From: owner-runequest-rules@ (RuneQuest Rules Digest) To: runequest-rules-digest@lists.MPGN.COM Subject: RuneQuest Rules Digest V2 #21 Reply-To: runequest-rules@mpgn.com Sender: owner-runequest-rules@ Errors-To: owner-runequest-rules@ Precedence: bulk RuneQuest Rules Digest Friday, January 29 1999 Volume 02 : Number 021 RuneQuest is a trademark of Hasbro/Avalon Hill Games. All Rights Reserved. TABLE OF CONTENTS Re: [RQ-RULES] Sorcerery rules [RQ-RULES] Bob's "Cradle Hack-A-Thon" Re: [RQ-RULES] Bob's "Cradle Hack-A-Thon" [RQ-RULES] Re: RuneQuest Rules Digest V2 #20 [RQ-RULES] Cheap Enchantments Re: [RQ-RULES] Cheap Enchantments Re: [RQ-RULES] Yanafel Tarnils Re: [RQ-RULES] Re: RuneQuest Rules Digest V2 #20 Re: [RQ-RULES] Re: RuneQuest Rules Digest V2 #20 Re: [RQ-RULES] Elven sorcerors Re: [RQ-RULES] Elven sorcerors RE: [RQ-RULES] Elven sorcerors RE: [RQ-RULES] Elven sorcerors 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, 27 Jan 1999 12:35:01 PST From: "Leon Kirshtein" Subject: Re: [RQ-RULES] Sorcerery rules >From: "Bob Stancliff" > Sever Spirit is instant death, but costs three POW. If it is >recoverable, there is no official reason not to let an initiate have it. > Madness, Fear, and Mind Blast put a target immediately out of the fight. So does Befuddle, so what. We are easily defended against by use of various spells and are based on power vs power roll. > Madness and Fear wear off quickly, but Mind Blast lasts for days. Mind Blast is a 2 point spell and does not kill, it should be meaner than the other two. Seems like good halfway point between Fear and Sever Spirit. > Lightning is a big Disrupt that is stackable... very tough. Tough yes, but not unreasonable. > Axe Trance is pumped by MP's to get +%'s to hit, +100% or more is not a >problem. My B.Gor player can put over 20 MP's into the spell and Extend >it. And it can be taken down with a Dispell Magic 2, or Dismiss Magic I. > It is spells like these that tend to convince players to have >their characters join certain cults. Agreed but thats why some people play. > It is hardly fair for you to single out one spell like Strike I feel that this spell is unbalancing, and since it is given on a reusable basis to all initiates, it should be restricted. >(or Sever Spirit) The only cult were an initiate has oppurtunity to sacrifice for this spell is Humakt. I have had discussions about this then I first started playing years and years ago and in fact we asked Chaosium about it. The concensus as well as the reply was that this spell would be allowable to Humakti initiates (or acolytes if you play with them as we do) in very special cases and by special permission only. The fact that an initiate can get it does not give him the right to get it. > and say "I will not let you find that >spell", when these others are just as bad in their own way. Never said never, just restricted by circumstances. > Letting my player Have a Strike shrine was a bad idea, but I don't see >that letting him find Strike is a problem. You may well have had a very good reason as to why the person had it. I was just commenting what that spell is bad news IMO. 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, 27 Jan 1999 15:56:38 -0500 From: Andrew Barton Subject: [RQ-RULES] Bob's "Cradle Hack-A-Thon" It seemed that Bob had a group of players with access to sorcery, but was using the Lunars as published for the Cradle scenario. The published books all assume that there are no sorcerors in Pavis (or anywhere near there) until Arlaten arrives, which is recommended to be post-Cradle. If sorcery was generally available, the Lunars would have been using it too, and the attacks on the Cradle should have been upgraded accordingly. Andrew *************************************************************************** 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, 27 Jan 1999 17:52:04 -0500 From: "Bob Stancliff" Subject: Re: [RQ-RULES] Bob's "Cradle Hack-A-Thon" > Andrew > It seemed that Bob had a group of players with access to sorcery, but was > using the Lunars as published for the Cradle scenario. Actually, I did beef up the soldiers a little. I treated them as having all of their spells cast by others, whether the write-up said the spell was cast or not. I likewise gave all of the spears Fireblade, and all of the swords Bladesharp, even when not stated. I added about 15% to all combat skills across the board to make all of the boarding soldiers 95% - 105% masters with a good parry. I made up the rune levels off the top of my head and gave them access to any spell I felt appropriate at the time... levels or uses varied by rank. I also gave the officers and the Count's personal guard some Damage Boost to reflect the actions of the palace sorcerer. I would have had to have every tenth man be an acolyte to seriously put their backs to the wall. The one thing I wouldn't do was give the Lunar soldiers additional magic items and bound spirits to carry on board and lose. I also wouldn't create officers with the spirit support of the players, the PC's have made over half of their magic items and bound all of the spirits themselves, this wasn't reasonable for the lunar military, and the noblemen who might have that level of magic didn't have time to get involved, because, by nature, they command from the rear. There are flaws to the story line, such as why don't the Lunars keep pouring men below deck until all of the defenders are dead... ('cause it makes a bad story ending?). Also the map sucked... there was no way to reach the baby from C, D, or E decks to defend it when the Lunars get to B deck. Without the magic, the players wouldn't be any better than the soldiers, but with the magic and teamwork, they were able to border on the heroic. They are now, I think deservedly, the companions of Argrath. The Eurmal 'Deathbringer' is Farad the Toad, and the Immanent Master is Olaront 'Dragonfriend', bearer of the banner of the EWF for Argrath 'Heroquester'. I haven't given new names to the others yet, I generally save it until they reach rune level as a rite of passage. 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: Wed, 27 Jan 1999 19:21:03 EST From: IssariesGT@aol.com Subject: [RQ-RULES] Re: RuneQuest Rules Digest V2 #20 << Leon assumes that priests will have large numbers of Dismiss spells and suggests using them liberally. I don't see them being popular enough, compared to other spells, for someone to have more than about 4. Perhaps he figures that priests gain more POW per year than I do, and would have more to spend on spells.>> I would profer that most Lunar Priests in the Prax area are at Least Priests/acolytes of 2 Lunar Dieties. ex: Seven Mothers/Yanafal. This allows them twice the normal POW gain rolls of other cults. An added fact is that all the cults duties, etc, coincide because they all ultimately answer to the same thing, the Imperial Lunar Religion/Government. This allows them to have POW for enchantments, rune magic and other uses. kes BTW: is anyone else having problems with the mailing list, I'm not recieving individual posts. *************************************************************************** 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, 28 Jan 1999 11:13:09 -0000 From: "Hibbs, Philip" Subject: [RQ-RULES] Cheap Enchantments Have you read Sandy's latest ritual magic rules? Enchantments have become much cheaper. For 1 POW, a sorceror can create an 18 point MPME without too much difficulty. Shamans have hard time creating more than 6 points, but it still only costs 1 point of POW. Armouring and Strengthening Enchantments are really good - basically, the same applies. 1 POW gets a shaman 6 HP or 6 AP, this can go higher if they are a bit more ambitious in their spell acquisition. philip.hibbs@tnt.co.uk http://www.snark.freeserve.co.uk/ Failure is not an option, it's integral to the o/s. *************************************************************************** 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, 28 Jan 1999 07:54:51 -0500 From: Tal Meta Subject: Re: [RQ-RULES] Cheap Enchantments Hibbs, Philip wrote: > > Have you read Sandy's latest ritual magic rules? Enchantments have become > much cheaper. For 1 POW, a sorceror can create an 18 point MPME without too > much difficulty. Shamans have hard time creating more than 6 points, but it > still only costs 1 point of POW. Armouring and Strengthening Enchantments > are really good - basically, the same applies. 1 POW gets a shaman 6 HP or 6 > AP, this can go higher if they are a bit more ambitious in their spell > acquisition. I had noticed that the additional point of POW for enchanting a living being had vanished, but I actually thought that one made sense (though I wouldn't put it beyond my players to pull back the skin on their own limbs (temporarily, of course) so they could carve the runes directly on the bone to avoid the extra POW point. 1 POW fo an 18 point MPE sounds a bit extreme, though. - -- talmeta@bellatlantic.net - Heretic & Dilettante ICQ - 12594453 AIM - talmeta1 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: Thu, 28 Jan 1999 13:52:13 GMT From: "Nikk Effingham" Subject: Re: [RQ-RULES] Yanafel Tarnils > Terje : > > >Can somebody give me any detail on Yanafel Tarnils ? > >I know it is a Lunar cult for warriors and soldier, and that it has > >similarities with the Humakt cult. Are there any writ ups for it on > >the web? There is a write up in Tales, and also a write up on my webpage, that is very similar to the one in Tales (IMG I have combined the two) you can find it at on my webpage Nikk Nikk Effingham eng7nje@leeds.ac.uk http://www.geocities.com/TimesSquare/Lair/7556/ "If absolute power corrupts absolutely Where does that leave God?" -- George Daacon *************************************************************************** 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, 28 Jan 1999 09:43:35 -0500 From: "Bob Stancliff" Subject: Re: [RQ-RULES] Re: RuneQuest Rules Digest V2 #20 > I would profer that most Lunar Priests in the Prax area are at Least > Priests/acolytes of 2 Lunar Dieties. ex: Seven Mothers/Yanafal. This allows > them twice the normal POW gain rolls of other cults. An added fact is that > all the cults duties, etc, coincide because they all ultimately answer to the > same thing, the Imperial Lunar Religion/Government. > This allows them to have POW for enchantments, rune magic and other uses. > kes You might read it differently, but I read the 7 Mothers cult as a set of undecided initiates who try all of the sub-cults until they chose one to specialize in. At that point they leave 7 Mothers to commit fully to their sub-cult. The 7 Mothers write-up does list a couple of spirit spells and rune spells, but these are probably actually given by the sub-cult that teaches that spell normally. 7 Mothers priestesses, when they exist, would be teachers who proselytize new convert in barbarian lands, and they wouldn't bother to have a second cult. *************************************************************************** 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, 29 Jan 1999 01:35:18 EST From: IssariesGT@aol.com Subject: Re: [RQ-RULES] Re: RuneQuest Rules Digest V2 #20 In a message dated 1/28/99 9:53:19 AM Eastern Standard Time, stanclif@ufl.edu writes: << You might read it differently, but I read the 7 Mothers cult as a set of undecided initiates who try all of the sub-cults until they chose one to specialize in. At that point they leave 7 Mothers to commit fully to their sub-cult. The 7 Mothers write-up does list a couple of spirit spells and rune spells, but these are probably actually given by the sub-cult that teaches that spell normally. 7 Mothers priestesses, when they exist, would be teachers who proselytize new convert in barbarian lands, and they wouldn't bother to have a second cult. >> I agree with the above but would add that any Heartlander will already be in the typical Heartlander cukt, such as Red Emporer, Yanafel, etc and when assigned to the LPG (LUnar Provincail Gov) would basically automatically be intiated/made a rune lord/preist of the 7M cult. *************************************************************************** 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, 29 Jan 1999 07:48:00 PST From: "Craig Tremblay" Subject: Re: [RQ-RULES] Elven sorcerors Hello! Gloranthan Elves seem inappropriate for use with Sorcery rules. Even apostate Elves would have a hard time learning sorcery. However, I wonder if under Tal Meta's RQ/Greyhawk rules, if elven sorcery would exist? Definitely for the Drow, I think. Craig - ----Original Message Follows---- Date: Tue, 26 Jan 1999 15:27:50 -0500 From: Andrew Barton Subject: [RQ-RULES] Elven sorcerors To: "INTERNET:runequest-rules@mpgn.com" Reply-To: runequest-rules@MPGN.COM > Also notice that elves have heightened POW limits and high INT, if one learned sorcery he would be quite a terror to 'normal' humans, and could exceed these examples by a few more points. As I mentioned earlier, in duels between high level sorcerors I've found that having the higher free INT is a huge advantage. This means that GMs need to consider very carefully before allowing elven sorcerors into their worlds. In Glorantha, Greg has stated that the nature of elves is strongly opposed to the necessary world-view to learn sorcery - the opposition between Grower and Maker. Chaotic sorcery-using elves are described in the Dorastor book, but I'm not sure they exist in my Glorantha. Andrew *************************************************************************** To unsubscribe from this list send mail to majordomo@mpgn.com with the line 'unsubscribe runequest-rules' as the body of the message. ______________________________________________________ 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: Fri, 29 Jan 1999 11:50:28 -0500 From: Tal Meta Subject: Re: [RQ-RULES] Elven sorcerors Craig Tremblay wrote: > > Hello! > Gloranthan Elves seem inappropriate for use with Sorcery rules. Even > apostate Elves would have a hard time learning sorcery. However, I > wonder if under Tal Meta's RQ/Greyhawk rules, if elven sorcery would > exist? Definitely for the Drow, I think. Absolutely. In the source/background materials I've done so far, the elves and drow both have access to it under different gods. With their lifespans, and a lack of AD&D class/level limits, I'd expect there to be some formidable elven sorcerers lurking in the more remote elven lands. Of course, the high vows of the elven/drow gods are a (somewhat) limiting factor, but I'm not anticipating anyone playing a 1000+ year old elven sorcerer anytime soon.... - -- talmeta@bellatlantic.net - Heretic & Dilettante ICQ - 12594453 AIM - talmeta1 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, 29 Jan 1999 17:02:27 -0000 From: "Hibbs, Philip" Subject: RE: [RQ-RULES] Elven sorcerors I agree about Aldryami sorcerors, I think the INT stat is misleading in making it appear that they would make good sorcerors. I don't know what to do about it in rules terms. philip.hibbs@tnt.co.uk http://www.snark.freeserve.co.uk/ Failure is not an option, it's integral to the o/s. *************************************************************************** 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, 29 Jan 1999 17:35:30 -0000 From: Ashley Munday Subject: RE: [RQ-RULES] Elven sorcerors Don't do anything about it in rules terms. If someone could make a good case to be an Aldryami sorcerer and you don't mind it in your game, then fine, let 'em do it. A possible rationale: "You were bought up from seed as a Sorcerer's talking pot plant. Eventually he taught you some magic to shut you up and he finally threw you out when you started humping his salad." Game effects include not being able to speak your own species language and everyone thinking you're weird - apart from Trolls who just think you're their vitamin C supplement. If you do mind then just tell the player that if he must play Weed from "The Flowerpot Men", then no one's going to teach him any sorcery. Ash -----Original Message----- From: Hibbs, Philip [mailto:philip.hibbs@tnt.co.uk] Sent: Friday, January 29, 1999 5:02 PM To: 'runequest-rules@MPGN.COM' Subject: RE: [RQ-RULES] Elven sorcerors I agree about Aldryami sorcerors, I think the INT stat is misleading in making it appear that they would make good sorcerors. I don't know what to do about it in rules terms. philip.hibbs@tnt.co.uk http://www.snark.freeserve.co.uk/ Failure is not an option, it's integral to the o/s. *************************************************************************** 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 V2 #21 ************************************ *************************************************************************** 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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