From: owner-runequest-rules@ (RuneQuest Rules Digest) To: runequest-rules-digest@lists.MPGN.COM Subject: RuneQuest Rules Digest V1 #160 Reply-To: runequest-rules@mpgn.com Sender: owner-runequest-rules@ Errors-To: owner-runequest-rules@ Precedence: bulk RuneQuest Rules Digest Tuesday, September 29 1998 Volume 01 : Number 160 RuneQuest is a trademark of Avalon Hill Games. All Rights Reserved. TABLE OF CONTENTS [RQ-RULES] Mindlink and Divine/runespell use [RQ-RULES] DMD - Ben-Hadar for RQ/Greyhawk Re: [RQ-RULES] Mindlink and Divine/runespell use [none] [RQ-RULES] DMD - Al'Akbar for RQ/Greyhawk Re: [RQ-RULES] Mindlink and Divine/runespell use RE: [RQ-RULES] RQ/MERP RE: [RQ-RULES] Mindlink and Divine/runespell use RE: [RQ-RULES] Mindlink and Divine/runespell use RE: [RQ-RULES] RQ/MERP 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, 28 Sep 1998 14:35:09 -0400 From: Brad Furst Subject: [RQ-RULES] Mindlink and Divine/runespell use Brad Furst: > Can one character who is in Mindlink > use the divine/rune spells > of the other character who is 'Linked? There seems to be a clear consensus that the Mindlink allows access to the other's Divine/runespells. So now, how much negotiation, time, requesting, acknowledging, refusal, etc. is involved? Can I cast the spell right now (zero additional SR) as if it were my very own? Do I need to spend time (add one or more SR) to communicate my intention to the other? Can I cast the spell even if the other is unwilling to give it up? 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: Fri, 04 Sep 1998 00:59:43 -0400 From: Tal Meta Subject: [RQ-RULES] DMD - Ben-Hadar for RQ/Greyhawk Gods of the Bakluni (I'm taking some liberties here, I know; but I felt that the Bakluni needed a wider selection of gods, so I pulled in a few common deities and a few archomentals to round out the pantheon. I'm another one of those draft-al'qadim-for-bakluni guys. In addition, I'm using elements of the writeup posted by Gary Gygax detailing Dorgha Torgu, who I'm using in a much more central role in my Bakluni mythology/ pantheon.) BEN-HADAR Runes: Water, Mastery, Magic (The Court of Water) Ben-Hadar is the Prince of Marids, and Chancellor of the Court of Water. Cult in the World Ben-Hadar was a vassal of Dorgha Torgu, and was chosen personally by him to teach mortals the magics of his realm. In mythology, Ben-Hadar is opposed by a demon figure known only as Olhydra, who is said to live in a deep rift on the far edges of Ben-Hadar's realm. In the tales, the two are evenly matched, eternally maneuvering against one another in their bid to rule unopposed, but Ben-Hadar holds the higher moral ground for his alliance with Dorgha and his relationship with men. Ben-Hadar has no Holy Days, but weekly services are observed each Godsday in temples constructed either near an open water source (lake, seashore), or in arid regions the magic worked by the cultists fill the myriad fountains and waterworks of the temple. Initiates of Ben-Hadar wear caftans and keffiyah of deep blue, with an agal of white. Higher level members of the cult often add silver trim to their caftans, and string pearls into their agal. Lay Membership Requirements: Lay members of this cult are considered students, and are treated in all ways as such. They are taught the following skills: Dodge, Swim, Orate, Speak Languages, Dowsing, First Aid, Human Lore, Genie (Marid) Lore, Magic Lore, Read/Write Languages, World Lore, and Ceremony. Sorcery Arts and Magick Manipulations are learned as skills, and the Arts of Intensity, Maintain, Multispell, Range, Condition, Ease, Hold, and Permanency. (Lay members are not taught any Arts except Intensity). Ben-Hadar's High Vow requires that his followers must never pollute water (this includes mixing anything with water, like alcohol), must always share water with others, and may never eat creatures that live in the water. Initiate Membership Requirements: Standard, though must possess and INT of 16 or higher. Initiates of this cult are considered journeymen in their craft, and are accorded all the responsibilities and benefits of that position. All of Ben-Hadar's followers function as Water Warlocks, (i.e. skill/5 for water related magic) no matter what their specialization. Those who choose to specialize as water warlocks use skill/3. Note: Ben-Hadar's cult does not offer spirit magic to it's followers. Instead, they utilize a form of magic known as lekari, that employs eight spheres and eight runes. Followers of Ben-Hadar are bonded to the sphere of water, but may select whatever runic association they please. Knowlege of a sphere and a rune in this fashion does not affect the initiate's Free INT for purposes of memorizing spells, or their vow of the Vessel. (Rules used are identical to those in the Elric!/Chaosium supplement _The Unknown East_.) Acolyte Membership Requirements: as per Priests. Acolytes are generally accepted as having achieved adept status as sorcerers or magicians. Priesthood Requirements: Standard. Ben-Hadar's priests are also magus sorcerers. Virtues for Ben-Hadar's followers include: Altruistic, Calm, Modest, and Spiritual. Common Divine Magic: all Special Divine Magic: Breathe Air/Water, Command Undine, Reflection, Summon (Marid, Undine), Water Skating. Sorcery Notes: Common vows for this cult include Abjure (Armor, Arms, Arts G/L, Ceremony, Divine Magic, Spirit Magic), Adulation, Celibacy, Humility, Rituals, Seclusion, Shun (Earth, Fire), Tend Familiar. Common speicalties include Alchemist, Ship's Mage, Warlock of Water. Associated Gods Geshtai: provides Command Potameides (River Nymphs) Marids Marids are the type of genie most closely associated with the element of water. More than just intelligent water elementals, marids are the nobility of the Plane of Water. Marids are typically powerful spellcasters, utilizing water spells at their skill/2. Characteristics Average STR 12d6 36-48 SIZ 30 INT 5d6 15-20 POW 6d6 18-24 HP 30 AP 6 Move 16 In addition to their spells, marids can create a powerful jet of water with a range of 20m, and a STR equal to their own. Characters struck by this jet are subject to knockback, and in any case receive damage equal to the marid's damage bonus. - -- talmeta@bellatlantic.net - I *am* one of the Chosen Few! ICQ - 12594453 AIM - talmeta1 TANJ Lives! - Alternate Homepage - *************************************************************************** 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, 04 Sep 1998 01:06:25 -0400 From: Tal Meta Subject: Re: [RQ-RULES] Mindlink and Divine/runespell use Brad Furst wrote: > > other's Divine/runespells. So now, how much negotiation, time, requesting, > acknowledging, refusal, etc. is involved? > Can I cast the spell right now (zero additional SR) as if it were my very own? I'd tack an additional SR to cast someone else's spell, but that's more of a gut instinct thing than a rule I can point at. > Do I need to spend time (add one or more SR) to communicate my intention to > the other? > Can I cast the spell even if the other is unwilling to give it up? By the rules, if you're in the mindlink (and it has to be voluntary, right?), you're an open book. Of course, you can do to the other guy what he's doing to you (i.e. casting off his one use spells for your own purposes, if he's that much of an abuser.) - -- talmeta@bellatlantic.net - I *am* one of the Chosen Few! ICQ - 12594453 AIM - talmeta1 TANJ Lives! - Alternate Homepage - *************************************************************************** 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, 29 Sep 1998 08:54:50 +0300 (EET DST) From: "=?ISO-8859-1?Q?Mika_'linkomies'_M=E4enp=E4=E4?=" Subject: [none] unsubscribe runequest-rules *************************************************************************** To unsubscribe from this list send mail to majordomo@mpgn.com with the line 'unsubscribe runequest-rules' as the body of the message. ------------------------------ Date: Sun, 27 Sep 1998 23:34:51 -0400 From: Tal Meta Subject: [RQ-RULES] DMD - Al'Akbar for RQ/Greyhawk Gods of the Bakluni AL'AKBAR Runes: Law, Stasis, Death Al'Akbar is the god of Guardianship, Faithfulness, and Duty. Cult in the World According to Bakluni mythology, Al'Akbar was the first Sultan of the Arir, one of the great noble clans of the Bakluni. Revered for his sense of justice, his devotion to Istus, and his skill in the arts of War, Al'Akbar soon trod the Hero's Path to immortality. Al'Akbar's faithful celebrate the 7th of Needfest as their Holiest of Days, with lesser services each Godsday. Temples to Al'Akbar are constructed of greyish-white limestone and decorated with brightly polished silver cupolas at each of the four corners of the building, at at the peak of the triangluar central tower. Priests of Al'Akbar don black and silver ringmail for times of battle, or a spartan black aba, white keffiyeh, and red-silver intertwined agal in times of peace. Lay Membership Requirements: Al'Akbar's cult appeals mainly to those who follow the Way of the Sword; soldiers, guardsmen, and others who are willing to place themselves in harm's way for another. He has a somewhat smaller following among those who wish to serve law, custom, and justice, though these are generally the men who will ultimately rise highest in service. Skills taught by Al'Akbar's cult include Dodge, Maneuver, Ride, Animal Lore, Lawspeaking, World Lore, Listen, Scan, Search, Ceremony, Bow attack, and Scimitar attack/parry. Initiate Membership Requirements: Standard. Initiates of of Al'Akbar are known as askars, and in most regions are well sought for duties as caravan guards, civil police, and bodyguards. In many cases, the cult hires out groups of initiates, led by acolytes, to serve in the armies of the local shahs, landgraffs, and emirs. Initiates may take on a gift, with it's attendant geasa. Spirit Magic: Bladesharp, Fanaticism, Mighty Blow, Repair, Solace, and Speedart. Acolyte Membership Requirements: as per Priests. Acolytes may choose to take on a new gift and geasa at their ordination ceremony, and have the opportunity to do so at each Holy Day ceremony, as well. Acolytes of Al'Akbar, in addition to ther duties as warriors, are often called upon as judges, for their extensive knowledge of the law and customs of the land. Rune Lord Membership Requirements: Standard. Known as farisans, Al'Akbar's Rune Lords are the defenders of the Ancient Ways. Though technically in the service of those who hire them, they serve as living examples of the tenets of their faith. Rune Lords may take as many gifts and geasa at their ordination as they choose, but may not take on additional gifts later in their careers. Priesthood Requirements: Standard, except that Rune Lords cannot rise to become priests of this cult. Known as the Pillars of the West, Al'Akbar's priests regularly act as judges, arbiters, and mediators, or as commanders for their followers in times of war. Virtues for Pillars include: Conservative, Energetic, Honorable, and Warlike. Common Divine Magic: all Special Divine Magic: Bless Grave, Brace, Face Chaos, Living Blade, Morale, Strongblade, Vigilance. Associated Gods Zuoken: provides Healing Trance. Al'Akbar's Gifts Al'Akbar's Geasa +10% to attack with any 1 weapon skill. never dodge when that weapon is in hand. +10% to parry with any 1 weapon skill. weapon must be maintained in pristine condition, and repaired as soon as possible if damaged. +10% in any cult skill never let a debt of honor go unpaid; even if this means failing at other duties. Double the AP of the cultist's ringmail armor. cultist may never completely remove the armor, even to bathe. recover fatigue points at 2x rate may never retreat from battle, even if sorely injured. bless specific weapon to do 2x damage (after armor). weapon may never be sheathed without drawing blood. - -- talmeta@bellatlantic.net - I *am* one of the Chosen Few! ICQ - 12594453 AIM - talmeta1 TANJ Lives! - Alternate Homepage - *************************************************************************** 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, 29 Sep 1998 02:58:10 -0400 From: Richard Ohlson Subject: Re: [RQ-RULES] Mindlink and Divine/runespell use Tal Meta wrote: > Brad Furst wrote: > > > > other's Divine/runespells. So now, how much negotiation, time, requesting, > > acknowledging, refusal, etc. is involved? > > Can I cast the spell right now (zero additional SR) as if it were my very own? > > I'd tack an additional SR to cast someone else's spell, but that's more > of a gut instinct thing than a rule I can point at. > > > Do I need to spend time (add one or more SR) to communicate my intention to > > the other? > > Can I cast the spell even if the other is unwilling to give it up? > > By the rules, if you're in the mindlink (and it has to be voluntary, > right?), you're an open book. Of course, you can do to the other guy > what he's doing to you (i.e. casting off his one use spells for your own > purposes, if he's that much of an abuser.) > That's pretty much how I play it. There have been situations where people have "choosen" to mindlink with the wrong person/creature. For instance, yes, you can mindlink with your sylph, (for the magic points, of course.) But if the sylph isn't happy, you might start losing Divine Magic. I also had a situation where PC's on a Heroquest got forced into a mindlink with conterparts in the realworld. Unfortunatly, two Major NPC's who hate hate HATED each other got stuck togethor. They worked togethor for awhile, but in the end they started popping each others sever spirits at each other, and went so far as using up somebodies Shield 10. (Not renewable on the heroplane, of course.) Best part was that the "bad guy" ended up snuffing (rolled his power in a DI) himself after getting sever-spirited with his own spell. heh heh Rich *************************************************************************** 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, 29 Sep 1998 09:13:48 -0400 From: Robert Stancliff Subject: RE: [RQ-RULES] RQ/MERP I want to make an unofficial hybrid of Runequest/Rolemaster, and I am looking for ideas, etc. Can anyone help? Thanks, Andy. Do you mean Glorantha/Rolemaster or Middle Earth/Runequest? If you are mixing the two rules, then good luck, but you're crazy. I will admit that since they are both based on percentile, they have a lot in common, but RuneQuest is roll low, and RoleMaster is roll high. bob stancliff *************************************************************************** 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, 29 Sep 1998 09:26:44 -0400 From: Robert Stancliff Subject: RE: [RQ-RULES] Mindlink and Divine/runespell use There seems to be a clear consensus that the Mindlink allows access to the other's Divine/runespells. So now, how much negotiation, time, requesting, acknowledging, refusal, etc. is involved? Can I cast the spell right now (zero additional SR) as if it were my very own? Divine spells are DSR + MP (I believe), possibly 1SR +MP. Do I need to spend time (add one or more SR) to communicate my intention to the other? Can I cast the spell even if the other is unwilling to give it up? If you don't have an agreement before you start, then you deserve what you get. There is no asking needed or refusal possible, and double crossing is a real threat, but it is the access to Divine spells that makes MindLink so powerful. One guy can stack several people's spells and be impervious to normal damage, draw Heal spells and MP's from several sources, use multiple sources of Extension and cast spells that last weeks, seasons, or even years. A stacked spell has the Intensity of the sum of the individual spells and becomes almost impossible to cancel until the duration ends. Bob Stancliff *************************************************************************** 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, 29 Sep 1998 09:34:29 -0400 From: Robert Stancliff Subject: RE: [RQ-RULES] Mindlink and Divine/runespell use That's pretty much how I play it. There have been situations where people have "choosen" to mindlink with the wrong person/creature. For instance, yes, you can mindlink with your sylph, (for the magic points, of course.) But if the sylph isn't happy, you might start losing Divine Magic. Since they aren't very bright, they might not notice. I also had a situation where PC's on a Heroquest got forced into a mindlink with conterparts in the realworld. Unfortunatly, two Major NPC's who hate hate HATED each other got stuck togethor. They worked togethor for awhile, but in the end they started popping each others sever spirits at each other, and went so far as using up somebodies Shield 10. (Not renewable on the heroplane, of course.) Best part was that the "bad guy" ended up snuffing (rolled his power in a DI) himself after getting sever-spirited with his own spell. heh heh Be sure and have the attack spell pass through the MindLink back to the other person, snuff 'em both. Bob Stnacliff *************************************************************************** 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, 29 Sep 1998 14:26:44 +0100 From: "Hibbs, Philip" Subject: RE: [RQ-RULES] RQ/MERP >I want to make an unofficial hybrid of Runequest/Rolemaster, >and I am looking for ideas, etc. But it's easy, because "Spell Law", "Arms Law", etc. are all "adaptable to any FRP system"! ;) What elements of each rule system do you want to use? For example, if you wanted to integrate Spell Law with RuneQuest, you would need to calculate: 1. PPs from RQ characteristics 2. What spell levels are available 3. What RRs to make philip.hibbs@tnt.co.uk or phibbs@compuserve.com http://members.tripod.com/~PhilHibbs/ Any view of things that is not strange is false - Neil Gaiman, Sandman *************************************************************************** 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 #160 ************************************* *************************************************************************** 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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