From: owner-runequest-rules@ (RuneQuest-Rules-Digest) To: runequest-rules-digest@lists.MPGN.COM Subject: RuneQuest-Rules-Digest V1 #50 Reply-To: runequest-rules@mpgn.com Sender: owner-runequest-rules@ Errors-To: owner-runequest-rules@ Precedence: bulk RuneQuest-Rules-Digest Tuesday, March 24 1998 Volume 01 : Number 050 RuneQuest is a trademark of Avalon Hill Games. All Rights Reserved. TABLE OF CONTENTS [RQ-RULES] Sorcerers [RQ-RULES] Elf bows Re: [RQ-RULES] Elf bows [RQ-RULES] Elf bows Re: [RQ-RULES] Elf bows Re: [RQ-RULES] Thanatar's Healer Re: [RQ-RULES] Elf bows Re: [RQ-RULES] Elf bows [RQ-RULES] History of the Temple of Heads Re: [RQ-RULES] History of the Temple of Heads 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, 23 Mar 1998 10:45:55 +0000 From: "Simon Phipp" Subject: [RQ-RULES] Sorcerers > Subject: [RQ-RULES] Young Heroes > Subject: [RQ-RULES] Young Heroes > Subject: [RQ-RULES] Young Heroes Oops! My mailer kept coming back with a message undeliverable error - it lied! > > I STONGLY disagree. Firstly, most of the sorcerors I have seen in > > published RQIII supplements are, basically, exactly the same. > > Little variation. This is probably more due to the limited number > > of sorcery spells in RQIII than anything else. Secondly, I think > > that it is the responsbility of any decent rules system to aid the > > game. It should be more than a vehicle, it should actively craft > > the game you play. Ah, but that is because the sorcerers were mostly from Alternate Earth supplements (apart from Stangers in Prax) and hence had the generic sorcery spells. Admittedly, the Strangers in Prax sorcerers were not much better, but that is surely a problem for the writers and editors. With the Malkioni Churches, we have ample opportunity to have Sorcerous "Cults", at least in Glorantha, and have sorserers who appear differently. Of course, look at the Spirit Magic that most NPCs have and you will see that they are generally very similar. This is because some spells are universally useful and others are expensive luxuries. It is fairly easy to tailor sorcerers so that they are not generic. *************************************************************************** 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, 23 Mar 1998 13:57:04 -0600 From: "Michael A. Pastorello" Subject: [RQ-RULES] Elf bows I was looking at the write up for elf bows and was wondering how everyone plays this aspect. Does the wielder have to be in contact with the bow when he uses the MP's of the bow? Thanks. Mike *************************************************************************** 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, 23 Mar 1998 12:53:35 PST From: "Leon Kirshtein" Subject: Re: [RQ-RULES] Elf bows >I was looking at the write up for elf bows and was wondering how everyone >plays this aspect. Does the wielder have to be in contact with the bow when >he uses the MP's of the bow? >Thanks. >Mike Absolutely. Note you can probably assume that an elf never lets the bow out of its hands, and the bow will die if any non elf even touches it. Although I would probably play it, that the bow will die if the elf abandons it, dies or is unable to retrieve it with in a period of time, lets say a week or a day. Leon ______________________________________________________ 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: Mon, 23 Mar 1998 16:08:34 -0500 From: stancliff@commnections.com Subject: [RQ-RULES] Elf bows RU>I was looking at the write up for elf bows and was wondering how everyone RU>plays this aspect. Does the wielder have to be in contact with the bow when RU>he uses the MP's of the bow? I believe the rules are very definite that without an Area Effect Enchantment on any item, it must be touched to be used. this will apply to Elf Bows and any other form of spirit bind or matrix. Allied spirits, familiars and fetches don't have to be in physical contact because they are in mental contact as part of their creation. Bob Stancliff (Stancliff@commnections.com) (http://commnections.com/upgrades) *************************************************************************** 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, 23 Mar 1998 15:41:06 -0600 From: "Michael A. Pastorello" Subject: Re: [RQ-RULES] Elf bows > I believe the rules are very definite that without an Area Effect >Enchantment on any item, it must be touched to be used. this will apply >to Elf Bows and any other form of spirit bind or matrix. > Allied spirits, familiars and fetches don't have to be in physical >contact because they are in mental contact as part of their creation. Ahhh but an elf bow is a plant and it states in the rules that these bows have no int value. This is not a spirit but something that the wielder grows and bonds with over time. They are not a matrix having their own POW. So i am not sure that those arguments are valid in MHO. Mike *************************************************************************** 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, 23 Mar 1998 14:57:00 PST From: "Leon Kirshtein" Subject: Re: [RQ-RULES] Thanatar's Healer Cassifopia Cassifopia was born in the darkest alleys of . In comparecent to the surroundings she was a source of joy and comfort to her parents and others around, and yet her story is one of descend and not of uplifting. As Cassifopia was growing up the poor and misfortunate constantly surrounded her. She sought to help as much as she could and eventually became a Lay member of Chalana Arroy. In her time with the White Lady, Cassifopia became agitated at the way the goddess blessings were distributed to the needy. The most needed and powerful spells of healing went, not the needy and afflicted, but the rich and the so-called champions. This was all done in the name of chaos fighting, while many common, ‘descent’ folk suffered and died since there were no more spells left for them. The final straw came in the form of a young mother who suffered and died in a difficult childbirth. The woman was healthy and by all the rules was to be resurrected. But, as the priestess was approached for a miracle of rebirth, a party of adventurers came in to the temple with a body of a dead Storm Khan (killed in some fight or another with a beast of Chaos). The priestess then attempted to resurrect the dead barbarian, while leaving a small child without a mother. Cassifopia left the temple of Chalana Arroy, and vowed vengeance on all healers and to take their powers from them so as to hand them to those in need. Her first patient was an ogre who was amused by her perceived injuries and encouraged her to seek the means for her vengeance. With his support, and introduction, Cassifopia entered the ranks of the Doom Seekers. Atar accepted her with open arms. Cassifopia still follows her ideal of a healer and will not use a weapon of any kind. This is also supported by her geas. However, she will use all of her spells and spirits to both defend and attack and she is not under any obligation to protect any whom she incappacitates. Her primary goals are to aquare knowledge of healing and vengeance on all healers, whom she will torture for this knowledge and as punishment for not healing all the wrongs in the world. Note she does not enjoy torture and will not participate if the victim is not a healer. Cassifopia has so far performed the Consume Mind ritual twice once on a Chalana Arroy priestess and once on a Malia priest (note the spells), both times successfully. She will only do so, if she believes that the victim is a healer and possess reusable divine magic for which she will spend power. If a healer has some knowledge but does not have reusable magic, she will sacrifice for one use of Create Head and use it. She cares nothing for Law or Chaos and wishes to heal Thanatar of his physical and spiritual pain. Cassifopia Healer of the Temple of Heads Race: Human Age: 26 Dex SRM: 2 Siz SRM: 3 MP: 12 FP: - Dam Mod: 0 HP: 13 Head: 5 Chest: 6 Arms: 4 Legs: 5 STR: 10 CON: 15 SIZ: 11 INT: 18 POW: 12 DEX: 16 APP: 17 ()Agility Boat: 5 Climb: 40 Dodge: 48 Jump: 32 Ride: 2 5 Swim: 35 Throw: 37 ( )Knowledge Evaluate: 42 First Aid: 102 Animal: 45 Broo Lore: 24, Human Lore: 54 Mineral Lore: 27 Plant Lore: 88 World Lore: 35 Read: 15 Treat/Disease 70 Treat/Poison 68, Treat/Spirit Wound 15, Torture 65, Alchemy Lore 45 ( )Manipulate Conceal: 34 Devise: 45 Sleight: 31 ( )Stealth Hide: 54 Sneak: 54 Garrote: 0 ( )Communicate Fast Talk: 51 Orate: 51 Sing: 25 Speak: 54 ( )Magical Ceremony: 64 Summon: 47 Enchant: 10 ( )Perception Listen: 89 Scan: 40 Search: 62 Track: 5 ( ) Attack Fist: 35 ( ) Parry Fist: 25 Doomed - Gifts/Geasa Increase Raiseble Char (Dex +1) - Never Use Weapons Spirit Spells: Dullblade 4, Heal 6, Extinguish 1, Shimmer 4, Sleep Divine Spells : Comfort Song, Heal 2, Heal Body, Command Healing Spirit, Cure Chaos Wound, Command Disease Spirit x2, Consume Mind, Ingest Scroll Equipment: Usually has at least 35mp available through Pow spirits. Has bound a Healing spirit and two Disease spirits. Special Notes: Cassifopia has learned special skill of Treat/Spirit Wound, which allows her to treat damage to persons, or spirits, power/MP. Her Heal 6 spell is from Chalana Arroy and usable on any creature with out racial penalties. She is capable of making disease potions as well as poisons and antidotes. ______________________________________________________ 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: Mon, 23 Mar 1998 22:25:40 EST From: Delecti Subject: Re: [RQ-RULES] Elf bows Mike writes: << I was looking at the write up for elf bows and was wondering how everyone plays this aspect. Does the wielder have to be in contact with the bow when he uses the MP's of the bow? >> In contact with him, on his body, yes. It is just like a POW spirit in most respects, except easy to get at the start, limited to it's owner, and fragile if not tended. Delecti, Lord of the Upland Marsh aka Scott Knowles, USA Coordinator for The Chaos Society http://members.aol.com/delecti/UpMarsh.html Delecti@aol.com http://members.aol.com/Glorantha/chaossoc.html ChaosSociety@juno.com "What if life actually *was* fair, and we somehow deserved all the truly awful things that happened to us?" -- Marcus Cole, Babylon 5 *************************************************************************** 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, 24 Mar 1998 08:17:42 -0500 From: stancliff@commnections.com Subject: Re: [RQ-RULES] Elf bows RU>>to Elf Bows and any other form of spirit bind or matrix. RU>> Allied spirits, familiars and fetches don't have to be in physical RU>>contact because they are in mental contact as part of their creation. RU>Ahhh but an elf bow is a plant and it states in the rules that these bows RU>have no int value. This is not a spirit but something that the wielder RU>grows and bonds with over time. They are not a matrix having their own POW. The bow is a naturally grown repository for a plant spirit that acts is all ways as a Pow spirit. In fact the plant is still alive Because the spirit is still in it. When the initiate achieves further advancement, the spirit is awakened to full Int and becomes an allied spirit, at which point contact is no longer required.. So while the spirit does not currently have Int, it is still a spirit trapped in an item. Bob Stancliff (Stancliff@commnections.com) (http://commnections.com/upgrades) *************************************************************************** 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, 24 Mar 1998 14:30:23 +0000 From: wal@eff.u-net.com (Nikk Effingham) Subject: [RQ-RULES] History of the Temple of Heads This was the history if the Temple of Heads I had written up for it. I'm not sure whether this is the appropiate place for historical data but as this is where we're making the Temple of Heads, on this digest, I'll post it anyway. The Dead-Not Dead creature, Than, wandered far and had carried many heads upon his shoulders - one of the most unholy and revered heads was that of the demigod of Enigmas, whose name has now been forgotten. The Head, upon being discarded in favour of that of a Dara Happan Noble, became known as Than's Codex for it was reputed to be covered in mant signs and runes in an unknown cipher which was known to open certain magical pathways and invisible roads. The Head, as were all heads, was later lost in the Underworld, stolen by mino-mino men. It was said to have fallen into Asrelia's Horde in it's most secure depths. In the First Age, however, the Nysalorian Paradise, the City of Wonders, housed a wonderous library known as the Great Temple of Learning. In it were temples to Lhankor mhy, Buserian, Subere and both Atyar and Than, aswell as a horde of deities and spirits of knowledge otherwise unknown. It also housed many artifacts, and one of the most prized was the Than Codex. The temple was a grand monument to all the Empire was. However, when the Gbaji Wars starte what was a place of learning and knowledge became a place of war, of researh for winning the battle, a place of heartless ideals. When Arkat came, a lesser Hero - Stefan Ironmind - sacked the Temple and went on to use it's powers in the final showdown where he was slain, the temple remained disused for many, many years. Approxiametley a century before the beginnning of the Third Age, Ralzakark began his Purge of Exclusion in Fort Wrath. Thanatar was forced out from the ranks of Broo Lords and into the Broo Tribes, and the current priests chose either to stay in Fort Wrath and the service of Ralzakark by leaving the cult of Thanatar, or to challenge the leaders of broo tribes and take their position by force. However, the High Priest of Dark Truths, Karegel Vashnack, resented this and revolted against Ralzakark, vowing revenge on the Unicorn Emperor. His new residence became the old Templen of Learning. It was renamed Grumdutheg, Temple of Heads in Chaosspeech. Karegel rediscovered the Codex (although some claim it came into his possession via the orders of Ralzakark himself for purposes unknown) and used it's powers to appoint himself First Incarnation of Tien. His temple slowly increased in power, accumulating many followers within the space of 70 years and became a recognized force in and around the Ash Flats. Karegel took great pleasure in raiding the broo tribes of Ralzakark. However, Karegel's Doom Lord, could see the aggravation this was causing Ralzakark - in an effort to gain power he betrayed Karegel to the Unicron Emperor and in his next raid the High Priest of Thanatar was slain personally by Ralzakark and his newly formed Heartguard. They tested their blades well that day. The Doom Lord who betrayed Karegel was also slain, again by Ralzakark. This, thought the broo king, was to be the end of the Temple of heads. He was wrong. The next person to take power was an ogre, Shaklez the Impure, who quickly claimed power. He was an ex-sorceror of the Western Lands and knew great magic - with the advent of his appointment he took a more covert stance against Ralzakark and hid himself and the temple away. With the Great Rain Year, the Temple actually had it's worshippers taking to the seas, and many of the dark HeadBoats were seen plowing through the evil waters of sunken Dorastor. Shaklez's doctrine of mystery, enigmatic movement and over-riding fear of discovery has lasted onto his successor's reigns and is probably the only thing that has kept the templ intact. The lineage of the rulers of the Temple are: Kastran Gan, who took over when Shaklez died in battle Kopel Dax, who engaged in a war against the Thanatari of Hellwood Lord Besh, who assassinated his predecessor The Dark One The Black One The Grey One, who fought the harpies for their crimes The Red One Sallo of the Sword, who was eaten by Ralzakark The Second Incarnation of Tien, who ruled until 1443 Kath the Destroyer, known also as Kath Headtaker In 1443 the Second Thanatri who had undertaken the HeroQuest as defined by the Codex, and had become the Second Incarnation of Tien, was slain in battle against the Poisonthorn Elves when their leader slew him. His replacement was Kath, a powerful broo, who rapidly increased in power until she became almost semi-divine. She now rules the Temple, as far beyond broodom as she possibly could be. She, also, seeks to unleash the powers of the Codex. Nikk Effingham 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: Tue, 24 Mar 1998 07:06:48 PST From: "Leon Kirshtein" Subject: Re: [RQ-RULES] History of the Temple of Heads >Kastran Gan, who took over when Shaklez died in battle >Kopel Dax, who engaged in a war against the Thanatari of Hellwood >Lord Besh, who assassinated his predecessor >The Dark One >The Black One >The Grey One, who fought the harpies for their crimes >The Red One >Sallo of the Sword, who was eaten by Ralzakark >The Second Incarnation of Tien, who ruled until 1443 >Kath the Destroyer, known also as Kath Headtaker > > In 1443 the Second Thanatri who had undertaken the HeroQuest as >defined by the Codex, and had become the Second Incarnation of Tien, was >slain in battle against the Poisonthorn Elves when their leader slew him. >His replacement was Kath, a powerful broo, who rapidly increased in power >until she became almost semi-divine. She now rules the Temple, as far beyond >broodom as she possibly could be. She, also, seeks to unleash the powers of >the Codex. > > >Nikk Effingham Very, very good. But a question what year are you assuming it is now? And which calendar are you using? Also since this is the rules digest, how about a detailed description of the (known) powers of the Codex. It also seems to me what you have volunteered to writeup "Kath the Destroyer" as the leader of this temple. Good luck, we are all waiting in anticipation. Leon Kirshtein ______________________________________________________ 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. ------------------------------ End of RuneQuest-Rules-Digest V1 #50 ************************************ *************************************************************************** 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.