From: owner-runequest-rules@lists.imagiconline.com (RuneQuest Rules Digest) To: runequest-rules-digest@lists.imagiconline.com Subject: RuneQuest Rules Digest V2 #124 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, August 3 1999 Volume 02 : Number 124 RuneQuest is a trademark of Hasbro/Avalon Hill Games. All Rights Reserved. TABLE OF CONTENTS [RQ-RULES] second enchantment of the same type [RQ-RULES] Enchantments on body [RQ-RULES] use the enchantee's POW in the enchantment ritual instead of their own [RQ-RULES] Eeeeh, escuz me sir, where can I find a [RQ-RULES] prices and enchantments RE: [RQ-RULES] use the enchantee's POW in the enchantment ritual instead oftheir own RE: [RQ-RULES] prices and enchantments [RQ-RULES] RuneQuest RE: [RQ-RULES] Enchantments on body RE: [RQ-RULES] prices and enchantments Objet : RE: [RQ-RULES] Eeeeh, escuz me sir, where can I find a spiriittt? RE: [RQ-RULES] RuneQuest RE: [RQ-RULES] Enchantments on body 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, 2 Aug 1999 13:36:30 -0500 From: stancliff@commnections.com Subject: [RQ-RULES] second enchantment of the same type RU>>From: Pete Nash RU>>I also have another personal rule that only a single enchantment of a RU>>type can be placed on an object. If a second enchantment of the same type RU>>is cast, then the bigger one of the two will remain, and the RU>>other is lost. RU>I think this is what I wrote in V2 #118. RU>I thought that it was published canon. RU>Brad Furst The rule applies to multiple temporal spells on one target, but was never intended to be applied to the enchantment section. Bob *************************************************************************** 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, 2 Aug 1999 13:52:04 -0500 From: stancliff@commnections.com Subject: [RQ-RULES] Enchantments on body RU> To limit the benefit of enchantements made on body, in addition to RU> possibly higher prices if POW is bought from somebody else, you can RU> use the localisation/damage system to see whether or not the tatoo RU> corresponding to the enchantment is damaged by a bad blow ! RU> If the localisatiuon of the tatoo is hit, roll 1D100. If the roll is RU> under inflicted HPx5%, the tatoo is damaged and the enchantment RU> broken. You can lower the percentage multiplier for hidden locations RU> (x3%, or x1%). If the location falls below 0, or even below max RU> negative HP, you can decide than the tatto is automatically damaged. RU> Alain. This is unnecessarily complicated. For a tattoo enchantment to be considered broken, the specific area of the tattoo has to be sliced through or shredded. If a blow, no matter how large, hits any other part of the location, then the tattoo is fine. This means that whenever damage reaches a location with a tattoo, there is, at worst, a 1% chance of that enchantment being broken, and I would probably reduce this chance with a further 1d6 roll if the damage was crushing. Also remember that a critical is justified as a blow that hit a gap and missed the armor, but enchantments would usually be placed under armor unless someone wants to brag and has no common sense. So most crits would never hit an enchantment, only attacks that overpower armor. Bob *************************************************************************** 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, 2 Aug 1999 12:05:19 -0700 From: Brad Furst Subject: [RQ-RULES] use the enchantee's POW in the enchantment ritual instead of their own >From: "Rich Allen" >We tried an experiment at >one point, where the enchanter could use the enchantee's POW in the >enchantment ritual instead of their own, but that didn't turn out well in >the GM's eyes. This _can_ work well. Find Andrew Mellinger's page www.teleport.com/~guburah ? www.crashbox.com/~andrew ? He has rules for multicharacter rituals which work for gaming as well as contemporary live neo-pagan magic. Believe it. It is a reliable simulation. Brad Furst esoteric@teleport.com *************************************************************************** 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, 2 Aug 1999 14:52:48 -0500 From: stancliff@commnections.com Subject: [RQ-RULES] Eeeeh, escuz me sir, where can I find a My shaman is beginning to be quite powerful, and I wonder how to handle to search of spirit (like spell spirit) in the spirit plane. For elementals, he uses the 'summon elemental', and it is ok; but if he want to find a spell (like the armour enchantment ;-)), he has to travel the spirit plane and find one. In the rules, it is said that there is an encounter every hour, and the shaman can add or subtract his power to the random table to see what he can find. Fine, it is just a way for the GM to see if he can find one, but what spell has the 'spell spirit'? at what level (if variable)? How can he take it with him (for a follow to fight it and win the spell)? Can the shaman use his spells in the spirit plane? Does he need a command spirit in the spirit plane? can he use spirit block (or other spirit related spells)? and for elementals, what is the difference between summon 'spirit' and going in the spirit plane and chasing them? RU>Manu The most powerful effect of the Command spell is that it forces a spirit to reveal it's true name. Once a person has that, they can summon that specific spirit anytime they want without the 10% chance of a powerful and angry spirit arriving. Spells do work on the spirit plane if they apply to spirits. So you can use Spirit Screen or (Spirit Block if it is available). Because he is Discorporate, a shaman will not have the boosted defence of his fetch added in. Any decent shaman will find a spirit on the spirit plane, defeat it, Command it to tell it's name, and he will add it to the list of the spirits he can summon at will. Over the course of a few years a shaman can get examples of nearly every type of spirit and spell spirits for most spells. To determine what spell a spell spirit has, I made a variation of the spirit magic chart in the Daka Fal (ancestor worship) cult write up. That chart is bad because it makes some almost useless spells (like Visibility) far too common. For the GM option roll on the chart, I made a small list of the special cult spirit spells from the cults book. You can make up a table for the spell strength. I have had decent luck rolling a 1d3 until I roll a 1. The number of rolls it takes is the strength of the spell. This gives a lot of numbers less than 4, but sometimes you can get an 8 or more. Anytime a shaman defeats a spirit he can force his fetch to hold it prisoner until the shaman can ask for a favor, which the spirit must try to do to get free. The combined POW of all held spirits must be less than, or equal to, the fetches POW. If a spell spirit is held, the favor can be to attack a student. If the student wins, he learns as many points of the spell known by the spirit as he wishes. The older a shaman is, the more likely he is to know a spirit of just the right strength asked for. To make spell teaching just a little bit easier, I ruled that any summoned spirit will attack the nearest person, not automatically the caster. This means that a shaman can summon a spell spirit by name and the student steps up to fight when the spirit arrives. The advantage of finding elementals on the spirit plane is that they cannot attack you physically to do damage. They have to fight in spirit combat and if the shaman wins, he can cast a Command to force them into a bind or hold them under his fetch and order them to attack someone. Remember that the substance of an elemental has to be available when it first manifests so that it can form a body. When an elemental enters a bind, it has to take the substance in with it, so the substance has to be present then. Ghosts make good attack spirits against an enemy, as do Shades and Wraiths (especially at night). Sylphs do not like to be indoors, Gnomes cannot attack through rock, and Undines need to be near water or they will eventually soak into the earth. Have fun, Bob *************************************************************************** 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, 2 Aug 1999 13:04:26 -0700 From: Brad Furst Subject: [RQ-RULES] prices and enchantments >From: stancliff@commnections.com >Subject: [RQ-RULES] about one pre-WWII English pound, or 5 > In RQ3, they redefined the Lunar to be the daily wage of a menial worker >which, in today's money, is about $40 to $50. They wrote some adequate, >but incomplete, price charts in the game master book, but it is left to >the referee to try to convert all of the modules to the new monetary >system. This valuation might be based on historical examples I trust Pierre Rich (1978): _Daily_Life_in_the_World_of_Charlemagne_ ISBN 0-8122-7751-1 or ISBN 0-8122-1096-4 pbk. (IMG I equate Anglo-Saxon-Carolingian culture to RQ3 _Vikings_ or Gloranthan Malkioni/Western). Charlemagne actually legislated prices and these records are available to use. The ratios of prices for adventuring staples (food & lodging, arms & armor, horses & other livestock) exactly match RQ3. My players cry about the high price of horses all the time, so in some campaigns we have used _Harn_ prices, which are the other best compromise between authenticity and the believability of the players. > I basically said that I am unwilling to go to this hassle No quibble. :-) I didn't mean that you are wrong: just old-fashioned (aka RQ2). You wrote what you use. I answered Ken for the sake of alternative comparison. >From: "Rich Allen" >Subject: RE: [RQ-RULES] Enchantment >If we want it done in a tattoo somewhere on our body, >or have our favorite armor enhanced, we have to pay someone to teach us the >ritual, then do it ourselves. That brings us to the difficulty we have just >finding someone willing and to set aside the time necessary to teach us a >spell. Don't get me started! >Rich Allen In most of my campaigns, the spell knowledge of Enchantments has been given generously to any character who seeks it. The subsequent cost of POWer when such knowledge is used creates a self-limiting POWer economy. None of my players have abused this, and, in fact, only a few are willing to sacrifice the POWer. None of the players' characters have EVER sold an enchantment. They have occasionally done enchantments on another party member (for reasons as simple as affection, or for trade of favors or magic items, but never for mundane wealth). My players have shown me the value characters place upon the sacrifice of POWer. Hence, none of my NPCs will ever sell enchanments; I assume that they know the same value. Brad Furst esoteric@teleport.com *************************************************************************** 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, 2 Aug 1999 14:37:05 -0600 From: "Rich Allen" Subject: RE: [RQ-RULES] use the enchantee's POW in the enchantment ritual instead oftheir own > >From: "Rich Allen" > >We tried an experiment at > >one point, where the enchanter could use the enchantee's POW in the > >enchantment ritual instead of their own, but that didn't turn out well in > >the GM's eyes. > > This _can_ work well. Find Andrew Mellinger's page > www.teleport.com/~guburah ? > www.crashbox.com/~andrew ? > He has rules for multicharacter rituals which work for gaming as well as > contemporary live neo-pagan magic. Believe it. It is a reliable > simulation. Hey, I _loved_ it, but the GM decided it would make enchantments too common and he ran a low power game. Thanks for the link though, I'll have to see how I can work that into my campaign. Rich *************************************************************************** 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, 2 Aug 1999 14:41:12 -0600 From: "Rich Allen" Subject: RE: [RQ-RULES] prices and enchantments > In most of my campaigns, the spell knowledge of Enchantments has > been given > generously to any character who seeks it. The subsequent cost of POWer > when such knowledge is used creates a self-limiting POWer > economy. Hey, I really like that. If everyone and their dog can learn the armoring enchantment ritual, but they still have to use their own POW to do it, there wouldn't be a need for Enchantments for Hire type situations. Well, not many that is. Cool. Rich Allen *************************************************************************** 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, 2 Aug 1999 15:56:17 -0500 From: Steve Lieb Subject: [RQ-RULES] RuneQuest Anyone else irked that in this year's Gen Con there is (AFAIK) not a SINGLE scheduled RuneQuest event? For goodness sake, there's 30+ HEROES system games. Not one Hero Wars, nor a single RuneQuest game. BTW, anyone else going? - -Steve Lieb *************************************************************************** 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, 2 Aug 1999 16:04:09 -0500 From: "Pastorello, Michael" Subject: RE: [RQ-RULES] Enchantments on body Well lets take this another step. A matrix is activated with the POW imbued into it by the caster. In RQ this is in the form of magical energy as everyone knows. POW is a much higher unit than a MP but both are limtiting factors. So in my mind when an enchantment is broken there should be more ramifications than just simply the enchantment is broken and has to be repaired. But in fairness I could never figure out a fair way to make this work. Any thoughts? Mike *************************************************************************** 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, 2 Aug 1999 18:44:26 -0500 From: stancliff@commnections.com Subject: RE: [RQ-RULES] prices and enchantments RU> Hey, I really like that. If everyone and their dog can learn the armo RU>enchantment ritual, but they still have to use their own POW to do it, there RU>wouldn't be a need for Enchantments for Hire type situations. Well, not RU>many that is. Cool. RU>Rich Allen I play that if you have even marginal access to some body of knowledge, you can research your skill up to a moderate level without needing a paid teacher. This might be a little generous, but it allows players to get new skills into the 30%'s by observing others and learning by example, or just by simple trial and error. Research is self limiting and a teacher is usually best to finish getting up over 50%. After that, experience checks are the best way to improve, although that means that progress slows way down. If you can't get experience checks, you are going to be spending a LOT of money. Bob *************************************************************************** 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, 03 Aug 1999 01:14:16 -0600 From: "Emmanuel Ponette" Subject: Objet : RE: [RQ-RULES] Eeeeh, escuz me sir, where can I find a spiriittt? Eeeeh, escuz me sir, but is it possible that the address is wrong. I have an error message when I try to connect to it. Thanks Manu >>> "Hibbs, Philip" 08/02 3:07 >>> >My shaman is beginning to be quite powerful, >and I wonder how to handle to search of spirit >(like spell spirit) in the spirit plane. Sandy's shamanism rules are good, inc. rules for finding spirits, but it requires the "spirit dance" skill. It could be adapted to straight RQ3 shamanism, though. Browse around here: http://www.hccweb.demon.co.uk/glorantha/rules.htm 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. *************************************************************************** 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, 3 Aug 1999 08:38:19 +0100 From: "Hibbs, Philip" Subject: RE: [RQ-RULES] RuneQuest >BTW, anyone else going? I'll be at Gen Con UK, in Loughborough on the first week-end in September. 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, 3 Aug 1999 08:40:54 +0100 From: "Hibbs, Philip" Subject: RE: [RQ-RULES] Enchantments on body >So in my mind when an enchantment is broken there should >be more ramifications than just simply the enchantment is >broken and has to be repaired. But in fairness I could never >figure out a fair way to make this work. You mean some kind of release of magical energy? No, I don't think so. 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. ------------------------------ End of RuneQuest Rules Digest V2 #124 ************************************* *************************************************************************** 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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