From: owner-runequest-rules@lists.ient.com (RuneQuest Rules Digest) To: runequest-rules-digest@lists.ient.com Subject: RuneQuest Rules Digest V4 #23 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 023 RuneQuest is a trademark of Hasbro/Avalon Hill Games. All Rights Reserved. TABLE OF CONTENTS [RQ-RULES] MNM's Elementals 4 [RQ-RULES] MNM's Elementals 5 [RQ-RULES] MNM's Elementals 6 [RQ-RULES] MNM's Elementals 7 Re: [RQ-RULES] Dumping Strike Ranks [RQ-RULES] MNM's Elementals 8 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, 09 Apr 2001 20:31:14 -0400 From: Tal Meta Subject: [RQ-RULES] MNM's Elementals 4 Large Gnome Characteristics Average STR 7D6+42 66-67 SIZ 7m3 46 POW 7D6 24-25 DEX 2D6 7 HP 14D6+42 91 Move 3/6 Weapon SR Attack% Damage Pit (7m3) 1/ 10 - 7D6 Fist 7 60+1 1D6+7D6 Grapple 7/4 60+1 1D6+7D6 Huge Gnome Characteristics Average STR 10D6+60 95 SIZ 10m3 73 POW 10D6 35 DEX 2D6 7 HP 20D6+60 130 Move 5/7 Weapon SR Attack% Damage Pit (10m3) 1/10 - 11D6 Fist 7 75+1 1D6+11D6 Grapple 7/4 75+1 1D6+11D6 Lunes Lunes are formed from moonlight. If not bound into an item, the Moon must be out for a Lune to manifest. Lunes are unable to manifest during the Dark of the Moon. Once formed, the Lune appears as a vaguely humanoid pool of ethereal, silvery white light which can move at will. Lunes move at 6m/ SR. Anyone attempting to block the path of a Lune will be engulfed automatically. Lunes attack by engulfing opponents. Anyone within a Lune has his perceptions altered; being extremely confused, as if Befuddled, for the duration engulfed; the victim needing to make a successful INT x1 to shake it off. In addition, each Melee a victim is completely engulfed , the Lune drains 1MP on SR 10, regardless of armor or magical protection, for as long as the victim stays within or passes through the field.These are automatic effects of all Lunes; requiring no resistance roll, and cannot be turned off. A Lune is able to engulf 10 SIZ of opponent, or fraction thereof, per m3 of volume. It can attack more than one foe at a time, dividing its volume among them. The SR a Character is engulfed, he can be Moonstruck by the Lune; causing severe confusion, and, in extreme cases, Madness, by overcoming the POW of each target caught within it with its MP. A Lune can only Moonstrike a given victim once every Full Turn. As long as a Character is engulfed, he cannot be attacked by the Lune's Moonstrike after the first attempt. However, if he or the Lune leaves and returns, he can again be attacked. Unconscious targets are immune to being Moonstruck. - -- 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 20:35:57 -0400 From: Tal Meta Subject: [RQ-RULES] MNM's Elementals 5 If successful, consult the Moonstrike Table below to determine the attack's effect: Success level Effects on target Critical -1D4 INT permanently. Roll again, with additional effects lasting 3D20 - POW days. Special Severe paranoia for 3D20 minutes. Success Befuddled. Gibberish for 3D10 min. Failure Befuddled 1D10 mins if INTx5 missed. Fumble No effect. Lunes can only be affected by magic. Silver, being a metal associated with the Moon, doesn't affect them. Lunes have 1D6 STR, 1D6 POW, and 1D6 HP per m3 of volume. During the Full Moon, HP and MP are doubled. Small Lune Characteristics Average STR 1D6 3-4 SIZ 1m3 - POW 1D6 3-4 HP 1D6 3-4 Move 6 Medium Lune Characteristics Average STR 3D6 10-11 SIZ 3m3 - POW 3D6 10-11 HP 3D6 10-11 Move 6 Large Lune Characteristics Average STR 7D6 24-25 SIZ 7m3 - POW 7D6 24-25 HP 7D6 24-25 Move 6 Huge Lune Characteristics Average STR 10D6 35 SIZ 10m3 - POW 10D6 35 HP 10D6 35 Move 6 Rimes Rimes are Summoned from ice and cold, and manifest as thick, shifting, semi-solid clouds of dense fog, frost, ice, and sleet that are able to move at will; even into warm, sunny places. Rimes move at 2m/ SR. Anyone attempting to block the path of a Rime will be engulfed automatically. Rimes are able to drop the temperature, blanket an area with frost, crack or shatter inanimate objects, or freeze water or living things solid. - -- 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 20:39:12 -0400 From: Tal Meta Subject: [RQ-RULES] MNM's Elementals 6 Rimes are able to radiate coolness to a radius of 1m per m3 of volume. Within this area the temperature can be dropped by up to 5 degrees C lower than the surrounding air per point of the Elemental's POW. This cooling is gradual; taking 2D6-2 minutes, and lasting for an additional 2D6 hours once the Elemental leaves. The temperature cannot be reduced to, or below, 0 degrees C. Rimes are able to blanket an area to a radius equal to the Elemental's POW x1m with a heavy frost that lasts until the ground or air temperature rises above 10 degrees C. Depending on the temperature, time of year, type of vegetation, and presence of shade, this frost may last quite a while. Some or all plants in the affected area may be killed.. Whereas cold weather can slowly split rocks or shatter trees, Rimes are able to perform these feats almost instantly; affecting either a portion of a rock face no more than 1m2 per m3 of the Elemental's volume, or a single object; causing 1D3 AP per point of the Rime's POW. If an item takes more than 2x its AP, it is destroyed; Items are broken and useless, while stone is reduced to dust and gravel. Rimes can engulf 10 SIZ of opponent, or fraction thereof, per m3 of volume. A Rime is able to attack more than one foe at a time, dividing its volume among them. The Rime engulfs its victims; attempting to Freeze the target. Metal armor will not protect against this damage, but non-metal armor and Protection and Shield spells will. Each Melee engulfed, a roll of 2D6 is matched against the AP of a victim's non-metal armor (including any appropriate spells) on the resistance table. If the attack is successful, the target takes the full damage rolled on 2D6 directly to his Total HP on SR 10. If the AP successfully resists the damage, the victim takes half the 2D6 roll ( round fractions up ) as damage. If a Rime is unable to fully cover a victim, only 1D6 is rolled against the target's AP instead of the usual 2D6. The Rime also radiates a field of intense cold to its HP x1m. Thus the area affected by the field shrinks as the Rime takes damage. All humans within the area must flee, or be affected by the intense cold associated with it; frozen for 1HP and 1D6 Ftg per Melee at SR 10, regardless of armor or magical protection for as long as the victim stays within or passes through the field. In addition to the affects of this field, anyone within a Rime has both his sense of touch numbed, and his sense of smell blunted by the freezing air; each Melee engulfed reducing all physical or smell-related tasks by -10. These are automatic effects of all Rimes, and cannot be turned off. Victims reduced to zero or fewer, but not yet equal to Total Negative HP through Freezing , have a POWx1 chance of later being revived; assuming the proper Medical attention makes itself available. Victims that have been reduced to Total Negative HP by Freezing are frozen rock-solid, and are quite dead; breaking or shattering if dealt a heavy impact or subjected to rough handling. Rimes can also attack by hurling razor-sharp, jagged, needle-like missiles of ice at a target each Melee, at SR 10. These darts have a Range equal to the Elemental's POW x1m, and have a 50% chance of successfully hitting; doing 1D10+1 damage. Rimes can only be affected by magic, heat, or flame. Rimes have 1D6 STR, 1D6 POW, and 1D6 HP per m3 of volume. Small Rime Characteristics Average STR 1D6 3-4 SIZ 1m3 - POW 1D6 3-4 HP 1D6 3-4 Move 2 Medium Rime Characteristics Average STR 3D6 10-11 SIZ 3m3 - POW 3D6 10-11 HP 3D6 10-11 Move 2 - -- 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 20:41:14 -0400 From: Tal Meta Subject: [RQ-RULES] MNM's Elementals 7 Large Rime Characteristics Average STR 7D6 24-25 SIZ 7m3 - POW 7D6 24-25 HP 7D6 24-25 Move 2 Huge Rime Characteristics Average STR 10D6 35 SIZ 10m3 - POW 10D6 35 HP 10D6 35 Move 2 Salamanders Salamanders are Summoned from an existing flame. Once formed, the Salamander appears as an intense, brightly burning, vaguely humanoid flame, able to move at will without being extinguished, and requiring no fuel. A Salamander can be doused with water or soil, like any normal fire. Salamanders normally creep across the ground at 1m/ SR, +1m per 3m3 of volume. Fire, being unpredictable, occasionally allows the Salamander to cover quite a bit of ground; moving as quickly as a galloping horse, at 20m/ SR for up to 3 Melees. Salamanders cannot fly, but are able to leap over or across most obstacles; covering a distance equal to the Elemental's volume x2m. As a Salamander sweeps across an area, anyone or anything in its wake will be automatically engulfed and immolated. A Salamander ignites any flammable objects it touches. It will heat metal (and eventually melt it), bake stone, set fires, and, of course, can be used as a terrible weapon to burn people. A Salamander can also douse natural fires, though not other Salamanders, Firebladed weapons, or the like, by coming into contact with the fire and sucking it up; extinguishing the flames by absorbing the fire into itself. This does 1D6 points of damage to the Salamander per m3 of fire sucked out. Assuming the Elemental survives dousing a fire, its volume, and ultimately its HP will be increased. Should this volume increase result in the Salamander's POW being raised to a point higher than it was when the Salamander was first controlled, the Elemental is beyond the Summoner's control, and will do what it would naturally; burning everything within reach. The Salamander attacks by engulfing, or otherwise coming into contact with, and burning, its victims. The Salamander radiates a field of intense heat to its HP x1m. Thus the area affected by the field shrinks as the Salamander takes damage. All humans within the area must flee, or be scorched by the intense heat associated with it; losing 1HP per Melee at SR 10, regardless of armor or magical protection, for as long as they stay within or pass through the field. A Salamander is also able to herd already existing flames; 2m2 per point of its POW, and drive them along with it at a rate equal to its Move. These are automatic effects of all Salamanders, and cannot be turned off. A Salamander is able to engulf 10 SIZ of opponent, or fraction thereof, per m3 of volume. It can attack more than one foe at a time, dividing its volume among them. The Salamander engulfs and burns its victims. Each Melee engulfed, a roll of 3D6 is matched against the AP of the victim's best armor (including Protection and Shield spells) on the resistance table. If the attack is successful, the target takes the full damage rolled on 3D6 directly to his Total HP on SR 10. If the AP successfully resist, the victim takes half the 3D6 roll (round fractions up) as damage. If the Salamander is unable to fully cover a victim, only 1D6 is rolled against the target's AP instead of the usual 3D6. When engulfed, an individual must succeed with a CON roll to hold his breath, or take an additional 1D8 damage to his Total HP on SR 10 from inhaling the intense heat and flame each Melee he is caught within the Salamander. - -- 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, 9 Apr 2001 20:40:56 EDT From: SPerrin@aol.com Subject: Re: [RQ-RULES] Dumping Strike Ranks - --part1_d9.12e43e8b.2803b098_boundary Content-Type: text/plain; charset="US-ASCII" Content-Transfer-Encoding: 7bit In a message dated 4/9/01 2:51:43 PM Pacific Daylight Time, jellenmassage@earthlink.net writes: > Just read Steve Perrin's house rules, and I gotta tell ya: his > extra-successes rule is the best revision I've ever seen! > Thank you. > '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. I decided they weren't all that important. Rarely were in SCA combat, actually. > TW, are the terms Character Points and Creation Points synonymous? > yes. Comes of working on the rules at two different times. And to answer Brad Furst's question, you get two actions in a melee round (which I am thinking of altering to something dependent on DEX. Sort of like Shadowrun does). If the charging person will take both actions to get to you, you get two shots. Any other questions? Steve Perrin - --part1_d9.12e43e8b.2803b098_boundary Content-Type: text/html; charset="US-ASCII" Content-Transfer-Encoding: 7bit In a message dated 4/9/01 2:51:43 PM Pacific Daylight Time,
jellenmassage@earthlink.net writes:


Just read Steve Perrin's house rules, and I gotta tell ya: his
extra-successes rule is the best revision I've ever seen!



Thank you.

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.


I decided they weren't all that important. Rarely were in SCA combat,
actually.

B
TW, are the terms Character Points and Creation Points synonymous?

yes. Comes of working on the rules at two different times.

And to answer Brad Furst's question, you get two actions in a melee round
(which I am thinking of altering to something dependent on DEX. Sort of like
Shadowrun does). If the charging person will take both actions to get to you,
you get two shots.

Any other questions?

Steve Perrin
- --part1_d9.12e43e8b.2803b098_boundary-- *************************************************************************** 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 20:45:16 -0400 From: Tal Meta Subject: [RQ-RULES] MNM's Elementals 8 The Salamander attacks any objects it touches, so that they'll burn on their own. It can attempt to reach out and touch a target within 1m per m3 of its volume, on SR 10 each Melee. This burning touch has a 25% base, +05% per m3 of volume, + modifier, chance of success. Damage is 1D10+2. Only a single Hit Location is affected by the touch. The Salamander can belch a gout of flame to a range of POW x1m, on SR 10 each Melee, with a 50% chance of successfully hitting. Anything at the point of impact within 1m diameter per m3 of Salamander volume is engulfed in this fireball and incinerated. Damage is determined similar to engulfment, but damage is rolled on 1D10+2 instead of 3D6. Individuals engulfed by the fireball must succeed in holding their breaths, or take 1D8 damage to their Total HP on SR 10 from inhaling the intense heat and flames. In any Melee following contact with fire, the victim rolls POW x5 or continues to burn for another Melee; taking an additional 1D6 damage. This roll is made each Melee until the flames are extinguished. A Fumble indicates that the flames burn for 1D3 Melees before another roll is possible. A Salamander can be added to a metal weapon; turning it into a flaming weapon, and doing an additional 1D6 damage per m3 of its volume, in addition to normal weapon damage. Such a weapon is treated as the Salamander itself, and the weapon may be attacked in an effort to kill the Salamander. Any weapon coming in contact with the Salamander-weapon is treated as if it were striking a Salamander. Any weapon hitting a Salamander loses 1AP per m3 of its volume. These points are lost before the weapon actually makes contact with the Elemental, and, should the weapon be destroyed, the Elemental is left undamaged. In the case of small missile weapons, this AP loss is instead a damage reduction; the missile vaporizing when its damage is reduced to zero. Salamanders are affected by water, soil, and magic. Being made of fire, any but magical flame is ineffective against them. Salamanders have 1D6 STR, 1D6 POW, and 2D6 HP per m3 of volume. Small Salamander Characteristics Average STR 1D6 3-4 SIZ 1m3 - POW 1D6 3-4 HP 2D6 7 Move 1/2 Weapon SR Attack% Damage Flame gout 10 50 1D10+2 Flame Touch 10 30-9 1D10+2 Medium Salamander Characteristics Average STR 3D6 10-11 SIZ 3m3 - POW 3D6 10-11 HP 6D6 21 Move 2/6 Weapon SR Attack% Damage Flame gout 10 50 1D10+2 Flame Touch 10 40-5 1D10+2 Large Salamander Characteristics Average STR 7D6 24-25 SIZ 7m3 - POW 7D6 24-25 HP 14D6 49 Move 3/14 Weapon SR Attack% Damage Flame gout 10 50 1D10+2 Flame Touch 10 60-1 1D10+2 - -- 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. ------------------------------ End of RuneQuest Rules Digest V4 #23 ************************************ *************************************************************************** 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.