From: owner-runequest-rules@lists.imagiconline.com (RuneQuest Rules Digest) To: runequest-rules-digest@lists.imagiconline.com Subject: RuneQuest Rules Digest V2 #117 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 Tuesday, July 27 1999 Volume 02 : Number 117 RuneQuest is a trademark of Hasbro/Avalon Hill Games. All Rights Reserved. TABLE OF CONTENTS Re: [RQ-RULES] Strengthening Enchantments Re: [RQ-RULES] Strengthening Enchantments Re: Objet : Re: [RQ-RULES] what happened? Re: [RQ-RULES] Strengthening Enchantments [RQ-RULES] Strengthening Enchantments [RQ-RULES] Re. BFRP Project/ Elric Rules [RQ-RULES] Re. BFRP Project/ Elric Rules [RQ-RULES] Strengthening Enchantments [RQ-RULES] Character Generation System Re: [RQ-RULES] Re. BFRP Project/ Elric Rules [RQ-RULES] Elric Rules in Glorantha [RQ-RULES] DMD - Muamman 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: Mon, 26 Jul 1999 13:56:40 -0400 From: "Bob Stancliff" Subject: Re: [RQ-RULES] Strengthening Enchantments > Can anyone tell me where the rules stand on str. enchantments? Can you stack > them? I mean, can you find a str. enchantment that adds 8 hit points to your > total and then make/buy/find another than adds 6 hit points to you for a > total of 14 hp? If this is the case what do I do with my resident rules > hacker who is well on his way to 60 hit points? : ) > Nikk Either kill him or make him king of Balazar. He is within the rules, because these enchantments should add together. You might consider making this enchantment more expensive or reduce the reward for each one, since the original write-up was pretty good and I think that the errata made it better (I reduced the reward slightly for my campaign). I have a character who has gotten into the 30's and several in the high 20's. They are very hard to kill or even incapacitate, but that is what the spell was for. I joke about the characters having the hits of a bison and starting to look like one too. If he has that many Strengthening Enchantments, then he hasn't had much time for any other POW investments, has he? No binds, no Divine magic, etc. Bob Stancliff *************************************************************************** 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: Mon, 26 Jul 1999 13:17:06 -0700 From: "Jarold Davis" Subject: Re: [RQ-RULES] Strengthening Enchantments >Can anyone tell me where the rules stand on str. enchantments? Can you stack >them? I mean, can you find a str. enchantment that adds 8 hit points to your >total and then make/buy/find another than adds 6 hit points to you for a >total of 14 hp? If this is the case what do I do with my resident rules >hacker who is well on his way to 60 hit points? : ) > >Nikk As Bob stated, the rules let you stack S.E. at any time, 1d3 HP per POW spent. As for your hacker, I dunno. Have all the shamans/priests/ sorcerers that know S.E. all killed off? Have his reputation precede him so that Rune level bullies that like to aim blows to the head hunt him down? Most rules hackers should attract attention of the kind that they don't want in the game - trophy hunters, bounty hunters, Lunar coders (little Gloranthan slip), etc. A sample Great Troll conversation, paraphrased of course: Gark: "Hey, Glorm, you hear about that whacky hooman that looks like a bison? I think he'd look pretty good on my cave wall. Whaddaya think?" Glorm: says "Uhngk" as he blunts his maul on a boulder *************************************************************************** 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: Mon, 26 Jul 1999 17:26:43 -0400 From: Tal Meta Subject: Re: Objet : Re: [RQ-RULES] what happened? Nikk Effingham wrote: > > NB I also don't want a new system. I have spent far too much time rewriting > my house rules and detailing my campaign in RQ terms to be bothered to > convert to Hero Wars. Perhaps I will run it as a seperate game, but RQ is > here to stay. Same here. I might nick the occasional concept from another game system, but I like RQ too much to stray too far from it. - -- 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: Mon, 26 Jul 1999 23:02:54 GMT From: mikec@room3b.demon.co.uk (Michael Cule) Subject: Re: [RQ-RULES] Strengthening Enchantments In message <000f01bed775$effe04a0$03000004@eff.u-net.com> "Nikk Effingham" writes: > Can anyone tell me where the rules stand on str. enchantments? Can you stack > them? I mean, can you find a str. enchantment that adds 8 hit points to your > total and then make/buy/find another than adds 6 hit points to you for a > total of 14 hp? If this is the case what do I do with my resident rules > hacker who is well on his way to 60 hit points? : ) Well, yes that's right. It does stack. And I've always believed that a good Control Human from some nasty sorcerer who wants his own human tank to act as bodyguard would discourage making yourself a target in that way.... - -- Michael Cule Actor And Genius AKA Theophilus Prince Archbishop Of The Far Isles Medieval Society Arms Purpure An Open Book Proper: On the Dexter Page an Alpha Or On the Sinister an Omega Or. Motto Nulla Spes Sit in Resistendo (Resistance is Useless). Ask me about the Far Isles: Better Living through Pan-Medieval Anachronisms. *************************************************************************** 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: Tue, 27 Jul 1999 01:28:00 -0400 From: Richard Ohlson Subject: [RQ-RULES] Strengthening Enchantments > Date: Mon, 26 Jul 1999 15:47:10 +0100 > From: "Nikk Effingham" > Subject: [RQ-RULES] Strengthening Enchantments > > Can anyone tell me where the rules stand on str. enchantments? Can you stack > them? I mean, can you find a str. enchantment that adds 8 hit points to your > total and then make/buy/find another than adds 6 hit points to you for a > total of 14 hp? If this is the case what do I do with my resident rules > hacker who is well on his way to 60 hit points? : ) One thing I do, is I require One Pow for the enchantment, One extra-Pow to "put it on a living person", and generally require one more POW to condition it "Nobody can use this but me." Also, Sever Spirit is effective in cutting down people with a gazillion hitpoints. Broos can impregnate him. Spirits can possess him. Ignorants can claim him be be Chaotic. Special Wardings that do "1d6 damage, per enchantment" to General Hitpoints would be fun too. Anybody who can see POW could signal him out for "special treatment". If he doesn't bother with the condition, someone could sleep him, cut the enchantments off, and sew them into there own body. Oh, how about if he's turned into an undead, the super Zombie that the party has to fend off? Wait for the fumble.... *************************************************************************** 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: Tue, 27 Jul 1999 07:43:55 +0100 From: Mark Buckley Subject: [RQ-RULES] Re. BFRP Project/ Elric Rules In message , simon_hibbs@lycosmail.com writes >I would like to see fan produced expansions for Elric >taking it into non-moorcockian directions. In fact >I've made a stab at that myself. An early draft of >my house rules for running Gloranthan camapigns using >the Elric core mechanics are (I believe) still up >on David Dunham's web page. It's Non-Gloranthan (tm), but I've been using the Elric! system to run games set on Jack Vance's Planet of adventure, Tschai. There are background notes for the 4 books, some creatures and a couple of the early scenarios at: http://www.hemulen.demon.co.uk/tschai_elric.htm It's a bit scrappy at the moment, basically I'm putting stuff there as it gets written. The main background notes came out of Word 97 directly into HTML, so there may be some weird formatting in there... Any comments (or additions!) welcome. cheers, Mark. - -- Mark Buckley *************************************************************************** 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: Tue, 27 Jul 1999 07:45:38 +0100 From: Mark Buckley Subject: [RQ-RULES] Re. BFRP Project/ Elric Rules In message , simon_hibbs@lycosmail.com writes >I would like to see fan produced expansions for Elric >taking it into non-moorcockian directions. In fact >I've made a stab at that myself. An early draft of >my house rules for running Gloranthan camapigns using >the Elric core mechanics are (I believe) still up >on David Dunham's web page. It's Non-Gloranthan (tm), but I've been using the Elric! system to run games set on Jack Vance's Planet of adventure, Tschai. There are background notes for the 4 books, some creatures and a couple of the early scenarios at: http://www.hemulen.demon.co.uk/tschai_elric.htm It's a bit scrappy at the moment, basically I'm putting stuff there as it gets written. The main background notes came out of Word 97 directly into HTML, so there may be some weird formatting in there... Any comments (or additions!) welcome. cheers, Mark. - -- Mark Buckley *************************************************************************** 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: Tue, 27 Jul 1999 05:27:26 -0400 (EDT) From: simon_hibbs@lycosmail.com Subject: [RQ-RULES] Strengthening Enchantments From: "Nikk Effingham" >Can anyone tell me where the rules stand on str. enchantments? Can you stack >them? I mean, can you find a str. enchantment that adds 8 hit points to your >total and then make/buy/find another than adds 6 hit points to you for a >total of 14 hp? If this is the case what do I do with my resident rules >hacker who is well on his way to 60 hit points? : ) Well, one could say it's the GM's fault for letting the character get their hands on approximately 25 POW worth of Strengthening Enchantments. I believe the Strengthening Enchantment rate is 1D3 HP per point, but it may be 1D6. That would make it 'only' about 12 POW worth. I haven't got my rulebook + errata handy. I don't know of may parties with more than 12 POW worth of enchantments between the lot of them. 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: Mon, 26 Jul 1999 15:58:09 +0100 From: "Nikk Effingham" Subject: [RQ-RULES] Character Generation System My character generation system should be updated (including the links to Philip's excellent spreadsheet that I should've added a LONG time ago) and on my _new_ website very soon (address still forthcoming...) I should warn anyone who uses my system, however, to watch out for the PC who takes nine levels of skill affinity with their weapon of choice, and ends up always making their raising rolls for experience. Oh well, live and learn I s'pose : ) Nikk _____________________________________________ "If absolute power corrupts absolutely, where does that leave God?" -- George Daacon Nikk Effingham E-Mail: nikk@MailAndNews.com Homepage: http://www.geocities.com/TimesSquare/Lair/7556/ *************************************************************************** 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: Tue, 27 Jul 1999 07:58:08 EDT From: MurfNMurf@aol.com Subject: Re: [RQ-RULES] Re. BFRP Project/ Elric Rules The comments from Mark about an Elric-Glorantha mix have got me wondering: With the destruction of RQ3, Why didn't Chaosium just generate Glorantha as an Alternate World for Elric? ( Heck, it could even be a Dreamsland location in CoC ).There are certianly enough "gates in the Multiverse to accomodate.There are even a few gates in Glorantha itself, for that matter...The mechanics'd be simular enough to the Rules that there wouldn't be the prioblem of having to learn an entirely new set of Rules. Sure I stand to be corrected, :) -Ken- *************************************************************************** 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: Tue, 27 Jul 1999 13:09:28 +0100 From: "Hibbs, Philip" Subject: [RQ-RULES] Elric Rules in Glorantha >Why didn't Chaosium just generate Glorantha as an >Alternate World for Elric? ( Heck, it could even be a >Dreamsland location in CoC ).There are certianly >enough "gates in the Multiverse to accomodate.There >are even a few gates in Glorantha itself, for that matter... Not officially. Glorantha is a closed world, and if you visit it from another world, it's not really Glorantha that you're visiting, just a lookalike. There have been offworld incidents in Chaosium house campaigns, but they were never Official Glorantha (TM). That wouldn't, however, have stopped them - just because the rules are for a multi-plane Moorcock setting, doesn't mean that the rules can *only* be used in a plane travelling cosmos. They may have been able to do that from a legal standpoint, but I think Greg had got bored of the complicated RuneQuest mechanics. You could, after all, say the same about Pendragon - why change to a d20 system when they could use BRP? 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: Tue, 27 Jul 1999 14:43:23 -0400 From: Tal Meta Subject: [RQ-RULES] DMD - Muamman for RQ/Greyhawk Gods of the Dwur MUAMMAN Runes: Earth, Movement, Air Muamman is the Wanderer and the Watcher. Cult in the World One of the many sons of Moradin, Muamman has travelled the length and the breadth of the world, forever wandering wherever the winds take him. His travels have taken him farther than almost any of the other dwurin gods, eventually giving him minor powers over both storm and prophesy. Muamman's primary High Holy Day is the 4th of Richfest, with a secondary celebration nine days later on the 6th of Reaping. This second holiday, called the Return, symbolizes the need even in those dwurin who choose to wander the surface world to return to the bosom of their homes from time to time. Temples to Muamman are simple affairs, typically a stone cairn built at the peak of a mountaintop, featuring a large stone hammer suspended over a circular pit that stretches as deep into the earth as the peak soars above. Priests of Muamman wear robes of dark grey trimmed in maroon, with a silver eye motif stitched on the collar, sleeves, and hem of the robe. Hair and beard are divided into three braids, the central of which incorporates silver wire and a thunderbolt device. Lay Membership Requirements: Muamman typically draws his worshippers from those dwur who dwell in surface communities, and from any dwur whose business carries him aboveground for extended periods of time. While their brethren may have mastery of the mines and warrens beneath the mountains, most Guides (as lay members are known) seek to intimately know the exterior surface of the mountains where their temples are built. Skills taught by the cult include Climb, Jump, Swim, Fast Talk, Speak Languages, First Aid, Lores (Dwur, World), Read/Write, Conceal, Listen, Scan, Ceremony, Hammer attack and Shield parry. Initiate Membership Requirements: Standard. Initiates of Muamman are known as Farseekers, which aptly describes the function they serve on the surface. Farseekers are the explorers, the wanderers. All are sworn to return to their clans only when they feel they are ready for advancement in the cult. Spirit Magic: Bludgeon, Comprehension, Countermagic, Endurance, Ignite, Jumping, Mobility, Protection, Sustain. Acolyte Membership Requirements: Standard. Called the Walkers, acolytes of this faith usually act as professional guides and guards for dwurin surface caravans. Priesthood Requirements: Standard. Known as Watchers, priests of this faith keep constant vigil at their sanctuaries, always keeping a watchful eye over the approaches to their communities. They also listen carefully to the tales of travelers, knowing only too well that the first signs of distant trouble often come in the form of rumors. Watchers usually take a vow to never again dwell underground, for they feel that it is in the interest of all dwurinkind that their people live lives that partake equally of both the surface and the underdark. Virtues for Muamman include Curious, Energetic, Honorable, and Social. Common Divine Magic: all. Special Divine Magic: Command (Gnomes, Sylphs), Fleetfoot, Hie Wagon, Lightning, Path Watch, Predict Weather, Skywatch, Summon (Gnomes, Sylphs), Teleportation, The Sight. Associated Gods Berronar: provides Absorbtion Dugmaren: provides Translate Gorm: provides Vigilance Moradin: provides Shield - -- 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. ------------------------------ End of RuneQuest Rules Digest V2 #117 ************************************* *************************************************************************** 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. 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.