From: owner-runequest-rules@lists.ient.com (RuneQuest Rules Digest) To: runequest-rules-digest@lists.ient.com Subject: RuneQuest Rules Digest V4 #22 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 022 RuneQuest is a trademark of Hasbro/Avalon Hill Games. All Rights Reserved. TABLE OF CONTENTS Re: [RQ-RULES] Re: Dumping Strike Ranks [RQ-RULES] MNM's Elementals 1 [RQ-RULES] MNM's Elementals 2 [RQ-RULES] MNM's Elementals 3 Re: [RQ-RULES] MNM's Elementals 2 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, 10 Apr 2001 08:37:50 +1000 From: "Jim Lawrie" Subject: Re: [RQ-RULES] Re: Dumping Strike Ranks - ----- Original Message ----- From: "Brad Furst" To: Sent: Tuesday, April 10, 2001 8:12 AM Subject: [RQ-RULES] Re: Dumping Strike Ranks > >I'm less impressed with the jettison of strike ranks, however. I > >don't see how, without SRs, the aspects of size and weapon length > >are accounted for in combat. > > Devil's advocate: > I can appreciate *not* accounting for the aspects of size and weapon length. > > Rolling dice to simulate combat in an abstraction at best. _Some_ > method is chosen to define to order of consequences, the aspects of > size and weapon length not inherently best. > > Perhaps the sequence should be selected in descending order by weapon > skill. After all, the master is more likely to direct the flow of > combat than the expert, than the journey'n, than the trainee, than > the novice. > > Perhaps the sequence should be selected in descending order by > INTelligence. The cleverer may direct the flow of combat better than > the stooge. > > Perhaps the sequence should be selected in descending order by POWer. > The luckier fighter may score first. > Brad Furst Two points here, Most people shoot for gaps, or work to make gaps, in their opponents defence. After a time, you develop a favourite opening attack that tends to leave your opponent unguarded, but this for sports type combat. Real life combat may well have people staying well back, only darting in for a telling blow, rather than trying all this fancy stuff where you have to be close enough to be maimed if your plan goes awry. An account of historical duelling bears this out, no matter how good you are with a blade there's always a possibility that your opponant may get lucky, and it's folly to disregard this. How does this apply to 'initiative'? Perhaps players should declare a form of attack? Offensive or Defensive, an Offensive attack rushes in, hoping to exploit a poor defence; whereas a Defensive attack waits for a gap to open but exposes you to the opponent for a longer period. I'm not sure how this could be adjudicated in game terms, it's just a thought that occurred to me. Combat is odd, must types of sport combat prohibit all the grappling and physical side effects that are needed to win a true life or death situation. While a fencing master or broadsword demon can slaughter you by e-mail before you even get close, most of the common ruck (the most enjoyable PCs IMHO) need to get in close and get dirty to win. Some time ago there was a weapon length/reach table printed in White Dwarf that I converted to RQ3, it's possible to use this for *very* accurate fights. In fact, my players started to dagger a lot of their foes after closing in underneath the enemies longer weapons, and shortswords came into their own when a shield wall pushed broadsword users too close to hoplites for comfort. Still, this adds yet another layer of rules to combat, and most people don't like that. I'd like to see 'close' forms of combat permitted after closing, so kicks, shoulder barging, grabs and other likely attacks are utilised, but the sheer amount of things that would influence these attacks would require a program on the PC to adjudicate. I'll stop rambling now! 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: Mon, 09 Apr 2001 20:17:58 -0400 From: Tal Meta Subject: [RQ-RULES] MNM's Elementals 1 Elementals Elementals are Otherworld entities; not particularly bright Spirits which manifest themselves in bodies supplied by the local environment. The most common Elementals are Gnomes, Lunes, Rimes, Salamanders, Shades, Sylphs, and Undines; forming their bodies from earth, moonlight, ice, fire, darkness, air, and water, respectively. Elementals are generally categorized as Small, Medium, Large, or Huge, based upon POW. POW Type 10 and below Small 11 to 20 Medium 21 to 30 Large 31 to 40 Huge 41+ Gigantic. Contacting one of these is normally beyond the scope of the usual Summoning spells. Elementals are incomplete; possessing only STR, INT, POW, DEX, and SIZ. STR and SIZ are usually derived from the material used. INT is 1D6. POW is 1D6 per m3 of volume. Hit Points vary between different species of Elemental, but are ultimately dependent on volume. Since most Elementals tend to be insubstantial, their SIZ is usually expressed as a volume rather than an actual number to be found on the SIZ Table. An Elemental would be described as having a SIZ of, say, 3 cubic meters (m3). Elementals lack Fatigue Points, and are tireless. If a value is needed for an insubstantial Elemental's SIZ, the Elemental's Hit Points may be used as its SIZ. Thus, if a Sylph with 10 HP climbed inside a trunk and was lifted, its SIZ would be treated as if it were 10. Elementals with substance, however, such as the Gnome or Undine, have SIZ depending on the weight of a specific volume of material. When left on their own, Elementals act solely on the basis of physical tropisms, simply doing whatever is natural: Gnomes crystallize, Lunes illuminate, Rimes frost surfaces, Salamanders burn flammable materials within reach, Shades flee light, Sylphs breeze around, and Undines pool after flowing to the lowest possible point. Many Elementals are god-servants, and Priests of certain Deities learn to control appropriate Elementals. Once Summoned and properly controlled, an entity of the correct species is evoked which obeys its Summoner until it is either physically destroyed, or, in the case of Divine magic, 15 minutes has passed; whichever comes first. Whenever the Summoning spell is cast, the entity that was originally Summoned forms on SR 1 of the next Melee at any point within 60m of the Summoner. The Elemental's characteristics will always be the same, regardless of how many times it might have been physically destroyed previously. If the Elemental is actually reduced to zero POW, however, it is permanently destroyed and will never return; the Character having to re-sacrifice POW if he wants another Elemental. The Summoning Character is in Mindlink with the Elemental and may give it orders, or change those orders at any time; taking 1 Melee to do so; during which neither the Elemental nor Summoner may do anything else. Since no Elemental has more than INT 6, complicated orders are likely to be confusing. An Elemental will not move or attack unless ordered to do so. However, it will automatically attack anything caught within or on top of it, which may include the Summoner. Any number of Elementals may be Summoned and controlled at one time by a Character, as they fight independently of one another. Unless an Elemental has been bound into an item, it cannot be Summoned without sufficient quantities of the appropriate material present for it to manifest. For example, a 10m3 Salamander would require an extremely large fire, while a 1m3 Undine would need a large tub of liquid. Regardless of the amount of material available, no Elemental may initially be larger than its SIZ. If sufficient material is unavailable, the Elemental will not form, rather than forming at less than its normal, full size. Elementals, having both physical and spirit aspects, are vulnerable to magic, and some may even be affected by weapons; breaking up their physical construction, and eventually disrupting them. - -- 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: Mon, 09 Apr 2001 20:20:12 -0400 From: Tal Meta Subject: [RQ-RULES] MNM's Elementals 2 Elementals are immune to all poisons. Elementals have only a single Hit Location, and, in most cases, no armor. When an Elemental has been reduced to zero HP, it dissolves, and its Spirit returns to the Otherworld, from where it may be summoned again to inhabit another volume of the appropriate material. Regardless of the generally large SIZ of most Elementals, a successful attack roll is still required to hit an Elemental, even if the attacker is engulfed by it. Elementals have 1AP per m3 of volume, from which points of magical damage are subtracted. These AP also protect against normal physical damage; assuming the Elemental is susceptible to such. Elementals regenerate 1HP per m3 of volume per Melee at SR1. Elementals may attack one another in combat. In cases where it seems a specific Elemental would be ineffective attacking another, both their highly magical natures and the conflicting natural forces involved make it possible. If an Elemental overcomes its opposite's MPs, the loser has 2m3 of its volume, and a roll of 2D6 MP and HP ripped away. Attempting to block or move another Elemental by force requires a successful STR vs STR roll; leaving the blocking Elemental unable to attack while doing so. The opponent may attack or attempt to escape with a STR vs STR roll. Elementals takes no damage from falls. Elementals usually attack by engulfing opponents. Any targets so engulfed must overcome the Elemental's STR with their own to shake free of its influence. In the case where an Elemental is unable to entirely envelope a target, the Hit Location held is trapped, and actions taken using these parts have the Elemental's STR subtracted from their chance of success. Gnomes Gnomes are able to sink into, or rise from the ground at will. They can travel below-ground at 3m/ SR, +1m per 3m3 of volume; moving directly through the earth, and leaving a trail of overturned and ground dirt behind. They cannot travel through solid rock or quarried stone, and like rocky soil. A Gnome is able to bring a human with it as it travels through the earth; taking him to safety, escape, or a terrible entombment far below the surface; depending on the orders received. To avoid the trip, a human must succeed in resisting the Gnome's STR with his own. Due to the magical nature of the Gnome, and the trip, humans can be provided with air to breath while passing through the earth. A Gnome can carry a combined total SIZ equal to its STR. In the case of a Gnome's STR being insufficient to carry a given human, a Gnome is always able to travel with 1 human. A Gnome may form into a large, vaguely humanoid mass of mineral, earth, stone, and moss; wading across the surface of the earth, but is unable to cross any major expanse of stone or water, since one of its feet must remain in contact with the soil at all times. It can also take the form of a large mound, which, when moving, looks like a small rolling ridge. Above-ground movement over most types of terrain is at 1m/ SR, +1m per 3m3 of volume. Traveling downhill, a Gnome picks up quite a bit of speed; each 5 SR spent rumbling down a moderate slope increasing this rate by 1, while a severe slope increases it by 1D3. Maximum downhill movement is 32m/ SR. Anyone foolish enough to be blocking a Gnome's path will be rolled over; taking twice the Elemental's damage modifier. Gnomes can identify the best places within sight to look for particular substances or gems. They can act as guides in finding the easiest passes or a way in or out of a cavern, open pits in the soil, make tunnels, and find buried objects. They can also be used for holding objects stuck into the dirt, keeping loose tunnel roofs from falling, or forming mounds or ridges in the soil. A Gnome can uproot trees, plow fields, clear the foundation for a home, build or undermine fortifications, batter down doors or gates, produce an avalanche, make a deep slump in the earth, cause a small local earthquake, create a pit or fissure, etc. The volume of material displaced in m3 is equal to 2x the Elemental's STR. Gnomes have several forms of attack; a pit attack while below ground, and either a Fist of Grapple while above ground: This creeping horror can attack 10 SIZ, or fraction thereof, per m3 of volume. It can attack more than one foe at a time, dividing its volume among them. - -- 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: Mon, 09 Apr 2001 20:24:43 -0400 From: Tal Meta Subject: [RQ-RULES] MNM's Elementals 3 The Gnome engulfs opponents, opening a pit with a volume equal to its own, under the feet of any targets standing on it at SR1. The target falls in, but has an opportunity to climb out before the Gnome closes the pit on SR10. If the pit has a volume of 1m3 per 10 SIZ of opponent, then the target falls in to a depth of about 1m, and his legs are engulfed. If the pit has a volume of 3m3 per 10 SIZ of opponent, it swallows him until only his head and neck are exposed; his arms, chest and abdomen being covered, as well as his legs. If the pit has a volume of 5m3 per 10 SIZ of opponent, it swallows him up completely; engulfing all Hit Locations and burying him alive; with eventual suffocation following. Closing the pit on SR 10, the Gnome does damage figured at 2x the Gnome's STR to all Hit Locations engulfed (armor helps). Anyone held by the Gnome must overcome the Gnome's STR to break free. If a Gnome lacks a damage bonus, or attacks a victim in unsuitable soil, the victim is still swallowed as described above; firmly held in place by the Gnome, but without causing any damage. The victim must still successfully resist its STR to pull free of the Gnome's grip. While above ground, the Gnome is able to use either a Fist or Grapple attack; attacking on the appropriate SR each Melee. Both the Fist attack and Grapple have a 25% base, +05% per m3 of volume, + modifier, chance of success. Gnomes have no vital parts to incapacitate, and are extremely hard to kill. The Gnome's HP act as AP, with the Gnome taking any damage in excess of AP to HP. With the loss of HP, AP also decrease. Due to the hardness of the Gnome's structure, any item striking it not specifically designed for digging or construction takes any damage it does in excess of its AP, with a minimum of 1AP. Thus, an 8AP Axe that delivers a total of 12pts would lose 4AP, while the same weapon doing only 3pts damage would still lose 1AP. A Pick or Work Maul, however, would remain unharmed. Enchanted weapons remain unaffected. Gnomes can be particularly destructive. If ordered to destroy a building or other structure, the Gnome attempts to batter or undermine the structure. The Elemental's STR/2 is matched against the AP of the structure (including Protection and Shield spells) on the resistance table. If the attack is successful, the building takes the Gnome's STR/2 as damage directly to its AP on SR 10. If the AP successfully resist, the building takes half damage. It is possible for a Gnome to hide by simply remaining completely motionless. Gnomes have varying SIZ, dependent on the make up of the soil it manifested in. A weight of 1450 kg per m3 is considered about average. Gnomes have 1D6+6 STR, 1D6 POW, and 2D6+6 HP per m3 of volume. All Gnomes, regardless of SIZ, have 2D6 DEX. Small Gnome Characteristics Average STR 1D6+6 9-10 SIZ 1m3 46 POW 1D6 3-4 DEX 2D6 7 HP 2D6+6 13 Move 1/3 Weapon SR Attack% Damage Pit (1m3) 1/ 10 - - Fist 7 30-4 1D6-1D4 Grapple 7/ 4 30-4 1D6-1D4 Medium Gnome Characteristics Average STR 3D6+18 28-29 SIZ 3m3 59 POW 3D6 10-11 DEX 2D6 7 HP 6D6+18 39 Move 2/4 Weapon SR Attack% Damage Pit (3m3) 1/ 10 - 3D6 Fist 7 40+1 1D6+3D6 Grapple 7/ 4 40+1 1D6+3D6 - -- 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: Tue, 10 Apr 2001 10:21:08 +1000 From: "Jim Lawrie" Subject: Re: [RQ-RULES] MNM's Elementals 2 > A Gnome may form into a large, vaguely humanoid mass of mineral, > earth, stone, and moss; wading across the surface of the earth, but is > unable to cross any major expanse of stone or water, since one of its > feet must remain in contact with the soil at all times. It can also take > the form of a large mound, which, when moving, looks like a small > rolling ridge. Because Undines can move around on land, I've always allowed my Gnomes to travel across any surface. Question : Is a Gnome vulnerable to a disease spirit attacking STR? 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. ------------------------------ End of RuneQuest Rules Digest V4 #22 ************************************ *************************************************************************** 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.