From: owner-runequest-rules@ (RuneQuest Rules Digest) To: runequest-rules-digest@lists.MPGN.COM Subject: RuneQuest Rules Digest V2 #23 Reply-To: runequest-rules@mpgn.com Sender: owner-runequest-rules@ Errors-To: owner-runequest-rules@ Precedence: bulk RuneQuest Rules Digest Tuesday, February 2 1999 Volume 02 : Number 023 RuneQuest is a trademark of Hasbro/Avalon Hill Games. All Rights Reserved. TABLE OF CONTENTS RE: [RQ-RULES] Command Cult Spirit RE: [RQ-RULES] Madness RE: [RQ-RULES] Command Cult Spirit [RQ-RULES] Command Cult [Spirit Type] [RQ-RULES] Command Cult Spirit/Madness [RQ-RULES] Ghosts and Warding [RQ-RULES] Re: I'm looking for the following RE: [RQ-RULES] Madness Re: [RQ-RULES] Command Cult Spirit/Madness Re: [RQ-RULES] Command Cult Spirit/Madness Re: [RQ-RULES] RuneQuest 2nd EDITION AUCTION Re: [RQ-RULES] Command Cult Spirit Re: [RQ-RULES] RuneQuest 2nd EDITION AUCTION Re: [RQ-RULES] RUNEQUEST 2nd EDITION AUCTION Re: [RQ-RULES] RUNEQUEST 2nd EDITION AUCTION RE: [RQ-RULES] Command Cult Spirit confusion RE: [RQ-RULES] Command Cult Spirit [RQ-RULES] RQ Web Consortium 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: Mon, 1 Feb 1999 15:14:21 GMT From: "N.J. EFFINGHAM" Subject: RE: [RQ-RULES] Command Cult Spirit Hmmm... I've just discovered that my point about the Command Cult Spirit spell was a bit pointless, having reread the description I realise now that I read it incorrectly (serves me right for trying to right roleplaying stuff at midnight after an essay...) and read the line as being "...the creature must obey the command as if it's magic points were overcome." when the line actually reads "the creature must obey the command _if_ it's mp's are overcome". Never mind... I must just add that i never suggested the spell AS a sorcery spell, but instead using the spell while you also know some sorcery like DOminate Sylph etc... to cut down on POW expenditure. Again, does anyone know the pointage of the Madness spell? I reckon it should be two, but am just looking for an official ruling from somewhere. Nikk E. *************************************************************************** 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 15:18:36 -0000 From: "Hibbs, Philip" Subject: RE: [RQ-RULES] Madness >Again, does anyone know the pointage of the Madness spell? I >reckon it should be two, but am just looking for an official ruling >from somewhere. I don't have my rules with me, what's the problem? Is it listed as two different point values? If so, compare the results to Fear - if it's better on average, then it might be 2 points. Have you checked the Errata? 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 15:25:00 -0000 From: "Hibbs, Philip" Subject: RE: [RQ-RULES] Command Cult Spirit >i never suggested the spell AS a sorcery spell, but instead >using the spell while you also know some sorcery like >Dominate Sylph etc... to cut down on POW expenditure. So you were thinking of using the divine spell to capture it into a binding, then use sorcery or spirit magic version to control it once bound (which also requires no MP roll)? That would work, if Command Cult Spirit worked automatically. I reckon it should, actually, but only for high priests. They then have the responsibility of making sure that the god's spirit servants aren't squandered by being bound up all the time. 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 15:47:24 -0000 From: "Hibbs, Philip" Subject: [RQ-RULES] Command Cult [Spirit Type] Nikk has set me off thinking... COMMAND CULT [Spirit Type] Ranged, Temporal, Stackable, Reusable to High Priests, One Use to Priests, unavailable to Acolytes This spell commands a cult spirit of the appropriate type (example: Command Cult Healing Spirit), and gives a +10 bonus to the caster's MPs per point for the purposes of overcoming the spirit's magic points. A priest with 18MP and 3 points of this spell therefore rolls 48 vs the spirit's MPs to control it. If the spirit is placed into a binding enchantment, then it can be controlled by other spells as normal for a bound 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, 01 Feb 1999 15:53:21 +0000 From: Simon Hibbs Subject: [RQ-RULES] Command Cult Spirit/Madness Since we're talking about power tactics, I thought I'd share my experiences with magical tactics at intermediate power levels in RQ3. The divine spell 'Command Cult Spirit' is pretty decent, but is also very limited as it only allows control of spirits affiliated to the cult. These spirits still have to be summoned using the standard summoning rules though. Large elementals are nice to have, but their lack of armour renders them extremely vulnerable. Shargar Kitor, a dark troll shamn/priest of Xiola Umbar, has a 9m bound shade called Inkling. Shargar knows Shield 3 and Protection 4, both specially on hand for when he summons Inkling. Without the 10 armour points those spells give, Inkling would have been destroyed long ago. The 6 points of Countermagic are also handy to defend against control spells or dismissals. Shargar learned Shield from Zorak Zoran (it's an Associate cult) rather than Xiola Umbar's own Shield of Darkness which gives a shimmer effect instead of countermagic. I'd go for the countermagic effect every time. The need for powerful protective magic for elementals pushes the cost of an elemental up considerably. It also means you can't afford to call it forth from it's binding very often if there is any potential threat. Shargar knows Dispell Magic 6 and against dangerous foes, such as rune levels, he routinely boosts offensive spells (such as Befuddle) with a decent amount of extra magic points (usualy up to 10 or 12 MPs total) to get through defensive spells. The highest pointage he's ever used was a Beffuddle boosted to 16 MPs on a Lunar priestess (His MP vs MP roll overcame MPs of 24 or less. She was hit by the shade in the next combat round and the mooney tart _still_ got away!.... mutter, mutter!) Shargar is a shaman, so he never bothers with Cuntermagic on himself, but I'd deffinitely recommend Shield for personal protection if you're a priest. Shield 4 should do the trick in most situations - even an unboosted Sever Spirit will bounce like a rubber ball. Realisticaly any experienced magician will probably boost rune spells to get through defences, but you never know, they might have run out of MPs by then. The exception to this is lunar army magicians. They probably won't bother with much defensive magic themselves as much, prefering to learn group defense spells such as Warding to increase the effectiveness of the troops. BTW : If you think elementals are tough, believe me bound spirits are at least as deadly. For 2 POW you can bind a Ghost (make sure you get one with at least 20 POW). Cast Visibility and Spirit Screen 4+ on it and it will give just about anyone a headache. Magic spirits are nice, but no spirit spell they can cast has the showstopping offensive power of a Ghost's possession ability. Simon Hibbs *************************************************************************** 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 16:02:09 -0000 From: "Hibbs, Philip" Subject: [RQ-RULES] Ghosts and Warding >bind a Ghost ... Cast Visibility on it No need, they have this as an innate ability. Sandy strongly recommends Ghosts in his grimoire. >The exception to this is lunar army magicians. They probably >won't bother with much defensive magic themselves as much, >prefering to learn group defense spells such as Warding to >increase the effectiveness of the troops. Warding is not known for its portability. 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 15:47:38 -0000 From: Sergio Mascarenhas de Almeida Subject: [RQ-RULES] Re: I'm looking for the following Phil: > I'm looking for the following on the web: > > Duck Mini-Pack, Five Duck Friends cult I'll send it to you Phil. Sergio Mascarenhas de Almeida *************************************************************************** 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 16:29:48 GMT From: "N.J. EFFINGHAM" Subject: RE: [RQ-RULES] Madness > I don't have my rules with me, what's the problem? Is it listed as two > different point values? If so, compare the results to Fear - if it's better > on average, then it might be 2 points. Have you checked the Errata? Personally, after compasion and the fact that it could feasibly immobilse your target and can cause loss of INT on a permanent scale, and sometimes sends your target on a friend-killing fanatical spree (cast it on a Healer and watch her tear those cult vows to pieces : ) that it should be two points. My version of RQ has it listed as 1 point in the spell description, but 2 points in the table of Divine Spells in the Divine Magic section, and the handouts at the back of Deluxe RQ. There's nothing in the errata I have about this problem. Go figure. Perhaps I should check my Games Workshop editions, they are generally more reliable than Deluxe RQ (in some cases, anyhow). Nikk E. *************************************************************************** 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 13:31:28 -0500 From: "Bob Stancliff" Subject: Re: [RQ-RULES] Command Cult Spirit/Madness > And I've also noticed a problem with Madness, is it a 1 point, or 2 > point spell? > Nikk Madness and Fear are 1pt, Mind Blast is 2pt. *************************************************************************** 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 13:36:23 -0500 From: "Bob Stancliff" Subject: Re: [RQ-RULES] Command Cult Spirit/Madness > 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! While the threat is real, the referee ultimately controls the size of the spirits that arrive. You can leave it to the dice, but I strongly suggest adjusting numbers. You can also decide the types of spirits each cult can command, so while Orlanth can get sylphs, they might not get Magic, Int or Pow spirits. *************************************************************************** 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 14:18:44 -0500 From: "Bob Stancliff" Subject: Re: [RQ-RULES] RuneQuest 2nd EDITION AUCTION > Trades will be accepted and given preference over bids. Items I am looking > for include, but are not limited to: > Balastor's Barracks > Auctioning: > BIG RUBBLE: BOX: good to vgood, Booklets: vfine to NM. > Minimum Bid $80 > $85 mlkirk72@earthlink.net (michael kirkbride) You ask for Balastor's Barracks, and sell Big Rubble... that's where it is printed, in Big Rubble, in the referee's book (I think)! *************************************************************************** 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 14:32:38 -0500 From: "Bob Stancliff" Subject: Re: [RQ-RULES] Command Cult Spirit > So you were thinking of using the divine spell to capture it into a binding, > then use sorcery or spirit magic version to control it once bound (which > also requires no MP roll)? That would work, if Command Cult Spirit worked > automatically. I reckon it should, actually, but only for high priests. They > then have the responsibility of making sure that the god's spirit servants > aren't squandered by being bound up all the time. > philip.hibbs@tnt.co.uk But the enchantment sections states that Command, Control, and Dominate ALWAYS are successful when cast on a spirit already in a bind, as long as the caster is permitted to use the bind and can see it... contact is not required, and priesthood is not required. You often insert house rule interpretations like the one above when we are discussing game rules. Please draw a stronger distinction. Priests have no say in how binds are used if they aren't there to enforce it. 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: Mon, 1 Feb 1999 15:27:18 EST From: IssariesGT@aol.com Subject: Re: [RQ-RULES] RuneQuest 2nd EDITION AUCTION In a message dated 2/1/99 2:29:25 PM Eastern Standard Time, stanclif@ufl.edu writes: << You ask for Balastor's Barracks, and sell Big Rubble... that's where it is printed, in Big Rubble, in the referee's book (I think)! >> not the original scenario release. 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, 01 Feb 1999 22:33:17 -0500 From: Tal Meta Subject: Re: [RQ-RULES] RUNEQUEST 2nd EDITION AUCTION KESmith502@aol.com wrote: > > THIEVES' WORLD COMPANION: VFINE > Minimum Bid $20 Not to kibitz, but I sell these mint for less than that. :) - -- 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: Mon, 1 Feb 1999 23:04:03 EST From: IssariesGT@aol.com Subject: Re: [RQ-RULES] RUNEQUEST 2nd EDITION AUCTION In a message dated 2/1/99 10:45:58 PM Eastern Standard Time, talmeta@bellatlantic.net writes: << > > THIEVES' WORLD COMPANION: VFINE > Minimum Bid $20 Not to kibitz, but I sell these mint for less than that. :) >> i paid $12.75 +postage. I overbid I know. thanks though, 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: Tue, 2 Feb 1999 08:41:22 -0000 From: "Hibbs, Philip" Subject: RE: [RQ-RULES] Command Cult Spirit confusion >You often insert house rule interpretations like the one above when >we are discussing game rules. Please draw a stronger distinction. I wasn't describing house rules, as far as I can tell, what I said was pure RQ: >So you were thinking of using the divine spell to capture it into a >binding, then use sorcery or spirit magic version to control it once >bound (which also requires no MP roll)? That would work, if >Command Cult Spirit worked automatically. I reckon it should, >actually, but only for high priests. The last sentence is a suggestion for an amendment to the Command Cult Spirit spell, so that it does not require a MPvMP roll if the caster is a high priest. Where's the confusion? 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: Tue, 2 Feb 1999 08:50:19 -0000 From: "Hibbs, Philip" Subject: RE: [RQ-RULES] Command Cult Spirit >Priests have no say in how binds are used if they aren't there to enforce it. That's true, but just how out of touch are the priests from what their subjects are doing? They will know who has summoning, command, and binding enchantment spells, and I presume that they will at least check up occasionally that no-one is abusing their powers. (Divination: Are any of my congregation abusing your powers?) Also, if the 100-POW sylph that hangs around the temple suddenly disappears, questions will be asked... Just because the rules don't say that you need a priest's permission to bind a huge cult spirit, doesn't mean that there's no comeback. That's a cultural thing, not a game rules matter. 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: Tue, 2 Feb 1999 13:11:37 -0000 From: "Hibbs, Philip" Subject: [RQ-RULES] RQ Web Consortium Has anyone else had proposals from Simon Goodchild about setting up a RuneQuest web consortium? He suggests pooling together to buy www.runequest.org, or some such, and setting up mail accounts, etcetera. I think it might run into trademark problems with runequest.org. 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. ------------------------------ End of RuneQuest Rules Digest V2 #23 ************************************ *************************************************************************** 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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