From: owner-runequest-rules@ (RuneQuest Rules Digest) To: runequest-rules-digest@lists.MPGN.COM Subject: RuneQuest Rules Digest V2 #22 Reply-To: runequest-rules@mpgn.com Sender: owner-runequest-rules@ Errors-To: owner-runequest-rules@ Precedence: bulk RuneQuest Rules Digest Monday, February 1 1999 Volume 02 : Number 022 RuneQuest is a trademark of Hasbro/Avalon Hill Games. All Rights Reserved. TABLE OF CONTENTS [RQ-RULES] elf sorcerors Re: [RQ-RULES] Sorcerery rules [RQ-RULES] Command Cult Spirit/Madness [RQ-RULES] New resources Re: [RQ-RULES] Command Cult Spirit/Madness RE: [RQ-RULES] Command Cult Spirit RE: [RQ-RULES] Command Cult Spirit/Madness [RQ-RULES] I'm looking for the following [RQ-RULES] RUNEQUEST 2nd EDITION AUCTION 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, 29 Jan 1999 13:27:06 -0500 From: "Loren Miller" Subject: [RQ-RULES] elf sorcerors if sorcery is really so inimical to the aldryami world view, then they shouldn't get to use their whole int to compute free int. either subtract 8 for their actual int, or divide by 2. your choice as gm. - -- +++++++++++++++++++++++23 Loren Miller "If men cease to believe that they will one day become gods then they will surely become worms." --Henry Miller, _The Colossus of Maroussi_ *************************************************************************** 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, 26 Jan 1999 10:34:35 PST From: "Leon Kirshtein" Subject: Re: [RQ-RULES] Sorcerery rules >From: "Bob Stancliff" > No, actually, the problem is that the same spells from different forms of >magic DO stack. There are no restrictions to having Bladesharp, Damage >Boost, and Truesword on at the same time, or Spirit Screen, Spirit Block, >and Resist Spirit!! I have seen it played both ways and it is rude either awy. > I would strongly suggest that if you are starting a new campaign, do not >let the spells of differing forms of magic add together, and forbid theists >from learning or using any magic that is not from their cult or an 'allied' >or 'friendly' cult in the same pantheon (neutral or enemy cult magic is out >even for magic items). Good luck if they are playing Lunars! Besides, using your enemies magic against them is kind of fun. I would also suggest a 'rune point' system or >recoverable initiate rune magic (once per year) to encourage occasional >rune magic usage instead of saving it all for priesthood. The recoverable initiate rune magic even once per year makes the characters that more dangerous them they do become acolytes or priests. >The hero force included an Orlanth acolyte, a Eurmal >acolyte (with Strikes) All Eurmals are acolytes and you are asking for trouble by giving them that spell. , a Babeester Gor (with Axe Trance), and a Path of >Immanent Mastery human/dragon How did he fit into this group of Barbarians? with spells extended for over a week (he >never left dragon form). One Dismiss Magic should take care of this nicely. > The armor ranged from AP5 on limbs to AP10 otherwise. Very resonable. The Protection >spells ranged from 5 to 8. The Bladesharp spells ranged from 4 to 7. >Everyone had Strength 3, Vigor 2+, Coordinate 3+, and Endurance. Most of >the spells were cast by bound spirits so encumbrance mattered very little. Sounds about right for their level. >Three of the heroes were augmented by Damage Boost 5 lasting one or two >seasons, some Resist Spirit, and one of them had a Truesword matrix. > With four NPC spearmen for backup, they defended the front third of the >boat (the strongest point of attack), and took no losses. One or two would >go down on occasion, but I usually had to critical to hurt them. Dido for me at this level. They each >had 2 to 4 Strengthening Enchantments they had cast on each other over the >last two game years, and even a critical wouldn't put them out of the fight >permanently. Yes but they should put the character down for a short while anyway. > The damage monster had a 2H Sword (2d8?) + Truesword (2d8) + Strength >(2d6) + BldShrp 7 + DmgBoost 5. He would cut through the Hoplite Shield, >the Chainmail, and the location, on every hit (with an attack of 145%). He >was intentionally running toward any Yanafel Tarnils leaders to claim >personal combat. I am supprised you let him get away with this. After the first time he does this his weapon would be targeted in most campaings I seen. I Neutralize Magic 10 would have 30% of taking down his weapon enhancements leaving him with 2d8+2d6 and a more managable attack of 110%. Not even to mention the fact that he would be a prime target for enemy spell casters. (I would hate to see him specialed by a Madness spell!) He and the Babeester Gor (with a poleax) would take two >attack actions and split the first for three total attacks on SR 4, 7, and >10. These two had the best defenses and could ignore the first 16 to 18 >points of damage. Unless one criticals and leaves the spear in the wound. > The Lunar hoplites had Fireblade on spears with 1d6 Strength. It was 4d6, >but no impales. We always gave impales for Fireblade, is there a reason you don't? > > The story is strung out over five major fights and the Lunars were trashed >in every case. They are suppose to get trashed it is just a matter of by how much. They couldn't get enough men on board to keep up with >attrition except at the point outside Pavis where the other Orlanthi >defenders are forced to retreat below deck. Even then I had trouble >convincing them that retreat was needed. My most useful tactic was for >four soldiers to grapple one hero and try to pin him. A good tactic to use. But to even out the odds you must dish-out a healthy dose of Dispell, Dismiss, and Neutralize spells and watch the party run for cover. I also had to keep proving to them >that they were still vulnerable to magic even though they had CounterMagic >4 to 6 up. A Mindblast will take care of that Counter Magic at the very least. Another interesting tactic is to target the parties spirits by attacking them in spirit combat with other spirits. This will at the very least reduce their magic point and prevent them recasting spells on the party. > All told, it was very tedious and confusing, but the players loved it... >being a 'rune level' against normal soldiers can give you a feeling of >great power, Congrads, it sounds like everybody had lots of fun and therefore you didn't do too bad. and the players have already proved that they can kill most >rune lords unless powerful attack spells are successfully used against >them. I will piont out that the enemy rune levels can use the same tactics against the party. It is all the matter of who has better information and can therefore better prepare for the batle. ______________________________________________________ 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: Sun, 31 Jan 1999 15:33:05 GMT From: "N.J. EFFINGHAM" Subject: [RQ-RULES] Command Cult Spirit/Madness I've been trying to write up my house rules into one big book so that i no longer have to take my main rulebook, Sandy's sorcery rules, my additions to the sorcery rules, all my other house rules etc... around with me all the time. When I came to the Rune Magic section I was confronted by something that I have missed all this while! Having re-read the Command Cult Spirit description in Gods of Glorantha, I have never realized just how ridiculously powerful this spell is! In allowing you to command a spirit of any size WITHOUT a mp vs mp it allows characters, even at low levels, to summon powerful entities to do their bidding! A character who expends eight POW in the cult of Orlanth, one for a Bind Sylph enchantment, three to make the binding, one for the SUmmon Sylph spell, two for the Command Cult Spirit spell and a Command Sylph can quickly become a god. Imagine a 10m sylph underneath the control of an initiate! Or a 15m! Or a Kolati! Or a Power Spirit of a ridiculous POW. And so on. If they have sorcery or Control spells it gets even worse, replace the spells with sorcerous equivalents so you don't even have to sacrifice for them and you save on POW, and a dominate spell means you can control this hideous creature forever. I daren't consider the hoards of 10 cubic meter elementals a priest of an elemental cult will have at his disposal. And I've also noticed a problem with Madness, is it a 1 point, or 2 point spell? Nikk *************************************************************************** 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, 31 Jan 1999 13:25:02 -0500 (EST) From: Peter Maranci Subject: [RQ-RULES] New resources Just wanted to let everyone know that I've put up two new items on my RuneQuest page: a character sheet and a help sheet, both formatted for MS-Word 97. The character sheet uses the linear tracking format which was first published in Chaosium's _RuneMasters_. It has been extensively re-written from previous versions on the site, using .5" margins rather than a full inch. The help sheet is entirely new on the site, and contains the most commonly needed tables and information for RQIII. These include weapon information, the fumble tables, armor info, hit locations, sorcery skill lists, numbered spirit, Divine, and sorcery spell lists, skill category modifiers, combat modifiers, and much more. Each sheet is formatted to be printed as a single double-sided page. The URL is: . -->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: Sun, 31 Jan 1999 16:17:57 EST From: IssariesGT@aol.com Subject: Re: [RQ-RULES] Command Cult Spirit/Madness In a message dated 1/31/99 10:43:56 AM Eastern Standard Time, ENG7NJE@ARTS-01.NOVELL.LEEDS.AC.UK writes: << I have never realized just how ridiculously powerful this spell is! In allowing you to command a spirit of any size WITHOUT a mp vs mp it allows characters, >> yes this does make the spell very powerful, but it has a very obvious achilles heel. it only works on that particular cults elementals. a theist cannot use it on either a shaman's nor a sorceror's elementals. also the theist must be able to summon the elemental first, as noted before the loss of fatigue and the mp drain during the ritual is very demanding even at the "higher" levels of play. It definately makes an assault on a temple a thing to really consider now. also explains how the spirits detailed in SunCounty are possible, if not common for all Great Temples. The reason shamans and their ilk avoid these places like the plague. very powerful spirits with little ability to control them. kes *************************************************************************** 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, 1 Feb 1999 08:42:51 -0000 From: "Hibbs, Philip" Subject: RE: [RQ-RULES] Command Cult Spirit You call Command Cult Spirit ridiculous for not needing an overcoming roll, which may be a fair criticism, but then fly off on a tangent saying how nasty it would be as a sorcery spell. It's a divine spell, given by the god, to command the god's spirit servants. Why postulate a sorcery version, and go on about how ridiculous that would be? >Imagine a 10m sylph underneath the control of an initiate! Would his priest allow him to bind such a powerful cult spirit? 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: Mon, 1 Feb 1999 09:35:27 -0000 From: Ashley Munday Subject: RE: [RQ-RULES] Command Cult Spirit/Madness Er, doesn't Command Cult Spirit work only on spirits affiliated to that particular cult? I'll have to look in GoG I gets home. As an example, Mr. Storm Voice, being savaged by a passing Sylph, tries the old CCS and then sees the Sylph is carrying the Young Elemental's membership card and a t-shirt saying "Red Goddess Tour Of Sartar 1602 - 1627." Ash -----Original Message----- From: N.J. EFFINGHAM [mailto:ENG7NJE@ARTS-01.NOVELL.LEEDS.AC.UK] Sent: Sunday, January 31, 1999 3:33 PM To: runequest-rules@MPGN.COM Subject: [RQ-RULES] Command Cult Spirit/Madness I've been trying to write up my house rules into one big book so that i no longer have to take my main rulebook, Sandy's sorcery rules, my additions to the sorcery rules, all my other house rules etc... around with me all the time. When I came to the Rune Magic section I was confronted by something that I have missed all this while! Having re-read the Command Cult Spirit description in Gods of Glorantha, I have never realized just how ridiculously powerful this spell is! In allowing you to command a spirit of any size WITHOUT a mp vs mp it allows characters, even at low levels, to summon powerful entities to do their bidding! A character who expends eight POW in the cult of Orlanth, one for a Bind Sylph enchantment, three to make the binding, one for the SUmmon Sylph spell, two for the Command Cult Spirit spell and a Command Sylph can quickly become a god. Imagine a 10m sylph underneath the control of an initiate! Or a 15m! Or a Kolati! Or a Power Spirit of a ridiculous POW. And so on. If they have sorcery or Control spells it gets even worse, replace the spells with sorcerous equivalents so you don't even have to sacrifice for them and you save on POW, and a dominate spell means you can control this hideous creature forever. I daren't consider the hoards of 10 cubic meter elementals a priest of an elemental cult will have at his disposal. And I've also noticed a problem with Madness, is it a 1 point, or 2 point spell? Nikk *************************************************************************** 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: Mon, 1 Feb 1999 09:45:05 -0000 From: "Hibbs, Philip" Subject: [RQ-RULES] I'm looking for the following I'm looking for the following on the web: Duck Mini-Pack, Five Duck Friends cult Trollkin Features Table Cult of Naghul (God of down-and-outs) Elemental Combat Spells (the list that we did) I can find them all in the Glorantha Digest, so I can publish them myself, but I'd like to know if anyone already has them or knows where they are. 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: Mon, 1 Feb 1999 09:45:50 EST From: KESmith502@aol.com Subject: [RQ-RULES] RUNEQUEST 2nd EDITION AUCTION RUNEQUEST 2nd EDITION AUCTION here are some items I am currently auctioning. Standard Auction Rules Apply: Trades will be accepted and given preference over bids. Items I am looking for include, but are not limited to: Balastor's Barracks WF #1,2, and 4 Any UK/European Published RQ Items Selected Issues of Magazines with RQ articles. Namely wild hunts, fantasy chronicles, and a&e's Other items will be determined as the request arises. If you want to make a trade I'll discuss it. Now to the part you are all waiting for: All items are totally complete unless noted: Some items have multiple copies. BIG RUBBLE: BOX: good to vgood, Booklets: vfine to NM. Minimum Bid $80 $85 mlkirk72@earthlink.net (michael kirkbride) BORDERLANDS: BOX: good to vgood, Booklets: vgood to vfine. Minimum Bid $75 $80 mlkirk72@earthlink.net (michael kirkbride) SNAKEPIPE HOLLOW: NM Minimum Bid $35 BROKEN TREE INN: VFINE Minimum Bid $10 RUNEMASTERS: VFINE Minimum Bid $25 DUCKTOWER: VGD, SOME PENCIL MARKS Minimum Bid $10 FOES: VFINE Minimum Bid $20 SOLOQUEST 2, SCORPION HALL: VGD Minimum Bid $20 SOLOQUEST 3, SNOW KING'S BRIDE :GD Minimum Bid $20 DUCK POND: GOOD, inner front page has corner torn off and upper right corners of pages have been chewed on. Minimum Bid $12 CULTS OF TERROR: VFINE. Minimum Bid $45 WYRMS FOOTNOTES #9: NM Minimum Bid $20 WYRMS FOOTNOTES#12: VFINE Minimum Bid $20 DRAGON PASS : MINT, I PERSONALLY OPENED IT OUT OF THE SW. Minimum Bid $50 KING OF SARTAR: VG Minimum Bid $10 $10 mlkirk72@earthlink.net (michael kirkbride) THIEVES' WORLD COMPANION: VFINE Minimum Bid $20 UZ LORE, 1ST BOOK FROM ORIG TROLLPAK Minimum Bid $5 BOOK UZ, 2ND BOOK FROM ORIG. TROLLPAK Minimum Bid $5 CARSE: VG Minimum Bid $15 3RD EDITION ITEMS: QUESTLINE #1: NM Minimum Bid $8 RUNEQUEST-CON COMPENDIUM: NM Minimum Bid $10 TROLL REALMS:GD Minimum Bid $10 LAND OF NINJA: VFINE, including box. Minimum Bid $10 $11 nimus9@chesco.com GODS OF GLORANTHA: SW Minimum Bid $10 MONSTER COLISEUM: VG Minimum Bid $6 VIKINGS: VG Minimum Bid $8 GODS OF GLORANTHA: VG Minimum Bid $8 GRIFFIN ISLAND: VG Minimum Bid $15 I also have copies of white wolf, white dwarf, dungeon, dragon, Vip of gaming, and heroes to name a few. If you are needing magazines just ask. *************************************************************************** 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 #22 ************************************ *************************************************************************** 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. 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.