From: owner-runequest-rules@ (RuneQuest-Rules-Digest) To: runequest-rules-digest@lists.MPGN.COM Subject: RuneQuest-Rules-Digest V1 #19 Reply-To: runequest-rules@mpgn.com Sender: owner-runequest-rules@ Errors-To: owner-runequest-rules@ Precedence: bulk RuneQuest-Rules-Digest Saturday, February 21 1998 Volume 01 : Number 019 RuneQuest is a trademark of Avalon Hill Games. All Rights Reserved. TABLE OF CONTENTS [RQ-RULES] Zephyr Stone [RQ-RULES] Liches/Spinestrike Re: [RQ-RULES] DarkMaul 4 [RQ-RULES] Humakti Philosophy [RQ-RULES] RedBlade & RedShield [RQ-RULES] FlowNet Re: [RQ-RULES] FlowNet Re: [RQ-RULES] Liches/FlowNet Re: [RQ-RULES] The Hibbs Replies Re: [RQ-RULES] Liches/FlowNet [RQ-RULES] RedBlade & RedShield [RQ-RULES] Learning Spirit Spells Re: [RQ-RULES] Learning Spirit Spells Re: [RQ-RULES] Learning Spirit Spells 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: Thu, 19 Feb 1998 18:16:18 -0000 From: "Hibbs, Philip" Subject: [RQ-RULES] Zephyr Stone Zephyr Stone - 4 points, touch at first, then ranged; passive, temporal This spell must be cast upon a non-aerodynamic projectile such as a sling stone, bullet or rock of up to 1 ENC that the caster must touch. When the stone is fired or thrown and strikes a target, it deals damage normally and then returns to its point of origin - the hand of the thrower, or the sling that it was launched from, etc. If the stone travels beyond the spell's range, then it will not return. Thus the shot may miss, but still return. An implaed projectile will not return, even when removed. The benefit is that preparing a new projectile is unnecessary, reloading only takes 1 SR (the time to return) instead of 3. This spell is not stackable with Speedart or Multimissile, but may be stacked with SureShot. RuneQuest 4 gave Spirit spells' Range as POWx5m, I think this is too extreme. Based on Sandy's theories on how magic works, I would use POW+40m, not that this makes much difference in most situations. 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: Thu, 19 Feb 1998 20:03:02 GMT From: "Nikk Effingham" Subject: [RQ-RULES] Liches/Spinestrike LICHES >Only problem with this would be keeping them in their dusty >libraries... if I could steal people's skills, I think I'd go out >and socialize more! :) Perhaps each touch results in 3d6 of a random >skill being drained, earning the liche a skill check to derive >anything useful from that being's knowledge. They might even possess >a spell to aid them in extracting the sort of knowledge that >interests them most. Hmmm. I like this, but I'd keep the spells out of it. Reserve that for the Liches connected to Knowledge stealing cults. >I seem to be lacking the "Steal Rune Magic" spell myself. I've seen >this ability mentioned several places, but I can't remember ever >seeing a mechanic/spell for it. In Simon Phipps Vivamort description, on his excellent web page. > Personally, I see the liche as >existing in several regions, and even on Glorantha, not being >limited to Thanatar/Lhankor Mhy initiates... this strikes me as >something the Vadeli would be heavily involved in, for instance. I see it like this as well. I just think that as Vampires are connected with the Vivamort religion, Liches might be seen more in the Thanatari religion. Vadeli being liches? COOL..... SPINESTRIKE Excellent! I loved it. Nikk Nikk Effingham eng7nje@leeds.ac.uk http://www.geocities.com/TimesSquare/Lair/7556/ "If absolute power corrupts absolutely Where does that leave God?" -- George Daacon *************************************************************************** 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, 19 Feb 1998 23:22:41 EST From: JULIAKIR@aol.com Subject: Re: [RQ-RULES] DarkMaul 4 In a message dated 98-02-19 13:19:15 EST, you write: << I think 4 points is a bit expensive for this, perhaps half of the damage should ignore armour, it's easier to calculate that way. People don't like thirds much. Comments? >> Since the majority of users of this spell will probably be trolls, who do a lot of damage if the first place, I think 1/3 is more than enough. For rounding, round down. *************************************************************************** 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, 20 Feb 1998 13:52:06 -0000 From: "Hibbs, Philip" Subject: [RQ-RULES] Humakti Philosophy >My Humakti philosophy: >Death is what I desire, and my life is the >currency with which I shall purchase it. I wrote that! Chuff, Chuff! 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: Fri, 20 Feb 1998 14:00:39 -0000 From: "Hibbs, Philip" Subject: [RQ-RULES] RedBlade & RedShield I think RedBlade & RedShield should both be 3 point spells, maybe only 2 for RedShield. After all, it only gives benefits for one round in four. 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: Fri, 20 Feb 1998 10:40:18 -0500 From: Tal Meta Subject: [RQ-RULES] FlowNet Or, how about this for a water based Fireblade-type spell? FlowNet - 4 Points, Touch, Temporal, Passive This spell effects only combat nets. Once cast, the net seems to drip with water, although it does not actually gain in weight. On a successful hit, the FlowNet entangles it's target and begins "flowing" along their bodies, searching for their head. (Assume that the net moves 2 "hit locations" per melee round, i.e. if it entangled the chest with a roll of 14, the next round it would got to 16, then 18, and finally 20.) Hit locations entangled intermediately by the FlowNet are restricted as if they had been the initial targets of the attack. Upon reaching the head of the target, the net begins to force itself into the mouth of it's victim, attempting to drown him as an undine would. (Not trying to steal Leon's thunder here; this just sort of came to me and I figured I'd toss it out there.) *************************************************************************** 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, 20 Feb 1998 08:09:17 PST From: "Leon Kirshtein" Subject: Re: [RQ-RULES] FlowNet >FlowNet - 4 Points, Touch, Temporal, Passive >This spell effects only combat nets. Once cast, the net seems to drip >with water, although it does not actually gain in weight. On a >successful hit, the FlowNet entangles it's target and begins "flowing" >along their bodies, searching for their head. (Assume that the net moves >2 "hit locations" per melee round, i.e. if it entangled the chest with a >roll of 14, the next round it would got to 16, then 18, and finally 20.) >Hit locations entangled intermediately by the FlowNet are restricted as >if they had been the initial targets of the attack. Upon reaching the >head of the target, the net begins to force itself into the mouth of >it's victim, attempting to drown him as an undine would. > >(Not trying to steal Leon's thunder here; this just sort of came to me >and I figured I'd toss it out there.) Please, go for it. I am not making any claim to a monopoly on these things. The original idea was not even mine. I like the spell very much, different and not just a special effect with the same basic idea. The one thing I would probably like to see changed, is the going for the head part. This makes the spell seem intelegent and I don't think we want it to go there. How about it just entangles adjacent locations based on some roll (lets say a to hit). Or not as you think. To know him is to love him. To love him is to praise him. To praise him is to do justice. To do justice is good. Therefore, it is good to know him. ______________________________________________________ Get Your Private, Free Email at http://www.hotmail.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: Fri, 20 Feb 1998 20:55:11 -0500 From: Tal Meta Subject: Re: [RQ-RULES] Liches/FlowNet Nikk Effingham wrote: > > LICHES > > >a spell to aid them in extracting the sort of knowledge that > >interests them most. Hmmm. > > I like this, but I'd keep the spells out of it. Reserve that for > the Liches connected to Knowledge stealing cults. Workable, I think. Give 'em stealspell, too. (I forget where I got that one, but it seems appropriate). > >I seem to be lacking the "Steal Rune Magic" spell myself. I've > > In Simon Phipps Vivamort description, on his excellent web page. I must have missed it on my last pass... I thought I'd downloaded the whole thing, but I guess not. > I see it like this as well. I just think that as Vampires are > connected with the Vivamort religion, Liches might be seen more in > the Thanatari religion. Vadeli being liches? COOL..... 99% of my Vadeli knowlege is GD born; I see them as inverted Brithini/Malkioni. Leon Kirshtein wrote: re: FlowNet > I like the spell very much, different and not just a special > effect with the same basic idea. The one thing I would probably > like to see changed, is the going for the head part. This makes > the spell seem intelegent and I don't think we want it to go > there. How about it just entangles adjacent locations based on > some roll (lets say a to hit). Or not as you think. <> How about this: FlowNet - 4 Points, Touch, Temporal, Passive This spell effects only combat nets. Once cast, the net seems to drip with water, although it does not actually gain in weight. On a successful hit, the FlowNet entangles it's target and begins "flowing" and spreading along their bodies, enveloping and entangling new hit locations each subsequent melee round. Each melee round, the FlowNet will flow down 2 and up one hit location. (i.e. if it struck a human in the chest (on location 14) it would spread to envelope locations 15 and 13 - 12 the next round.) The FlowNet stops when it has covered a number of hit locations equal to it's SIZ. (Most combat nets have SIZ 15 - 20.) If, in it's travels, it envelopes the head of it's target, the net begins to force itself into the mouth of it's victim, attempting to drown him as an undine would. All normal net combat rules apply to a FlowNet, and the weilder must retain possession of the net at all times. Destroying the net's hit points in an area reduces the number of hit locations that it can cover. *************************************************************************** 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, 20 Feb 1998 19:53:50 -0500 From: Tal Meta Subject: Re: [RQ-RULES] The Hibbs Replies Hibbs, Philip wrote: > > I think 4 points is a bit expensive for this, perhaps half of the > damage should ignore armour, it's easier to calculate that way. > People don't like thirds much. Comments? Go for 1/4's, with a minimum of 1 point of damage. The same folks who can figure out half damage can do it twice, afterall. > Zephyr Stone - 4 points, touch at first, then ranged; passive, I like, I like. Gloranthaphiles are going to ask why it's not an axe spell, though. (Not that I really understand the axe/earth symbology, I'd have thought blunt weapons were more earthy, meself). > RuneQuest 4 gave Spirit spells' Range as POWx5m, I think this is > too extreme. Based on Sandy's theories on how magic works, I would > use POW+40m, not that this makes much difference in most > situations. Workable. We'd been using POWx5 in my last campaign, but most battles were fought MUCH closer than that, or they were fought by sorcery from a klick away... > I think RedBlade & RedShield should both be 3 point spells, maybe > only 2 for RedShield. After all, it only gives benefits for one > round in four. I have some tinkering to do on RedShield yet... maybe 3x AP in full and 2x AP when in between. *************************************************************************** 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, 20 Feb 1998 22:08:02 EST From: JULIAKIR@aol.com Subject: Re: [RQ-RULES] Liches/FlowNet In a message dated 98-02-20 21:17:35 EST, you write: << How about this: FlowNet - 4 Points, Touch, Temporal, Passive This spell effects only combat nets. Once cast, the net seems to drip with water, although it does not actually gain in weight. On a successful hit, the FlowNet entangles it's target and begins "flowing" and spreading along their bodies, enveloping and entangling new hit locations each subsequent melee round. Each melee round, the FlowNet will flow down 2 and up one hit location. (i.e. if it struck a human in the chest (on location 14) it would spread to envelope locations 15 and 13 - 12 the next round.) The FlowNet stops when it has covered a number of hit locations equal to it's SIZ. (Most combat nets have SIZ 15 - 20.) If, in it's travels, it envelopes the head of it's target, the net begins to force itself into the mouth of it's victim, attempting to drown him as an undine would. >> This is totally cool. Leon K *************************************************************************** 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, 20 Feb 1998 22:26:59 EST From: JULIAKIR@aol.com Subject: [RQ-RULES] RedBlade & RedShield In a message dated 98-02-20 21:17:31 EST, you write: << > I think RedBlade & RedShield should both be 3 point spells, maybe > only 2 for RedShield. After all, it only gives benefits for one > round in four. >> How about a variable cost depending on the phase of the moon. 2pt - Full 3pt - Half 4pt - Empty *************************************************************************** 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, 20 Feb 1998 22:35:28 EST From: JULIAKIR@aol.com Subject: [RQ-RULES] Learning Spirit Spells Call me dense, but I just do not understand how Spell Teaching works. Lets say I have a character who is an initiate of Storm Bull and has sacrificed for a use of Spell Teaching. I wish to learn the cult spell of Protection. So what happens? Leon *************************************************************************** To unsubscribe from this list send mail to majordomo@mpgn.com with the line 'unsubscribe runequest-rules' as the body of the message. ------------------------------ Date: Sat, 21 Feb 1998 12:10:30 -0500 From: Tal Meta Subject: Re: [RQ-RULES] Learning Spirit Spells JULIAKIR@aol.com wrote: > > Call me dense, but I just do not understand how Spell Teaching > works. Lets say I have a character who is an initiate of Storm > Bull and has sacrificed for a use of Spell Teaching. I wish to > learn the cult spell of Protection. So what happens? Basically, all Spellteaching gives you is a way to automatically summon the appropriate spirit. So, for Protection 1, a spell spirit with a POW of 1d3 (somewhere it ranks spellteaching-summoned spell spirits as having 1d3 POW per spell point, but I usually give 'em 1d6+1, myself) to enter spirit combat with the applicant. If he beats it in spirit combat, he gains the knowlege of the spell. Now this can be dressed up; the above is merely the mechanics of the process in question. For a Storm Bull, I'd hold the ritual on a praire somewhere, preferably in the midst of a storm. His fellow initiates would be there, watching his preparations (warpaint, etc.) and beating drums in counterpoint to the thunder. When the spirit arrives, have it take the shape of a yearling bull (we're talking Protection 1, here.. bigger bulls for bigger spells ), and while in spirit combat with the applicant, the bull and the applicant circle one another, while the watchers not beating drums strike the applicant with blunt poles (to "toughen" him). If he succeeds in gaining the spell, he can cast it, and leer back at his mates, mocking them as their blunt poles can no longer harm him. If not, they beat the crap out of him with the poles, and let him limp back to the camp. *************************************************************************** To unsubscribe from this list send mail to majordomo@mpgn.com with the line 'unsubscribe runequest-rules' as the body of the message. ------------------------------ Date: Sat, 21 Feb 1998 13:35:58 EST From: JULIAKIR@aol.com Subject: Re: [RQ-RULES] Learning Spirit Spells In a message dated 98-02-21 12:20:33 EST, you write: << Basically, all Spellteaching gives you is a way to automatically summon the appropriate spirit. So, for Protection 1, a spell spirit with a POW of 1d3 (somewhere it ranks spellteaching-summoned spell spirits as having 1d3 POW per spell point, but I usually give 'em 1d6+1, myself) to enter spirit combat with the applicant. If he beats it in spirit combat, he gains the knowlege of the spell. >> But how do you determine how big of a spirit shows up? What is there to prevent the initiate from asking for a Protection 8? This is specially true for Acolytes, since if they fail in winning all they have to do is repray for a day and try again. Sooner or later they will win, and I am not even talking about them using Spirit Block or Spirit Screen to help their chances. Leon *************************************************************************** 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 #19 ************************************ *************************************************************************** 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. 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