From: owner-runequest-rules@lists.ient.com (RuneQuest Rules Digest) To: runequest-rules-digest@lists.ient.com Subject: RuneQuest Rules Digest V3 #92 Reply-To: runequest-rules@lists.ient.com Sender: owner-runequest-rules@lists.ient.com Errors-To: owner-runequest-rules@lists.ient.com Precedence: bulk RuneQuest Rules Digest Thursday, September 28 2000 Volume 03 : Number 092 RuneQuest is a trademark of Hasbro/Avalon Hill Games. All Rights Reserved. TABLE OF CONTENTS [RQ-RULES] Re: Repeat RuneQuest Rules [RQ-RULES] Re: New magic item creation rules RE: [RQ-RULES] Re: New magic item creation rules [RQ-RULES] new magic rules [RQ-RULES] An imbued magic item Re: [RQ-RULES] An imbued magic item Re: [RQ-RULES] New magic item creation rules [RQ-RULES] Imbue addition, + magic item Re: [RQ-RULES] Imbue addition, + magic item Re: [RQ-RULES] Imbue addition, + magic item 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, 25 Sep 2000 20:17:45 +0200 From: Julian Lord Subject: [RQ-RULES] Re: Repeat RuneQuest Rules Peter Maranci : > I don't know if the Digest is still working, since there's > been no traffic since the 23rd Some people have ALL the luck ... Peter, we have been swamped by a deluge of repeat RQ Dailies since about the 23rd ... cheers, Julian Lord *************************************************************************** To unsubscribe from this list send mail to majordomo@lists.ient.com with the line 'unsubscribe runequest-rules' as the body of the message. ------------------------------ Date: Mon, 25 Sep 2000 20:39:03 +0200 From: Julian Lord Subject: [RQ-RULES] Re: New magic item creation rules Peter Maranci : > There's no reason to say, as I say in Section II, that "once the full > set of enchantments is complete no additional enchantments can be > added". That's right !! > Example: To create a +4 (Bladesharp4) sword in sessions: > > Step 1: Imbue (2 POW), Bladesharp 1 (1 POW) = 3 POW total this session > Step 2: Imbue (2 POW), Bladesharp 2 (2 POW) = 4 POW total this session > Step 3: Imbue (2 POW), Bladesharp 3 (3 POW) = 5 POW total this session > Step 4: Imbue (2 POW), Bladesharp 4 (4 POW) = 6 POW total this session > > Total cost: 18 POW (if everything had been imbued in one session it > would only have cost 12 POW). > > What do you think, sirs? Cool !! But too expensive (see below). > As a followup to my suggestion that variable spells could be imbued in > stages, one (or more) level(s) at a time: there's no reason why differing > spells couldn't also be imbued in different sessions. However, I'd suggest > that spell effect "merging" would be less likely for spells that were > placed in an object in different sessions. The effects would be more likely > to remain distinct, in other words. I think that's a good idea ; basically you enchant the previous spell. In RQ3 you actually can : Link Spell Conditions: This Enchantment links together specified spells to create unusual effects. Expending 1 point of current POW allows the magician to tie together any or all spells that are Enchanted in the device. This essentially creates one very complex spell. To cast any one of the spells that are linked together requires casting the others as well. If, at a later time, the enchanter wished to link more spells he must expend another permanent point of POW. So the total cost of a 4 step Bladesharp 4 should IMO be : Step 1: Imbue (2 POW), Bladesharp 1 (1 POW) = 3 POW total this session Step 2: Link Spell Condition (1 POW), Bladesharp 2 (2 POW) = 3 POW total this session Step 3: Link Spell Condition (1 POW), Bladesharp 3 (3 POW) = 4 POW total this session Step 4: Link Spell Condition (1 POW), Bladesharp 4 (4 POW) = 5 POW total this session Total cost: 15 POW (if everything had been imbued in one session it would only have cost 12 POW). I also believe that one should, generally speaking, be allowed to cast spells on other spells to modify them. Julian Lord *************************************************************************** To unsubscribe from this list send mail to majordomo@lists.ient.com with the line 'unsubscribe runequest-rules' as the body of the message. ------------------------------ Date: Mon, 25 Sep 2000 14:57:23 -0400 From: "Bob Stancliff" Subject: RE: [RQ-RULES] Re: New magic item creation rules >Example: To create a +4 (Bladesharp4) sword in sessions: > ... >Total cost: 18 POW (if everything had been imbued in one session it >would only have cost 12 POW). >What do you think, sirs? Nice change. It works. Stancliff *************************************************************************** To unsubscribe from this list send mail to majordomo@lists.ient.com with the line 'unsubscribe runequest-rules' as the body of the message. ------------------------------ Date: Tue, 26 Sep 2000 11:22:07 +0100 From: "Tom Zunder" Subject: [RQ-RULES] new magic rules Peter Great little set of rules, fun and simple and just dandy fot those games which call for it. Dinky. Work well with Elric! as well. - --- Tom Zunder tomz@writeme.com ICQ: 1521799 http://www.elric.org.uk *************************************************************************** To unsubscribe from this list send mail to majordomo@lists.ient.com with the line 'unsubscribe runequest-rules' as the body of the message. ------------------------------ Date: Tue, 26 Sep 2000 13:31:22 -0400 From: "safety/maranci.net@mail.maranci.net" Subject: [RQ-RULES] An imbued magic item I just posted five new Imbued magic items on the Chaos Project. I hope no one minds if I post an expanded version of one of them here. The item was created by several people working together, which is not an issue I'd covered yet (come to think of it, can enchanters cooperate on the same item under normal rules? Probably). Does that seem like a good idea? Item: Sir Harp (unique, 31 POW, 18 AP) History: Created recently by a band of minstrels (Donandari), it served as the basis for their powerful music until it was stolen by bandits. Recently reports have come that villages have been seized by a "dancing madness", only to awaken to find their goods and more attractive women missing. Description:A very large wooden harp decorated with copper and gold. Powers: The powers of the harp activate only when played by a musician with a skill of 60% or more, or if ANY player has a critical success. When activated, the players gains the effects of Coordination 2 (+2 DEX), Glamour 4 (+12 APP), and Ironhand 1. The Ironhand allows the player to play much more loudly than is normally possible. Anyone who listens to the music of Sir Harp must resist a POW of 31 or be affected by a Fanaticism spell -- but rather than combat, the victim is compelled to dance. The dancing is exhausting, and the dancer must make a CON x 10 roll after the three rounds or fall unconscious. On each suceeding round of dancing, the CON check must be made again, but each round the chance is x1 less -- i.e. x9, x8, x7, etc. Once the chance has been reduced to CONx1 the chance does not go lower, but the victim must continue to make a roll each round. Fumbling the roll results in 1d6 general damage. The dancing compulsion continues until the victim falls unconcious from exhaustion, or 1d4 rounds after the music stops. There is no limit to the number of people affected, and the range is anyone within range of Sir Harp's voice. The deaf cannot be affected. Wax or some other means of temporary deafness *may* work, but Sir Harp's voice is *very* loud...quite possibly the result would only be a reduction to Sir Harp's attacking POW for that one person, improving their chance on the resistance roll. Note: The 22 strings of Sir Harp are *not* enchanted, and take a terrific beating from the Ironhand effect. There is a 10% chance per round of playing that a string will break, reducing the player's effective skill by 5% per lost string. Each lost string also reduces Sir Harp's attack POW by 1. It takes DEX SR + 1d10 strike ranks to replace a string, and this cannot be done while the harp is being played. Spells Imbued: Coordination 2, Glamour 4, Ironhand 1, Fanaticism - ------------------------------------------------------------------- This message has been posted from Mail2Web http://www.mail2web.com/ Web Hosting for $9.95 per month! Visit: http://www.yourhosting.com/ - ------------------------------------------------------------------- *************************************************************************** To unsubscribe from this list send mail to majordomo@lists.ient.com with the line 'unsubscribe runequest-rules' as the body of the message. ------------------------------ Date: Tue, 26 Sep 2000 12:10:57 -0700 From: "Timothy Byrd" Subject: Re: [RQ-RULES] An imbued magic item Peter posted a neat magic item: > Item: Sir Harp (unique, 31 POW, 18 AP) .. > Description:A very large wooden harp decorated with copper and gold. ... > Note: The 22 strings of Sir Harp are *not* enchanted, and take a terrific beating from the Ironhand effect. There is a 10% chance per round of playing that a string will break, reducing the player's effective skill by 5% per lost string. Each lost string also reduces Sir Harp's attack POW by 1. It takes DEX SR + 1d10 strike ranks to replace a string, and this cannot be done while the harp is being played. - - A 22 string harp would be a lap harp. You can get 25 string harps that *in the case* work as carry-on luggage on an airplane. (See below for more info.) An orchestral harp has 47 strings. - -Minor thing to throw in: The shape of the sound box affects the "directionality"of the sound. For example, a square sound box can have a marginally more directional sound than a round one which may be more ambient. So if you want to "aim" you harp at people get one with a square sound box. - - What are the strings made of? Gut? Bronze? Silver? Gold? How easy is it to get replacements, even if they aren't enchanted? That breakage rate is immense, but I would keep it for game balance. - - What about tuning? Here are a couple old harp jokes: "A harpist is a person who spends half his time tuning, and the other half playing out of tune." "Welcome to Heaven, here's your harp and your tuning key. Welcome to Hell, here's your harp." - - Re music: In Irish folklore, there are supposed to be three magical airs: one for laughter, one for tears, and one for sleep. Also, remember the demonic fiddler stories, where everyone under the spell has to dance until they wear their feet down to the bone or they die of exhaustion - depending on the version. Quotes from http://www.webpak.net/~ajtefft/history.html : "The harp in the middle ages was small, about 28 inches tall with an average of nineteen strings, but often found with twenty-five." "Versions called 'bardic' or 'lap harp,' or by the Gaelic term clarsach, are based on these older Celtic models that average about 28 inches tall with 22 to 30 strings and are termed 'low-headed harps.' An Irish manner of harping was thought to have been firmly established by the fourteenth century." "By the 17th century Celtic harps developed a much taller instrument, and gradually moved away from the low-headed style. These larger instruments could produce a much clearer and stronger tone, though the number of strings was about 32-38. The overall height was often 60 inches." Also check out: http://www.kortier.com/blox.htm - -- Tim *************************************************************************** To unsubscribe from this list send mail to majordomo@lists.ient.com with the line 'unsubscribe runequest-rules' as the body of the message. ------------------------------ Date: Wed, 27 Sep 2000 13:50:15 +0300 (EEST) From: Olli Kantola Subject: Re: [RQ-RULES] New magic item creation rules On Thu, 21 Sep 2000, wrote: > VII. Temporary/Perishable Items: Perishable/expendable items can also be > imbued with spells. Some of this lore borders on alchemy. The procedure > is the same as in Section II, except that 2d4 worth of charges or doses > may be created per time the spell is cast, and variable spells need only > be cast once at the highest level desired. Instant spells may be used in > this type of enchantment. Example: For a cost of 2 POW (Imbue) plus 4 > POW (Heal 4), 2d4 doses of Heal 4 potion can be created. Material > components must be supplied -- matter is not created. Quality rules > apply. Who would create an average of 5 potions of heal 4 for 6 POW? The same aplies to recharging items. How about something like: POT^2*10 MPs for the batch. The amount of MPs channeled could be Alchemy*MP. So Heal 4 would cost 160 MPs. With a skill of 75% that would cost 213 MPs. With POW 14 that would take 17 days. With a skill of 90% and a POW of 16 it would only take 11 days. Making potions with big POT would be hard, but simple POT 1 or 2 potions wouldn't be so hard. AND skill would definetly count. Maybe this could be aplied to recharging too. But with Ceremony instead of Alchemy. *************************************************************************** To unsubscribe from this list send mail to majordomo@lists.ient.com with the line 'unsubscribe runequest-rules' as the body of the message. ------------------------------ Date: Thu, 28 Sep 2000 10:54:45 -0400 From: "peterm/maranci.net@mail.maranci.net" Subject: [RQ-RULES] Imbue addition, + magic item I hope I'm not boring everyone with these Imbue rules, but I've come up with another addition: Truestone (or the magical equivalent in non-Gloranthan campaigns) can be imbued with spells for a lower cost. Only the Imbue Enchantment spell itself must be cast with POW; all other spells imbued need only be cast normally, with magic points. Of course, capacity is still an issue. Below is another magic item taken from the Chaos Project. Wand of the Puzzle Canal (unique, 2 POW, unbreakable) History: Created by a secretive and possibly insane group of sages and tricksters. Description: A rod of Truestone, as thick as a human forefinger and long as an average human's forearm. It is so covered with bizarre arabesques and unknown runes in various Rune metals that the Truestone is almost completely obscured. Powers: Contains all common spirit magic spells (but no rituals). Variable spells are all at level 4. There are many strange (substance) and (species) spells. All spells are cast with an effective POW of 30, and all cost 1MP to cast. The Wand takes 1 SR to activate. Unfortunately, for most people there is no way to choose what spell comes out of the Wand, nor who the target will be. Conditions: Can only be used *predictably* by a person with an absolutely pure heart for a good purpose. For anyone else, the result is completely random. =>Peter - -- Peter Maranci peter@maranci.net Woonsocket, RI Pete's RuneQuest Page! http://www.maranci.net/rq.htm - ------------------------------------------------------------------- This message has been posted from Mail2Web http://www.mail2web.com/ Web Hosting for $9.95 per month! Visit: http://www.yourhosting.com/ - ------------------------------------------------------------------- *************************************************************************** To unsubscribe from this list send mail to majordomo@lists.ient.com with the line 'unsubscribe runequest-rules' as the body of the message. ------------------------------ Date: Thu, 28 Sep 2000 11:47:56 -0400 From: Tal Meta Subject: Re: [RQ-RULES] Imbue addition, + magic item "peterm/maranci.net@mail.maranci.net" wrote: > > I hope I'm not boring everyone with these Imbue rules, but I've come up with another addition: Truestone (or the magical equivalent in non-Gloranthan campaigns) can be imbued with spells for a lower cost. Only the Imbue Enchantment spell itself must be cast with POW; all other spells imbued need only be cast normally, with magic points. Of course, capacity is still an issue. Not at all. I've got a similar substance in my Greyhawk campaign, known as Oerthblood. This special ore, when refined (and you get maybe 30 ENC of refined ore per ton of raw ore) has an inherent 1d4 POW per ENC. Most of the higher order artifacts and whatnot are made in part of this material, which is very rare and exceedingly toxic in it's unrefined form. When worked into an enchantment, the inherent POW is determined, and can be added to the enchantment in the form of additional intensity for whatever spells, or used for conditions, etc. - -- talmeta@cybercomm.net - Heretic, Dilettante, & God-Machine ICQ - 12594453 AIM - talmeta Homepage - *************************************************************************** To unsubscribe from this list send mail to majordomo@lists.ient.com with the line 'unsubscribe runequest-rules' as the body of the message. ------------------------------ Date: Thu, 28 Sep 2000 12:26:51 -0700 (PDT) From: dabick@excite.com Subject: Re: [RQ-RULES] Imbue addition, + magic item > Peter Maranci > I hope I'm not boring everyone with these Imbue rules, but I've come up with another addition: Truestone (or the magical equivalent in non-Gloranthan campaigns) can be imbued with spells for a lower cost. Only the Imbue Enchantment spell itself must be cast with POW; all other spells imbued need only be cast normally, with magic points. Of course, capacity is still an issue. How about would treating the "special" material, like Truestone, as not needing the Imbue Enchantment spell. The property of the spell is already in the Truestone or Oerthblood. However, any spell cast into, will cost power. Because it is a Truestone, I would make the variable spells cost only once, not the accumulative method. A limitation I would impose is, the spell must be memorized by the enchanter at the time of the enchantment, not forced from another source. As it is a Truestone, the spells must be freely given. But that is IMO on Truestones. Jim Bickmeyer _______________________________________________________ Say Bye to Slow Internet! http://www.home.com/xinbox/signup.html *************************************************************************** To unsubscribe from this list send mail to majordomo@lists.ient.com with the line 'unsubscribe runequest-rules' as the body of the message. ------------------------------ End of RuneQuest Rules Digest V3 #92 ************************************ *************************************************************************** To unsubscribe from this list send mail to majordomo@lists.ient.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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