the Bakluni's Goddess of Fate & Destiny (Istus), then abandoned her and her infant son. That child, Darkon, was thought lost and forgotten in the aftermath of the war, but still has a small following among what few specialist spellcasters remember his name (mainly chronomancers). Cult in the World Darkon's cult is small and secretive, and exists among some mage's societies scattered across the Flanaess. It is interesting to note that he is the only god with an exclusively mixed Suel/Bakluni following. During the war, Darkon grew rapidly in strength, as is the nature of godlings. However, on the morning of the first battle he was to personally oversee, he was captured by Nahjinna the Black, chief among the minions of Tharizdun, and held in a manner similar to that which bound the Dark God, though for a much shorter time. In his place of confinement, he received the tutelage of the Dark One, becoming, in this way, as much a son of Tharizdun as of either Lendor or Istus. Now, in secret chantries scattered across the Flanaess, the Lord of Dark Infinities slowly spreads his web across the ages, untill his power has grown strong enough to Undo the Dark, and recreate a world where the Dark God never was imprisoned... Lay Membership Requirements: Due to the secrecy surrounding this cult, it is uncommon for anyone not prepared to become an initiate to be told the true nature of the power they will be serving. Initiate Membership Requirements: Sorcerers or magi who possess the skills and intellect to become chronomancers are actively sought by this cult, sometimes even to the extent of indoctrinating children who have shown talent (Darkon himself sometimes sends visions to his priests indicating where such children can be located). Initiates of Darkon study the past, looking for points in history that, if subtlely altered, would bring the world closer to total Darkness. They also practice their magical and language skills, so that while sojourning in the last they will be able to speak the language as the people of that time do. Darkon's initiates are expected to take the following Vows over the course of their careers (in no particular order): Abjure Day, Abjure Spirit Magic, Adulation, and Shun Sky. Note: No spirit magic is available through this cult. Acolyte Membership Requirements: Darkon does not offer this level of service. Priesthood Requirements: If the prospective initiate has not already taken the Vow of Abjure Day, he must do so upon his ordination as a full priest. Priests of Darkon have very few duties outside their chantries. They train initiates, groom potential initiates, and spend their nights in meditation of the Inner Darkness. It is whispered among the newer initiates that the priests who oversee their training are part shadow, as they seem to move silently and leave no marks behind themselves. Darkon's Inner Circle have learned some secrets beyond those known to either of the cults of Lendor or Istus, and with the special training they receive, can use their sorcery to manipulate even the Rune magic their god provides. Virtues for Darkon include: Destructive, Manipulative, Private, Reactionary, and Stubborn. Common Divine Magic: Extension, Group Casting, Initiate, Mindlink, Sanctify, Warding, Worship Darkon Special Divine Magic: Avoid Fate, Rewind*, Wrath of Darkness * - Darkon's cultists have developed a version that will project a caster back beyond his birth, and which will cause him to incarnate in a suitable living body at the time of his arrival. 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: Sat, 04 Jul 1998 23:08:06 -0400 From: Tal Meta Subject: Re: [RQ-RULES] Vigor spell Brad Furst wrote: > > If a scorpionman is the beneficiary of a Vigor spell, > does his poison POT increase with the CON? Well, Vigor causes hp totals to change, so I'd imagine that everything governed by the CON of the affected creature would be similarly increased. For my game, though, I think I'd only allow it for enchanted CON, not spirit magic boosted CON... - -- 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, 6 Jul 1998 08:46:02 +0100 From: "Hibbs, Philip" Subject: RE: [RQ-RULES] Vigor spell >If a scorpionman is the beneficiary of a Vigor spell, >does his poison POT increase with the CON? I'd say so, but I think Vigor is an evil, pernicious spell anyway, having had one of my characters killed by it once. Confused? The Vigor spell increased general hit points by one, but increased the location hit points by one each as well. He took some poison damage, then had a limb cut off, heaving him on 0 HP. Without the Vigor, he would have had one less hit point, but would have taken two less hit points damage from the severed limb. 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: Mon, 06 Jul 1998 11:00:20 +0200 From: Julian Lord Subject: Re: [RQ-RULES] Vigor spell Philip Hibbs: > >If a scorpionman is the beneficiary of a Vigor spell, > >does his poison POT increase with the CON? > > I'd say so, but I think Vigor is an evil, pernicious spell anyway, having > had one of my characters killed by it once. > > Confused? The Vigor spell increased general hit points by one, but increased > the location hit points by one each as well. He took some poison damage, > then had a limb cut off, heaving him on 0 HP. Without the Vigor, he would > have had one less hit point, but would have taken two less hit points damage > from the severed limb. One of Ye Olde Bugges of RuneQuest. Calculating HPs more precisely by multiplying one's HP score by .33, .40, .25, etc... (always round up!) rather than relying on the RQ tables helps slightly with this bug, but doesn't alleviate it completely. Sorry to hear the bad news about your character, BTW. *************************************************************************** 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, 6 Jul 1998 09:52:49 +0100 From: "Hibbs, Philip" Subject: RE: [RQ-RULES] Vigor spell >Sorry to hear the bad news about your character, BTW. That's ok, it's been a great 'war story' over the years. 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: Mon, 6 Jul 1998 10:03:00 -0500 From: stancliff@commnections.com Subject: [RQ-RULES] Spirit/Shaman Stuff RU>How do you handle the fact that a shaman adds his fetch's magic points to RU>his own when resisting spells? I find that this tends to make a shaman RU>very powerful very quickly. Once the combined POW of a shaman and his RU>fetch reach the 30 area, it will quite impossible for anyone to affect RU>them with a spell that requires overcoming their magic points. I can RU>see that in spirit combat they should be able to add them together for RU>resisting spirits, but also for resisting all spells? This sounds like RU>it could get out of hand way too quickly. If you accept that Shamen are Rune Level leaders, it is quite reasonable to accept the concept that they are effectively immune to magic attacks... that is their strong point. They still die perfectly well when you stick a sword in them a few times and cut off their head so that the fetch cannot heal them. RU>How are people handling spirit combat in regards to other characters RU>helping out in RQ3? In RQ2 there were ways where a person could cast RU>spells at spirits (disrupt) in order to lower their Power, or even swing RU>at them with bladesharps or fireblades. How does this carry over to RU>RQ3? Does it? Is there any way for another character to interfere with RU>a spirit combat that is in progress? What happens if someone casts a RU>spirit screen or other defensive spells on someone in the combat after RU>it has started? Might a shaman (or his fetch) interfere in some way, RU>or does the spirit combat have to come to a conclusion before that happens? RQ3 generally requires that only one spirit can fight another at a time (or fight a person). There was some opinion that this restriction could be changed. Some spirits like Wraiths can be attacked by magic damage, but most 'common' spirits are immune to any physical or magical attack. It is perfectly fine to throw spells on spirit combatants such as Spirit Screen or Spirit Shield. The spell will go into effect the round after it was completed since spirit combat is in SR1. The RQ4 rules had options for advanced Shaman/Fetch abilities to Banish, Intercept or Appease spirits. 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: Mon, 6 Jul 1998 10:04:16 -0500 From: stancliff@commnections.com Subject: [RQ-RULES] True or false? RU>Just checking: we have recently debated these questions IMG. RU>True or false? RU>Sorcery spells can be increased by experience. RU>Sorcery skills can not be increased by experience. RU>Heal Body will restore hit points lost to poison. RU>Heal Wound will not restore hit points lost to poison. Those all sound true. *************************************************************************** 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, 6 Jul 1998 10:50:10 -0500 From: stancliff@commnections.com Subject: Re: [RQ-RULES] Spirit/Shaman Stuff RU>I'm fairly certain that it does; I started playing RQ3 long before I had RU>access to RQ2, and I always allowed the magical bonuses to weapons to RU>affect manifested spirits. By the rules, spirit combat speed varies from RU>round to round (1d3 attacks per melee round, IIRC), so there is RU>certainly time to damage them. I don't remember ANY rules like this, they sound like house rules in your game. I believe that spirits like Wraiths, ConCons, Whirlvishes, Hellions, Elementals, and Nymphs can be affected by magic (or weapons), while INT, POW, Magic, Spell, and Ghost spirits are immune to these attacks. The best defense is a Spirit Support crystal and Spirit defense spells. *************************************************************************** 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, 6 Jul 1998 10:58:24 -0500 From: stancliff@commnections.com Subject: RE: [RQ-RULES] Shamans etc RU>The spirit connected to your fetch can only be forced to perform one RU>service, I don't count "wait around until I use all your magic points" as RU>one service. What you need is a bunch of little ones, say six-points each, RU>for your protection 6, shimmer 6 and bladesharp 6. Small spirits, however, RU>are hard to come by. Valid observation, it is nice the other way, but not accurate. On the other hand, POW spirits on the frontier region (or in the creature book) have low POW's (2d6?), so 4's and 5's are quite common. 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: Mon, 6 Jul 1998 11:02:32 -0500 From: stancliff@commnections.com Subject: [RQ-RULES] Re: RuneQuest Rules Digest V1 #120 RU>I always thought this was reasonable. But it can get real powerful real RU>quick when people start swing fireblades and shooting fire arrows. Just RU>how do you picture them targeting the spirits? How do they not hit the RU>person who is in the spirit combat? How do they see the spirit to target RU>it (I think maybe spirits in spirit combat are visible)? The spirits that have NO body should not be hit-able in this fashion. A spirit has to be visible to fight an embodied foe, and all spirits are visible when summoned. Ghosts and Wraiths have Visibility as a natural ability. 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. ------------------------------ End of RuneQuest Rules Digest V1 #122 ************************************* *************************************************************************** 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.