From: owner-runequest-rules@lists.ient.com (RuneQuest Rules Digest) To: runequest-rules-digest@lists.ient.com Subject: RuneQuest Rules Digest V4 #20 Reply-To: runequest-rules@lists.imagiconline.com Sender: owner-runequest-rules@lists.ient.com Errors-To: owner-runequest-rules@lists.ient.com Precedence: bulk RuneQuest Rules Digest Monday, April 9 2001 Volume 04 : Number 020 RuneQuest is a trademark of Hasbro/Avalon Hill Games. All Rights Reserved. TABLE OF CONTENTS Re: [RQ-RULES] House Rules Re: [RQ-RULES] Lets go waaaay back Re: [RQ-RULES] Knockback Question Re: [RQ-RULES] Knockback Question Re: [RQ-RULES] Lets go waaaay back Re: [RQ-RULES] Knockback Question [RQ-RULES] Re: Knockback Question [RQ-RULES] House rules RE: [RQ-RULES] having time for six game sessions a month RE: [RQ-RULES] House Rules RE: [RQ-RULES] House Rules 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: Sun, 8 Apr 2001 19:20:38 +0100 From: Michael Cule Subject: Re: [RQ-RULES] House Rules In message <001101c0c041$55859940$383ab218@muskgn1.mi.home.com>, Jim Bickmeyer writes >> BTW, what do most of you do for special hits? Of course piercing weapons >> impale, but how do you handle crushing and slashing weapons? I've been >letting >> slashing weapons 'impale' and doubling damage bonus for crushing weapons (seem >> to remember that from RQ1...), but it's pushing people away from crushing >> weapons. Since no-one in any game I have ever run ever remembers to specify if they are swinging or thrusting their sword until *after* the special has been rolled I've gone for a major reworking of the Special rules. Now when you get a special you get a choice of which effect it generates. Impales (for weapons that impale), automatic knockback, disarms and aimed blows are just some of the fun things you can do with a special. You can also try to go for a special deliberately in the same way you could go for an aimed blow under RQ3: halve your chance and strike *after* everyone else. - -- Michael Cule *************************************************************************** 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: Sun, 08 Apr 2001 22:21:51 -0000 From: "Leon Kirshtein" Subject: Re: [RQ-RULES] Lets go waaaay back Things I use from RQ2: Special and Critical damage Things I use from RQ3: Weapon Damage and Armor values Things I use from RQ4: Skills, Skill classifications (easy, medium, hard), Sorcery. Things I use from Stormbringer: Demon Summoning and Binding rules, Elemental abilities (then bound into an object) Things I use from D&D3: I allow characters to sacrifice power(on a progresive scale) to purchase special abilities. I convert a lot of modules for my campaing. This got much easer with the new D20 system. Leon K >From: "J & Ellen" >Reply-To: runequest-rules@lists.ient.com >To: >Subject: Re: [RQ-RULES] Lets go waaaay back >Date: Fri, 6 Apr 2001 17:19:07 -0500 > >How so? > >----- Original Message ----- >From: "Leon Kirshtein" >To: >Sent: Thursday, April 05, 2001 11:21 PM >Subject: Re: [RQ-RULES] Lets go waaaay back > > >I prefer to mix and match RQ3 and RQ4 > >Leon Kirshtein > > >On Thu, 5 Apr 2001 12:04:18 -0400, "Joseph Elric Smith: Servant of >Arioch: > >Lord of the Seven Darks" wrote: > > > > > so Who besides myself prefers the 2 edition rules to third? > > > >Not me. > > > >---------------------------------------------------------------- > >Bruce Probst bprobst@netspace.net.au ICQ 6563830 > >_________________________________________________________________ >Get your FREE download of MSN Explorer at http://explorer.msn.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. > > >*************************************************************************** >To unsubscribe from this list send mail to majordomo@lists.ient.com >with the line 'unsubscribe runequest-rules' as the body of the message. _________________________________________________________________ Get your FREE download of MSN Explorer at http://explorer.msn.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: Sun, 8 Apr 2001 19:17:29 -0500 From: "J & Ellen" Subject: Re: [RQ-RULES] Knockback Question Very cool, Stephen. Gives more incentive for an attacker to try knockback. - ----- Original Message ----- From: "Stephen Posey" To: Sent: Sunday, April 08, 2001 2:26 PM Subject: Re: [RQ-RULES] Knockback Question > From: Alexandre Lanciani > > A quick question about knockback: If a character suffers knockback and > > falls to the ground, does he take damage as if he was knocked back into a > > solid object? > > I have never played tht way. I figure being on the ground with all the > > disadvantage of that were sufficent enough. > > I think I'm with Jim on this one. Unless the knocked back person is > travelling a distance of more than a couple of man-lengths, just falling down > or being knocked down is negligible damage. > Though if the knockdown is part of a martial arts attack, perhaps falling > damage as from a 10' height would be appropriate... hmmm. > Or perhaps it would just be a stun recovery roll called for. If successful, > no effect except on your back, if failed, stunned. I've certainly been > stunned when knocked off my feet in combat in the SCA... I'd be inclined to allow an Agility roll (or Martial Arts if they have it) to not take any ill effects, something like: Critical = you roll with the blow and get right back up Success = no problems other than being on the ground. Fail = take 1 pt of damage to d3 random hit locations? (maybe too much) Fumble = damage as Fail and you had the wind knocked out of you (say half abilties for a few rounds while you wheeze) and/or are stunned. This could also be construed as a case where heavier rigid armor works against you, it's like falling on a pile of hard objects, not to mention being more awkward to get back up. Stephen Posey slposey@concentric.net *************************************************************************** To unsubscribe from this list send mail to majordomo@lists.ient.com with the line 'unsubscribe runequest-rules' as the body of the message. *************************************************************************** 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, 9 Apr 2001 10:27:48 +1000 From: "Jim Lawrie" Subject: Re: [RQ-RULES] Knockback Question > > From: Alexandre Lanciani > > > A quick question about knockback: If a character suffers knockback and > > > falls to the ground, does he take damage as if he was knocked back into a > > > solid object? > > > I have never played tht way. I figure being on the ground with all the > > > disadvantage of that were sufficent enough. I've always ruled that it takes a 'knocked down' creature needs it's (DEX SR + the amount of metres in SRs) before it can act, and it also takes a creatures DEX SR to rise from the ground. SO doing nothing but rising from the ground after a 3 metre knockback for a DEX SR = 3 creature takes 9SRs. This allows quick creatures to get in another attack at the 'knocked down' bonus. It's fast after you've done it once or twice. Jim Lawrie *************************************************************************** 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: Sun, 8 Apr 2001 19:25:47 -0500 From: "J & Ellen" Subject: Re: [RQ-RULES] Lets go waaaay back I use RQ3 by default except where RQ4 overrides it. I use the slash, crush, and alchemy rules from RQ2. I'm currently trying to convert the Elric demon-summoning rules to make them conform to Sandy's Sorcery System. - ----- Original Message ----- From: "Leon Kirshtein" To: Sent: Sunday, April 08, 2001 5:21 PM Subject: Re: [RQ-RULES] Lets go waaaay back Things I use from RQ2: Special and Critical damage Things I use from RQ3: Weapon Damage and Armor values Things I use from RQ4: Skills, Skill classifications (easy, medium, hard), Sorcery. Things I use from Stormbringer: Demon Summoning and Binding rules, Elemental abilities (then bound into an object) Things I use from D&D3: I allow characters to sacrifice power(on a progresive scale) to purchase special abilities. I convert a lot of modules for my campaing. This got much easer with the new D20 system. Leon K >From: "J & Ellen" >Reply-To: runequest-rules@lists.ient.com >To: >Subject: Re: [RQ-RULES] Lets go waaaay back >Date: Fri, 6 Apr 2001 17:19:07 -0500 > >How so? > >----- Original Message ----- >From: "Leon Kirshtein" >To: >Sent: Thursday, April 05, 2001 11:21 PM >Subject: Re: [RQ-RULES] Lets go waaaay back > > >I prefer to mix and match RQ3 and RQ4 > >Leon Kirshtein > > >On Thu, 5 Apr 2001 12:04:18 -0400, "Joseph Elric Smith: Servant of >Arioch: > >Lord of the Seven Darks" wrote: > > > > > so Who besides myself prefers the 2 edition rules to third? > > > >Not me. > > > >---------------------------------------------------------------- > >Bruce Probst bprobst@netspace.net.au ICQ 6563830 > >_________________________________________________________________ >Get your FREE download of MSN Explorer at http://explorer.msn.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. > > >*************************************************************************** >To unsubscribe from this list send mail to majordomo@lists.ient.com >with the line 'unsubscribe runequest-rules' as the body of the message. _________________________________________________________________ Get your FREE download of MSN Explorer at http://explorer.msn.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. *************************************************************************** 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: Sun, 08 Apr 2001 19:40:22 -0600 From: Stephen Posey Subject: Re: [RQ-RULES] Knockback Question J & Ellen wrote: > > Very cool, Stephen. Gives more incentive for an attacker to try knockback. Thanks, it was off the top of my head. From what I've seen of SCA combats and the like, there are definite advantages to knocking your opponent back: even if they don't fall over the process of their keeping their balance will typically bring their guard down, perhaps allowing a chance for an unparriable blow? In any case, it SHOULD be an attractive option. Though if it's performed as a maneuver (e.g. with a shield), rather than a side-effect of relative SIZ or massive damage, I could also see that failing to knockback might leave YOU open. I just had a quick look at the Knockback rules in RQ3 and Elric! and this looks like it would dovetail into them with no problems. Neither rules say anything about what's involved in getting back up though. :-/ I'm thinking some kind of fixed time frame (2 MR?) perhaps with some kind of bonus for high DEX and/or some kind of penalty for heavy armor. All assuming your opponent isn't standing over you whacking on you! ;-) In which case some kind of reduced parrying or defense might be possible. Perhaps another DEX roll to not drop your weapon(s)/shield when you fall is also called for? Anyone got some house rules or ideas on all that? Stephen Posey slposey@concentric.net *************************************************************************** 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, 09 Apr 2001 10:53:32 +0200 From: Alexandre Lanciani Subject: [RQ-RULES] Re: Knockback Question Il giorno 8-04-2001 19:23, Jim Bickmeyer, bick10@home.com ha scritto: > From: Alexandre Lanciani >> A quick question about knockback: If a character suffers knockback and >> falls to the ground, does he take damage as if he was knocked back into a >> solid object? > > I have never played tht way. I figure being on the ground with all the > disadvantage of that were sufficent enough. I never did it, too. But reading again the rules for my upcoming campaign I thought that it could make sense. After all being shoved to the ground is not going to make you feel better, isn't it? ;-) Maybe you take half damage directly to general HP? As an aside, what about being able to substitute the DEX roll by a relevant skill roll if the skill rating is higher? (Relevant such as Jump, Martial Arts, Acrobatic...) - -- Regards, Alexandre. "What came first, the idea or the perception of the idea?" *************************************************************************** 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: 09 Apr 2001 13:00:02 +0200 From: Alain RAMEAU Subject: [RQ-RULES] House rules I have my set of house rules on my web site : RQ3bis. But unfortunately it is all in French. http://karamo.nexen.net/glowar/rq3bis.doc Alain. *************************************************************************** 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, 9 Apr 2001 09:19:03 -0400 From: Robert Stancliff Subject: RE: [RQ-RULES] having time for six game sessions a month > Often the bad news is the same as the good news, isn't it? I > may be the eldest of the subscribers here (47 years old) and > have no children living at home. > Brad Furst The average age of the simulation gamer is steadily rising. Young people have little time for games that require thought and effort. I will be 43 in July. I am engaged, but never married, and my RQ campaign has been going strong for about eight years now. The character group has grown until we have four stories going with three referees and a negotiated story rotation. Most of our six regular players have been referees at some point. 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: Mon, 9 Apr 2001 09:43:24 -0400 From: Robert Stancliff Subject: RE: [RQ-RULES] House Rules > BTW, what do most of you do for special hits? Of course > piercing weapons impale, but how do you handle crushing > and slashing weapons? I've been letting slashing weapons > 'impale' and doubling damage bonus for crushing weapons > (seem to remember that from RQ1...), but it's pushing > people away from crushing weapons. We have Slash do Normal Str + Max Weapon, Crush does Normal Weapon + Max Str, and Impale does Normal Str + Roll Normal Weapon twice. This is similar to RQ2. I find that it makes Trolls very deadly, and Impales can sometimes damage through a Shield, but Swords are a little weak. The only compensation is that Swords sever limbs. Commonly, the tough opponents cannot be beaten without double or triple attacking... one-on-one is just a holding action until help can arrive. The other choice is attacking the enemy weapon or shield. Bob Stancliff Gainesville, Fla. *************************************************************************** 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, 9 Apr 2001 10:35:16 -0400 From: Robert Stancliff Subject: RE: [RQ-RULES] House Rules > In any case, does the list have common file space somewhere? Perhaps > everyone could put their various house rules up for perusal? > Stephen Posey - ---------------- This is my most recent project. It is an attempt to simulate RQ in Champions. If you don't know that game, it will not make much sense (you have also missed a good system). This is probably complete enough to play-test the combat but I haven't translated any spells yet. I hope that this will be readable for all of you. You should be able to Cut&Paste it into an editing program and clean up the tables. Bob Stancliff - ---------------- GLORANTHAN HEROES By Robert Stancliff 4/9/2001 This is a fantasy supplement for the "Champions" system by Hero Games to adopt that system to a style of play that would be appropriate for the world of "Glorantha" by Greg Stafford. My primary sources are the games "Rune Quest, 3rd ed." and "Hero Wars" as published by Avalon Hill and Issaries, Inc., respectively. INTRODUCTORY RULES · While this supplement will use many of the Heroic Level rules and conventions, it is actually a Superhero Level game with modified 'Power Point' (PP) costs to reflect the intended style. · 'Abilities' will be used to generically refer to any stat, talent, power, skill, etc. that PP's can be invested in. · Since the intention is a skill-based game with gradual progression, Stats will be limited to 25% of total character cost, but may be temporarily raised by magic, and several skill concepts are redefined. · Downtime experience for inactive characters will be 1 PP per 2 game weeks (21 to 26 per game year). · A push of 6 PP's will be the normal limit instead of 10 PP's. · The RQ POW stat will be replaced by the EGO stat. EGO represents strength of will, and will be used with spell casting and heroic powers. · Killing Attack will be modified as follows: 4 PP = 0d6+1, 8 PP = 1/2d6, 11 PP = 1d6-1, and 15 PP = 1d6. · 'Dive for Cover' can be used against any ranged attack, not just Area of Effect. · Every defender gets to Parry or Dodge one attack each phase as a free action (0 phase). Parry is a Skill that redefines the Block rules to interpose an object that will subtract its Def from the incoming attack. · Hexes are 1 meter across and the base move is 6". CHARACTER RULES · A starting character will have a Base of 100 PP's and 50 to 100 PP's of Disadvantages. The number of Disadvantages should reflect the character's starting age, from 15 to 17 (about 25 per year). · Stat limits and adjustments for non-humans will be determined as needed by adjusting the human norm. · Monsters that formerly had multiple attacks will be given higher speeds instead. These creatures should be run so that they never use the same attack twice in a row. Primary Characteristic Base Max Cost Strength (STR) 8 15 1 Dexterity (DEX) 8 15 3 Constitution (CON) 8 15 2 Body (BODY) 8 15 2 Intelligence (INT) 8 15 1 Ego (EGO) 8 15 2 Presence (PRE) 8 15 1 Comeliness (COM) 8 15 ½ Each point above 15 costs double. Figured Characteristic Base Max Cost Formula Physical Defense (PD) 1.6 8 1 STR / 5 Energy Defense (ED) 1.6 8 1 CON / 5 Speed (SPD) 1.8 4 10 1 + (DEX / 10) Recovery (REC) 3.2 10 2 (STR / 5) + (CON / 5) Endurance (END) 16 50 ½ 2 x CON Stun (STUN) 16 50 1 BODY + (STR / 2) + (CON / 2) All fractions round off, halves round in the character's favor. SKILL RULES · Stat rolls will be based on 10+Stat/4. Dex rolls will use the modified Dex after Encumbrance. · Instead of skills being based on a stat roll, they will gain +/- 1 for every 4 Stat points over 8 (round down). · A character has every skill appropriate to his upbringing at a roll of 5- and the skill need not be listed until raised above 5-. +1 with most skills costs 2PP's. · If a skill is considered outside your upbringing, then it can be bought at 5- for 2 PP's. · Options: A difficulty factor may be applied to each skill: Easy, Medium, Hard, and Very Hard, with training times of 1 to 4 weeks per +1, respectively. A common knowledge modifier can be applied to set the cost per +1 from 1 PP to 3 PP's. · A 'superlative' result may be awarded for any roll that is half or less of the skill being checked. The nature of the reward must be determined by the Ref to fit the situation. In combat this reward might be ½ Defender's Armor, or No Parry/Dodge. Some Ref's allow Max Damage on a natural roll of 3. · Each weapon style (1H Sword, 2H Flail, etc.) requires the purchase of its own skill. The skill is used at full value with any appropriate weapon that you train with frequently. This skill can be used for any weapon of that style with a -2 penalty. The penalty will fade by 1 for each hour of practice or use in a battle. · The attacker's OCV adds to the weapon skill and the defender's DCV subtracts from it. Any other modifiers are applied and the skill is checked to determine success. · All weapons, including Shield, can have separate Attack and Parry skills. Generally, whenever you train one, the other increases at half the rate (requires twice the time per +1). Training Weapon and Shield together requires splitting the time between them since all four skills are being trained at the same time. Acrobatics DEX Acting PRE Animal Handler General Breakfall DEX Bribery PRE Bureaucratics PRE Climbing DEX Combat Driving DEX Combat Skill Combat Combat Fly DEX Concealment INT Contortionist DEX Converse PRE Cryptography INT Deduction INT Disguise General Forgery General Gambling General High Society PRE Interrogation PRE Inventor INT Knowledge Skill: Background Language: Background Lip Reading General Lock Picking DEX Martial Arts Combat Mechanics General Mimicry General Navigation General Oratory PRE Paramedic INT Persuasion PRE Profession Skill: Background Range Skill Combat Riding DEX Seduction PRE Shadowing General General Skill --- Sleight of Hand DEX Stealth DEX Streetwise PRE Survival General Tactics INT Tracking INT Trading PRE Driving DEX Ventriloquism General Weapon Skills Combat Weapon Smith General TRAINING RULES · Invested PP's should usually reflect skills attempted (or knowledge presented) during the session, or time spent with a teacher or trainer. This rule is intended to allow steady improvement of survival skills during a close paced story with the additional saved experience being invested on other training during the downtime between stories. · It is necessary to find an appropriate teacher for most training. Personal research should take about 4 times as long since each 'fact' must be deduced from observation. · 2 PP's may be invested at the end of each game session and after every 2 game weeks of down time, but only 1 PP can go into one ability. Many knowledge skills and expensive abilities should take longer to learn due to volume of material or difficulty to learn. EQUIPMENT RULES · Armor: 1 to 8 Def (rPD & rED), Real Armor (-1/4), Full Mass (-1), Activation (replaces criticals) choose 12-, 13-, 14-, 15-, 16- as (-1, -3/4, - -1/2, -1/4, -0), Base STR Min: AP/3 (-3/4), -1 Dex per 8kg (-1/2), OIF(-1/2), Independent (-2). HP's? · Shield: 3 to 6 Def, Real Armor (-1/4), Full Mass (-1), Requires Shield skill (-1/2), Only protects 3 hex sides on left and front(-1/2), Base STR Min: AP/3 (-3/4), -1 Dex per 8kg (-1/2), OAF(-1), Independent (-2). HP's? · Armor Mass uses the Table below and Shield Mass uses the first row of the table. · Weapon: HKA or RKA, Handed choose 1H, 1.5H, 2H as (-0, -1/4, -1/2), Base STR Min: AP/3 (-3/4), -1 Dex per Handed category (-1/2), OAF(-1), Independent (-2). HP's? · Throwable is a +1/2 Adv. · Bows require Must Brace (-1/2). · Crossbows require Extra Time ( ) to reload, but Limit is halved since it can be carried loaded. Coverage Activate Def 1 Def 2 Def 3 Def 4 Def 5 Def 6 Def 7 Def 8 4-5, 9-13 12- 2.19 3.13 4.38 6.25 8.75 12.5 17.5 25 3-5, 9-14, 16-18 13- 2.63 3.75 5.25 7.5 10.5 15 21 30 3-5, 7-14, 16-18 14- 3.07 4.38 6.13 8.75 12.25 17.5 24.5 35 3-14, 16-18 15- 3.33 4.75 6.65 9.5 13.3 19 26.6 38 3-18 16- 3.5 5 7 10 14 20 28 40 MAGIC RULES · Most spells must be usable on, or against, others. · Magic will require a Stat check of the lesser of Ego and modified Dex. No Active cost modifiers here. · A special Magic skill can be learned to act as a supporting skill to aid the Ego and modified Dex rolls. This adds a level of Extra Time to the normal casting. The Magic skill will suffer normal penalties for the active cost of the spell. The Magic skill does not affect the sorcery skills. · RQ spells will be defined in game terms and those that can have variable strengths will be purchased as multiples of the base description. · Spells are learned, and enchantments made, by transferring the required PP's from Ego. If Ego is reduced too far it can damage your ability to cast spells. SPIRIT MAGIC · Spirit spells will be bought as straight powers with modifiers. DIVINE MAGIC · Divine magic and feats will be purchased in separate Elemental Controls for each Rune of the god. · Allied Cult spells will be bought as straight powers with modifiers. SORCERY · Sorcery will be bought as a variable power pool of active spells. This will determine the strength and number of spells that can be in action simultaneously. · Each power, advantage, and limitation will have a separate skill. This skill will have a -1 modifier for each level of intensity or each chart shift up from the weakest possible value. · For each created spell, the lowest modified skill will be the one that must be rolled. Note that this includes the Ego or modified Dex checks that apply to all magic. SPIRIT BINDING · Spirit Binds are bought as followers. · An appropriate ritual must be used to capture the actual spirit. · Part of the cost will be deferred by accepting a 10 PP object disadvantage that will be determined by the bound spirit. This may take the form of hostility, a geas, or some affliction such as vulnerability. If the spirit is changed, the disadvantage must be re-defined. · Most of the spells cast by a bound spirit will be usable on the owner, but other options are possible. · Many RQ spirit types will need to be written with special powers and attacks. *************************************************************************** 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 V4 #20 ************************************ *************************************************************************** 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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