From: owner-runequest-rules@lists.ient.com (RuneQuest Rules Digest) To: runequest-rules-digest@lists.ient.com Subject: RuneQuest Rules Digest V3 #95 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 Wednesday, October 4 2000 Volume 03 : Number 095 RuneQuest is a trademark of Hasbro/Avalon Hill Games. All Rights Reserved. TABLE OF CONTENTS Re: [RQ-RULES] Lost Newbie Re: [RQ-RULES] Lost Newbie [RQ-RULES] Jims take on Sanctify Re: [RQ-RULES] Imbue rules & Alchemy Re: [RQ-RULES] Imbue rules & Alchemy Re: [RQ-RULES] Lost Newbie Re: [RQ-RULES] Jims take on Sanctify RE: [RQ-RULES] Jims take on Sanctify RE: [RQ-RULES] Lost Newbie FAQ's - was Re: [RQ-RULES] Lost Newbie Re: [RQ-RULES] Lost Newbie 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 Oct 2000 20:51:28 -0700 From: "Trent Smith" Subject: Re: [RQ-RULES] Lost Newbie wrote: > In a message dated 10/3/00 6:56:08 PM Pacific Daylight Time, > jimpeta@primus.com.au writes: > > > > Wind Lords, how do they become Chiefs with a 90% commitment to the cult > (how > > do they afford a Dun?) > > This actually belongs more on the Glorantha list, though I doubt Hero Wars > has such rules (could be wrong). Anyway, my understanding is that commitment > to the Orlanth cult as Wind Lord involves being a chief. That's part of the > 90% commitment. Keep in mind that there is no real division between political > and religious life. You have to stop thinking like an American. Orlanthi are > Chiefs, it's part of being an Orlanthi. Some are far more warrior than chief, > some are more priest than chief, but a Wind Lord, one who has attained the > Rune Status of embodying Orlanth, is just about by definition a Chief. > Leading a tribe is part of his duty to Orlanth. That's what I would consider the RQ2 answer. However, the RQ3 full writeup of Orlanth (which you quite possibly don't have, since it was only published in 'Heroes' #4) introduced the subcult of Orlanth Rex, which is the path that Chiefs follow (essentially Chief = Orlanth Rex, and vice versa). Wind Lords, at least in my opinion, are a distinct branch within the tribal leadership, sort of off to the side, focused outward -- attacking clan/religious enemies, and defending against same -- rather than upward (Storm Voices (i.e. Priests) -- communing with and diving the will of Orlanth) or downward (Orlanth Rex (i.e. Chiefs) -- organizing the day-to-day functioning of the clan). A single person, at least in RQ3, cannot fill more than one of the roles simultaneously, as each is a full-time pursuit. Please note that I pretty much made this up myself -- it has no basis in study of 'King of Sartar' or late night conversations with Greg Stafford, and I make no claims mas to its accuracy or Orlanthi cultural propriety -- but it feels right to me. Trent P.S. I also think this (rather than the GD) is the proper place for this discussion, since the question concerns the interface betwen world and game (specifically RQ) and how to use the one to interpret the other, rather than pure world-oriented theory, which is what the GD mostly consists of these days. P.P.S. No idea what a Dun is, either. *************************************************************************** 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, 4 Oct 2000 00:07:06 EDT From: MurfNMurf@aol.com Subject: Re: [RQ-RULES] Lost Newbie In a message dated 10/3/00 10:35:47 PM Central Daylight Time, jimpeta@primus.com.au writes: << I'm sort of reluctant to wade through a few sets of archives . . . Jim Lawrie, who just got here >> Reluctant to wade through archieves? lol! -Ken- *************************************************************************** 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, 4 Oct 2000 15:37:21 +1100 From: "Jim & Peta Lawrie" Subject: [RQ-RULES] Jims take on Sanctify I suppose that this has been done to death, but I'll post it anyway. A player of ours took to sanctifying rooms in inns, campsites etc so he could recover Rune Magic whenever he needed to. Somehow this didn't fit in with my idea of the spell so I cobbled this up. It's not that much different from the official one though. Sanctify This spell is changed in my campaign, it sets up a temporary shrine. Unless the spell is cast at a 'site' (Pge 29, Magic Book) a Divination must first be performed to see if the new location is pleasing to the Deity. The spell parameters are now: 1 point Ritual (Enchant), Stackable, Conditionally Reusable,Common. Like the warding spell, this spell now requires a material focus, usually a statue of the god granting the spell but occasionally a holy item associated with the god (a Humakti ceremonial sword for instance.) The spell effect centres on the item and if the item is moved the spell ceases to take effect. If the caster moves the item for a short time (cleaning etc) a ceremony check must be made to see if the spell remains in effect, but if the focus is moved for more than five minutes the spell automatically ceases to function anyway. A Sanctify Focus can be defiled with a successful Ceremony roll, and is treated as if it had 'been moved' but is now no longer suitable as a focus. (ie: the caster regains the use of the spell, but cannot cast the spell until a suitable focus is found) Shrines only allow sacrificing for the spells Worship and one special Divine spell listed in the GoG book. All spells are recoverable at a shrine on a successful Ceremony roll, otherwise a temple must be visited. *************************************************************************** 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, 4 Oct 2000 08:40:53 +0100 From: Philip.Hibbs@tnt.co.uk Subject: Re: [RQ-RULES] Imbue rules & Alchemy >I'm pretty positive that capacity IS an issue for Truestone Only in terms of how many priests can simultaneously touch it. However, there must be some size-related traits, because I hadn't heard that touching The Block has the same effect as touching a small piece. Even if it does, it certainly isn't going to "fix" the entire block with 2 points of divine magic! Philip Hibbs http://www.snark.freeserve.co.uk/ 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. *************************************************************************** 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, 4 Oct 2000 10:48:18 +0300 (EEST) From: Olli Kantola Subject: Re: [RQ-RULES] Imbue rules & Alchemy On Tue, 3 Oct 2000, Peter Maranci wrote: > > fainting... No, wait it's really 16, how stupid of me. > > Actually you could put in 15 points on the first minute of the day, and > then another 14 or 15 points on the last minute of the day, for a total > of at least 29...although some might accuse you of character abuse. :-) Well, on the first day only anyway. > Of course, I'm assuming that you can't borrow matrices and such from > friends (or just have your friends cooperate) and shoot 100 MPs into a > potion all at once. I'd argue that alchemy requires time, somewhere from > ten minutes to one hour per magic point expended. And probably nothing > else can be done during that time. I don't think that alchemists can cooperate like that. Almost every alchemist of potionmonger in fantasy literature, myths and stories works alone. And yes, it takes time. And a lab of some sort. The quality of your lab probably limits the intensity of spells imbued. I'd say that Healing Salve I doesn't need much, but for a Healing Salve III you need atleast a room filled with strange herbs and frog legs ;) . If there is an master/apprentice relationship among the alchemists, then masters must have time to do tests and experiments (train themselves), teach their students and making potions. Apprentices on the other hand must reserve time to sweep floors. The time required shouldn't be 20min / MP or anything like that, because it would eventually limit the possibilities of alchemists with very large POW. I'd say that 6 hours a day is enought. Poisons would need a seperate system, because spells in general are more powerful. I don't know how to express this, but a system that changes the form of a potion is also needed. Potion -> Paste -> Powder You drink it. You smear it to your blade You throw it at your opponent. or wound. I think that you don't imbue spirit magic spells or divine spells into potions, but you have to know the recipe of the potion prepared. If you know the recipe for Healing Salve, then you can make with it Pastes imbued with Heal of any intensity. These new formulas are possible to learn by studying books or experiementing (BOOM). I'd say that with alchemy 60% a journeyman can learn recipes that involve sorcery-like effects and a master of truly high caliber (120%) can learn recipes with "rune magic" -like effects. That Full Heal (or something) can really be effective! An equivalent of Heal VI that heals all! BTW, smearing Healing Salve on your blade is a great way of betraying your friends or enemies. :D Olli Kantola *************************************************************************** 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, 04 Oct 2000 12:45:02 +0200 From: Julian Lord Subject: Re: [RQ-RULES] Lost Newbie Jim, Steve, Trent : > > > Wind Lords, how do they become Chiefs with a 90% commitment to the cult > > > This actually belongs more on the Glorantha list, though I doubt Hero Wars > > has such rules (could be wrong). It does belong here. As Trent says : > P.S. I also think this (rather than the GD) is the proper place for this > discussion, since the question concerns the interface betwen world and game > (specifically RQ) and how to use the one to interpret the other, Hero Wars doesn't have such rules yet, but it will. (I think?) FYI to become a HW Rune Lord requires that you master all of the particular Skills and Magics that 'belong' to your cult ; but I understand that there are other requirements too. Only some Gloranthan cults have them, I believe. The old 90% commitment has been cranked down to 60% in HW. (not sure that this will be the right figure for HW Rune Lords : it might be 30%, or 50% ) Anyway, a Chief's duties include his religious duties (in both games) ; so, if being a Rune Lord had a 60% time commitment, if he were also a Chief, only 90% of his time would be taken up, not 150%. Anyway, the % of time commitment shouldn't be taken too seriously. It's basically a rough mechanic to tell you how many things you can do when not adventuring. If being an Alchemist took up 40% of your time and being a Rune Lord took up 60%, you'd have no time left over for any adventuring not related directly to one of the activities, joining a second cult, nor doing any clan politics, etc. 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: Wed, 04 Oct 2000 09:00:28 -0400 From: Tal Meta Subject: Re: [RQ-RULES] Jims take on Sanctify Jim & Peta Lawrie wrote: > > I suppose that this has been done to death, but I'll post it anyway. > A player of ours took to sanctifying rooms in inns, campsites etc so he > could recover Rune Magic whenever he needed to. Somehow this didn't fit in > with my idea of the spell so I cobbled this up. It's not that much different > from the official one though. Oh, I had a player do this, as well. The solution, IMC, was that when such Sanctified sites were left "open to the public", a servant of the deity involved (Corellon Larethian in this case) would seek out the creator of the site and rebuke him, often taking spells or points of POW in retribution. I mean, when yesterday's sacred reverie is being used by a whore and her john today, shouldn't the god in question be a little peeved? :) After a few occasions, the player took the hint and started creating normal shrines, with warding, etc., so that this would stop happening. - -- 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: Wed, 4 Oct 2000 09:26:52 -0400 From: "Bob Stancliff" Subject: RE: [RQ-RULES] Jims take on Sanctify > A player of ours took to sanctifying rooms in inns, > campsites etc so he could recover Rune Magic whenever > he needed to. Somehow this didn't fit in with my idea > of the spell so I cobbled this up. It's not that much > different from the official one though. If you are playing RQ3 and the player is an Orlanthi, his idea shouldn't work for at least two reasons... Religious: Orlanth is a god of Air and claims the space between the ground and the dome of the sky. If you try to Sanctify an indoor area the spell should fail. Rules: Spells are only recoverable at the location appropriate for learning the spell. One person with an alter and a Sanctify spell can only make a Site, not a Shrine, and Sites recover no spells. You would need close to 10 initiates to get a Shrine, which recovers Worship, Spell Teach, and Cloud Call ("Magic Book" and "Gods of Glorantha"). Rules: One day per POW of spell is required to recover Divine Magic, so you could be at that campsite for a little while... but then it would be OK! Also remember the Orlanth cult requirement of a cart drawn by two oxen (very common) to carry the mobile shrine and the worship supplies (very unusual). Any soldiers searching the cart will recognize the alter/statue and the religious materials (worship of Orlanth is outlawed). House rules might allow large and regular sacrifices of MP's to bump you up one level, but not two. Carrying friendly Orlanthi ancestors in your ghost binds could be allowed to count as worshippers, also (it works for Chaos cults). My group allows a successful Worship to recover some spells since this idea was permitted in "River of Cradles". Even then several initiates were required to participate. This does seem to violate the official rules, though. I do accept the idea that in times of war an army of initiates with a few priests is a mobile Major Temple with Worship every night (or at least every week) and full spell recovery at the normal rate... the attention and power of the gods is most manifest during times of strife. Bob 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: Wed, 4 Oct 2000 09:41:09 -0400 From: "Bob Stancliff" Subject: RE: [RQ-RULES] Lost Newbie > Wind Lords, how do they become Chiefs with a 90% commitment > to the cult A Rune Lord who becomes a Chief fulfills his duties to the cult by leading Orlanth's people. The job IS their temple duty. In his spare time he builds his home and oversees his family workers. > (how do they afford a Dun?) Given enough families to be a Clan, the people build the fort for their own safety. See the computer game "King of Dragon Pass" by A-sharp! > Shield APs, I'm coming up with a table for three types of > shield (light, medium and heavy) so you can have an 18AP > Buckler or an 8AP Kite An appropriate idea, but a pain in the ass. Use a simple formula like: "half the metal, half the protection... double the metal, half again the protection"! > The hit location table, why do you hit a leg 40% of the > time? I've got an alternate table but no comments on it > from the runequest2000@egroups.com list yet. Most weapons sweep in from the sides and reach the limbs and head easiest, hence the melee table. Missile weapons (and spears, technically) drive straight to the body and the limbs are less often the target, hence the Missile table. Bob 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: Wed, 04 Oct 2000 10:02:57 -0400 From: Tal Meta Subject: FAQ's - was Re: [RQ-RULES] Lost Newbie Jim & Peta Lawrie wrote: > > Is that the only FAQ? I'm sort of reluctant to wade through a few sets > of archives . . . I've never gotten around to a proper FAQ, as list traffic is seldom so heavy that stray questions will incite a rebellion. Besides, though this list is currently only in it's third year, in my mind it's the stepchild of Andrew Bell's original list from the eighties.... - -- 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: Wed, 4 Oct 2000 13:04:06 EDT From: SPerrin@aol.com Subject: Re: [RQ-RULES] Lost Newbie In a message dated 10/3/00 8:35:47 PM Pacific Daylight Time, jimpeta@primus.com.au writes: > > > >Sheer practical experience with Society for Creative Anachronism fighting. > In > >the days before extensive armor regulations, fighters always armored the > >thighs first, that's where the most colorful bruises were. If you just hold > a > >shield, without trying to parry with it, most of the body and part of the > >head and arms is blocked. Bang, there goes the thigh... > > It's funny that, because if you look at pre-norman armour there's rarely > greaves. Gladiators and Hoplites are the only ones I can think of that wore > them regularly. Is this list slanted towards a more post-saxon era? > > > The list isn't slanted that way, but my perceptions of hand to hand fighting were based on a man-to-man model, like the SCA. Most armor you see pictured in period illustrations for ancients are for armies. Someone stooping for a leg shot in a shield wall is leaving himself and his comrades wide open for a chop from his target's buddies. Ancient army shields also tend to be large, covering the thigh area, leaving only the knees and below for targets. But gladiators had thigh armor (I forget the technical term) and greaves, because they were fighting man to man and against oddball weapons like tridents. Sorry about the thinking like an American crack. I should have said "thinking like a product of modern Western European culture." In an Orlanthi/Saxon/Viking style culture, the priests and the chiefs can be essentially the same people and the duties of the priest are the duties of the chief. Steve Perrin, who hasn't worn thigh armor since he wrote RuneQuest... *************************************************************************** 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 #95 ************************************ *************************************************************************** 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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