From: owner-runequest-rules@ (runequest-rules-digest) To: runequest-rules-digest@lists.MPGN.COM Subject: runequest-rules-digest V1 #1 Reply-To: runequest-rules@mpgn.com Sender: owner-runequest-rules@ Errors-To: owner-runequest-rules@ Precedence: bulk runequest-rules-digest Friday, January 23 1998 Volume 01 : Number 001 RuneQuest is a trademark of Avalon Hill Games. All Rights Reserved. TABLE OF CONTENTS [RUNEQUEST-RULES] - Testing the Mailing List [RQ-RULES] - Re: [RUNEQUEST-RULES] - Testing the Mailing List [RQ-RULES] - Greetings! [RQ-RULES] - House Rule Strike Ranks [RQ-RULES] - skill gains Re: [RQ-RULES] - skill gains [RQ-RULES] - opposed skill rolls Re: [RQ-RULES] - opposed skill rolls Re: [RQ-RULES] - opposed skill rolls [RQ-RULES] - Hello, & Sorcery Re: [RQ-RULES] - Hello, & Sorcery [RQ-RULES] - Spells & Shamen Re: [RQ-RULES] - Spells & Shamen [RQ-RULES] - Non-Gloranthan HeroQuests [RQ-RULES] - Storm Shamans [RQ-RULES] - Test Plus [RQ-RULES] - Cult of Corellon 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: Fri, 16 Jan 1998 09:53:35 -0500 From: Rob Miracle Subject: [RUNEQUEST-RULES] - Testing the Mailing List This is a test. Rob *************************************************************************** To unsubscribe from this list send mail to majordomo@mpgn.com with the line 'unsubscribe runequest-rules' as the body of the message. ------------------------------ Date: Fri, 16 Jan 1998 10:14:58 -0500 From: Tal Meta Subject: [RQ-RULES] - Re: [RUNEQUEST-RULES] - Testing the Mailing List Rob Miracle wrote: > > This is a test. > > Rob Got it here. Everything looks to be a go. *************************************************************************** To unsubscribe from this list send mail to majordomo@mpgn.com with the line 'unsubscribe runequest-rules' as the body of the message. ------------------------------ Date: Sun, 18 Jan 1998 00:56:20 -0500 From: Tal Meta Subject: [RQ-RULES] - Greetings! Nice to finally see some folks joining us here. Have to admit I was pleasantly surprised with the deal AvHill is offering to blowout their old stock on RQ in preparation for the new edition. (Ordered three copies for myself; might even order some more if I can scrounge up the cash in time ). > For anybody who's interested, Avalon Hill is clearing out > their inventory of their older RPGs (classic RuneQuest, > James Bond 007, and Tales from the Floating Vagabond). > Three bundle packs are available for quite a discount -- > check out http://www.avalonhill.com for more information. > Once these RPGs are out of stock, they'll be gone for > good. Heck, Lords of Terror, aside from the main rulebook and GoG, has got to be the most beaten of my books. *************************************************************************** To unsubscribe from this list send mail to majordomo@mpgn.com with the line 'unsubscribe runequest-rules' as the body of the message. ------------------------------ Date: Sun, 18 Jan 1998 14:32:29 -0500 From: Tal Meta Subject: [RQ-RULES] - House Rule Strike Ranks To get things rolling, I thought I'd post the house rules for combat and encumrance that evolved in my last RQ campaign. They were heavily influenced by the Elric! rules, as well as the Shadowrun rules for similar situations (and work pretty well with BRPesque campaigns in a modern to post-modern era, too). In a combat situation, RQ weaves together the DEX of the characters, the size of their weapons, and their carried ENC to determine who strikes when in a melee round. Additionally, DEX of the character and the number of magic points in a spell determines when in the round his spell takes effect. Combat is played out in the order of DEX strike ranks, with the character possessing the highest DEX potentially striking first, followed by the next most dextrous, etc.. However, in the case of two characters of equal DEX weilding weapons of unequal length (say a dagger vs. a greatsword), the weilder of the greatsword will attack prior to the character armed with the dagger. Actual declaration of intent occurs on the character's DEX strike rank; if his target moves away, dies, etc. before the actual attack lands, the attack is wasted. (i.e. with a DEX of 14 you'd declare your target on 14, and if using a type 3 weapon (dagger, fist, etc.) you'd roll to attack on 11. The second phase of a combat round begins on the DEX-10 of the highest DEX character, going around again until everyone has acted. [Example: Fred Parker, DEX 18, weilding a broadsword (S2) declares who he is attacking on 18, and actually makes his attack on 16. Depending on the results of that attack, he may select a new target on DEX 8 (and strike on DEX 6) or attack the same target again. If Fred had a skill with is broadsword greater than 100% (see the chapter on Combat), his split attacks would be declared on DEX 18, 13, 8, and 3. There is no DEX 0. If your DEX or weapon choice drives your strike below DEX 1, you cannot attack that round, unless you have taken no other action in the round. Where missile weapons are concerned, each missile weapon has a reload value. This represents the amount of time it takes to reload the device, (in the case of bows, crossbows, and atlatls) or the amount of time it takes to ready and bring to bear weapons like throwing knives or handaxes. Spell casting begins on the character's DEX. The spell will be completed a number of SR later equal to the magic points in the spell. [Example: if your DEX is 13, and you want to cast a spell that requires 6 MP, your spell will be completed on DEX 7.] Spell casting is the ONLY activity that can "carry over" from one melee round to the next. EFFECTS OF ENCUMBRANCE A character who is unencumbered (is carrying less than his FAT in ENC) suffers no penalties. A character who is lightly encumbered (current FAT equal to or less than -25%) has his DEX lowered by 1. A character who is moderately encumbered (current FAT equal to or less than -50%) has his DEX lowered by 2. A character who is severely encumbered (current FAT equal to or less than -75%) has his DEX lowered by 3. And finally, a character who is desperately encumbered (current FAT exceeding -75%) has his DEX lowered by 4. Example: Fred Parker has a FAT of 20 and a DEX of 15. Carrying a full load of equipment (20 ENC) leaves him unencumbered. If he were carrying 25 ENC, he would be ligtly encumbered, and his effective DEX would be 14. With a load of 30 ENC, he would be moderately encumbered, and his modified DEX would become 13. With a 35 ENC load, he becomes severely encumbered, and his effective DEX drops to 12. Finally, with any load exceeding 40 ENC, he becomes desperately encumbered, and his effective DEX drops to 11, and will not drop further even with heavier loads (which will likely drop Fred, anyway). Comments? *************************************************************************** To unsubscribe from this list send mail to majordomo@mpgn.com with the line 'unsubscribe runequest-rules' as the body of the message. ------------------------------ Date: Mon, 19 Jan 1998 12:30:10 +0200 (EET) From: Pasanen Panu Subject: [RQ-RULES] - skill gains When a PC has skill + modifier of 99, he has to roll 00 to get a increase, right? But when a PC has skill over 100 (no matter how high) and a modifier of 20, he gets increase 20 percent of the time. This is silly, IMO. I used to always substract modifier of below-100 skills before rolling for increases.. or did I intrepret rules wrong? Panu Pasanen. *************************************************************************** To unsubscribe from this list send mail to majordomo@mpgn.com with the line 'unsubscribe runequest-rules' as the body of the message. ------------------------------ Date: Mon, 19 Jan 1998 07:08:44 -0500 From: Malygris Subject: Re: [RQ-RULES] - skill gains Pasanen Panu wrote: > > When a PC has skill + modifier of 99, he has to roll 00 to get > a increase, right? But when a PC has skill over 100 (no matter > how high) and a modifier of 20, he gets increase 20 percent of > the time. This is silly, IMO. I used to always substract modifier > of below-100 skills before rolling for increases.. > > or did I intrepret rules wrong? You interpreted the rule wrong. You always have at chance to improve equal to atleast your skill mod. The simple way is to have the player roll for the increase and then add/subtract the skill bonus. If the total is either over the current skill or over 100 then they get the increase. *************************************************************************** To unsubscribe from this list send mail to majordomo@mpgn.com with the line 'unsubscribe runequest-rules' as the body of the message. ------------------------------ Date: Mon, 19 Jan 1998 20:48:37 +0000 From: Mark Buckley Subject: [RQ-RULES] - opposed skill rolls hi all. I'm dead pleased to see the RQ rules digest back. Thanks to Mr Meta, et al. Some while ago, I wanted a mechanic for resolving skill vs skill contests that lasted a while; I was mostly thinking of bargain vs bargain, orate vs orate, etc,etc, and I didn't want to just use one skill roll to decide the whole affair, but I did want to keep RQ skill mechanics. So I came up with the following system, which we have used for a bit, and seems to work ok: You need a track with 11 boxes on it. A marker is placed on the centre space, representing their argument, deal or whatever... Each makes a skill roll, and moves the counter as follows: Normal roll: 1 space towards opponent Special roll: 2 spaces Critical: 3 spaces Fumble: 1 space towards self Once the counter reaches an end of the track, that contestant has lost. You can assign a time for each set of rolls e.g. if 2 orators are arguing in the market place, then each roll might be 5 minutes. For bargaining, I use a slightly different system. Decide the minimum and maximum acceptable price for an item - these become the prices at each end of the track. Each box now represents 1/10 of the difference. Now, the bargainers each have a counter, that starts from their own end, and they move their counters per skill roll, as above. When the counters meet, that settles the agreed price. In this way, a low skill bargainer will occasionally get a better deal than normal. I'm sure that there are other uses for this mechanic. cheers, mark - -- Mark Buckley Don't let THEM immanentise the eschaton! *************************************************************************** To unsubscribe from this list send mail to majordomo@mpgn.com with the line 'unsubscribe runequest-rules' as the body of the message. ------------------------------ Date: Mon, 19 Jan 1998 19:11:00 -0500 From: Tal Meta Subject: Re: [RQ-RULES] - opposed skill rolls Mark Buckley wrote: > I'm dead pleased to see the RQ rules digest back. Thanks to Mr > Meta, et al. Me too. This fell under the heading of wanting something badly enough that in the end, I just had to go out and get it done myself. . > Some while ago, I wanted a mechanic for resolving skill vs skill > contests that lasted a while; I was mostly thinking of bargain vs > bargain, orate vs orate, etc,etc, and I didn't want to just use > one skill roll to decide the whole affair, but I did want to keep > RQ skill mechanics. So I came up with the following system, which > we have used for a bit, and seems to work ok: I used something alot like this at a convention last year; it worked well enough, but by the end of the session I was left feeling like there had been more roll-playing thab roleplaying. But I'll be the first to admit that there's plenty of folks who NEED dice to haggle worth a damn. :) *************************************************************************** To unsubscribe from this list send mail to majordomo@mpgn.com with the line 'unsubscribe runequest-rules' as the body of the message. ------------------------------ Date: Mon, 19 Jan 1998 18:13:35 -0600 From: "Michael A. Pastorello" Subject: Re: [RQ-RULES] - opposed skill rolls Well Mark that is an interesting way to solve these dilemmas. I am going to try it but let me tell you how I was able to solve it in my own game. I personally feel that a lot of the skills are very limited in scope and that some profesions have developed so called sub skills which over time got spread thru the populace. Examples of this, and of course it is to the players advantage to pick up but they do not have to, are acrobatics for thief types, bargaining for merchants, alchemy for magic users and some farmers, etc. If 2 people have the skill, I use the resistance table, I do this in the interests of speedy gameplay. No matter how low your skill is as compared to the others, ie if a 15 year old farmer tried to get a good deal from a 55 year old merchant, there is always a 5% chance of success. When it comes to public debates, the winner is decided by again using the resistance table in ordr to see who best effects the crowd. I feel that the game should be dynamic so that new skills can be aded as needed and found useful. However the downside is if it is a skill that you pick up for your character class, it may be hard to find a teacher that knows it if you like to train to increase skills. Well I said my peace about this. I think I will try your method to see how it plays but here is an alternative method. Peace, Mike Pastorello pastorel@texnet.net *************************************************************************** To unsubscribe from this list send mail to majordomo@mpgn.com with the line 'unsubscribe runequest-rules' as the body of the message. ------------------------------ Date: Tue, 20 Jan 1998 12:36:46 -0000 From: "Hibbs, Philip" Subject: [RQ-RULES] - Hello, & Sorcery First of all, glad to see you all here. If we are going to be discussing rules as they apply to Glorantha, should we post to this list *and* the Glorantha list? I suggest we do if the Gloranthan content an the Rules content are both strong, such as "Does Sandy's Sorcery accurately reflect western magical ability", but if there is a clear bias, such as suggesting a variable version of Demoralize, then the appropriate list should be used. Thoughts? Sandy's Sorcery =============== I can see this getting a lot of coverage on the list. I'll post my discussion page soon. First of all, we need to be clear about which version we are discussing? Anyone know where the latest version is on the web? I have what I believe is the latest release, but only in plain text form, at: http://ourworld.compuserve.com/homepages/phibbs/sorceryf.txt Anyone claim to know of a later version? philip.hibbs@tnt.co.uk or phibbs@compuserve.com http://ourworld.compuserve.com/homepages/phibbs +--------------+ | Philip Hibbs +---------------------------------------------+ | What immortal hand or eye dare frame thy perfect symmetry? | +------------------------------------------------------------+ *************************************************************************** To unsubscribe from this list send mail to majordomo@mpgn.com with the line 'unsubscribe runequest-rules' as the body of the message. ------------------------------ Date: Tue, 20 Jan 1998 11:21:26 -0500 From: Tal Meta Subject: Re: [RQ-RULES] - Hello, & Sorcery Hibbs, Philip wrote: > > First of all, glad to see you all here. > > If we are going to be discussing rules as they apply to Glorantha, > should we post to this list *and* the Glorantha list? I suggest we > do if the Gloranthan content an the Rules content are both strong, > such as "Does Sandy's Sorcery accurately reflect western magical > ability", but if there is a clear bias, such as suggesting a > variable version of Demoralize, then the appropriate list should > be used. > > Thoughts? I'm certain there will always be overlap between the two, so a certain amount of crossposting is natural, I'd think. But there are just as many areas that have little or no overlap that should remain exclusive to the appropriate list. > Sandy's Sorcery > =============== > I can see this getting a lot of coverage on the list. I'll post my > discussion page soon. Oh, absolutely. I even have the glimmerings of a combat system based on the sorcery rules (for melee weaposn), if you'd believe it. I just have a few bugs to work out of it. > First of all, we need to be clear about which version we are > discussing? Anyone know where the latest version is on the web? I > have what I believe is the latest release, but only in plain text > form, at: > http://ourworld.compuserve.com/homepages/phibbs/sorceryf.txt Well, Sandy hasn't signed on to the list yet, so the most recent one I'm aware of is the one with the Waertagi art and the extended spell list. *************************************************************************** To unsubscribe from this list send mail to majordomo@mpgn.com with the line 'unsubscribe runequest-rules' as the body of the message. ------------------------------ Date: Tue, 20 Jan 1998 23:56:10 -0800 From: "were.ralph" Subject: [RQ-RULES] - Spells & Shamen Hi, it's good to have somewhere to send rules queries at last! Thanks Tal. What I would like to know is: 1) Is there a single spell 'Summon Spell Spirit' and if so how do you know which spell is summoned. Or is there a 'summon' spell for each spell? 2) How do Shamen learn spells? Do they: a) have to know the appropriate 'summon' spell (in which case how do they get _that_ spell? - I have trouble thinking of a 'Summon spirit spell!!!). Or b) do they discorporate and defeat the appropriate spell spirit in spirit combat? 3) If they discorporate, how do they find the spell spirit they need on the spirit plane? Is it just a matter of time? This would surely lead to a PC Shaman knowing _lots_ of spells very quickly. 4) My friend wants to run a Storm Bull Shaman. Is this possible? Does it limit the spells he can learn to Storm Bull spirit magic? Is there some kind of Storm Bull spirit cult? Bearing in mind we are in Sartar (read Urox throughout?). Sorry to offload so many questions in one go, but I'm planning my first RQ3 campaign after only ever playing RQ2, which was a lot simpler, but now I realise didn't have as much character. Thanx in advance Ralph Plowman were.ralph@virgin.net *************************************************************************** To unsubscribe from this list send mail to majordomo@mpgn.com with the line 'unsubscribe runequest-rules' as the body of the message. ------------------------------ Date: Tue, 20 Jan 1998 20:16:20 -0500 From: Tal Meta Subject: Re: [RQ-RULES] - Spells & Shamen were.ralph wrote: > > Hi, it's good to have somewhere to send rules queries at last! > Thanks, Tal Not a problem. Consider it proof of that old adage about getting things done by doing them yourself . > 1) Is there a single spell 'Summon Spell Spirit' and if so > how do you know which spell is summoned. Or is there a 'summon' > spell for each spell? We always played it that "Summon Spell Spirit" summoned a random spell spirit (i.e. you took your chances with what spell you wound up getting.) > 2) How do Shamen learn spells? Do they: > a) have to know the appropriate 'summon' spell (in which > case how do they get _that_ spell? - I have trouble thinking of a > 'Summon spirit spell!!!). Or > b) do they discorporate and defeat the appropriate spell > spirit in spirit combat? Either. Our party's shaman usually felt that going hunting on the spirit plane was more cost-effective, time wise, than settling for a random spirit. Figure a spell spirit has an average POW of 11; that's ELEVEN HOURS of ritual, for what may very likely turn out to be the wrong spell. Hunting, on the other hand, might also turn out bad, but you can encounter a wider variety of spirits onthe spirit plane. (Of course, several of that campaign's best moments were when the shaman encountered "demons" (once on purpose!) and they'd folow him home.) Once you've defeated the spell sirit, it teaches the spell. > 3) If they discorporate, how do they find the spell spirit > they need on the spirit plane? Is it just a matter of time? This > would surely lead to a PC Shaman knowing _lots_ of spells very > quickly. Time, luck, good die rolls. Deluxe rules, p. 155, gives the rules on what you find and where; I usually placed the higher level spells on the inner or outer plane (to make them tougher, natch). Unless your shaman (or his fetch) has a high INT or alot of INT storeage, he can only know so many spells. > 4) My friend wants to run a Storm Bull Shaman. Is this > possible? Does it limit the spells he can learn to Storm Bull > spirit magic? Is there some kind of Storm Bull spirit cult? > Bearing in mind we are in Sartar (read Urox throughout?). I... dunno. You could always design one, I suppose. :) *************************************************************************** To unsubscribe from this list send mail to majordomo@mpgn.com with the line 'unsubscribe runequest-rules' as the body of the message. ------------------------------ Date: Tue, 20 Jan 1998 21:23:11 -0500 From: Tal Meta Subject: [RQ-RULES] - Non-Gloranthan HeroQuests Has anyone attempted these? I tried one with my group about six months ago, and I had mixed feelings about it. Part of it was the long belaboured lack of hard rules (I used a blend of the Pendragon Pass ideas and whatever occured to me at the time), and part of it was probably my group's relative inexperience with RQ in general. The basic scenario revolved around a sorcerer who was working with a group of serpent men (I borrowed heavily from CoC, as well) trying to raise an Old One from it's slumber beneath an island. Said Old One was Cyeagha, the Tentacled Eye (used entirely out of context with CoC, of course). One of the characters was an elven acolyte of Corellon (popular elven god from That Other Game (tm)) and one of the 'epic' stories told about this god was his skewering a rival godling in the eye (leading that god to be known as One Eye). To make a long story short, in the final climax of that storyline, the enemy sorcerer had replaced one of his own eyes with a pulsing gemstone from the idol of Cyeagha, and it was the elf's job to poke it out with his sword. In addition to the usual called shot rules, he had to also succeed in a Valor check (semi-interesting aside; I'd had the other players vote in secret as to how his Virtues should rate, and he hadn't exactly been behaving too Valorously before that, so....). Final result: enemy sorcerer dead (or so they thought), elven acolyte bumped one step closer to hero status. Player eventually got into the spirit of his character, too. *************************************************************************** To unsubscribe from this list send mail to majordomo@mpgn.com with the line 'unsubscribe runequest-rules' as the body of the message. ------------------------------ Date: Wed, 21 Jan 1998 12:39:48 +0200 (EET) From: Pasanen Panu Subject: [RQ-RULES] - Storm Shamans > 4) My friend wants to run a Storm Bull Shaman. Is this possible? Does it > limit the spells he can learn to Storm Bull spirit magic? Is there some > kind of Storm Bull spirit cult? Bearing in mind we are in Sartar (read > Urox throughout?). Oh, if you want to have a storm shaman, make him Kolating. Mostly Storm Bulls are people who contain (almost) mindless rage, and are generally moody and violent people. Not shamanic, at all. Shaman is a healer, although wounded himself. Not rulesy answer, sorry.. Kolating writeup is on the net, I recall Nick Effinghams webpage might have had it. Have the player read some book on RW shamans. Simon Phipps homepage has also great treatise on shamans. Panu Pasanen. *************************************************************************** To unsubscribe from this list send mail to majordomo@mpgn.com with the line 'unsubscribe runequest-rules' as the body of the message. ------------------------------ Date: Wed, 21 Jan 1998 10:17:20 -0500 (EST) From: Peter Maranci Subject: [RQ-RULES] - Test Plus The "Welcome" subscription message for the RQ-Rules digest doesn't give a method for direct posting, so I'm taking a guess. Among other things, this is a test of the list. I signed up yesterday, but have yet to receive anything. I assume that message traffic will be low for some time, so perhaps the critical number of messages needed to generate a Digest haven't yet been written. RQ itself seems to still have some drawing power. This weekend I ran a RuneQuest/Glorantha scenario at Arisia, a local genre convention (which has not been known for heavy gaming activity). I had a strong suspicion that only one or two people would sign up; I'd promised spots to two people beforehand. To my surprise all seven slots on the sign-up sheet were taken within a couple of hours, and I had to turn people away. All the players had had some experience with RQ, but for many of them it had been a while. Incidentally, I used simplified RQ3 rules for the scenario itself - -- I was hoping to catch some newbies, so I eliminated hit locations, ENC, and Fatigue. The streamlined rules worked quite well, although they weren't put to a severe test. The scenario was not mechanic-intensive. I plan to put the whole thing together as a complete ready-to-run package and post it on my web site, but that will probably take a couple of weeks. I'll announce when it's available. So, how does everyone else feel about following a dead system? For myself, I can definitely say that it pisses me off. -->Pete - ----------------------------------------------------------------------- Peter Maranci pmaranci@tiac.net Malden, MA Editor, Interregnum RPG/Science Fiction APA/magazine -- email for info. Interregnum WWW home page: http://www.tiac.net/users/maranci/index.html FRP adventures, art and more: http://www.tiac.net/users/maranci/rq.htm *************************************************************************** To unsubscribe from this list send mail to majordomo@mpgn.com with the line 'unsubscribe runequest-rules' as the body of the message. ------------------------------ Date: Wed, 21 Jan 1998 10:22:04 -0500 From: Tal Meta Subject: [RQ-RULES] - Cult of Corellon Here's the cult of Corellon that the elf priest I mentioned before belonged to. (Note: Corellon Larethian is doubtless (c)TSR, and is used without permission, no challenge to their rights is intended.) CORELLON - Mastery, Truth, Moon, Harmony (Note: the moon on Selar (my gameworld) was white) Corellon Larethian is the embodiment of the highest ideals of elvenkind. "He" is the creator of the elven race; as with all of the elven gods, he can assume the form of either sex, but usually appears as a male. Corellon is a powerful warrior god, but one who protects his creations with the gentleness of the artist or sculptor. He is swift and terrible in battle, yet soft and beautiful in repose. CULT IN THE WORLD Corellon's cult exists not only to defend and expand the elven homelands throughout the world, but to preserve them as places of beauty, artistry, and reverence to nature. Unlike many other pantheons, which cater to the Law vs. Chaos or Good vs. Evil ethos pairings, the Seldarine pantheon is engaged in a struggle between the forces of Light and Darkness. Priests and initiates of this grouping of deities generally do not willingly associate with members of darkness cults. INITIATE MEMBERSHIP Requirements: standard. Skills: Orate, Speak Moontongue, Bow Attack, Any one Craft, 1H Sword Attack. Initiates are required to accept one gift (and it's attendant geases), and may choose to accept more if they so desire. Spirit Magic: Bladesharp, Bladeweave, Control (Sylphs, Lunes), Coordination, Demoralize, Multimissile, Protection, Shimmer, and Speedart. PRIESTHOOD Requirements: standard. Choice of 1 or more gifts/geases required. Note: most priests of Corellon have moved into leadership positions within their community. Common Divine Magic: all Special Divine Magic: Arrow Trance, Chameleon, Living Blade, Truesword. ASSOCIATED GODS Aerdrie: provides Cloud Call Erevan: provides Become Sparrow Fenmarel: provides Plant Spy Hanali: provides Community Labelas: provides Analyze Magic Sehanine: provides Heal Body Solonor: provides Sureshot Spell Description Key Key: DR = Deluze Rules GG = Gods of Glorantha SPIRIT SPELLS Bladesharp (DR, pp103) Bladeweave Similar to Bladesharp, but for parrying. Adds 5% per point to parry skill, and 1 AP to the parrying weapon. Control (Lune, Sylph) (DR, pp103) Demoralize (DR, pp103) Coordination (DR, pp103) Multimissile (DR, pp105) Protection (DR, pp105) Shimmer (DR, pp106) Speedart (DR, pp106) DIVINE SPELLS Analyze Magic (GG, pp 52) Arrow Trance (GG, pp24) Become Sparrow (GG, pp71) Chameleon (GG, pp24) Cloud Call (DR, pp116) Community (GG, pp74) Heal Body (DR, pp118) Living Blade (GG, pp72) Plant Spy (GG, pp25) Sureshot (DR, pp121) TrueSword (DR, pp121) CORELLON'S GIFTS 1d10 Gift Required Geases 1 +10% to any skill chosen 1 2 +1 to STR 1 3 +1 to INT 2 4 +1 to POW 1 5 +1 to DEX 1 6 recover mp at 2x normal rate 2 7 Immunity to 'hold' type attacks 2 8 Immunity to mind spells 2 9 Understand Woodland Speech 30%* 2 10 Gain Allied Spirit 3 CORELLON'S GEASA d100 Roll Geas 01-02 favored by Corellon, no geas. 03-14 never speak to or help darkness worshippers in any way 15-26 create one work of art each season 27-38 create one new poem or song each season 39-50 plant and nurture one tree each season 51-62 never speak to or help any orc 63-74 master (90% skill) the playing of one musical instrument** 75-85 master (90% skill) one combat maneuver (leap, tumble, dodge, maneuver, etc.)** 86-96 master (90% skill) one weapon skill** 97-98 roll twice more 99-00 GM's choice. ** If selecting a currently known skill, it cannot exceed 40%. *Understand Woodland Speach (Perception (00)) This perception skill allows it's user to percieve and interpret warning signs, movements, odors, and other gestures made by woodland beasts. Speaking to animals is not possible with this skill. *************************************************************************** To unsubscribe from this list send mail to majordomo@mpgn.com with the line 'unsubscribe runequest-rules' as the body of the message. ------------------------------ End of runequest-rules-digest V1 #1 *********************************** *************************************************************************** To unsubscribe from this list send mail to majordomo@mpgn.com with the line 'unsubscribe runequest-rules' as the body of the message. RuneQuest is a Trademark of 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.