From: owner-runequest-rules@lists.imagiconline.com (RuneQuest Rules Digest) To: runequest-rules-digest@lists.imagiconline.com Subject: RuneQuest Rules Digest V2 #110 Reply-To: runequest-rules@lists.imagiconline.com Sender: owner-runequest-rules@lists.imagiconline.com Errors-To: owner-runequest-rules@lists.imagiconline.com Precedence: bulk RuneQuest Rules Digest Friday, July 9 1999 Volume 02 : Number 110 RuneQuest is a trademark of Hasbro/Avalon Hill Games. All Rights Reserved. TABLE OF CONTENTS RE: [RQ-RULES] Illusion spells and questions: Sandy's sorcery Re: [RQ-RULES] Statement of Intent RE: [RQ-RULES] Illusion spells Re: [RQ-RULES] Illusion spells RE: [RQ-RULES] Illusion spells [RQ-RULES] DMD - Clangeddin for RQ/Greyhawk [RQ-RULES] RE: Clangeddin for RQ/Greyhawk Re: [RQ-RULES] RE: Clangeddin for RQ/Greyhawk Re: [RQ-RULES] RE: Clangeddin for RQ/Greyhawk Re: [RQ-RULES] RE: Clangeddin for RQ/Greyhawk Re: [RQ-RULES] RE: Clangeddin for RQ/Greyhawk Re: [RQ-RULES] RE: Clangeddin for RQ/Greyhawk Re: [RQ-RULES] RE: Clangeddin for RQ/Greyhawk 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, 9 Jul 1999 12:04:39 +0100 From: "Hibbs, Philip" Subject: RE: [RQ-RULES] Illusion spells and questions: Sandy's sorcery >Does the Illusion of a mirror reflect the image of someone >who stands before it ? I guess so, after all, they light up if you shine a light on them. That's a great idea, actually - every Illusionist's bedroom should have one. Opinions expressed may not even be my own, let alone those of any organisations, nations, species, or schools of thought to which I may be affiliated. 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@lists.imagiconline.com with the line 'unsubscribe runequest-rules' as the body of the message. ------------------------------ Date: Fri, 09 Jul 1999 13:22:49 +0200 From: Julian Lord Subject: Re: [RQ-RULES] Statement of Intent Me answering Nikk: > The mathematically logical way to solve this bug, IMO, would be to say > that the defender, if changing his S o I, can only react to an > opponent's attack on SR = (Attacker's DEX SR plus 7 minus Defender's > Weapon SRm) (plus movement SRm adjustment). > > There's probably a more intuitive way of doing the same thing, with > less mathematical hassle ... ;-) Of course there is : If the attacker's weapon has a better SRm than the defender's parrying item, impose a +1 or +2 penalty to the defender's Parry SR after changing his S of I (rarely, +3 for short weapons parrying Pike or Lance, or Dodge vs. the same). Not terribly realistic perhaps, but consistent with the terms of the wonderfully realistic RQ SR system ... ;-) *************************************************************************** To unsubscribe from this list send mail to majordomo@lists.imagiconline.com with the line 'unsubscribe runequest-rules' as the body of the message. ------------------------------ Date: Fri, 9 Jul 1999 07:24:39 -0400 (EDT) From: simon_hibbs@lycosmail.com Subject: RE: [RQ-RULES] Illusion spells Terje Tollisen : >I'd say that in light;-) of the rules text saying an illusion creates a >'real' thing, it must be possible to make an illusion that emits light. If >you make the illusion of a candle it will have all the actual physical >properties of a candle that can be sensed with the eyes (or other sight >organs), and the emission of light is one of them. However a Phantom Sight illusion of a candle cannot be touched unless it has Phantom Touch cast on it and will not smell of wax or tallow without Phantom Smell cast on it. Why should it emit light without Glow, or some similar spell? I note that Sandy's rules (or at least the edition I have here) don't have a Glow spell, bu Evoke Light instead. Personaly I'd favour a Phantom Light spell. Something like the square of the Intensity is Candle Power seems about right. Does anyone know the brightness of a standard 60w lightbulb in Candle Power? Robert McArthur raises some intersting points, which I'd like to generalise on. Can phantom wood be burned? If so, why not Phantom Wax? I agree that an illusion is real in Glorantha, but is it exactly the same as what it looks like? Is illusory wood realy wood? I admit I'm not fully decided on this. I do think the divine magic illusion spells are more powerfull in this respect. The sorcery spells are more flexible in some ways, but I don't think they look as convincingly real as the results of the divine spells. As for illusory mirrors, to answer Julian's question, I think they definitely work. Simon Hibbs *************************************************************************** To unsubscribe from this list send mail to majordomo@lists.imagiconline.com with the line 'unsubscribe runequest-rules' as the body of the message. ------------------------------ Date: Fri, 09 Jul 1999 14:38:09 +0200 From: Julian Lord Subject: Re: [RQ-RULES] Illusion spells Simon : > I note that Sandy's rules (or at least the edition I > have here) don't have a Glow spell, but Evoke Light > instead. I have : > Call Light –creates a faint glow. Intensity 1 is enough to read by, > Intensity 5 is near-daylight, 10 makes bright daylight. Evoke Light in the version I have is an anti-Darkness attack spell, and Instant to boot. and : > Glow > Ranged > > Works much like Call Light, except that it is cast upon an object. > That object then shines with the chosen Intensity (1 is enough > to read, 10 is bright daylight) everywhere within the spell's > Range in a radius around it. I can't really see the point of having both Call Light and Glow ... > Personaly I'd favour a Phantom Light spell. probably a more generalised Phantom [Element], or Phantom [Energy], or Phantom [Rune], if you went that way ... Not my cup of tea. I mean, what would the real difference be between Call Light, Glow, and Phantom Light? 1: Illusionists could produce Light more efficiently than other magicians if there were such a Phantom spell. 2: ... less effectively if there weren't. 3: No difference at all in their effects (or just some minor rules-lawyery stuff). If that's desirable, then fine. I don't agree that it is. Light produced by Illusion spells should be more costly, but more versatile at high Art levels. IMO the various Evocation spells should probably be 'neutral' spells for Illusionists, usable at skill/10 rather than skill/5 or skill/20, because they're quasi-illusions. And there should be similar neutral spells for all the other specialties, too ... > Robert McArthur raises some intersting points, which I'd > like to generalise on. Can phantom wood be burned? If > so, why not Phantom Wax? Can Phantom Black Powder explode ? ;-) > I do think the divine magic illusion spells are more > powerfull in this respect. The sorcery spells are more > flexible in some ways, but I don't think they look as > convincingly real as the results of the divine spells. The really specialised divine illusion spells, that create some very specific item, are the most real illusions you can have. But IMO an Illusionist Magus' magic would be just as powerful, with *great* flexibility. *************************************************************************** To unsubscribe from this list send mail to majordomo@lists.imagiconline.com with the line 'unsubscribe runequest-rules' as the body of the message. ------------------------------ Date: Fri, 9 Jul 1999 14:27:50 +0100 From: "Hibbs, Philip" Subject: RE: [RQ-RULES] Illusion spells >> Can phantom wood be burned? If >> so, why not Phantom Wax? > >Can Phantom Black Powder explode ? ;-) "I cast Phantom Plutonium, Range 10!" Opinions expressed may not even be my own, let alone those of any organisations, nations, species, or schools of thought to which I may be affiliated. 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@lists.imagiconline.com with the line 'unsubscribe runequest-rules' as the body of the message. ------------------------------ Date: Fri, 09 Jul 1999 14:44:39 -0400 From: Tal Meta Subject: [RQ-RULES] DMD - Clangeddin for RQ/Greyhawk (Note: my "Gods of the Dwur" writeups are inspired both by Eric Boyd's Demihuman Deities supplement and my own fevered imagination.) Gods of the Dwur CLANGEDDIN Runes: Earth, Mastery, Death, Law Clangeddin is the primary warrior god among the dwur. Cult in the World The Father of Battle, the Twin-Axed Lord, Goblynbane, Wyrmslayer, these and many more are the titles given to Clangeddin Silverbeard. Dwurish warriors of all types venerate this magestic figure, seeking to emulate his skill at arms, his tactical cunning, and resolute clarity of purpose in every battle they participate in. Clangeddin's followers have no clearly established High Holy Days. Instead, they venerate the dates of important battles fought and won by the clans they serve, with a High Holy Day marking the 'official' date of that clan's founding. Temples to Clangeddin are usually erected in caverns where battles were fought, dominated by statues depicting Clangeddin and other heroes who fought in the battle. Priests of Clangeddin wear silver chainmail, a white tabard depicting two crossed axes, and a metal helm. Lay Membership Requirements: Clangeddin is revered by warriors, especially warriors who seek battle for it's own sake. He is favored especially by dwur who battle goblinkin or giantkind. Lay members are usually called the Unblooded. Skills taught by the cult include Dodge, Maneuver, Tumble, Sing, Speak Languages, Crafts (Armoring, Weaponsmithing), First Aid, Lores (Dwur, Giantkind, Goblinkind, Underdark, World), Listen, Scan, Ceremony, and Axe attack/parry. Initiate Membership Requirements: Must have fought in at least one battle against foes of dwurkind, otherwise standard. Known as Brothers of the Axe, initiates of this cult are the rank-and-file warriors of their clan, sworn to carry the battle to the clan enemies wherever they might hide. Brothers are eligible for one gift/geas which they may take at any time (most elect to do so at their initiation, though this is not required). Spirit Magic: Bladesharp, Coordination, Countermagic, Endurance, Fanaticism, Protection, Repair, Strength, Vigor. Acolyte Membership Requirements: as per priests. Known as the Fedham'mir, (which roughly translates as 'blades which have been steeped in blood'), acolytes of this faith serve as field officers and commanders in battle, when not hning their skills and teaching them to lower ranked members of the cult. Fedham'mir may take on one new gift/geas upon their ordination. Rune Lord/Priesthood Requirements: Standard for Rune Lords. Known as the Fededdin ('blades valorous'), Clangeddin's priests are the generals of any clan's fighting force. Fededdin may take on a new gift/geas each year they hold their position. Virtues for Clangeddin include Energetic, Honorable, Loyal, Proud, and Warlike. Common Divine Magic: all. Special Divine Magic: Axe Slash, Axe Trance, Command Gnome, Earth Grip, Earth Strength, Morale, Return Axe, Summon Gnome. Clangeddin's Gifts/Geasa Gifts Geasa +5% to axe attack (1H or 2H). Never use one type of non-cult weapon** +20% in a cult related skill Remain silent one specified day per week (includes casting spells) Bless a specific weapon to do Accept no spirit magic heal spells double damage (once armor is penetrated) against a chosen foe species Bless a specific weapon to do Accept no magical healing at all double damage (once armor is penetrated). Double the AP of a specific Never Dodge suit of chainmail armor +1d10 HP Slay a true giant in single combat **Non-cult weapons are defined as anything but axes. Associated Gods Berronar: provides Courage Moradin: provides Shield Halea: provides Living Axe - -- talmeta@cybercomm.net - Heretic & Dilettante ICQ - 12594453 AIM - talmeta (note change!) Homepage - *************************************************************************** To unsubscribe from this list send mail to majordomo@lists.imagiconline.com with the line 'unsubscribe runequest-rules' as the body of the message. ------------------------------ Date: Fri, 09 Jul 1999 21:46:11 +0200 From: Julian Lord Subject: [RQ-RULES] RE: Clangeddin for RQ/Greyhawk I like this one !! And, because I like it, some comments on the geasa ... :-) This one is *so* cool !! Slay a true giant in single combat This one's good, Never Dodge but shouldn't it give some more permanent bonus, such as +3 AP for instance? And how about a geas which said : Initiate a son into the Warrior caste ? (Clanggedin is the Father of Battle, after all ... ) cheers, Julian *************************************************************************** To unsubscribe from this list send mail to majordomo@lists.imagiconline.com with the line 'unsubscribe runequest-rules' as the body of the message. ------------------------------ Date: Fri, 09 Jul 1999 16:30:20 -0400 From: Tal Meta Subject: Re: [RQ-RULES] RE: Clangeddin for RQ/Greyhawk Julian Lord wrote: > > I like this one !! Comments are always welcome. Favorable ones even moreso. > This one is *so* cool !! > Slay a true giant in single combat Personally, my only boggle is that at some point, the type of giant needs to get scaled up, or the point gain needs to get scaled down. Especially when the dwarf in question has more HP than the giant he's facing... But then again, giants are pretty tough in their own right. > This one's good, > Never Dodge > but shouldn't it give some more permanent bonus, such as +3 AP for > instance? For the armor, or the dwarf? > And how about a geas which said : > Initiate a son into the Warrior caste ? > (Clanggedin is the Father of Battle, after all ... ) Any ideas for a suitable gift? +1 to damamge with any axe, perhaps? - -- talmeta@cybercomm.net - Heretic & Dilettante ICQ - 12594453 AIM - talmeta (note change!) Homepage - *************************************************************************** To unsubscribe from this list send mail to majordomo@lists.imagiconline.com with the line 'unsubscribe runequest-rules' as the body of the message. ------------------------------ Date: Fri, 09 Jul 1999 22:58:51 +0200 From: Julian Lord Subject: Re: [RQ-RULES] RE: Clangeddin for RQ/Greyhawk Tal Meta wrote: > > This one is *so* cool !! > > Slay a true giant in single combat > > Personally, my only boggle is that at some point, the type of giant > needs to get scaled up, or the point gain needs to get scaled down. > Especially when the dwarf in question has more HP than the giant he's > facing... But then again, giants are pretty tough in their own right. How about "Slay a true giant in single combat (Clanggedin will tell the dwarf which particular giant to slay)." ? > > This one's good, > > Never Dodge > > but shouldn't it give some more permanent bonus, such as +3 AP for > > instance? > > For the armor, or the dwarf? For the dwarf, of course !!! > > And how about a geas which said : > > Initiate a son into the Warrior caste ? > > (Clanggedin is the Father of Battle, after all ... ) > > Any ideas for a suitable gift? +1 to damamge with any axe, perhaps? Sounds cool ... Plus, that's a geas you could take *several* times ... ;-) cheers, Julian *************************************************************************** To unsubscribe from this list send mail to majordomo@lists.imagiconline.com with the line 'unsubscribe runequest-rules' as the body of the message. ------------------------------ Date: Fri, 09 Jul 1999 23:32:48 +0200 From: Julian Lord Subject: Re: [RQ-RULES] RE: Clangeddin for RQ/Greyhawk > > > And how about a geas which said : > > > Initiate a son into the Warrior caste ? > > > (Clanggedin is the Father of Battle, after all ... ) > > > > Any ideas for a suitable gift? +1 to damamge with any axe, perhaps? > > Sounds cool ... > > Plus, that's a geas you could take *several* times ... ;-) Hmmm ... had a rethink. The gift should probably give the dwarf a different kind of bonus. Maybe : Gain one extra attack/round, whenever there is an extra foe. *************************************************************************** To unsubscribe from this list send mail to majordomo@lists.imagiconline.com with the line 'unsubscribe runequest-rules' as the body of the message. ------------------------------ Date: Fri, 09 Jul 1999 18:29:15 -0400 From: Tal Meta Subject: Re: [RQ-RULES] RE: Clangeddin for RQ/Greyhawk Julian Lord wrote: > > > Plus, that's a geas you could take *several* times ... ;-) > > Hmmm ... had a rethink. > The gift should probably give the dwarf a different kind of bonus. Actually, since my house rules limit the strength of a variable spell that can be obtained, I elected to permit an extra level of Bladesharp to be learned. > Gain one extra attack/round, whenever there is an extra foe. They can already get 'Living Axe' from an associate battle cult, which permits much the same thing. - -- talmeta@cybercomm.net - Heretic & Dilettante ICQ - 12594453 AIM - talmeta (note change!) Homepage - *************************************************************************** To unsubscribe from this list send mail to majordomo@lists.imagiconline.com with the line 'unsubscribe runequest-rules' as the body of the message. ------------------------------ Date: Sat, 10 Jul 1999 03:30:43 +0200 From: Julian Lord Subject: Re: [RQ-RULES] RE: Clangeddin for RQ/Greyhawk Tal : > J> Gain one extra attack/round, whenever there is an extra foe. > > They can already get 'Living Axe' from an associate battle cult, which > permits much the same thing. It would IMO be better to put this particular bonus where it would be more mythically appropriate : one Initiation of a warrior son > one extra attack/round. The Son's worship gives this Battle power to the Father. ... etc... *************************************************************************** To unsubscribe from this list send mail to majordomo@lists.imagiconline.com with the line 'unsubscribe runequest-rules' as the body of the message. ------------------------------ Date: Fri, 9 Jul 1999 19:06:17 -0700 From: "Timothy Byrd" Subject: Re: [RQ-RULES] RE: Clangeddin for RQ/Greyhawk Julian: > Tal : > > > J> Gain one extra attack/round, whenever there is an extra foe. > > > > They can already get 'Living Axe' from an associate battle cult, which > > permits much the same thing. > > It would IMO be better to put this particular bonus where it would be more > mythically appropriate : one Initiation of a warrior son > one extra > attack/round. The Son's worship gives this Battle power to the Father. ... > etc... Does that mean the bonus only applies while the son is living and still an initiate or better of the warrior cult? - -- Tim *************************************************************************** To unsubscribe from this list send mail to majordomo@lists.imagiconline.com with the line 'unsubscribe runequest-rules' as the body of the message. ------------------------------ End of RuneQuest Rules Digest V2 #110 ************************************* *************************************************************************** To unsubscribe from this list send mail to majordomo@lists.imagiconline.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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