From: owner-runequest-rules@ (RuneQuest Rules Digest) To: runequest-rules-digest@lists.MPGN.COM Subject: RuneQuest Rules Digest V1 #148 Reply-To: runequest-rules@mpgn.com Sender: owner-runequest-rules@ Errors-To: owner-runequest-rules@ Precedence: bulk RuneQuest Rules Digest Saturday, August 29 1998 Volume 01 : Number 148 RuneQuest is a trademark of Avalon Hill Games. All Rights Reserved. TABLE OF CONTENTS Re: [RQ-RULES] Skill Modifiers Re: [RQ-RULES] Skill Modifiers [RQ-RULES] DMD - Erevan Ilsere for RQ/Greyhawk Re: [RQ-RULES] Skill Modifiers Re: [RQ-RULES] Skill Modifiers Re: [RQ-RULES] Skill Modifiers Re: [RQ-RULES] Skill Modifiers [RQ-RULES] DMD - Fenmarel for RQ/Greyhawk [RQ-RULES] DMD - Halani Celanil for RQ/Greyhawk [RQ-RULES] DMD - Labelas Enoreth 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: Wed, 26 Aug 1998 11:53:17 PDT From: "Leon Kirshtein" Subject: Re: [RQ-RULES] Skill Modifiers >If each skill had listed, as the language skills so in G:CotHW, >a set of related skills and multipliers (and especially the weapons >skills) then RuneQuest would be improved, don't you think? I have no problem with this, in fact I use a similar rule for weapon categories. > >I also think that skills bonuses should always be applied, >but I don't mind it if you don't. Sounds OK to me. Harrek is a bad example for almost every situation because he is above the normal rules of RQ (IMO), but lets talk about a simple farmer in the example you give. A klanth is a dangerous tool and a farmer has never had the opportunity to even see one before, sure he can pick it up and have 5% chance to actually do some damage with it, but that is it. Now give him some time and now he know how to generally swing with it and has a better chance of not hurting himself. A skill bonus is a really good idea. It helps to qualify the character and makes characteristics more meaningful. As a game mechanic it is there to be used, but I have seem it abused too many times and thus the house rule IMC. Leon Kirshtein ______________________________________________________ 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, 26 Aug 1998 22:34:09 +0200 From: Julian Lord Subject: Re: [RQ-RULES] Skill Modifiers Leon Kirshtein : > Harrek is a bad example for almost every situation because he is above > the normal rules of RQ (IMO), but lets talk about a simple farmer in the > example you give. Sure, and the simple farmer is just as bad an example, because he is below normal RQ rules. (actually I usually strive for a set of three examples : along the lines : of timinits/humans/the Mother of Monsters for SIZ/HP/Armour and related issues, or a simple farmer/an Adventurer/Harrek the Berserker for combat rules and the like, or Zzabur/a Storm Voice/a duck for magic and INT so on) Anyway, enough pontification! > A klanth is a dangerous tool and a farmer has never had the opportunity > to even see one before, sure he can pick it up and have 5% chance to > actually do some damage with it, but that is it. Now give him some time > and now he know how to generally swing with it and has a better chance > of not hurting himself. But a simple farmer isn't a professional warrior. Conversely, give Harrek the Berserker a hoe and what will he do with it? Go off and slay a dozen Demon Tiger Warriors with it, that's what! Don't ask him to weed your Rose garden for you, though, not if you value your flowers ... However, give your average *Adventurer* a klanth, and he should definitely understand which way to swing the sharp bits! No, he won't be as comfortable with it as with his trusty battle axe. But non weapon-specific experience, and personal talent (ie combat bonuses)? He's already going to be fighting at about 1/3 or 1/5 battle axe skill, because the klanth *is*, after all, a difficult weapon. That's enough penalty, surely? And give your average Adventurer a hoe? He's probably OK with the gardening, too! > A skill bonus is a really good idea. It helps to qualify the character > and makes characteristics more meaningful. As a game mechanic it is > there to be used, but I have seem it abused too many times and thus the > house rule IMC. Harsh, very harsh ... *************************************************************************** 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, 26 Aug 1998 19:03:09 -0400 From: Tal Meta Subject: [RQ-RULES] DMD - Erevan Ilsere for RQ/Greyhawk Gods of the Elves EREVAN ILESERE Runes: Disorder, Earth, Harmony Erevan is a mercurial, mischievous deity who specializes in theft, shapechanging, and drinking wine. Cult in the World Erevan is seen as a protector of the weak, but when he is not performing this function, he is busy setting the rest of the world on it's ear. Erevan has no respect for settled ideals, and delights in all manner of (non-lethal) mayhem. Erevan's High Holy Day is the 4th of Brewfest, with lesser holidays on the 14th of each month and the 4th of each Festival. Ceremonies are always conducted inside the sanctified ground of some other deity, preferably without the knowledge or permission of those in charge of those facilities. Erevan's priests commonly wear at least one piece of green clothing on their person. Lay Membership Requirements: Erevan is worshipped by anyone who enjoys mischief, wine, or defending the weak. Skills taught by the cult include Climb, Dance, Dodge, Throw, Sing, Speak Languages, Olven Lore, Conceal, Devise, Sleight, Listen, Hide, Sneak, Ceremony, and 1H Sword attack/parry. Initiate Membership Requirements: Standard. Erevan's initiates are expected to travel extensively (let's face it; they wear out their welcomes quickly!), seeking out olven or faerie communities that are in danger of being overrun by superior forces. Spirit Magic: Befuddle, Coordination, Glue, Light, Shimmer, Silence. Priesthood Requirements: Standard. Erevan's priesthood serve their communities by recovering (i.e. stealing) items that have been stolen from olves, or olven burial sites. Many priests of Erevan choose to become shamans, as well. Virtues for Erevan include Destructive, Energetic, Indulgent, and Rebellious. Common Divine Magic: all Special Divine Magic: Become (various common forest creatures), Harmonize, Make Water, Reflection, Shape Body Associated Gods Corellon: provides Camouflage Fenmarel: provides Plant Spy Sehanine: provides Heal Body - -- 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, 27 Aug 1998 08:39:30 -0500 From: stancliff@commnections.com Subject: Re: [RQ-RULES] Skill Modifiers RU>A klanth is a dangerous tool and a farmer has never had the opportunity RU>to even see one before, sure he can pick it up and have 5% chance to RU>actually do some damage with it, but that is it. Now give him some time RU>and now he know how to generally swing with it and has a better chance RU>of not hurting himself. But if the farmer is already 50% in Broadsword, then a Klanth is basically a Dragonnewt Broadsword with jagged edges. The biggest difference in use is that you have to pull or push it as you hit to make the teeth bite. 5% is pretty absurd if you already know related weapons. 50% is much better, but still too punitive. 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: Thu, 27 Aug 1998 07:49:01 PDT From: "Leon Kirshtein" Subject: Re: [RQ-RULES] Skill Modifiers > >RU>A klanth is a dangerous tool and a farmer has never had the opportunity >RU>to even see one before, sure he can pick it up and have 5% chance to >RU>actually do some damage with it, but that is it. Now give him some time >RU>and now he know how to generally swing with it and has a better chance >RU>of not hurting himself. > But if the farmer is already 50% in Broadsword, then a Klanth is >basically a Dragonnewt Broadsword with jagged edges. The biggest >difference in use is that you have to pull or push it as you hit to make >the teeth bite. 5% is pretty absurd if you already know related >weapons. 50% is much better, but still too punitive. > >Bob Stancliff (Stancliff@commnections.com) I think you misunderstood what I was saying. In the example above a farmer with a 50% in Broadsword would have 33% in Klanth the way I play it. What he would not have is the +10 Attack bonus which he gets with the Broadsword. On the other hand once he gets the feel of it, the "pull or push" (I require a check or some training/research), he will now get his +10% bonus. Leon Kirshtein ______________________________________________________ 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: Thu, 27 Aug 1998 16:52:30 -0500 From: stancliff@commnections.com Subject: Re: [RQ-RULES] Skill Modifiers RU>I think you misunderstood what I was saying. In the example above a RU>farmer with a 50% in Broadsword would have 33% in Klanth the way I play RU>it. What he would not have is the +10 Attack bonus which he gets with RU>the Broadsword. RU>On the other hand once he gets the feel of it, the "pull or push" (I RU>require a check or some training/research), he will now get his +10% RU>bonus. RU>Leon Kirshtein I normally give full proficiency after acclimatizing for related weapons, but the difference at this point isn't enough to fight over. 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, 28 Aug 1998 00:27:51 +0200 From: Julian Lord Subject: Re: [RQ-RULES] Skill Modifiers > >I think you misunderstood what I was saying. In the example above a > >farmer with a 50% in Broadsword would have 33% in Klanth the way I play > >it. What he would not have is the +10 Attack bonus which he gets with > >the Broadsword. > >On the other hand once he gets the feel of it, the "pull or push" (I > >require a check or some training/research), he will now get his +10% > >bonus. > >Leon Kirshtein > > I normally give full proficiency after acclimatizing for related > weapons, but the difference at this point isn't enough to fight over. Yes, it's all been a big misunderstanding. *************************************************************************** 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, 27 Aug 1998 22:10:03 -0400 From: Tal Meta Subject: [RQ-RULES] DMD - Fenmarel for RQ/Greyhawk Gods of the Elves FENMAREL MESTARINE Runes: Spirit, Disorder, Plant Fenmarel is master of stealth, camouflage, and ambushes. Cult in the World Fenmarel is the "outsider" among the Sedlarine. While he aids his fellow gods and goddesses in their struggles, he charts his own course in all other affairs. His followers are typically olves that are cut off from the mainstream of olven society (such as valley olves), or who are hard pressed by the expansion of other races. Fenmarel has no normal High Holy Day; his local worshippers typically set their own schedules for worship. When they do celebrate, they do so outdoors, and the priests typically wear leaves, scraps of cloth, small sticks, paint, and a wide variety of tatoos. Initiate Membership Requirements: Fenmarel's initiates must fullfill the normal requirements for student shamans. Skills taught include: Climb, Dodge, Jump, Throw, Animal Lore, First Aid, Olven Lore, Plant Lore, Poison Lore, Spirit Lore, World Lore, Devise, Listen, Scan, Track, Ambush, Hide, Sneak, Ceremony, 1H Sword attack, and Bow attack. Spirit Magic: Due to the nature of this cult, nearly all spirit magic spells are available through the priest/shamans. Shaman / Priesthood Requirements: Standard for shamans. Fenmarel's shamans are charged with teaching their people the arts of spying, trapping, and defending their regions from outside interference. They are solely responsible for their people's survival, which sometimes makes Fenmarel's shamans grim, unforgiving characters. Virtues for Fenmarel include: Conservative, Energetic, Stubborn, and Suspicious. Common Divine Magic: Call Followers, Initiate, Sanctify, Warding, Worship Fenmarel. Special Divine Magic: Catch Scent, Panic, Plant Spy, Tanglethicket. Associated Gods Corellon: provides Camouflage Sehanine: provides Heal Body Solonor: provides Sureshot - -- 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, 28 Aug 1998 09:19:55 -0400 From: Tal Meta Subject: [RQ-RULES] DMD - Halani Celanil for RQ/Greyhawk Gods of the Elves HALANI CELANIL Runes: Mastery, Fertility, Harmony Hanali is the olven embodiment of romance, beauty, and love. Cult in the World Hanali watches over all aspects of olven life, but particularly courtship rituals, rites of passage, and marriage. Her temples are known to provide places for young lovers to meet (in cases where their parent's won't allow it). In some olven myths, she is the daughter of Corellon and Sehanine, but in others she is Corellon's consort, or an outgrowth of the olven love for their homelands, or possesses even more obscure origins. Hanali's High Holy Day is the 1st of Blossoms, with additional holidays on the 1st of each month. Services are conducted indoors or out, weather permitting, and Hanali's priestesses generally wear short white shifts with gold jewelry (especially ankle bracelets, toe rings, and hair combs). Lay Membership Requirements: Any olves in love or hoping for love honor Halani. No skills are taught to lay members of this cult. Initiate Membership Requirements: Standard. Halani's initiates aid their priestesses as helpers in the various rites of passage of olven adulthood. They also aid their priestesses in beautifying their temples and grounds, through gardening, sculpture, and the crafting of jewelry. Skills taught include:Swim, Orate, Seduction, Sing, Speak Languages, First Aid, Music Lore, Olven Lore, Read/Write Languages, Play Instruments, and Ceremony. Spirit Magic: Coordination, Ease Pain, Glamour, Protection. Acolyte Membership Requirements: As per priests. Priesthood Requirements: Standard. Hanali's priestesses perform marriages, bless births, insure fertility between couples, and are in charge of the rites of passage for the younger olves of their community. Virtues are Altruistic, Energetic, Indulgent, and Social. Common Divine Magic: all Special Divine Magic: Bless Birth, Comfort Song, Command Passion Spirit, Community, Enchant Beauty, Fertility, Marriage Oath, Summon Passion Spirit. Associated Gods Sehanine: provides Heal Body - -- 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, 29 Aug 1998 11:55:15 -0400 From: Tal Meta Subject: [RQ-RULES] DMD - Labelas Enoreth for RQ/Greyhawk Gods of the Elves LABELAS ENORETH Runes: Truth, Infinity, Magic Labelas is the Philosopher-Mage of the Seldarine, as well as the Giver of Years. Cult in the World It was Labelas who decreed that olves would never appear to age, and who is also responsible for their long lives. He cooperates with Halani in the first, and aids Selhanie with the passing of olves from one worldly existence to the next. Labelas is also the teacher and philosopher of the Seldarine, promoting the growth of learning, knowledge, and magic among olvenkind. Labelas' High Holy Day is the 5th of Berrytime, with additional holy days on the fifth of each month. Labelas' services are conducted indoors, in candlelit cathedrals to life and learning. Priests of this cult commonly wear pale robes of green, blue, white, and gray. Lay Membership Requirements: Any olve who studies magic, seeks knowledge of self or the world, or who seeks to understand the unfolding of time is drawn to Labelas' fellowship. Skills commonly taught by this cult include Dodge, Orate, Sing, Speak Languages, all Lores, Read/Write Languages, Ceremony, and Staff attack/parry. Sorcery Arts are studied as skills in this cult, and Intensity, Maintain, Multispell, Range, Condition, Ease, Minimize, and Speed are available. (Magick skills are also acquired by study). Labelas' High Vow enjoins his followers to oppose the forces of darkness, to resist any spells cast by cultists who are not a part of the Seldarine, and to strive for balance in all that they do. It also incorporates the Vow of Shun Darkness by default. Initiate Membership Requirements: Standard. Unlike many other Magic Rune cults, Labelas does not require his initiates to hold any particular 'rank' in sorcery or magick. Labelas' initiates assist their priests in teaching the younger generation the skills they'll need, and fill in for their elders when they have been called away to other duties. Note: Labelas does not provide spirit magic, only sorcery, magick, and divine spells. Acolyte Membership Requirements: As per priests. Priesthood Requirements: Standard. Labelas' priests are the teachers of their communities, as well as the keepers of the official histories. Virtues are Altruistic, Curious, Modest, and Spiritual. Common Divine Magic: all Special Divine Magic: Analyze Magic, Force, History, Sever Magic. Sorcery Notes: Common Vows for Labelas' faith include the following: Abjure (Alcohol, Armor, Arms, Arts G/L, Servitude), Celibacy, Devotion, Location, Never Kill, Rituals, Self Abnegation, Shun (Immortality, Tap), Silence, and Tend Familiar. Common Specialties include Healer, Enchanter, Metamorph, Warlock (Air, Earth), Weather or Woods Mage. Associated Gods Hanali: provides Command Passion Spirit Sehanine: provides Heal Body - -- 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. ------------------------------ End of RuneQuest Rules Digest V1 #148 ************************************* *************************************************************************** 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.