From: owner-runequest-rules@lists.imagiconline.com (RuneQuest Rules Digest) To: runequest-rules-digest@lists.imagiconline.com Subject: RuneQuest Rules Digest V2 #128 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 11 1999 Volume 02 : Number 128 RuneQuest is a trademark of Hasbro/Avalon Hill Games. All Rights Reserved. TABLE OF CONTENTS RE: [RQ-RULES] Illusory Gold and Women Re: [RQ-RULES] Illusory Gold and Women [RQ-RULES] Wounds Levels [RQ-RULES] DMD - Duerra for RQ/Greyhawk [RQ-RULES] DMD - Laduguer for RQ/Greyhawk [RQ-RULES] Spell Spirits Controversy Re: [RQ-RULES] Spell Spirits Controversy RE: [RQ-RULES] Spell Spirits Controversy [RQ-RULES] Some sorcery questions for Sandy's rules Re: [RQ-RULES] Webpage 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, 9 Aug 1999 08:48:05 +0100 From: "Hibbs, Philip" Subject: RE: [RQ-RULES] Illusory Gold and Women >Donandar is considered to embody or possess the Illusion rune. I'll take your word for it. >Illusion spells do not make real things, they make sensory >impressions than can trick someone into believing that they >are real, but only if the caster actively manipulates them >to best effect. RQ (Gloranthan) illusions have always been described as "temporary reality". >Tricksters get spells like Consume, Detach , and >Become Dirty Shirt. Are these illusions? If not, what are they? They aren't illusions. What are they? I don't know, what kind of answer were you looking for? They're divine magic spells that do what the description says. 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: Mon, 9 Aug 1999 10:30:09 -0400 From: "Bob Stancliff" Subject: Re: [RQ-RULES] Illusory Gold and Women > >Donandar is considered to embody or possess the Illusion rune. It's in the rune descriptions for either rq3 or rq2. > >Illusion spells do not make real things, they make sensory > >impressions than can trick someone into believing that they > >are real, but only if the caster actively manipulates them > >to best effect. > > RQ (Gloranthan) illusions have always been described as "temporary reality". This reflects that they are not mental effects. The sensations are real light, real smell, real touch, real taste, and real sound, but that does not make them substantial. In the cult write-up, the most powerful spell that the Donandar's can cast is to make a copy of themselves, send it out to decoy someone, and then they can choose to switch places with it... Illusion becomes reality and reality becomes illusion. 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: 10 Aug 1999 17:40:06 +0200 From: Alain RAMEAU Subject: [RQ-RULES] Wounds Levels If my memory is not failing, I think that some of you developped house rules for using wounds levels instead of Hit Points (or maybe a mix of both). Could the author(s) summarize again their rules and give me where they can be found on the web ? Thanks, Alain http://www.btinternet.com/~karamo/jeux.htm *************************************************************************** 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, 10 Aug 1999 13:25:21 -0400 From: Tal Meta Subject: [RQ-RULES] DMD - Duerra for RQ/Greyhawk Gods of the Duergar DUERRA Runes: Thought, Malign Earth Known as the Queen of the Invisible Art, Duerra is the patron and first cause of the duergar's psionic abilities. Cult in the World Born to a simple slave-woman in the breeding pits of Ul6'yth'p, an illithid city located somewhere deep below the Corusk Mountains. Duerra was recognized at a very young age as possessing special abilities, talents that she could teach to others of her kind. After giving her people the gift of the Invisible Art, she led them in a revolt against their illithid masters, and survived to rule them for almost 400 years. Upon her death she was taken by Laduguer and elevated to divine status, so that the Arts she had given her people would never fade from them. Duerra's priesthood celebrates the 17th of Patchwall as their High Holy Day, the anniversary of the Night of Rage. Lesser celebrations vary from clan to clan, usually marking the founding of their individual holdings or marking the days that great victories were won. Duerra's Temples are always carved from living rock and sculpted into pleasing ovals and conical shapes. Priests of Duerra typically wear velvet robes of indigo trimmed in blue or white. Cloaks are commonly worn as well, also of indigo. Head hair is kept shaven, though facial hair is worn long and full. Lay Membership Requirements: Most duergar will at least pay occasional homage to Duerra, so most congregations are large (if somewhat variable). Skills taught by the cult include Cimb, Dodge, Fast Talk, Orate, Speak Languages, First Aid, Lores (Duergar, Dwur, Illithid, Psionic, Underdark, World), Read/Write, Listen, Scan, Sneak, Ceremony, Psionic Combat and Battleaxe attack/parry. Initiate Membership Requirements: Standard. Initiates of Duerra are known as the Endowed, and typically serve their communities doing Tower work and watching over the slave population of the city. They also assume posts as minor administrators and soldiers, when necessary. The Endowed may advance their Telepathic Aspect at a ratio of 3:1, and are taught the additional skill of Gestalt. Spirit Magic: Bladesharp, Compel Respect, Countermagic, Fanaticism, Mind Trap, Silence, Visibility. Acolyte Membership Requirements: Standard. Known as the Monitors, Duerra's acolytes typically prowl their communities using their telepathic abilities to monitor both the slaves and their fellow duergar for thoughts of dissent or impiety. Priesthood Requirements: Standard. Known as the Mindaxes, Duerra's priests often serve as the ultimate authority in many duergar communities. Driven to expand the realm of control their followers enjoy, Dueraa's priesthood is always at the forefront of raids against the other races of the Deepest Dark. Virtues for this cult include Manipulative, Spiritual, and Warlike. Common Divine Magic: all. Special Divine Magic: Catatonia, Command Gnomes, Forget, Madness, Mind Block (all), Remove INT, Sixth Sense, Summon Gnomes. Associated Gods Laduguer: provides Slave Link - -- 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, 11 Aug 1999 10:58:31 -0400 From: Tal Meta Subject: [RQ-RULES] DMD - Laduguer for RQ/Greyhawk Gods of the Duergar LADUGUER Runes: Slavery, Magic, Mastery, Mailign Earth Laduguer is known as both the TaskMaster and the Magister. Cult in the World Though most dwurin sages would deny it, Ladguer was not Moradin's rebellious son, but his brother. Where Moradin taught the Crafts of mining and metalsmithing, Laduguer taught them the Art of Sorcery. The dwur'gar, the most magically inclined race of dwur, chose Laduguer as their patron, and he taught them all that he knew of Magic, until the day when Moradin saw how those who excelled at Magic had forsaken the Crafts he'd given them, he decreed that the dwurin races practice sorcery no more, and return to the ways he had set down for them ages past. Laduguer and his followers would not, so they abandoned their homes and then sought to conquer their brothers, in order to prove which was greater, their Art or Moradin's Crafts. Though they came very close to victory, Laduguer had few allies among dwurin gods, so eventually his followers were beaten and forced to retreat ever deeper into the earth, where they eventually ran afoul of the illithids and were enslaved. Laduguer brooded for many centuries while his people languished in bondage, growing more and more bitter. Eventually his followers called upon him for deliverance, and among them he fathered a child who would embrace the Invisible Art that kept his folk enslaved, and turn it upon their oppressors. Laduguer's priesthood brook no opposition to their leadership of the duergar, seeing the cult of Duerra as a whip to incite the faithless to greater effort. Though changed by centuries of warfare and oppression, work is still a part of the duergar mindset, and most duergar choose to develop their magical talents at the expense of the psionic gifts they all share. The 2nd of Needfest is the High Holy Day for this cult, with regular services on the 2nd of each month. Each clan will likely have holidays unique to themselves, honoring past victories over other races. Laduguer's temples are typically carved from solid rock, and filled with the smoke of incense. Weapons and armor crafted by the priests adorn the walls and inner sanctums, testament to their skills in crafting magical items of war. Priests of Laduguer wear robes of dark grey with heavy hoods. Heads are either tonsured or shaven clean, and beards are worn closely trimmed. Lay Membership Requirements: Laduguer's cult is open to all duergar, but is especially popular among those engaged in the production of objects bearing glyphs or runes meant to be used in future enchantments. Skills taught by this cult include Dodge, Ride, Orate, Speak Languages, Crafts (smithwork, engraving, etc.), Evaluate, Lores (Duergar, Dwur, Magic, Mineral, Torture, Underdark), Read/Write, Devise, Listen, Ceremony, Enchant, Hammer attack and Shield parry. Lay members of this cult are ineligible to learn sorcery or wizardry. Initiate Membership Requirements: Standard. Known simply as the Grim, initiates of this cult begin studying the Arts of magic in what can only be called the harshest of schools anywhere on or beneath the surface of Oerth. Failure to excel in one's studies is certain to earn a unique form of discipline, especially in a school where subjects for magickal experimentation are at a premium. "Burn casting", as it is called, is common among duergar, especially those in the presence of a superior. All sorcerous Arts are gained by means of sacrifice to Laduguer, and include basic Arts plus Banish, Force, Permanence, and Speed. In addition to their scholarly duties, the Grim are in charge of the care and feeding of the clan's steeders, a large spider that the duergar have domesticated for use in war. Note: Laduguer does not provide Spirit Magic to his followers, only Divine and Sorcery spells. Acolyte Membership Requirements: Before one of the Grim may rise to beome an Macaliin (or Spell-Weaver, as acolytes are called in the duergar tongue) he must have passed the tests required of a Journeyman sorcerer in addition to the standard acolyte acceptance requirements. Rune Lord Membership Requirements: Sorcery Adept + standard Rune Lord conditions. Called the Macarang (which translates very roughly as he-who-bludgeons-his-enemies-with-spells), Rune Lords of Laduguer serve as the elite military arm of most duergar communities. Priesthood Requirements: A priest of Laduguer must qualify as a Magus in addition to the standard priest conditions. Known as the Overseers, priests of this cult are expected to be expert spellcasters, cunning strategists, and superb artisans. Overseers impress upon all their followers that a strict adherence to discipline and order are the only means by which the duergar can truly overcome the dangers of their enviroment and continue to thrive in the Deep. Virtues for this cult include Creative, Manipulative, Prudent, Uncaring, and Vengeful. Common Divine Magic: all. Special Divine Magic: Analyze Magic, Capture Spirit, Coerce, Command Gnomes, Compel Prostration, Enchant Shackle, Find Fugitive, Reflection, Slave Link, Tortuous Submission. Associated Gods Duerra: provides Greater Mind Block - -- 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, 11 Aug 1999 17:13:52 +0100 From: "Hibbs, Philip" Subject: [RQ-RULES] Spell Spirits Controversy I'd just like to point out a discrepancy in the rules that could (did!) lead to an arguement - that of how to learn spirit spells. The magic book says that some spirits can teach spells, and the shaman directs them to engage the student in spirit combat, and if the student wins, he gets the spell. However, spell spirits cannot engage in spirit combat. This led a friend of mine to rule that spell spirits cannot teach spells, you have to find a spirit that can both teach spells and engage in spirit combat. This is ridiculous, IMO. Also, the Control [species] spell requires the caster to beat the target down to 0MP, so then it can't attack in spirit combat either. The procedure as writ in the rules basically does not work. Does anyone have a fixed writeup, or have you all, like me, ignored this problem because it's daft? 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, 11 Aug 1999 12:35:42 -0400 From: "Bob Stancliff" Subject: Re: [RQ-RULES] Spell Spirits Controversy > However, spell spirits cannot engage in spirit combat. You might want to read this carefully. Doesn't it really say that they cannot initiate spirit combat? Any spirit can defend itself, and a shaman can attack any spirit. I discussed this issue last year, and my conclusion is that any summoned spirit is hostile, even if it has no INT, and it will attack the nearest sentient being. Therefore, a student who is present at a summoning can fight whatever comes through the portal. The only exception to the hostile rule is very intelligent spirits and ancestors, who can be placated, bribed or are just friendly because they like you. 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: Wed, 11 Aug 1999 17:35:07 +0100 From: "Hibbs, Philip" Subject: RE: [RQ-RULES] Spell Spirits Controversy >> However, spell spirits cannot engage in spirit combat. >You might want to read this carefully. Doesn't it really >say that they cannot initiate spirit combat? That's what I meant. 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, 11 Aug 1999 09:56:21 +0100 From: "Nikk Effingham" Subject: [RQ-RULES] Some sorcery questions for Sandy's rules Hi guys, A question have arisen in my campaign, the Tap spell. Do creatures with no POW _really_ have no limit to the amount of magic points they can tap? Doesn't this mean that vampires are very deadly? One Tap spell and a Vivamorti has hundreds or even thousands of magic points at their disposal, worse still these are personal mps they can use for overcoming foes in magic contests. Also, has anyone noticed the usefulness of Speed? I mean getting those spells off on SR 1 is amazingly useful - your friends start falling and a Fly on SR 1 will sort them out, your magical sword hits the Basilisk and starts dissolving, a Resist Damage 10 on SR 1 will sort it out. Just thought I'd mention it. Does Resist Magic resist against the magic points used in the spell, the intensity of the spell or the intensity of the spell plus boosted magic points? If boosted magic points aren't supossed to be used, then this makes the spell very useful, far better than Countermagic, Reflection or Shield as boosted magic points can overcome it. A Resist Magic 16 would make you immune to Sever Spirits and most other spells, and to cast it would only require about 76% Resist Magic (depending upon your Ceremony), which is not too far fetched when you have an adept in the party. Lastly, does the Dominate spell in Sandy's rules resist the intensity against the target's POW for overcoming, or the caster's magic points as would seem to be implied in the rules? Cheers, 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: Wed, 11 Aug 1999 09:57:44 +0100 From: "Nikk Effingham" Subject: Re: [RQ-RULES] Webpage >>a newly updated charcater generation system, > >The chargen2.html file with the racial adjustment tables is missing. Cheers, I'll fix that next time I go up on the web. 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. ------------------------------ End of RuneQuest Rules Digest V2 #128 ************************************* *************************************************************************** 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.