From: owner-runequest-rules@lists.ient.com (RuneQuest Rules Digest) To: runequest-rules-digest@lists.ient.com Subject: RuneQuest Rules Digest V4 #97 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, July 18 2001 Volume 04 : Number 097 RuneQuest is a trademark of Hasbro/Avalon Hill Games. All Rights Reserved. TABLE OF CONTENTS [RQ-RULES] RE: Regaining Power RE: [RQ-RULES] Regaining Power Re: [RQ-RULES] Basic POW Question Re: [RQ-RULES] Re: Stormbringer RE: [RQ-RULES] Regaining Power Re: [RQ-RULES] Regaining Power + another Question Re: [RQ-RULES] Regaining Power + another Question Re: [RQ-RULES] New Humakti Magic Re: [RQ-RULES] Regaining Power + another Question Re: [RQ-RULES] New Issaries and Heroes Magic Re: [RQ-RULES] New Issaries and Heroes Magic RE: [RQ-RULES] Regaining Power + another Question [none] [RQ-RULES] Gaerdal for RQ/Greyhawk 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, 16 Jul 2001 09:13:17 -0400 From: "peterm/maranci.net@mail.maranci.net" Subject: [RQ-RULES] RE: Regaining Power * pare_jf@juno.com wrote: >I am new on here, but I need to know exactly how power is regained. Are you talking about the *physics* of magic point recuperation? Or of gaining characteristic POWer? Or are you asking about the *rules* for either of those? - -- Peter Maranci peter@maranci.net Pete's RuneQuest & Roleplaying! http://www.maranci.net/rq.htm - -------------------------------------------------------------------- Mail2Web - Check your email from the web at http://www.mail2web.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: Mon, 16 Jul 2001 09:55:52 -0400 From: Robert Stancliff Subject: RE: [RQ-RULES] Regaining Power > I am new on here, but I need to know exactly how > power is regained. The book talks about it briefly, > but I was wondering if there is an expanded or house > rule on this. > John The right to check POW is gained by overcoming the MP's of a foe with your own in a dangerous setting such as combat. About two weeks later you test to see if your POW increases. The success chance is (21 - POW) x 5%. You can choose to gain 1 POW or roll 1d3-1. I used to allow POW checks when fighting spell spirits, but eventually discontinued this since normally the danger risk is too low to meet the 'high stress or danger' criteria. I recently had a player try to summon a random spell spirit and he made the 10% check for an extremely strong spirit, which then defeated him. Rather than have a spell spirit possess the body, I had it steal knowledge of a random spell and then leave. If he had reduced the MP's of the spirit at any time, I would have given him a POW check. 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, 16 Jul 2001 10:13:58 -0400 From: Viktor Haag Subject: Re: [RQ-RULES] Basic POW Question Tal Meta writes: > > > > When a character sacrifices POW for divine magic, this POW > > is recovered at the normal rate (POW total every 24 hrs) > > right? > > You're thinking about magic points; POW, once sacrificed, is GONE.... Depends what edition you're talking about, of course. RQ2 didn't have Magic Points, and so there were temporary POW sacrifices and permanent POW sacrifices. RQ3 included magic points, and temporary POW sacrifices turned into MP sacrifices instead. Permanent POW sacrifices are, well, permanent, and in RQ3 all POW sacrifices are permanent. - -- Viktor Haag : Software & Information Design : Research In Motion +--+ "Here's a rule of thumb: you know you're in trouble when you're reduced to praising a movie for its absence of fart jokes." *************************************************************************** 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, 16 Jul 2001 10:16:28 -0400 From: Viktor Haag Subject: Re: [RQ-RULES] Re: Stormbringer Stephen Posey writes: > Interesting, I'll keep an eye out for that. > > In case anyone's interested, I came across a Web site for Other Suns: > > http://www.macrophile.com/~ermine/html/other_suns.html > > There's evidently plans for a second edition. As far as I know, there have been plans for a second edition for about ten years now... - -- Viktor Haag : Software & Information Design : Research In Motion +--+ "Death Grumpiness: like puberty, but instead of acne, you die." *************************************************************************** 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, 16 Jul 2001 11:29:31 -0400 From: Robert Stancliff Subject: RE: [RQ-RULES] Regaining Power > The right to check POW is gained by overcoming the > MP's of a foe with your own in a dangerous setting such > as combat. About two weeks later you test to see if your > POW increases. The success chance is (21 - POW) x 5%. > You can choose to gain 1 POW or roll 1d3-1. I should have spent a little more time on this... The 21 in the above equation is the species maximum for humans (= 18 + 3) and some other player races. For many elven types, the value is 26 (= 18 + 8). For trollkin it would be much less than 21. For most disembodied spirits I only give a 5% chance. I believe that this is in the rules. Familiars and many allied spirits are embodied and should get a normal roll, but I am not sure about allied spirits in objects. I have been running a double standard for a while, but it bothers me. I have the same problem with classifying fetches. I usually treat them as disembodied spirits with their own 5% POW check. On High Holy Day, a priest who casts worship gains 1 POW, while all other priests, acolytes, and initiates at a Worship get a POW check. On other Holy Days, the priest or acolyte who casts a Worship gets a POW check, but no one else. In my game I limit this to one free check per season. A very popular magical gift in my game is to have the personal 'species maximum' increased over 21. Elves start with an increased max, by the rules. I have given a boost to one character who rolled that he was the seventh son of a seventh son. There is a mushroom called Eurmal's Crumbs which, in one of the old scenario packs, has increased POW max as one of the random results... one person has gained this. I also gave increased POW max to a shaman as a gift on a hero quest to the god plane. 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, 16 Jul 2001 12:55:37 -0500 From: pare_jf@juno.com Subject: Re: [RQ-RULES] Regaining Power + another Question Thanks I should have clarified that question better. It is just confusing how they can have a PERMANENT POWER LOSS. That does not seem to make sense to us (myself and my players). I think that is one of those rules that needs to be changed according to GM's descretion. I love your ideas though! I think a temoporary loss would be much more easier to deal with. But that is just me.. :0) Question TWO Is there a web site or some one with rules o convert AD&D monsters to runequest, with a reasonable success chance? Thanks John I guess that is what house rules are for LOL ________________________________________________________________ GET INTERNET ACCESS FROM JUNO! Juno offers FREE or PREMIUM Internet access for less! Join Juno today! For your FREE software, visit: http://dl.www.juno.com/get/tagj. *************************************************************************** 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, 16 Jul 2001 10:03:24 +0000 (/etc/localtime) From: Brian Newman Subject: Re: [RQ-RULES] Regaining Power + another Question On Mon, 16 Jul 2001 pare_jf@juno.com wrote: > Thanks > I should have clarified that question better. > It is just confusing how they can have a PERMANENT POWER LOSS. That does > not seem to make sense to us (myself and my players). You're giving up some of the essence of your soul. *************************************************************************** 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, 16 Jul 2001 15:31:54 EDT From: MurfNMurf@aol.com Subject: Re: [RQ-RULES] New Humakti Magic - --part1_4f.e57b315.28849b2a_boundary Content-Type: text/plain; charset="US-ASCII" Content-Transfer-Encoding: 7bit Nikk, I've enjoyed the Cult spell stuff you've been sending, and look forward to seeing more :) -Ken- - --part1_4f.e57b315.28849b2a_boundary Content-Type: text/html; charset="US-ASCII" Content-Transfer-Encoding: 7bit  Nikk,
  I've enjoyed the Cult spell stuff you've been sending, and look forward to
seeing more :)
 -Ken-
- --part1_4f.e57b315.28849b2a_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, 16 Jul 2001 17:35:22 -0400 From: Tal Meta Subject: Re: [RQ-RULES] Regaining Power + another Question pare_jf@juno.com wrote: > > Thanks > I should have clarified that question better. > It is just confusing how they can have a PERMANENT POWER LOSS. That does > not seem to make sense to us (myself and my players). IMO, it'd be pretty trifling to gain the power of a divine magic spell for anything less; you're working with the favor of the gods here, and they will have their pound of flesh.... :) > Question TWO > Is there a web site or some one with rules o convert AD&D monsters to > runequest, with a reasonable success chance? Easier to convert D&D3E monsters; they give you the stats for them now, all you have to do is make up their SIZ. - -- 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, 17 Jul 2001 15:55:29 +1000 From: Robert McArthur Subject: Re: [RQ-RULES] New Issaries and Heroes Magic Nikk Effingham wrote: ... > Unfading Letters (Spirit Magic) > 1 point > ritual ceremony > This ritual, known to certain sects of Lhankor > Mhy, allows the sage to > scribe a document that will never fade, never > suffer from age or bad > condition, a document to remain for all time. > Such documents are also > scribed at the same time in the Great Library of > the Grey Tower on the > HeroPlane. This will enchant one normal size > piece of paper, which will > become immune to the effects of age, and > environmental effects. The only > way to destroy it is via magical means (such as > an unholy fire of Thanatar > or tossed into a chaos maw). It offers no > protection to anything else > however (no scribes in paper armour). It costs 1 > POW per piece of paprer > thus enchanted, making it a rarely cast ritual. ... Hi Nick, I don't understand how you can stop the armour idea. Either a sword can cut the paper or not. If it can, the spells of less (but still some) use. If it can't, then you have armour :-) Environment? Hmm, so if I wear a suit of it I'm pretty protected against the effects of fire (if I can somehow breathe :-) I assume it's waterproof, so this makes a nice rainjacket. etc. Now, lateral thinking gives me a nasty addition or two to the spell to overcome all this: Firstly, the spell only works if cast in a temple/ holy place, *and* only continues while the item is kept in the holy place. Once the item leaves it is subject to all the effects of aging and environment (though not retrospective - only from that time onwards). If brought back to *the same* holy place, the spell continues [you may like to leave off that last sentence if that upsets your ideas of how magic works ;-] The second change is that there is a 1 in 20 chance that a 'major event' could remove the spell. Major events include severe fire, heavy impact, etc. Thus any LM sage who uses them for armour is risking the destruction of knowledge and will suffer the usual harsh LM penalties (probably have to braid their beard or some other horrible ending ;-) Cheers Robert *************************************************************************** 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, 17 Jul 2001 10:29:00 +0200 From: Peter Keel Subject: Re: [RQ-RULES] New Issaries and Heroes Magic * on the Tue, Jul 17, 2001 at 03:55:29PM +1000, Robert McArthur wrote: > > This will enchant one normal size > > piece of paper, which will > > become immune to the effects of age, and > > environmental effects. The only > > way to destroy it is via magical means (such as > > an unholy fire of Thanatar > > or tossed into a chaos maw). It offers no > > protection to anything else > > however (no scribes in paper armour). > > Hi Nick, I don't understand how you can stop the armour idea. Either a > sword can cut the paper or not. No. It protects against cuts, then, but that doesn't mean you're protected against blows which break your bones, and it doesn't mean that the paper doesn't wrap around the blade and enter the body including paper. I'd say its pretty nice when worn over a padded jack, it makes it resistant against cuts, dirt and so on.. Cheers Peter - -- "Any good Unix security engineer can clean up any Unix box. But I'm not sure there are people even within Microsoft who know how to clean up an NT box." -- Michael Zbouray *************************************************************************** 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, 17 Jul 2001 09:46:15 -0400 From: Robert Stancliff Subject: RE: [RQ-RULES] Regaining Power + another Question > It is just confusing how they can have a PERMANENT POWER > LOSS. That does not seem to make sense to us... POW is your mental tie to the realms of magic. POW is also the strength of your soul and the force of your Will. When it is strong, spells cast easily and foes are affected easily, but when it is low the opposite is true. It has -always- been a central aspect of RQ that MP's are used to power moderate magical effects while POW is used to power strong or permanent magical effects. In RQ1 and RQ2 MP's were called temporary POW, but they were always distinguished from permanent POW. The two are -not- interchangeable. A magic item is a permanent change in the nature of the world. To make one we invest the item with a permanent part of our soul or life force (in D&D mages invested CON). New POW can be gained by normal means but the POW invested into the item can never be recovered, it has become a part of the world. In a similar sense, divine magic is gained by making a deal with your god. You sacrifice a POW point to create a new (permanent?) psychic or magical link to the god through which a spell will be returned. This spell is officially one use for initiates, but my group has adopted the recoverable once per year variant rule. The spell is recoverable for any priest through normal temple time. It is probably correct to say that the god receives the regular sacrifice of MP's by worshippers and uses them to cast the divine spell effects using their link to the primal runic source. The POW expended by the worshipper is possibly more of a conduit of magic or a permanent soul link to the god than it is the actual power for the spell, but that is speculation outside the scope of the rules. The effect is that POW sacrificed for divine magic ties you more fully to the timeless realm of the gods and brings you closer to being a hero. It is not wasted. 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: Tue, 17 Jul 2001 13:50:00 -0700 (PDT) From: "Michael C. Morrison 8-543-4706" Subject: [none] get runequest-rules-digest v04.n095 *************************************************************************** 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, 18 Jul 2001 15:44:19 -0400 From: Tal Meta Subject: [RQ-RULES] Gaerdal for RQ/Greyhawk Gods of the Noniz for RQ/Greyhawk GAERDAL Runes: Death, Stasis, Law Known as the Stern, the Ironhanded, and the Shield of the Hills, Gaerdal is the noniz deity that oversees war and vigilance. Cult in the World Gaerdal's cult is arguably the most grim of all the beneficent noniz deities; always training for war and practicing unswerving vigilance over their communities. Compared to the other noniz gods, Gaerdal's cult is relatively small, but most followers of other gods advance to at least initiate status. Gaerdal's High Holy Day (the Pvat'Non, or Great Watch) is the 11th of Goodmonth, the darkest night of the year. Lesser holidays are observed every Godsday, and are known as the Pvat'mdien (Watch Change). Celebrated with rhythmic chants and clashing steel, it is among the noisier noniz celebrations. Priests of Gaerdal wear plain steel chainmail and open faced helms, and carry plain steel headed hammers and shields. Lay Membership Requirements: Lay members of Gaerdal's cult are taught a variety of skills necessary for the defense of their communities, and assigned minor posts within and without their communities. Skills taught include Climb, Dodge, Sing, Speak Languages, First Aid, Listen, Scan, Scent/Taste, Search, Track, Ambush, Hide, Sneak, Ceremony, Hammer attack, and Shield parry. Initiate Membership Requirements: Standard. Known as the Pvat'odot (Watch Trainees), initiates of Gaerdal serve their communities as both warriors and watchnoniz, guarding the entrances to noniz communities. Spirit Magic: Demoralize*, Coordination, Endurance, Farsee, Ironhand, Mighty Blow, Shimmer, Strength. *Sung as a war chant, the duration of this spell lasts as long as the chant is maintained. Priesthood / Rune Lords Requirements: Standard. Collectively known as the Nbein'Pvat (or Masters of the Watch), the priests of Gaerdal also serve as Rune Lords. Nori'Pvat, the Black Watch, follow the Rune of Death. Such noniz gain the use of the Strike spell as an automatic power. Yarh'Pvat, the Silver Watch, follow the Rune of Stasis. Masters of the Stasis Rune are considered to automatically be affected by Brace, without the movement restrictions. Menj'Pvat, the White Watch, follow the Rune of Law. The aura of such noniz extends outwards from them, creating a globular field with a diameter equal to their POW that duplicates the spell Counterchaos. Virtues for Gaerdal include Honorable, Loyal, Suspicious, and Warlike. Common Divine Magic: all. Special Divine Magic: Brace, Counterchaos, Earth Strength, Gaerdal's Deafening Clang, Group Defense, Shield, Strike. Associated Gods Baervan: provides Call Wolverine Baravar: provides Conceal Callanduran: provides Command Gnome Flandal: provides Command Salamander Gaerdal's Deafening Clang (Illusion, Death) 2 Points Ranged, Temporal (until used, then instant), Stackable, Reusable This spell is only effective when cast upon the user's own weapon or shield. In any round where it is active, when the affected item is struck solidly against a solid object it will magnify the sound of said impact to be equivalent to an Illusionary Sound of an Intensity equal to ½ the damage rolled (Initiates of Gaerdal are specifically immune to these effects). Using the table below, the number before the slash is the number of rounds affected targets are deafened, the number after the slash represents the damage suffered directly to general hit points (unless the target is deaf or protected by Silence - covering one's ears only offers ½ protection). The Deafening Clang can be heard for kilometers above or below ground, but is only effective in an area with a radius equal to the original rolled damage. Intensity Sound Intensity Sound 1 0/0 5 1d4/1d4 2 0/0 6 1d6/1d6 3 1/0 7 1d8/1d8 4 1d2/0 8 1d10/1d10 - -- 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 #97 ************************************ *************************************************************************** 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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