From: owner-runequest-rules@ (RuneQuest Rules Digest) To: runequest-rules-digest@lists.MPGN.COM Subject: RuneQuest Rules Digest V1 #197 Reply-To: runequest-rules@mpgn.com Sender: owner-runequest-rules@ Errors-To: owner-runequest-rules@ Precedence: bulk RuneQuest Rules Digest Wednesday, November 4 1998 Volume 01 : Number 197 RuneQuest is a trademark of Hasbro/Avalon Hill Games. All Rights Reserved. TABLE OF CONTENTS [RQ-RULES] Psionics Redux Part 5 - Final RE: [RQ-RULES] A bit slow at the moment. [RQ-RULES] Separate attack/parry? [RQ-RULES] re: BRP in sci-fi settings Re: [RQ-RULES] Separate attack/parry? Re: [RQ-RULES] re: BRP in sci-fi settings Re: [RQ-RULES] re: BRP in sci-fi settings 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, 03 Nov 1998 22:50:52 -0500 From: Tal Meta Subject: [RQ-RULES] Psionics Redux Part 5 - Final TELEPATHY 1 POINT DISCIPLINES ANIMAL TELEPATHY (S) This discipline allows the possessor to communicate with various forms of life that are of fixed intelligence. The more unlike the mind being contacted is to the psionic, the more difficult it is to establish contact with it. Psionics can contact the following orders of things, based upon their Aspect. Animal Telepathy Aspect Type of Creature 2 Mammals 4 Marsupials 6 Birds 8 Reptiles 10 Fish 12 Insects 14 Plants 16 Energy Thus, a psi with an Aspect of 14 could contact a fly, but could not contact a plant. Communication is limited to what the animal knows/wants, and does not imply any sort of control on the part of the psi over the animal in question, though Fast Talk or Oratory may be used. COMMUNICATION AMPLIFICATION (S) By the use of this discipline, the psionicist increases, in a general fashion, all the skills related to his communications skills modifier. The possessor of this discipline gains a base increase equal to his Aspect. EMPATHY (S) This discipline allows the basic needs, drives, and / or emotions generated by any unshielded sentient mind to be sensed by the user. ESP (I) This discipline allows the user to sense things not normally possible. The psi can thus "know" the contents of someone's pocket, or the face value of a hidden card. Unlike clairvoyance, which allows the user to view a hidden locale, ESP merely provides a psi with knowledge. It can also give the psi information about an individual that even the victim might be unaware of. Consider it the power to do cheap legerdemain and mentalist acts. MENTAL BOLT (I) This psionic attack costs 1 Aspect to use, though the psi may elect to spend magic points equal to his Aspect. For each magic point so spent, the psi gains 1d6 points of offense in psionic combat. MENTAL SHIELD (S) This psionic defense costs 1 Aspect to erect, though the psi may elect to spend magic points equal to his Aspect. For each magic point so spent, the psi gains 1d6 points of defense in psionic combat, rerolled each round. STEALTH AMPLIFICATION (S) By the use of this discipline, the psionicist increases, in a general fashion, all the skills related to his stealth skills modifier. The possessor of this discipline gains a base increase equal to his Aspect. 2 POINT DISCIPLINES INVISIBILITY (S) This discipline enables the user to become invisible. For each point of Aspect he possesses, he will be invisiible to one person within range. Psionic invisibility cannot be detected by any form of magic, and detection of psionics will reveal only that someone is present and using this discipline, not his location. It is important to note that this power affects minds, not light waves or similar manifestations: people affected by this ability simply will not believe the user is present. Should the psi utilizing this discipline touch or speak to any of the people to whom he is invisible, he becomes visible to that person (only). MENTAL WALL (S) This psionic attack costs 2 Aspect to use, though the psi may elect to spend magic points equal to his Aspect. For every 2 magic points so spent, the psi gains 1d6 points of area-based defense in psionic combat (rerolled each round), centered on himself and protecting anyone within his Aspect in meters MENTAL WAVE (I) This psionic defense costs 2 Aspect to erect, though the psi may elect to spend magic points equal to his Aspect. For every 2 magic points so spent, the psi gains 1d6 points of offense, affecting an area defined as a cone centered on himself, extending out to a range defined by his Aspect, and equal in width to his Aspect in meters wide at the base. MIND BAR (S) This discipline effectively walls off the mind of the psi from any input except that of the five senses. In a general way, each point of Aspect bolsters the psi's statistics vs. magic, psionics, or other forms of magical or mental coercion. Psionic or magical powers of domination, empathy, hypnosis, mental surgery, or telepathy must overcome the Mind Bar to work. An individual with a mind bar can also see an individual employing psionic invisibility. In addition, this discipline adds its Aspect to any power trying to compete with Psi Static. PSI STATIC (S) Psis with this ability are often called "Screamers" by their fellows, as very few ever master this rare discipline. The discipline of psi static acts as a damper on the minds of other psis, effectively cancelling out the Aspect they're trying to use. Each point of Aspect the psi possesses allows its user to interfere with any and all psionic activity within range, forcing every other psi in the area to match their abilities Aspect against that of the with the screamers Aspect on the resistance table. Thus, a psi with TP: 4 trying to read minds while a screamer of equal power was operating would only have a 50% chance of succeeding. All psionics in range lose 1 fatigue point every round until the screamer shuts up, as it were. Psionic combat is virtually impossible while this power is in operation, and a screamer has only a 2% chance per Aspect of being able to limit their power. In the above example, the telepath might only be 3 meters away, but the aforementioned screamer would be drowning out every psionic operation for 20 meters. Note that if a psi does make his save vs. this power, he loses an additional fatigue point for his trouble, and must continue to make a save every round that psi static is in use. Once they fail, however, they cannot attempt to activate any psionic abilities until the static is shut off. SPLIT PERSONALITY (S) This discipline allows a psi to divide his mind into two separate, autonomous parts.Both parts can communicate, but only one of these parts can use psionic powers. The other side of the split can do whatever it pleases, including cast a spell, engage in melee comabt, etc.. TELEPATHY (S) Telepathy is in its most basic form, the ability to send receive thoughts. This presumes that the target is either willing to have his thoughts read, or that the psi has defeated his target in psionic combat. In all other cases, the psi must make a resistance check of POW vs. POW each time he wishes to contact the mind of his subject. As the psi's Aspect increases, the depth which a psi may probe increases as follows: TP: 1 - The psi can send and receive unshielded thoughts to anyone within range. Thoughts received in languages the psi does not speak will be unintelligible. TP: 3 - The psi can view simple, short term memories of his subject. (up to his Aspect in age). TP: 5 - The psi can now detect if a subject is lying, but cannot necessarily detect the truth. TP: 7 - The psi can detect the truth behind a lie. In all cases, the subject is allowed a save (POW vs. POW) to avoid having his mind probed. (Unless his mind has been 'opened' via psionic combat). 4 POINT DISCIPLINES AMPLIFICATION (S) Also known as False Gestalt, this is the ability to augment psi ability by tapping the resources of other, non-psionic minds. The subjects, who get a save (POW vs. POW) if unwilling, are placed in a deep trance which lasts for 1d6+3 hours. They cannot be awakened by any means until the trance has run its course. While under the trance, the mental energies of the subjects are available to be employed by the user of this discipline. The Amplifying psi can utilize the energies of his subjects as if they were fellow psis in Gestalt with him, gaining +1 to whichever Aspect he wishes to employ for every two subjects, drawing on their magic points, and anything else he could achieve in a true Gestalt. All psionic operations carried out under this discipline cost twice as much as they would in a true Gestalt (i.e. each member costs an additional 2 magic points, MENTAL SURGERY (S/I) This discipline allows a psi to reach into his own or another's mind and alter or cure it of an affliction. The abilities gained by this power are cumulative, and listed in order of occurrence. TP: 1 - Dispel Exhaustion - the psi can replenish up to half the fatigue points lost to exertion, exposure, or psi static. TP: 3 - Inhibition - the psi can plant a behavior pattern in an individual which that person must make a save ((POW + Aspect) vs. POW) to overcome. TP: 5 - Read Memories - the psi can do a more detailed type of telepathic probe of memories than normal telepathy. Any of the subjects general recollections are open to the reader. Detailed examination of a hidden or shielded memory costs 10 mp above and beyond the scanning cost, and can only be done once per day. TP: 7 - Adjust Memories - the psi can now cause the subject to forget or recall some fact, or can create a fake memory at he same cost for reading memories. Also known as Mindwipe. TP: 9 - Trigger - puts a 'trigger' in a subjects mind so that if tampered with in a certain way (like reading memories), mindwipe or death will occur. (Requires a sacrifice of 1 POW). SEVERANCE (I) This discipline grants its possessor with the ability to reach into the mind of another and block the exercise of certain powers. For each point of Aspect, the user of this discipline can block the expenditure of magical points in another equal to twice his Aspect. Divine Magic use cannot be blocked by this discipline unless the divine magic in question requires the expenditure of magic points. A target who has had his current mp blocked from use by this discipline cannot cast spells, or draw magic points from any other source to do so either. - -- 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: Wed, 4 Nov 1998 09:09:45 -0000 From: "Hibbs, Philip" Subject: RE: [RQ-RULES] A bit slow at the moment. >How do we sign up for the BFRP list? Go to http://www.onelist.com, and look for BFRP-Design philip.hibbs@tnt.co.uk 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: Wed, 04 Nov 1998 09:31:46 +0000 From: Simon Hibbs Subject: [RQ-RULES] Separate attack/parry? bjm10 says: >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. I find the distinction artificial. The defensive value of many weapons is the threat of a counterattack rather than any ability to physicaly deflect an attack. Spears, shortswords and daggers are examples of this. They are each poorly suited to parrying. Also one of the best ways to defend is to harrass your opponent with a flurry of aggressive blows designed to keep him occupied, thus preventing him from launching an attack. Finaly, many attack manoeuvres orriginate from a defensive manoeuvre. this is particularly true of several martial arts, where the defence and counterattack are often a single manoeuvre. The attack/parry mechanism in RQ seems to orriginate from fencing and similar combat styles, but is actualy very limited in it's applicability. Apologies to those reading this argument twice, but I believe this discussion is appropriate to both forums. Jarold Davis : >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. My main argument for amalgamating the other skills is one of skill points economics. RQ gives a player an average of about 21 to 25 skill points (Elric gives 250). The RQ base for Hide and Sneak are both 5%, usualy with a negative category modifier. Thus to have 70% in both skills and be reasonably competent costs about two thirds of your skill points, for a single area of competence. This strikes me as being excessive. My prefference would be for a single Stealth skill under the Agility category. I'm not going to lose much sleep over it though. Si *************************************************************************** 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, 4 Nov 1998 10:53:32 -0000 From: Sergio Mascarenhas Subject: [RQ-RULES] re: BRP in sci-fi settings Simon: > 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. If you can read French, try to get Basic #1, the game edited by the magazine Casus Belli. It has a BRP incarnation of sci-fi. Sergio *************************************************************************** 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, 4 Nov 1998 10:49:53 -0500 From: "Bob Stancliff" Subject: Re: [RQ-RULES] Separate attack/parry? > >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. > > I find the distinction artificial. The defensive value of many weapons > is the threat of a counterattack rather than any ability to physicaly > deflect an attack. Spears, shortswords and daggers are examples of this. This is more often a case of a weapon not having an effective parry of it's own, so it was used in some kind of weapon/shield combination. Daggers often used a distraction in the off hand, and as for spears, they are excellent parry items (especially 2-handed) similar to staves. > one of the best ways to defend is to harrass your opponent > with a flurry of aggressive blows designed to keep him occupied, > thus preventing him from launching an attack. This cannot currently be represented in any game without precise fatigue rules. RQ3 can do it with minor modification. Aggressive simplification will make it impossible. > Finaly, many attack manoeuvres originate from a defensive > manoeuvre. this is particularly true of several martial arts, where the > defence and counterattack are often a single manoeuvre. You ignore that defense/counter is innate to the European sword & shield technique along with almost every other fighting style in the world. The oriental martial arts don't really have a single defense that is an attack, they have a defensive motion that flows straight into an attack motion without a break. It is very efficient, but it is still defend/attack. In most styles of fighting, the battle is basically over when the first defense is missed unless the successful attack is not incapacitating. Bob Stancliff (stanclif@ufl.edu) 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: Wed, 4 Nov 1998 20:49:51 -0700 (MST) From: "P. ENGEBOS" Subject: Re: [RQ-RULES] re: BRP in sci-fi settings On Wed, 4 Nov 1998, Sergio Mascarenhas wrote: > Simon: > > 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. If you can find a copy of Worlds of Wonder from chaosium, it has a Sci fi setting Peter Engebos T'Sarith, Lord deGaalth http://web.nmsu.edu/~pengebos/ "Here at Ortillery Command we have at our diposal hundred megawatt laser beams, mach 20 titanium rods and guided thermonuclear bombs. Some people say we think that we're God. We're not God. We just borrowed his SMITE button for our fire control system" > > > *************************************************************************** > 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: Wed, 4 Nov 1998 20:49:51 -0700 (MST) From: "P. ENGEBOS" Subject: Re: [RQ-RULES] re: BRP in sci-fi settings On Wed, 4 Nov 1998, Sergio Mascarenhas wrote: > Simon: > > 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. If you can find a copy of Worlds of Wonder from chaosium, it has a Sci fi setting Peter Engebos T'Sarith, Lord deGaalth http://web.nmsu.edu/~pengebos/ "Here at Ortillery Command we have at our diposal hundred megawatt laser beams, mach 20 titanium rods and guided thermonuclear bombs. Some people say we think that we're God. We're not God. We just borrowed his SMITE button for our fire control system" > > > *************************************************************************** > 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 #197 ************************************* *************************************************************************** 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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