From: owner-runequest-rules@ (RuneQuest Rules Digest) To: runequest-rules-digest@lists.MPGN.COM Subject: RuneQuest Rules Digest V1 #196 Reply-To: runequest-rules@mpgn.com Sender: owner-runequest-rules@ Errors-To: owner-runequest-rules@ Precedence: bulk RuneQuest Rules Digest Tuesday, November 3 1998 Volume 01 : Number 196 RuneQuest is a trademark of Hasbro/Avalon Hill Games. All Rights Reserved. TABLE OF CONTENTS [RQ-RULES] BFRP Digest [RQ-RULES] Re: RuneQuest Rules Digest V1 #195 Re: [RQ-RULES] A bit slow at the moment. [RQ-RULES] Psionics Redux Part 4 Re: [RQ-RULES] A bit slow at the moment. 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: Tue, 3 Nov 1998 16:19:06 -0500 (EST) From: Peter Maranci Subject: [RQ-RULES] BFRP Digest *sigh* Okay, since apparently most traffic has moved over to the BFRP Digest, could someone re-post how to subscribe to it? Perhaps that information should be included in every issue. BTW, my apologies to everyone who has written to me about RQ but not received a response; I'll get back to everyone ASAP... -->Pete - ----------------------------------------------------------------------- Peter Maranci pmaranci@tiac.net Malden, MA Editor, Interregnum RPG/Science Fiction APA/magazine -- email for info. Interregnum WWW home page: http://www.tiac.net/users/maranci/index.html FRP adventures, art and more: http://www.tiac.net/users/maranci/rq.htm Associate Ed. of Tradetalk, magazine of the International Chaos Society *************************************************************************** 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, 3 Nov 1998 16:26:59 -0500 (EST) From: bjm10@cornell.edu Subject: [RQ-RULES] Re: RuneQuest Rules Digest V1 #195 Attack and Parry should not be one skill. I speak from experience with many different types of weapons and different styles of combat. It is true that one can "attack into" an attack (often called a countercut), but there are defensive acts with a weapon that one develops *separately* from effective offensive acts. *************************************************************************** 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, 3 Nov 1998 15:04:06 -0800 From: "Jarold Davis" Subject: Re: [RQ-RULES] A bit slow at the moment. >Most of the action has moved over to the BFRP diges, >To summaries, the debate is now centering on whether or not to >amalgamate attack/parry into a single weapon skill, hide/sneak into a >general stealth skill and oratory/fast talk into a single persuade >skill. I don't believe Elric! combined Hide/Sneak or Oratory/Fast Talk, (rule book is not present), but the Attack/Parry is combined, and I like it. It may not be as realistic as two separate skills, but in our RQ2/3.50.02 campaign one skill for A/P has made the game just that much more playable. So, Simon, you also have my support for Attack/Parry as one skill, but I'm not sure about the others. Of, course, I'll be skewered for this as I have been for other viewpoints, but it's been so long since I posted, I kind of missed the getting my eyebrows singed when I opened my email. *************************************************************************** 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, 03 Nov 1998 18:27:30 -0500 From: Tal Meta Subject: [RQ-RULES] Psionics Redux Part 4 PSYCHOMETABOLISM 1 POINT DISCIPLINES AGILITY AMPLIFICATION (S) By the use of this discipline, the psionicist increases, in a general fashion, all the skills related to his agility skills modifier. The possessor of this discipline gains a base increase equal to his Aspect. BODY EQUILIBRIUM (S) This discipline allows the psionic to adjust the weight of his body to correspond to the surface upon which he is traveling. The psionic is thus empowered to walk upon water, quicksand, or even a spider's web. If used while falling, the cost of this discipline will be equal to the total damage incurred. CELLULAR HEALING (I) This discipline allows the psionic to attune his mind to the cells of an injured creature enabling him to heal wounds at a magic point cost of 1/1 hp healed for members of his own species, 4/1 for members of other species. The maximum healing a psionic can impart in any 24 hour period to a single individual is equal to his Aspect. With PM:4, the psi can add his Aspect to the statistic being tested on the resistance table for a diseased character's next recovery roll, in the case of natural diseases. Use the Metapsionic discipline, Aura Alteration to expell possessing spirits, as appropriate. COMBAT MIND (S) This discipline allows the psionic to adjust the molecules of his body in such a way as to act as weapons and armor. Each point of Aspect increases either the AP of the psionic, or the damage he does. [Example: A psionic with a PK: 6 could add 3 to his AP and 3 to his damage.] ELASTICITY (S) This discipline allows the psionic to stretch his body into new shapes. He does not become any stronger by using this discipline, but does not grow any weaker either. A psionicist using this discipline could stretch his arm across a room to snatch a jail key from a desk, or to lift a dagger from a sleeping guards belt. Assume that each limb has a maximum length, in meters, equal to its locational hit points, or to the psi's Aspect, whichever is less. EXPANSION (S) This discipline allows the psi to cause his body to become larger in size, with a proportional increase in mass and strength. This increase is limited to 1 STR and 1 SIZ per Aspect. MIND OVER BODY (S) This discipline allows the psionic to suppress or mentally satisfy the need for food, water, rest, and/or sleep. For each Aspect possessed, the psi can use this discipline for up to two consecutive days. At some point, however, the psionic must spend an equal amount of time in complete rest to recharge this ability. POWER WITHIN (I) This discipline allows the psionic to use his hit points or fatigue points to fuel his powers. The psi can funnel a number of HP or FP equal to his Aspect in this discipline. Points thus used are converted to mp at a rate of 1:4 (1 HP, MP or FP = 4 mp). This loss of HP or FP is not permanent (although HP or FP used in this fashion will only regenerate at half their normal rate) . REDUCTION (S) This discipline allows the psi to reduce his SIZ & STR by one for every point of Aspect, but only in increments of 1/2 once a size of 1 is reached. Thus, a SIZ 10 individual with a PK: 14 could make himself 2 cm tall. (The first 10 points bringing him down to 30 cm, the next 4 bringing him to 15, 8, 4, and 2 cm respectively. ) Note that SIZ and STR never actually drop below 1 no matter how small the user makes himself. SUSPEND ANIMATION (S) This discipline allows the psi to virtually cease all life functions (as far as any but the most detailed examination can tell, the psi is dead). The psi is able to set himself to awaken again after a period of time, resuming normal function after an amount of time not to exceed that limited by the psi's Aspect on the Duration Table. [Example: Camber has PM: 8. Using this ability while trapped in an underground tomb, he could go without air, water or food for a week while his friends returned to the city to gather excavation tools.] 2 POINT DISCIPLINES ANIMAL AFFINITY (S) When a psionicist gains this discipline, he develops an affinity for a particular kind of animal. Once an animal has been chosen for the character, he can claim one of that animals attributes for his own temporarily. He can gain the animals natural armor, movement rate and mode, attacks and damage, hit points, or any other special ability. Only one attribute is gained at a time, and lasts as long as the psionic expends energy to maintain it. The psionic does undergo any physical changes required by assuming an attribute. BODY CONTROL (S) This discipline allows the psi to exist in hostile environments, elemental planes, or withstand magical emanations or radiations destructive to his body. For each two full points of Aspect, the psi can negate one die of damage to his body in a single exposure. Once the psi encounters a hostile environment, the magic point cost is equal to the total damage he would have taken. Note that this power allows breathing under water at PM: 1 for normal maintenance costs. [Example: Fred Parker has an PM: 5. and 18 magic points. Suspicious that he might be attacked, he activates his Body Control bringing his magic points down to 16. Four rounds later he is attacked by Fire Elemental. The Fire Elemental's size gives it a damage potential of 3d6, 2d of which is negated by Fred's Body Control. The Fire Elemental rolls a 3 for damage on its remaining die, which lowers Fred's magic points to 14. The next round the Elemental rolls a 6 for damage this round, bringing Fred's magic points down to 8. Unless Fred uses Energy Control or a weapon to destroy the Elemental, it will eventually eat away his entire reserve of magic points, force him into unconsciousness, and begin damaging him directly. PHYSICAL BOOST (S) This discipline allows the psionic to temporarily increase a physical characteristic by expending magic points to do so. Each point of Aspect allows the psi to raise his STR, CON or DEX by an equal amount. Adding to his CON will increase the psi's hit points for as long as it is maintained. Damage is subtracted from these points first. 4 POINT DISCIPLINES PRESERVATION (S) The discipline of preservation is primarily directed at forestalling decay or preventing demise. It may be placed upon the self or others. Particular powers are available to the user as he gains degrees in the discipline. PM: 2 - Preserve Corpse - prevents decay for up to 1 full day per Aspect. While under the influence of this discipline, a being so preserved will not suffer the loss of physical attribute points normally associated with being dead. PM: 4 - Dying Stasis - Stops the process of dying and links the spirit to the body. While in this state, the psi can elect to expend POW points to heal himself, at the cost of 1 POW per hit point healed. Full recovery is dependant upon the actual strength of the psi's Aspect. At 4, full recovery will take 24 hours, and each point of strength above that reduces the time by 3 hours. During this time the psi's body is immune to normal or magical healing. PM: 6 - Remove Dying Stasis - Cancels the effect of the above power on another. The body must then be truly healed or it will die. RESTORATION (I) This discipline is used to restore characteristic points lost to spells or creatures that drain away or destroy characteristics (Tap, etc.). By the use of this discipline, the psionic transforms 1 POW into 1d6 of the characteristic points drained, up to the original rolled value of the characteristic. [Example: Ross lost 6 of his 20 POW to a Sorcerer's Tap spell. His original POW was 17, so this discipline could only restore 3 points, no matter what number is rolled.] PSYCHOPORTATION 1 POINT DISCIPLINES ASTRAL PROJECTION (S) This discipline allows the user to project himself into the astral plane. A silver cord links the user on the astral with his physical body, and should the cord be cut, he instantly returns to his physical body and must make a roll under his POW x3 or die of shock. Note that while the body of the psionicist does not go anywhere, his mind can explore locations that his body could not (i.e. inside locked rooms, shipwrecks deep beneath the sea, etc., to the limits of his Aspect). OBJECT TELEPORT (I) This discipline allows a psi to teleport small objects (ENC of the object teleported cannot exceed his Apsect). If the object is in the physical grasp of another being, a STR vs. STR check must be made, with the psi's Aspect in psychoportation used as the active force. Objects affected by the discipline are teleported in a random direction somewhere within the range of this Aspect (a strength of 1 or 2 would result in the items landing on the ground nearby). A critical roll permits the psi to choose the destination of the object. Under no circumstances will this discipline affect items that the psi cannot see clearly; objects concealed within or behind other objects cannot be teleported unless the psi has some means of scrying them (clairvoyance would work, ESP would not). 2 POINT DISCIPLINES TELEPORTATION (I) This discipline allows its possessor to teleport anywhere within his normal range in total safety. For each ENC brought along, there is an additional 1 magic point cost. TEMPORAL DISPLACEMENT (I/S) This discipline allows its user to travel physically to the past OR A FUTURE, to a total temporal distance not to exceed the psi's Aspect. The magic point cost for this discipline is two-fold; it is an Instant cost to transport one self into the past or future, but the psi must then spend additional magic points to keep himself there, as per normal discipline sustaining rules. Those who either fail to make their sustaining roll or who choose not to do so receive only the briefest glimpse, barely enough to form an opinion on. This discipline dodges paradox theory by forcing its user to return to whatever parallel world is created by his interfering with the past. The psi who goes and kills his own grandfather usually falls head-over-heels for grandma, and wonders years later why his grandson-self hates him so much. . . Time has a nasty habit of playing tricks on those who try to change too much. Forward travel has fewer pitfalls, but always contains a 30% chance of depositing the psi in a slightly different alternate future, so playing the horses with this discipline is by no means a sure thing. 4 POINT DISCIPLINES COMBAT TELEPORT (S) Through the use of this discipline, the psi gains the ability to teleport out of the way of a number of blows per round equal to his Aspect with a successful discipline roll. Each discipline roll in a single round incurs a 10% penalty, however. [Example: Arik is in a melee with four guards. One of the guards has a higher DEX than Arik's INT, so Arik decides to dodge when the guard attacks. On his INT SR, he successfully rolls his Combat Teleport skill, and when the next guard's DEX SR comes up, he makes an unmodified skill roll and is literally not there when the blow falls. On the next SR, he makes another roll with a 10% penalty, and makes it. Two SR later, the last guard strikes, and Arik attempts his discipline roll again with a 20% penalty, and misses it.] The psi typically is moved only a few feet by this teleport, but on a critical roll he can choose where he lands in relation to his last attacker, within the strength of his Aspect in meters. WORLD WALKING (I/S) This discipline allows the user to open a pathway between worlds, which he may use to travel between them. When used as an Instant discipline, the gateway opens around the psi only, pulling him through. As a sustained discipline, the psi can open a portal that will remain open long enough for others to traverse them. Normally, the gateways opened are random - the psi has no control over where he travels. With a critical roll on opening a random gate, however, the psi gains the ability to travel to the world opened on demand. Since the traveler makes his journey physically, if he dies on his journey, he is dead. There is also no maintenance limitations on how long he stays (assuming the climate is suitable - this power does not grant the ability to survive, merely to travel). 6 POINT DISCIPLINES TEMPORAL FUGUE (S) This discipline allows the user to create a number of duplicates of himself equal in number to ½ his Aspect. At the end of each round, each duplicate must make a discipline check to remain with a cumulative 10% penalty each round. If a duplicate is killed, it vanishes with all of it's equipment, and all of the other duplicates must make a discipline check (at the current penalty) as well, or they vanish with it. If the original psi is killed or falls unconscious, all duplicates vanish instantly. - -- 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, 3 Nov 1998 18:12:16 -0600 From: "Paul Stolar" Subject: Re: [RQ-RULES] A bit slow at the moment. How do we sign up for the BFRP list? - -----Original Message----- From: Simon Hibbs To: runequest-rules@MPGN.COM Date: Tuesday, November 03, 1998 10:18 AM Subject: [RQ-RULES] A bit slow at the moment. >At 02:35 PM 10/30/98 -0500, Bob Stancliff wrote: >>Hi, I haven't gotten a rules e-mail in three days or so. Is my e-mail >failing? > >Brad Furst : >>I haven't posted to the rules e-mail in three days or so. > > >Most of the action has moved over to the BFRP diges, which is generating >vast amounts of debate. Of course, energies devoted to that aren't >available for general RQ rules chat. > >To summaries, the debate is now centering on whether or not to >amalgamate attack/parry into a single weapon skill, hide/sneak into a >general stealth skill and oratory/fast talk into a single persuade >skill. > >I advocate all three amalgamations, but have come up against stiff >resistance. Most objections are along the lines that this will make BFRP >into an unplayably simplistic baby game. > >Anyway, I'm gratified to have converted Michael Cule to the one true >faith of Elric! The most sophisticated and playable incarnation of BRP >in fantasy so far [End of Advert]. > >Is anyone aware of an implementation of BRP for science fiction, other >than Ringworld and Other Suns? I've got a campaign concept for an SF >game set a few hundred years in the future and I'm planning on adapting >Cthulhu, but I'd be interested in seeing any other stuff out there. > > >Si > > > >*************************************************************************** >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. ------------------------------ End of RuneQuest Rules Digest V1 #196 ************************************* *************************************************************************** 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 Hasbro/Avalon Hill Games. 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