From: owner-runequest-rules@ (RuneQuest-Rules-Digest) To: runequest-rules-digest@lists.MPGN.COM Subject: RuneQuest-Rules-Digest V1 #8 Reply-To: runequest-rules@mpgn.com Sender: owner-runequest-rules@ Errors-To: owner-runequest-rules@ Precedence: bulk RuneQuest-Rules-Digest Friday, January 30 1998 Volume 01 : Number 008 RuneQuest is a trademark of Avalon Hill Games. All Rights Reserved. TABLE OF CONTENTS Re: [RQ-RULES] Players Requests Re: [RQ-RULES] Players Requests Re: [RQ-RULES] Players Requests Re: [RQ-RULES] Players Requests [RQ-RULES] Enchanted Stuff... Re: [RQ-RULES] Enchanted Stuff... Re: [RQ-RULES] Well of Knowledge [RQ-RULES] Magical Initiation Re: [RQ-RULES] Enchanted Stuff. Enchanted Places... [RQ-RULES] A Selection of Enchanted Weapons 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: Wed, 28 Jan 1998 23:35:50 +1100 From: "Adam Betteridge" Subject: Re: [RQ-RULES] Players Requests Hi Guys, just a quick question, I am joining the DUCS (Down Under Chaos Society) and am looking at putting together some publications, just what sort of thing are people after? Also my group does use fatigue, for those of you who don't how do you determine how much a character can carry and when they get tired? Cheers Adam B. *************************************************************************** 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, 28 Jan 1998 06:47:53 -0800 (PST) From: Erik Nolander Subject: Re: [RQ-RULES] Players Requests Hiya, - ---Adam Betteridge wrote: > Hi Guys, just a quick question, I am joining the DUCS (Down Under > Chaos Society) and am looking at putting together some publications, just > what sort of thing are people after? I'mm not really sure what you mean - are you planning to publish something on the 'Net? If so, *anything* is interesting!! > Also my group does use fatigue, for those of you who don't how do you > determine how much a character can carry and when they get tired? I use common sense, along with some rules on fatigue levels instead of points, from an old RQ4 draft. However, I don't use it during short combats, since it tends to bog down gameplay. Cheers, Erik Nolander _________________________________________________________ DO YOU YAHOO!? Get your free @yahoo.com address at http://mail.yahoo.com *************************************************************************** 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, 28 Jan 1998 17:25:08 +0200 (EET) From: Pasanen Panu Subject: Re: [RQ-RULES] Players Requests > Also my group does use fatigue, for those of you who don't how do you > determine how much a character can carry and when they get tired? I use the Common Sense rule.. methinks its an optional ruling. 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, 28 Jan 1998 10:06:47 -0600 From: "Michael A. Pastorello" Subject: Re: [RQ-RULES] Players Requests > > > Also my group does use fatigue, for those of you who don't how do you >determine how much a character can carry and when they get tired? > How much they can carry is determined by their strength, in my game. However if you are carrying enough that it takes up your strength, there are serious modifiers to any action and is slows them down quite a bit. As to fatigue, we have a series of modifiers that go into effect depending on how long the person is up for in a day. As to general battle fatigue, do not worry about it in favor of cntinuity and quick game play. Besides by the time major fatigue effects set in most battles are over. just my opinion. 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: Wed, 28 Jan 1998 19:51:25 -0500 From: Tal Meta Subject: [RQ-RULES] Enchanted Stuff... A pair of useful magic spirit based enchanments... Mideena's Disk ~~~~~~~~~~~~~~ Mideena's disk usually takes the form of a simple gold band, which can be worn on ones finger. However, careful examination of the band reveals numerous inscriptions that form the basis of it's enchantments. The ring serves as a binding enchantment for a magic spirit (INT 15, POW 22) that knows the following sorcery spells: Fly, Phantom Sight, Phantom Touch, and Project Sight. When activated, the spirit in the ring casts a multispelled Phantom Sight 2 Project Sight 2, and enough Phantom Touch to support the holder of it's binding enchantment. This creates a floating disk 3m in diameter, upon which the holder of the ring may sit or stand. Fly can then be cast with sufficient Intensity to carry the disk and it's rider to whatever destination he may desire. Sentry Spheres ~~~~~~~~~~~~~~ Sentry spheres are usually composed of copper or bronze, and are roughly the size of a softball. Within, four magic spirits are bound, each knowing the following spells: Fly, Telepathy, Project Sight, Resist Magic, Resist Damage, and the attack spell of your choice (Evoke Lightning is fairly common). Normally, one spirit maintains telepathy between all the spirits, another maintains the projected sight, and the third maintains fly. The final spirit directs the other three, and casts attack magic, as needed. One or another spirit maintains the Resist spells, for defense. Sentry spheres patrol areas, looking for intruders, or accompany a sorcerer as bodyguards. A sorcerer with a swarm of these spheres in attendance is something to be reckoned with... *************************************************************************** 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, 28 Jan 1998 22:38:22 EST From: JULIAKIR@aol.com Subject: Re: [RQ-RULES] Enchanted Stuff... Thank you very much for your post. Original and reasonable, magic items are hard to come upon for play. *************************************************************************** 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, 28 Jan 1998 22:51:05 EST From: JULIAKIR Subject: Re: [RQ-RULES] Well of Knowledge Oh, god, this was a long time ago and not even my campaing. As far as I can remember, we ran accross it on the hero plane. It was guarded by a god, something very similar to the Norse Mythology. We convinced him to let us take a sip by riddleing with him (against the GM and that was not an easy task!). The sip improved INT by 1d8 and had a chance to raise a knowelde based skill to 100%. The agreement also called for the drinker to give something in return. If i remember correctly: someone lost an eye, someone forgot a bunch of spells, and i lost my memories of my clan and home. *************************************************************************** To unsubscribe from this list send mail to majordomo@mpgn.com with the line 'unsubscribe runequest-rules' as the body of the message. ------------------------------ Date: Thu, 29 Jan 1998 15:33:40 -0800 (PST) From: allen wallace Subject: [RQ-RULES] Magical Initiation Hi all, Since introductions are customary here is mine. I'm Allen Wallace, I currently live across the sound from Seattle, but was mostly brought up in central California, where most of my gaming occurred. I started gaming in 1976, I first played RQ with the original book, padding spell and all. I do not GM Glorantha, but play there when I can. I GM the worlds of Shehallalecyn, which I created back in antiquity. I have also GM'ed Forgotten Realms with the RQ system. Worked pretty well actually. Anyway, following is one of the rules mod's I use. MAGICAL INITIATION Shehallalecyn/RQ rules modification In Shehallalecyn everyone has the potential for magic, only a relative few realize this potential. To be magically active requires magical initiation, which can be quite dangerous. Most people chose to remain uninitiated, or are unable to gain access to initiation. Benefits of remaining uninitiated An uninitiated individual is immune to attacks that effect/reduce magic points. Thus a possessing spirit cannot engage an uninitiated being in spirit combat. If that person is rendered unconscious in some other way they are open to possession and other spirit attacks. The down side of this is that it is very difficult for the uninitiated to increase their Power. As the uninitiated beings Power is not opened to the Otherworld it is not an effective conduit for magical attacks against that individual. An attacking magician will have to overcome the higher value of the targets POW or other appropriate physical or mental statistic. An uninitiated beings perceptions of the magical world is limited, so that being is spared much of the sanity destroying effects of most Arcane Horrors. The Initiatory Process Ceremony Ritual Costs: Sacrifice of 1 POW x Initiate level attempted at least 1 POW must be personal POW Magic Point expenditure of current POW x Initiate level attempted Initiation ceremonies must occur on ritually significant days. Cult initiations generally occur on Holy days Non-cults use birthdays, anniversaries, solstices, and equinoxes. The focus and effect of the initiation is highly affected by the day chosen. Initiations are by nature unpredictable. Dangers of Initiation Fumbled Rituals Hostile Spirits Mental/Emotional Overload/Insanity Lost/Damaged Soul Unwelcome Attachments Magical / Physical disabilities Benefits of Initiation Spiritual Expansion maximum Power increases by Initiate level Magic abilities, Sorcery, Spirit Magic, Adept Magic/PSI, etc. Note that these gifts do not come by choice, exactly, or randomly, exactly. Initiation Ceremony Format/Guideline Ceremony Cult Initiation, Sorcery Initiation, etc. Ceremony Goals Primary initiation, mysteries initiation, powers initiation, etc. Ritual Allies Spirit Guide, Patron Saint, Tutelary Spirit, etc. Ritual Enemies Variable, might be defeated, propitiated, survived, etc. Common Benefits Spirit Expansion only, Awaken Fetch, Spell Runes, Access to Holy Mysteries Common Costs Oaths, Geas, extremely variable depending on ritual. Divine Initiation All divine initiates establish a bond between the initiate and the god. The initiate becomes the eyes and ears of the God. This bond occurs when the initiate initiates into the mysteries of the cult, a secondary initiation. Primary initiations do not as a rule establish a divine bond. Except for rarities an individual must already be magically active to be able to initiate into divine mysteries. Religious cults do regularly perform primary initiations, these initiations are pretty much the same as anyone elses primary initiations in effect, though arguably safer and more predictable. Whether this is due more to better rituals or to better screening is also arguable. Eldar races and divine magic Organized religious cults are mostly a human phenomenon in Shehallalecyn. Those eldar who have access to divine magic generally do so on an individual basis through spirit quests and other special secondary and tertiary initiatory rituals. Thus an elven magician will probably have less divine magic than a human counterpart, but is likely to have a greater variety. Hope this is of interest Allen *************************************************************************** To unsubscribe from this list send mail to majordomo@mpgn.com with the line 'unsubscribe runequest-rules' as the body of the message. ------------------------------ Date: Thu, 29 Jan 1998 21:06:19 -0500 From: Tal Meta Subject: Re: [RQ-RULES] Enchanted Stuff. Enchanted Places... JULIAKIR@aol.com wrote: > > Thank you very much for your post. Original and reasonable, magic > items are hard to come upon for play. Thank you. I still have to dig out the designs of a couple more; it's just a hassle digging thru all those character sheets. > Oh, god, this was a long time ago and not even my campaing. As > far as I can remember, we ran accross it on the hero plane. It > was guarded by a god, something very similar to the Norse > Mythology. > The agreement also called for the drinker to give something in > return. If i remember correctly: someone lost an eye, someone > forgot a bunch of spells, and i lost my memories of my clan and > home. Sounds a little like something I saw on someone's web page regarding a deal with a demon (attributed to S. Petersen, IIRC). Which re-reminds me... Pacts! *************************************************************************** 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, 30 Jan 1998 15:04:03 -0500 From: Tal Meta Subject: [RQ-RULES] A Selection of Enchanted Weapons More stuff from the plunder vaults.... mostly weapons, this time out. The Dwarving Staff ~~~~~~~~~~~~~~~~~~ Contrary to the name, the staff was neither made by, nor endorsed by, dwarves. The Dwarving Staff contains a bound magic spirit that knows the spells Tap INT and Tap SIZ. When twirled counterclockwise, the spirit in the staff casts these spells with Intensity 15, Multispell 2, and when the staff strikes someone in combat, it drains 5d6 SIZ and 2d6 INT from the target. MP gained from this attack are used to fuel the next attack, and so on, until insufficient MP are remaining to perform this function again. Some variations on this weapon include MP storage, or additional Taps (CON and POW are both popular). The staff is also generally armored (via Strengthening), and often carried Boosted Damage as well. Trickster's Sword ~~~~~~~~~~~~~~~~~ This shortsword contains a bound spirit (POW 13) that matches it's MP vs. those of it's weilder everytime it is drawn from it's sheath and pointed towards an enemy. If successful against it's weilder, it drains him of 1d6 MP, and causes any one of the following effects: 5d10 roll - effect 05 - 300 butterflies stream from sword, blinding everyone for 2 rounds. 06 - Target enlarged to twice its size. 07 - Darkness, 3" hemisphere about sword. 08 - Grass grows in 16" radius of sword. 09 - Diminishes wielder to 10% of normal height. 10 - Heavy rain begins falling within 60' radius of sword holder. 11 - Leaves grow from target. 12 - 10-20 gems (value: 1 silver) shoot forth in a 3" long stream for 1 HP damage each (roll 2d4 to see how many hit target). 13 - Shimmering colors dance over a 4"x3" area in front of sword -- creatures inside blinded for 1d6 rounds. 14 - Creates a gourmet meal (with silverware, table, etc.) for 1d4 people. 15 - Cures 1d8+2 HP to wielder. 16 - Sword turns to limp rubber. 17 - Stream of 6d6 rotten tomatoes stream out from sword up to 3" range. 18 - Spaghetti spews forth and webs target (sauce and meatballs follow). 19 - Target takes 1d6+1 points of damage, as if from an invisible sword. 20 - 1d4 icicles shoot out and hit target for 1d4 points damage apiece. 21 - Target becomes loyal follower of wielder (whether wielder likes it or not!) 22 - Teleports target to 10' in front of wielder. 23 - Wall of styrofoam (10'x10'x1') forms between wielder and target. 24 - Turns target to a randomly determined color. 25 - All of target's hair falls out (or target grows hair if bald). 26 - All of wielder's hair falls out (or wielder grows hair if bald). 27 - All nocked arrows within 100' burst into flame. 28 - 10,000 ping-pong balls fall from the sky onto target. 29 - Paper bag envelopes target. 30 - Wielder falls asleep (nothing can wake him). 31 - Wielder changes sex. 32 - A booming, demonic voice sounds, "Give up! You cannot win!" 33 - Summons horse with cart and driver. 34 - Paralyzes both target and wielder. 35 - Music sounds, harmoninzing anyone who fails a POW vs. POW check with the sword. 36 - Floor starts to talk to wielder (but no one else can hear it). 37 - Target turns gaseous. 38 - Diminishes target to 10% of height. 39 - Two fingers form and poke target in the eyes. 40 - Puts a door (3'x8'), closed, between wielder and target (if walls are more than 3' apart, there is empty space between doorframe and walls). 41 - Opens pit (10' deep) under target. 42 - Opens pit (10' deep) under wielder. 43 - Causes loud laughter to come from walls (or trees, if outside). 44 - A whirlwind deposits a young girl and her dog between wielder and target. 45 - Target falls in love with wielder. 46 - Target feigns death. 47 - Summons 7 dwarves with picks looking for gems. 48 - Bubbles shoot forth, blinding everyone within 2" for 1d4 rounds. 49 - A hand forms and tickles target. 50 - A gong appears and a mallet strikes it 1d8 times, then both disappear. (Note: durations of effects are either 5 minutes, or whatever the GM feels is appropriate.) (Effects roughly lifted from a wand from THAT OTHER GAME (tm). I never tried to justify how it managed any of these effects, it was simply one of those amusing items to let someone encounter ). Night Axe ~~~~~~~~~ The night axe is actually a bound shade dominated and animated into the shape of a battleaxe. Eddys of deeper darkness swirl on the 'blade' of the axe, forming the basis of it's armoring enchantment, boost damage, and stabilize weapon enchantments/matrices. When it successfuly 'draws blood' in combat, the target of the attack takes an additional point of damage from the cold, and on a special or better attack, the target must make a resistance roll vs. the POW of the shade (commonly 1d6) or be demoralized in addition to any other effects. (This one doesn't translate over to Sandy's Sorcery as well as it worked in RQ3; originally it was just Form/Setted darkness). Seeker ~~~~~~ This rune-encrusted spear requires the sacrifice of 1 POW to bind it to a new owner. Once this has taken place, the weilder can expend one MP each combat round and declare do one of two things: 1) declare which hit location will be struck (without rolling) for normal damage (armor applies) or 2) declare a hit location, before rolling for same, that if struck, will not receive the benefit of armor. The spear may be used thus in either melee or missile combat. Coelaxia Sword ~~~~~~~~~~~~~~ These finely crafted longsowrds are generally binding objects for the ghosts of elder members of the Order of Coelaxia. As such, they serve as guides, teachers, and additional arsenals for more junior members of the order. Spells commonly known by these ghosts (indeed, taught to all members of the Coelaxia) include: Boost Damage, Boost DEX, Clear Mind, Cloak Sight, Drain Soul, Mystic Trail, Mystic Vision, Neutralize Magic, Sense Magic, Sense Magic (Gate), and Wrest Magic. (Note: spells themselves will generally be matrixed into the sword, not held in memory, to improve the ghost's PRE. Spell matrices are generally available to either the bound ghost or the weilder of the sword, if the weilder is a member of the order). Not every sword contains every spell, and some swords will have higher Intensity matrices of certain spells. (Note: IMC, the Coelaxia are a band of female warrior-mages who seek out and destory gates, mages who create gates, and unbound extraplanar critters of all sorts.) That's it for now, methinks. *************************************************************************** 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 #8 *********************************** *************************************************************************** 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.