From: owner-runequest-rules@ (RuneQuest Rules Digest) To: runequest-rules-digest@lists.MPGN.COM Subject: RuneQuest Rules Digest V1 #162 Reply-To: runequest-rules@mpgn.com Sender: owner-runequest-rules@ Errors-To: owner-runequest-rules@ Precedence: bulk RuneQuest Rules Digest Monday, October 5 1998 Volume 01 : Number 162 RuneQuest is a trademark of Avalon Hill Games. All Rights Reserved. TABLE OF CONTENTS [RQ-RULES] DMD - Bleredd for RQ/Greyhawk [RQ-RULES] Question on Divine Intervention Re: [RQ-RULES] Question on Divine Intervention Re: [RQ-RULES] Question on Divine Intervention [RQ-RULES] DMD - Chan for RQ/Greyhawk Re: [RQ-RULES] Question on Divine Intervention RE: [RQ-RULES] Failed Enchantments RE: [RQ-RULES] Failed Enchantments [RQ-RULES] Fwd: conversions Fwd: Re: [RQ-RULES] Question on Divine Intervention 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: Fri, 02 Oct 1998 23:49:30 -0400 From: Tal Meta Subject: [RQ-RULES] DMD - Bleredd for RQ/Greyhawk Gods of the Bakluni BLEREDD Runes: Earth, Heat, Stasis Bleredd is the god of metals, mines, and smiths. He is the son of Zaan and Selan, and brother to Jaahar. Cult in the World Bleredd is the Forgemaster; it is said that there is no metal he cannot temper. Unlike most of his brothers, Bleredd sought a mate outside of his lands, returning with the lovely Ulaa, goddess of gems (to the envy of his sister, Jaahar, who has similar interests). Bleredd's followers hold the 5th of Ready'reat as their Holiest of Days, with lesser holidays on the 5th and 22nd of each month. Bleredd's temples differ from most in that they are built of quarried stone, but boast a hammered metal shell that encases the rock. Bleredd's priests wear simple blacksmith's garb, though generally somewhat finer and better kept than actual work-wear. Lay Membership Requirements: Blredd's faith appeals mainly to miners, smiths, and others who work with metal. Apprentices of such trades are commonly found among the lay membership. Skills taught by the cult include Craft (all smithcraft), Evaluate, Mineral Lore, World Lore, Devise, Search, Ceremony, and Hammer attack. Initiate Membership Requirements: Standard. Initiates of this cult are commonly found as journeymen in their trades, though in sparesely populated areas they can command the same prices as masters. Spirit Magic: Bludgeon, Extinguish, Heat Metal, Ignite, Mighty Blow Priesthood Requirements: Standard. Bleredd's pristhood are all master smiths, mine foremen, and the like. Sought out for their quality goods, Blredd's priesthood is among the wealthiest in the regions that it dominates. Virtues for his followers include: Creative, Proud, Social and Stubborn. Common Divine Magic: all Special Divine Magic: Enchant (metal), Enhance (Gustbran, Mahome), Sure Hammer Associated Gods Ulaa: provides Command Gnome - -- 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, 2 Oct 1998 23:27:51 -0700 From: "Bob and Christine Eldred" Subject: [RQ-RULES] Question on Divine Intervention Hello from a newbie to this list. I apologize if this has been gone over before, but seeing as I'm new to the list, I've not read the answer yet. Where are the rules for DI printed? I have been searching my (admittedly small) stash of RQ rulebooks for anything on the subject, and have come up dry. It would be nice to know the mechanics for something of this possible import. Thank you, Bob *************************************************************************** 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, 04 Oct 1998 11:47:18 -0400 From: Tal Meta Subject: Re: [RQ-RULES] Question on Divine Intervention Bob and Christine Eldred wrote: > > Hello from a newbie to this list. Long time to hear, Bob. :) > Where are the rules for DI printed? I have been searching my (admittedly > small) stash of RQ rulebooks for anything on the subject, and have come up > dry. It would be nice to know the mechanics for something of this possible > import. Main rulebook, page 108 (page 24 of the magic book for folks with the boxed set). Certain cults use different rolls (1d10 vs 1d100 usually), described in the individual cult description. - -- 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: Sun, 4 Oct 1998 09:38:43 -0700 From: "Bob and Christine Eldred" Subject: Re: [RQ-RULES] Question on Divine Intervention Hey Tal, It can't be that damn easy. Boy do I feel like a fool. Bob - -----Original Message----- From: Tal Meta To: runequest-rules@MPGN.COM Date: Sunday, October 04, 1998 9:25 AM Subject: Re: [RQ-RULES] Question on Divine Intervention >Bob and Christine Eldred wrote: >> >> Hello from a newbie to this list. > >Long time to hear, Bob. :) > >> Where are the rules for DI printed? I have been searching my (admittedly >> small) stash of RQ rulebooks for anything on the subject, and have come up >> dry. It would be nice to know the mechanics for something of this possible >> import. > >Main rulebook, page 108 (page 24 of the magic book for folks with the >boxed set). Certain cults use different rolls (1d10 vs 1d100 usually), >described in the individual cult description. > >-- >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. *************************************************************************** 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, 04 Oct 1998 21:54:05 -0400 From: Tal Meta Subject: [RQ-RULES] DMD - Chan for RQ/Greyhawk Gods of the Bakluni (Nods to Vashnaar Mithruin, whose Mages to Genies idea I'm borrowing, and Will McPhereson, whose previous writeup of Chan I borrowed a few concepts from.) CHAN (The Court of Air) Runes: Air, Mastery, Magic Chan is the Princess of Djinn, The Whisperer, and Chancellor of the Court of Air. She is also known as the Mistress of Secrets. Cult in the World Like Ben-Hadar, Chan was a vassal of Dorgha Torgu, and was elevated to her position so that she might better instruct mortals in the magics and the proper dealings with the residents of her realm. In mythology, Chan opposes her evil brother, Yan-C-Bin in an eternal war of plot and counter-plot. Rather than engage one another in open warfare, they endlessly try to maneuver one another into making that final mistake that willspell the other's doom. Chan's followers observe the 14th of Coldeven as their High Holy Day, with lesser services on the 7th and 21st of each month. Chan's temples are comprised of four tall towers, each painted deep blue at ground level, lightening to a pale blue to white near their pinnacles. Tower complexes are set (when possible) away from other structures at the highest point of the landscape. Chan's mage-priests wear abas of pale gray, and do not wear any sort of headgear. 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: Sing, Speak Languages, Disguise, Human Lore, Genie (Djinn) Lore, Magic Lore, Read/Write Languages, World Lore, Play (Wind) Instrument, Listen, Sneak, Ceremony, and 1H Sword attack/parry. Sorcery Arts and Magick Manipulations are learned as skills, and the Arts of Intensity, Maintain, Multispell, Range, Accuracy, Ease, Force, and Reinforce.(Lay members are not taught any Arts except Intensity). Chan's High Vow requires that her followers must refrain from eating the flesh of birds, may not use anything made from birds (pillows stuffed with down, for example). Her followers must never raise their voices except in song, are bound to always strain to hear and take notice of the slightest sound. Initiate Membership Requirements: Standard, though must possess and INT of 16 or higher. Chan's initiates are called the Wind Seekers, and are considered journeymen in their craft, and are accorded all the responsibilities and benefits of that position. In addition to their magical duties, Wind Seekers are sent out into their communities to collect information, preferably secret information, and pass it along to higher members of the cult for collation. All of Chan's followers function as Air Warlocks, (i.e. skill/5 for air related magic) no matter what their specialization. Those who choose to specialize as air warlocks use skill/3. Note: Chan'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 Chan are bonded to the sphere of air, 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. Acolyte Membership Requirements: as per Priests. Known as Wind Gatherers, Chan's acolytes are generally accepted as having achieved adept status as sorcerers or magicians. Gatherers are expected to collate the secrets and other information gained by the Seekers beneath them, and pass on their findings to their priests for further action. They are also expected to help maintain and protect the cult's archives. Rune Lord Membership Requirements: Standard. Chan's Rune Lords are divided into two orders, the StormKnights, and the Unseen. These two groups of adept to near-magus sorcerers serve their cult in very different fashions. The StormKnights fight against the enemies of the cult, as well as serve as temple and archive guards. When they must strike, they do so as quietly as possible, eschewing armor. Like the fabled ninja, StormKnights endevour to strike silently and without warning, like a bolt of lightning from out of the blue sky. The Unseen specialize in the arts of stealth, and are masters at uncovering secrets. Unseen operatives often lead groups of initiates on special missions. Like their bretheren in the Knighthood, silence is their watchword, but for a different purpose. Priesthood Requirements: Standard. Known as the WindBorn, Chan's priests are also accepted as magus sorcerers. Chan's priesthood preaches vigilance, honesty, and is always on the watch for threats to their cult and community. Priests undertake the study of Enlightenment, a mental discipline simlar to Illumination. Due to their penchant for knowing and learning secrets, Windborn are often sought as advisiors by the heads of merchant houses, theives guilds, and heads of state alike. That they will learn as many (or more) secrets than they reveal is the two-edged sword such employers must be prepared to accept. Virtues for Chan's cult include: Curious, Honest, Manipulative, and Vigilant. Common Divine Magic: all Special Divine Magic: Analyze Magic, Command Sylph, Detect Truth, Increase Wind, Skywatch, Summon (Djinn, Sylph), Vigilance, Wind Warp. Sorcery Notes: Common vows for this cult include Abjure (Alcohol, Armor, Arts G/L, Ceremony, Servitude), Adulation, Fasting, Flee Water, Humility, Illumination, Pacifism, Rituals, Shun (Water, Earth), Silence, Tend Familiar. Common speicalties include Autotheist, Battlemage, Conjurer, Healer, Illusionist, Monitor, Warlock of Air, and Weather Mage. Spirit of Retribution Skriax: The skriax are actually a unique type of sylph. They take the form of a small whirlwind, loaded with sand and debris. Whenever a follower of Chan commits an offense against her, somewhere in the world a skriax is created. Slowly these skriax come together, until at last they find the offender and attack. For each skriax that has come together with the others, the size of the skriax increases by 1 cubic meter, and all of it's stats are similarly increased. Offenders engulfed by a skriax are blinded by the flying debris, and take damage equal to 1d8 per cubic meter of the skriax each round. Associated Gods Qozomal: provides Lightning Xan Yae: provides Reflection Zann: provides Reconstruction Djinni Ancient legends among the Bakluni say that centuries prior to the Twin Cataclysms, Warlocks serving the Elemenal Courts infused themselves with their chosen element, becoming wild and strange to their fellows until they merged with the Element they had chosen, and became the first members of the various genie races. Whether this is true or merely a fanciful legend, none now can say; whether the most ancient temples of these gods still contain the formulae for such transformations or not is similarly unknown. What is known is that the Fate of the Bakluni is definitely tied to the genie races, for good or ill. Djinni are the type of genie most closely associated with the element of air. More than just intelligent sylphs, djinni are the nobility of the Plane of Air. Djinni are typically powerful spellcasters, utilizing air spells at their skill/2. Characteristics Average STR 6d6 18-24 SIZ 24 INT 5d6 15-20 POW 6d6 18-24 HP 24 AP 6 Move 20 In addition to their spells, djinni can create a powerful whirlwind of air, a cone that is 1m across at it's base, rising 12m high, and 10m across at it's peak. Djinni can either use this whirlwind for travel or attack; as a travelling device, it doubles the djinn's movement (to 40) and provides 12 AP vs. attacks. As a weapon, it picks up a number of targets equal to the djinn's STR, and does damage equal to his damage bonus each round to all caught within. The most famous ability of djinni, however, is their knowledge of any secret spoken where a breeze was blowing., as well as their ability to grant wishes. Truth be known, but one in a hundred djinn has the latter power, and those that do are loathe to grant them. In either case, a bound djinn need but tell three secrets (or grant three wishes, if such is within his power), after which he is freed of all other obligations. - -- 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: Sun, 04 Oct 1998 22:07:07 -0400 From: Tal Meta Subject: Re: [RQ-RULES] Question on Divine Intervention Bob and Christine Eldred wrote: > > It can't be that damn easy. Boy do I feel like a fool. It gets worse. It might be a RQ2ism, but I'm fairly sure that even a dead character gets a final DI roll, which he can use to come back from the dead. - -- 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: Mon, 5 Oct 1998 08:54:44 +0100 From: "Hibbs, Philip" Subject: RE: [RQ-RULES] Failed Enchantments > Which (the consequences of Failed Enchantments from RQ3 or > the consequences of Failed Enchantments from RQ:AiG) > is better for the future? I'd say lose it all. 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. ------------------------------ Date: Mon, 5 Oct 1998 10:38:07 +0100 From: "Terje Tollisen" Subject: RE: [RQ-RULES] Failed Enchantments > > Which (the consequences of Failed Enchantments from RQ3 or > > the consequences of Failed Enchantments from RQ:AiG) > > is better for the future? Depends on how you want the characters to be. If they only loose one point it will encourage lower skilled players to attempt enchantments and thus bringing more magic into the game at an earlier stage in a campaign. If they loose it all they will have to wait longer to dare attempt it. I don't think one system is "better" then the other, it's simply a question of how you want to shape you version of Glorantha. - -Terry ********************* Terje Tollisen Kjelsåsveien 99 0491 OSLO Tlf. 22153817 P.søk 96867204 ********************* *************************************************************************** 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, 05 Oct 1998 11:43:46 -0400 From: Tal Meta Subject: [RQ-RULES] Fwd: conversions From: Steve Lieb Subject: conversions I wonder if anyone else has noticed that Magic:TG cards/game/universe are practically ready-made for conversion to RQ? Especially the spells/items. Would anyone be interested in seeing my conversions of said game? - -Steve Lieb styopa@iname.com steve@necadon.com http://surf.to/styopa *************************************************************************** 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, 05 Oct 1998 11:42:11 -0400 From: Tal Meta Subject: Fwd: Re: [RQ-RULES] Question on Divine Intervention From: Steve Lieb Subject: Re: [RQ-RULES] Question on Divine Intervention It's that easy, and it can suck. Had a character with 16POW make his DI to save the party from a nighttime Scorpionman raid (12 scorpion men against 4 moderate power characters, 3 waking up and unarmored) by rolling a 15. Ever try to adventure for any length of time with a 1 POW? :) - -Steve Lieb styopa@iname.com steve@necadon.com http://surf.to/styopa *************************************************************************** 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 #162 ************************************* *************************************************************************** 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.