From: owner-runequest-rules@ (RuneQuest Rules Digest) To: runequest-rules-digest@lists.MPGN.COM Subject: RuneQuest Rules Digest V1 #139 Reply-To: runequest-rules@mpgn.com Sender: owner-runequest-rules@ Errors-To: owner-runequest-rules@ Precedence: bulk RuneQuest Rules Digest Friday, August 14 1998 Volume 01 : Number 139 RuneQuest is a trademark of Avalon Hill Games. All Rights Reserved. TABLE OF CONTENTS [RQ-RULES] RE: RQ Slayers [RQ-RULES] DMD - Allitur for RQ/Greyhawk [RQ-RULES] Glorantha Lore (Age%) Re: [RQ-RULES] Glorantha Lore (Age%) [RQ-RULES] Glorantha Lore (Age%) 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: Mon, 10 Aug 1998 21:43:02 PDT From: "Leon Kirshtein" Subject: [RQ-RULES] RE: RQ Slayers If any body is interested this is forwarded from a friend of mine: >>A number of friends and I went to AVALONCON 98 this past weekend, and managed to get a look at AH's new RQ Slayers. I have been running a RQ event at Avaloncon the past 3 years and this was the best turnout yet. Between D. Pribik's arena tournament and my Odin's Children roleplaying event, we had a total of 20 different people playing RQ at an Avalon Hill convention. Not bad, but I don't know if we will be encouraged to run old RQ events next year or not, if AH gets RQ SLAYERS into print. RQ Slayers is at or near camera readiness in the publication process. We were told that at the present time, production is being held up by a legal problem. The US representative of a Japanese Anime show by the name of Slayers was raising a fuss, so publication has been delayed for the present. We did get a look at Slayers, though, and it wasn't encouraging. The following information was gathered over a 4 hour demo session involving a simple adventure and some combat. First off, lets look at the obvious differences from the previous editions of RQ: 1. No Glorantha, for reasons that we are all familiar with. 2. No magic 3. No connection to any of the non-Gloranthan RQ supplements like Vikings or Land of Ninja; RQ Slayers starts over with a completely new worked. The one we adventured in was a standard, D&D medieval type, with non-human races that were a bitlame. 4. Only 6-sided dice are used. No percentile dice, no d20, d8, d4, d10 ord12s. 5. No skill checks or skills; experience is awarded by the GM. Characters: We used prerolled characters on sheets supplied by the people running the demo, who I believe were the designer and his chief playtester. If this game is camera ready, then the physical quality of the product is going to be below ANY of the other AH RQ products. Our characters sheets were bad photocopies of what I hoped was a first draft sheet. It was not laid out very well, so that while it didn't give you all that much information, neither did it allow space for you to add any of your own notes or roleplaying ideas to it. The artwork was Dobyski-like in quality, with a poor character portrait and a character armor/location outline that looked like a bad drawing of the Siamese twin giants in DORASTOR. There are 5 characteristics: Might Courage Intellect Agility Perception They are used to calculate a number of statistics.Fatigue = Courage X 2 Health = Might + CourageInitiative = average of Intellect and Perception Move is 10 for everyone, if I remember correctly, at least for humanoids. There are no skills, as such. There are weapons expertise, professions and maneuvers. Weapons have the following properties: Type: Poleaxe, Sword etc Expertise: None, novice, skilled, expert Fatigue Cost: how much fatigue lost per attack, More for heavier weapons Damage: 1,, 2, 3, or 4 D6, and either bashing, carving or impaling intype. Bashing does a lot of damage up front, carving does an additional D6 if it gets through armor, impaling does an additional 2D6 after penetrating armor. There are no armor points. Professions: Blacksmith, charioteer, scout etc. We were told that our characters were limited only by our imagination: if we thought that our blacksmith character was a master swordsmith, then he was. If we thought he was just a smith who did horseshoes and plows, then he was. The phrase "you are limited only by your imagination" was used often. Maneuvers (Combat) were not explained. Experience was not explained, or not much. There are things called hero points (they sound alot like the point system in JAMES BOND or CONAN), which I think could be used to change skills or characteristics, but it was never explained beyond that. There are no skill checks, experience being awarded by the GM Background: Races: human and some others not very well described. I played a Fenodree, who had the ability to change the appearance of his face at dawn every day. There was no other info available for his race. Trollpak itwasn't. Warclans - apparently similar to or a combination of: a medieval guild, a crusading order and your average college fraternity. They were not explained, except to say that each had there own glyphs, which are (very) vaguely like traits/passions from PENDRAGON. Each player receives a slip of paper before play with the name of one of your warclan's glyphs on it. You then had to embody that trait or glyph during play in order to earn experience points from the GM. Examples: Deception, caution, bravado, greed. Getting several glyphs allowed you to get a rune, how was notexplained. Combat: simplistic, and I think I got a bit confused by the noise level and the cross conversations going on in the room. Everyone had two cards: Hold and Charge, each round of combat you chose to either hold or charge. If you held, you attack first if you were attacked. If you were not attacked, then you didn't attack. If you chose Charge, you got an additional D6 in your attack roll. The above applies only to hand to hand combat, it did not apply to missile weapons.. Order of actions were determined by initiative, the higher the better. Each attack involved rolling 3 dice, plus 1 die for charging, or for superior skill level or having a higher agility than your opponent or if he was down. If you rolled a six, you hit. If you called an aimed shot, you needed 2 sixes. If you rolled 3 or more sixes, you criticaled. For a critical, you rolled one 6-sided die: 1 = 1 additional point of damage 2 = 2 additional points of damage 3 = 3 additional points of damage 4 = 4 points and knock foe down 5 = 5 points and knock foe out 6 = kill foe Shields were not explained.Damage: and Health (Health = Might + Courage) 1/4 of health = wounded 1/2 of health = bloody 3/4 of health = reeling, added a reeling die to damage roll, if that die = 6, you were out. 100% of health = dying and unconscious 200% of health = dismembered Encumbrance: if you carried Might x 3 = + 1 fatigue per turn Might x 5 = -3 to speed, +2 fatigue per turn Might x 10 = 1/2 speed, + 3 fatigue per turn. And that is a first look at RQ Slayers. 10 years backwards and 1 step over, if you ask me. John E. Boyle>> ______________________________________________________ Get Your Private, Free Email at http://www.hotmail.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: Wed, 12 Aug 1998 21:20:59 -0400 From: Tal Meta Subject: [RQ-RULES] DMD - Allitur for RQ/Greyhawk #60 - RQ/Greyhawk ALLITUR Runes: Law, Kinship, Stability Allitur (aka Stern Alia) is the god of Ethics and Propriety. Cult in the World Allitur is the son of Beory and Pelor, and he epitomizes all that is right and proper in the world. He is the Lawgiver, and in ancient times it was his priests who stood beside the Flan Chieftains when they would pronounce judgement on those who sought justice. Allitur's High Holy Day is the 4th of Needfest, with lesser holy days the 4th of each month. Services are commonly held outdoors, in a fire circle similar to the ones the ancient tribes used. Allitur's priests commonly wear plain grey robes under a cloak of blue trimmed white. Lay Membership Requirements: Allitur's lay membership is primarily composed of folk involved in lawmaking; judges, lawyers, and legislators. Skills taught by the cult include Orate, Speak Languages, Flan Lore, Human Lore, Lawspeaking, Read/Write Languages, World Lore, and Ceremony. Initiate Membership Requirements: Standard. Allitur's initiates are expected to serve their communities as legal counsels for Low Justice, as to assist their superiors in researching the finer points of law. Spirit Magic: Admonish, Detect Enemy, Endurance, Mindspeech, Second Sight. Acolyte Membership Requirements: as per Priests. Acolytes commonly serve as judges for cases of Low Justice, and as counsel in cases of Middle Justice. Rune Lord Membership Requirements: Standard. Most centers of Allitur's cult do not have active Rune Lord level followers. (The last known one, centered in the city of Medegia, worshipped Allitur in the guise of "Stern Alia", was extensively martial in outlook, and was eventually torn apart from within by agitators from the cult of Hextor, who did not wish for a another strong law-oriented militant cult to encroach on their domains). Allitur's Rune Lords, where they exist, serve the cult as direct agents, actively seeking out those who try to avoid justice, and travelling the land looking for wrongs to right. Priesthood Requirements: Standard. Allitur's priesthood is greatly respected for their knowledge of the customs and laws of their people. They serve as judges in cases of Middle Justice, and are the only ones certified to act as counsel in cases of High Justice (the local Lord being the only one entitled to mete out High Justice). Virtues for Allitur include Honorable, Modest, Prudent, and Suspicious. Common Divine Magic: all Special Divine Magic: Clever Tongue, Comand Audience, Detect Truth, Oath, Truespeak Associated Gods Pelor: provides Shield Rao: provides Community - -- 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, 13 Aug 1998 21:51:23 +0100 From: Michael Cule Subject: [RQ-RULES] Glorantha Lore (Age%) A guestion I've tried asking on the Glorantha List and got no satisfactory reply to so I might as well ask it here: What the devil did Chaosium mean by the skill Glorantha Lore? I've never seen a definition of it. It got dropped into the game by stealth in GODS OF GLORANTHA. I've heard it proposed that it be the appreciation of the 'inner nature' of Glorantha but if so it has a remarkably high rating. I don't necessarily want a definitive answer. I'd just like a workable one. - -- Michael Cule *************************************************************************** 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, 14 Aug 1998 03:06:53 +0200 From: Julian Lord Subject: Re: [RQ-RULES] Glorantha Lore (Age%) Michael Cule: > What the devil did Chaosium mean by the skill Glorantha Lore? Isn't it just the Gloranthan equivalent of World Lore, or the Gloranthan general knowledge skill (that's how I use it anyway)? Similarly one could imagine Tekumel Lore, Greyhawk lore, and Middle-Earth Lore, for general knowledge about these worlds in their BRP/RQ incarnations. But you've probably thought of this already, and this suggestion will likely leave you unsatisfied. World Lore has a pretty fuzzy definition in the RQ rules, doesn't it? Weather prediction, and "generally understand the processes of the physical world around [you]" ?? *************************************************************************** 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, 14 Aug 1998 09:02:14 -0500 From: stancliff@commnections.com Subject: [RQ-RULES] Glorantha Lore (Age%) RU> What the devil did Chaosium mean by the skill Glorantha Lore? RU>I've never seen a definition of it. It got dropped into the game by RU>stealth in GODS OF GLORANTHA. I've heard it proposed that it be the RU>appreciation of the 'inner nature' of Glorantha but if so it has a RU>remarkably high rating. It sounds like another name for World Lore, ie, World Lore . If this is it, then it is a knowledge of geography and peoples that spans continents. The more you travel to other countries, the more you can learn. It is possible that it is an additional skill to reflect knowledge of mythos and the god plane, but I don't really buy that definition. 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 #139 ************************************* *************************************************************************** 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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