From: owner-runequest-rules@lists.imagiconline.com (RuneQuest Rules Digest) To: runequest-rules-digest@lists.imagiconline.com Subject: RuneQuest Rules Digest V2 #125 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 Wednesday, August 4 1999 Volume 02 : Number 125 RuneQuest is a trademark of Hasbro/Avalon Hill Games. All Rights Reserved. TABLE OF CONTENTS RE: Objet : RE: [RQ-RULES] Eeeeh, escuz me sir, where can I find a spiriittt? [RQ-RULES] Character Generation System [RQ-RULES] Webpage [RQ-RULES] Invisibility; coinage Re: [RQ-RULES] RuneQuest [RQ-RULES] Re: RuneQuest Re: [RQ-RULES] Re: Invisibility [RQ-RULES] illusion (again) RE: [RQ-RULES] illusion (again) [RQ-RULES] RuneQuest or Hero Wars ? [RQ-RULES] Knockback Re: [RQ-RULES] illusion (again) Re: [RQ-RULES] Knockback Re: [RQ-RULES] Enchantment Gluttony Re: [RQ-RULES] RuneQuest or Hero Wars ? [RQ-RULES] DMD - Vergadain 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: Tue, 3 Aug 1999 08:43:17 +0100 From: "Hibbs, Philip" Subject: RE: 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. It's correct, but seems to be not there any more. I'll mail you the rules separately. 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 10:53:30 +0100 From: "Nikk Effingham" Subject: [RQ-RULES] Character Generation System There is now a fully updated version of my character generation system on to the web. it seems that I've also been updating one file and then just uploading an old version on to the web time and time again, which explains why it hasn't changed that much in the last year or so. Hopefully that should stop now : ) I have realised it is starting to get quite complex now, very complex in fact, and was wondering if anyone who uses it thinks it is a good idea to do a second, cut-down version to only create human beginner characters, with about half the advantages and disadvantages listed. Nikk _____________________________________________ "Tough on Sin, tough on the causes of Sin!" - Surantyr the Nonheretic Nikk Effingham E-Mail: nikk@MailAndNews.com Homepage: http://members.xoom.com/wakboth/ *************************************************************************** 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 10:51:08 +0100 From: "Nikk Effingham" Subject: [RQ-RULES] Webpage After the hoo-ha about Geocities my newly formatted webpage has found a new home at XOOM. it now includes HeroQuest links, a newly updated charcater generation system, magical plunder, Uz spirits (compatible with Sandy P.'s shaman rules), and an obligatory Arkati sect : ) It is now at: http://members.xoom.com/wakboth/ Nikk E. _____________________________________________ "Tough on Sin, tough on the causes of Sin!" - Surantyr the Nonheretic Nikk Effingham E-Mail: nikk@MailAndNews.com Homepage: http://members.xoom.com/wakboth/ *************************************************************************** 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 06:32:02 -0400 (EDT) From: simon_hibbs@lycosmail.com Subject: [RQ-RULES] Invisibility; coinage Weihe, David : >OBRQ: Since RQ3 killed Invisibility, I doubt that it can be > properly reenacted. This seems odd, since lots of myths >have methods of rendering the hero invisible. I suppose >that one can repeat Chivalry & Sorcery and have it as just another illusion RQ3 didn's have Invisibility as a standard spell, but that doesn't mean it's impossible. In fact the Annilla cult in Troll Gods has an invisibility spell. Invisibility is a nice special effect to have for some stories, but it's a real pain in the arse if it's available on an everyday basis. It can be a real plot killer, like excessive access to teleport or fly spells. Bob Stancliff : > OK, I will address this again. In RQ2, the Lunar was supposed to be >a contemporary (1980) $4 to $5, and when you read the modules and price >charts this was an OK figure until you wanted to buy something from a >cult such as Lankor Mhy. According to RQ2 1 Lunar equals 1 pre WW2 UK pound or 5 dollars. One pre-WW2 UK pound was worth about 5 contemporary US dollars, so i think that's what it meant. This makes sense because money was based on the gold standard back then, while the lunar's value is also determined by the value of the metal in the coin. 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: Tue, 3 Aug 1999 11:15:22 +0100 From: "Nikk Effingham" Subject: Re: [RQ-RULES] RuneQuest I'll also be at Gen Con UK (if, and only if, our club manages to actually bring down the forms for us to sign....) Nikk *************************************************************************** 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 13:07:16 -0500 (CDT) From: Kevin Rose Subject: [RQ-RULES] Re: RuneQuest Well, hard to run a hero wars game when there is no published system. And RQ is pretty dead. I thought about running a game, but didn't get around to it. I'll be there, anyway. Kevin *************************************************************************** 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 15:50:41 EDT From: MurfNMurf@aol.com Subject: Re: [RQ-RULES] Re: Invisibility What does it matter if Invisibility has been culled from RQ3?If you want it to be used in your campaign, by all means,simply graft it back on. A couple of obvious omissions to me concerning RQ3 was the fact that two of my favorite RQ2 mechanics, the Slash/Chop & Crush had gone the way of the Dodo.I liked my campaign with them included, so, voila,they've been grafted back on. On the other hand,I never liked Multimissle, and made sure to eliminate it from first my RQ2,and later, RQ3 campaigns. *************************************************************************** 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: Wed, 04 Aug 1999 17:55:15 +1000 From: Robert McArthur Subject: [RQ-RULES] illusion (again) Well, just when you thought it was safe... Question for everyone: how would you play the following situation. Sorcerous (Sandy-style) personage casts enough phantasms to make solid rock look like a room. Firstly, can those chasing the sorcerer enter 'the room'? I said they could since Gloranthan sorcery *is* real. OK, when 3 people have *crowded* into the hole/room, said sorcerer drops the spell. Are the 3 chasers dead? ie. will their spirits be found with their god(s) in hell? If they are dead, are their bodies entombed in the rock or have they gone to some illusion holding ground or something else strange (other dimension?)? Now the sorcerer actually wanted to make the 'room' extend across a gap and have a door out the other side into another real corridor - fortunately they didn't have the Presence to do so. If they had done that, would you play the chasers could have gone through the other door and would have found themselves in the other corridor? Because if they did, it would mean that the 'room' actually did exist between the two corridors. If they couldn't, then the 'room' existed in some other place, and the sorcerer was creating an opening in the aether to that other place, but not creating it in situ. The use of such spells gets even nastier - form an illusion of a small hollow, about 3in deep, wait until enemy step into it, stop illusion. Does the enemy suddenly lose their foot as the rock 'under' the illusion 'returns'? Thanks in advance for any replies! Robert *************************************************************************** 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: Wed, 4 Aug 1999 09:57:55 +0100 From: "Hibbs, Philip" Subject: RE: [RQ-RULES] illusion (again) >Sorcerous (Sandy-style) personage casts enough >phantasms to make solid rock look like a room. Illusions can't make stuff invisible or intangible, or make it go away. 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: Wed, 4 Aug 1999 12:22:45 +0200 (CEST) From: =?iso-8859-1?q?Julian=20Lord?= Subject: [RQ-RULES] RuneQuest or Hero Wars ? Nikk : > 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. Ditto. But I will *definitely* convert loads of HW stuff to RQ. Have you seen the nifty HW format tribe in YBoT N°2 ? I've seen a couple of short form cult write-ups too, and they're pretty nice. HW will probably be too juicy to resist ... cheers, Julian Lord ___________________________________________________________ Do You Yahoo!? Votre e-mail @yahoo.fr gratuit sur http://courrier.yahoo.fr *************************************************************************** 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: Wed, 4 Aug 1999 13:35:00 +0100 From: aevans5@csc.com Subject: [RQ-RULES] Knockback An earlier post about RQ3 not having rules for special hits with slashing weapons or smadhing weapons led me to rereading the rules for specials. It specifies that slashing and smashing weapons do a "special knockback" on a special hit, which has a greater effect than a normal knockback. This got me thinking about impaling weapons and knockbacks. I am tempted to rule that impaling weapons can NEVER knockback, whether on a normal, special, or critical hit. I think that these weapons would be too powerful otherwise. Just imagine an arrow with normal damage of 1D8+1 on a critical hit, It would do 18 points of damage ignoring armour, it would impale, and against an average chap would knock him back 2 metres, and possibly knock him down too. A critical hit with a broadsword, however, also with a 1D8+1 damage would hit for 9 points of damage, ignoring armour, and would knockback 3 metres, and possibly knock him down too. This seems to be a huge disparity between two weapons which do identical damage with a normal hit. What extra/different rules, if any, do other members of the list use for Special hits for non-impaling weapons? *************************************************************************** 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: Wed, 04 Aug 1999 08:49:22 -0400 From: Tal Meta Subject: Re: [RQ-RULES] illusion (again) Robert McArthur wrote: > > Well, just when you thought it was safe... Now this one is interesting... > Sorcerous (Sandy-style) personage casts enough phantasms > to make solid rock look like a room. > Firstly, can those chasing the sorcerer enter 'the room'? > I said they could since Gloranthan sorcery *is* real. > OK, when 3 people have *crowded* into the hole/room, > said sorcerer drops the spell. Are the 3 chasers dead? ie. > will their spirits be found with their god(s) in hell? > If they are dead, are their bodies entombed in the rock or > have they gone to some illusion holding ground or something > else strange (other dimension?)? I'd rule that once the original reality reasserts itself, those in the flase reality would be expelled from the space that is no longer there. However, if the sorcerer in question had access to a large, hollow boulder, he could create an illusionary door that led to the center, and then dispel the door, trapping fols inside. - -- 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: Wed, 04 Aug 1999 09:03:15 -0400 From: Tal Meta Subject: Re: [RQ-RULES] Knockback aevans5@csc.com wrote: > > What extra/different rules, if any, do other members of the list use for > Special hits for non-impaling weapons? I'm currently experimenting with the HW concept of additional levels of mastery 'bumping up' and 'bumping back' critical results. A crit does 2x damage, as normal, a double crit (only possible by magic or having mastered a weapon) does 3x damage. A triple crit (loads of magic, or two levels of mastery) would do 4x damage, etc. I did away with the special success, and armor always applies. - -- 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: Wed, 4 Aug 1999 09:56:15 -0400 (EDT) From: simon_hibbs@lycosmail.com Subject: Re: [RQ-RULES] Enchantment Gluttony Nikk Effingham : >Okay, I promised not to get into demographics, but this is asmall note why I >feel this is invalid. there will be more Wizards than Farmers 'cos, simply >put, they are better than they are in a medieval historical society. A few >Wizard Caste Henotheists armed with Bless Crops will be far better than a >few Farmers, and Wizards can ward off those evil Malia disease spirits and >Bless the populace etc... etc... This would make sense if only priests could gain usable magic, but in Glorantha that is not the case. Even ordinary farmers can gain rune magic on a one-use basis. Ok it's one use only, but even farmers are likely to get a few points of POW per year. I imagine that in theistic societies the congregation of a typical priest(ess?) probably generate about as much growth and fertility magic between them as the priest does. Asside from which, someone still needs to clear out weeds and stones, till the soil, sow the seed, tend the crops, harvest it, look after the animals, etc, etc. 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: Wed, 4 Aug 1999 11:41:44 EDT From: MurfNMurf@aol.com Subject: Re: [RQ-RULES] RuneQuest or Hero Wars ? Hey gang, Ever since I first started playing RQ back in the days, I knew the sytem was where it was AT.It can be as simple or complex as you want it to be. The other games I've enjoyed playing (except for Traveller) all use various incarnations of the ol RQ/BRP system.In fact,my Real World campaign is an amalgum of CoC & Superworld (with inspirational materials cadged from OTE,Herge's Tintin,Marvel & DC, Jonny Quest, and Film Noir).Heck,even Tradition of Victory uses a system with a veryBRPish feel to it( which,lacking healing spells,has info on amputation survival and wound infection). Its definately the RQ Rules for me,too.Though I'm sure I'll pick up the HW when it comes out; afterall, I AM interested in seeing just how this large-scale magic works.Besides,you never KNOW where a good idea can be cadged from. -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: Wed, 04 Aug 1999 11:44:22 -0400 From: Tal Meta Subject: [RQ-RULES] DMD - Vergadain for RQ/Greyhawk Gods of the Dwur VERGADAIN Runes: Earth, Trade, Disorder, Luck The god of Wealth and Trade, sometimes known as the Laughing or Trickster Dwur. Cult in the World Vergadain is the twin brother of Abbathor, and even with their differences they are very much alike. While Abbathor is Greed incarnate, Vergadain relies more on chance and trickery to obtain his wealth, instead of outright theft. In his aspect as the Merchant King, Vergadain and his followers sponsor the marketplaces where dwur sell their goods between themselves and to other races. Less common, but more dangerous, are the Halls of Chance Vergadain's faithful erect in his honor, where all manner of gambling occurs. The Holiest of Days for Vergadain is the 1st of Richfest, with lesser holidays on the 1st of each festival as well as the second Earthday of each month. Temples to Vergadain take two forms. The Great Halls of Vergadain are typically placed so that while technically underground, they have an entrace that looks out on the surface world to facilitate trading between races. The Markets often stand just outside the Great Halls, and typically take the form of a large open-air bazzar where goods can be traded. Priests of Vergadain favor rich robes of deep purple lined with fur, and often wear long chains of golden coins draped around their sholders. Hair and beards are worn intricately braided with wire of various precious metals, gemstones, and coins. Lay Membership Requirements: The first choice for dwurin merchants, he is also revered by many adventuresome thieves, who seek to emulate the Laughing Dwur in his infamous mythological exploits. Skills taught by the cult include Dodge, Throw, Bargain, Fast Talk, Sing, Speak Languages, Evaluate, Lore (Dwur, Underdark, World), Conceal, Devise, Sleight, Listen, Search, Hide, Sneak, Ceremony and Broadsword attack/parry. Initiate Membership Requirements: Standard. Initiates of Vergadain's cult are commonly shopkeepers, traders, or sometimes thieves. Redistribution of wealth is what's important, not the means, afterall. Spirit Magic: Befuddle, Countermagic, Glamour, Glue, Hotfoot, Protection, Shimmer, Vergadain's Obvious Reply (Improve Fast Talk),Vergadain's Silver Tongue (Improve Bargain). Acolyte Membership Requirements: Standard. Vergadain's acolytes help manage both the larger temples and monitor the marketplaces that abut them. Some have been known to lead large caravans both above and below ground (surface caravans will almost certainly have a priest or acolyte of Muamman along for extra security). Those with less of a taste for organized trade often become master gamblers and risk-takers, seeking to honor Vergadain by reminding all their kind that nothing is gained without risk, and that chance sometimes favors those bold enough to tempt it. Priesthood Requirements: Standard. Known as the Merchant Princes, Vergadain's priests are the overseers of all the lesser operations their cult engages in. Virtues for Vergadain's followers include Creative, Honorable, Indulgent, Reckless, and Social. Common Divine Magic: all. Special Divine Magic: Avoid Fate, Charisma, Coin Wheel, Command Gnome, Create (Market, Great Market), Exchange Spells, Floppy-bot, Fumble, Group Laughter, Lock, Passage, Reduce Head, Safe, Spell Trading. Associated Gods Abbathor: provides Hide Wealth Berronar: provides Oath Gorm: provides Command Salamanders Moradin: provides Shield Muamman: provides Hie Wagon - -- 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 #125 ************************************* *************************************************************************** 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.