From: owner-runequest-rules@ (RuneQuest Rules Digest) To: runequest-rules-digest@lists.MPGN.COM Subject: RuneQuest Rules Digest V1 #86 Reply-To: runequest-rules@mpgn.com Sender: owner-runequest-rules@ Errors-To: owner-runequest-rules@ Precedence: bulk RuneQuest Rules Digest Monday, April 27 1998 Volume 01 : Number 086 RuneQuest is a trademark of Avalon Hill Games. All Rights Reserved. TABLE OF CONTENTS RE: [RQ-RULES] MPME & Crystals [RQ-RULES] Lerning spells RE: [RQ-RULES] Lerning spells Re: [RQ-RULES] Evoke Life? [RQ-RULES] Draw Spirit [RQ-RULES] MPME & Crystals RE: [RQ-RULES] MPME & Crystals Re: [RQ-RULES] MPME & Crystals [RQ-RULES] Lerning spells [RQ-RULES] Spirit Combat & Sandy's Shamans [RQ-RULES] POW Gains Re: [RQ-RULES] Evoke Life? RE: [RQ-RULES] Lerning spells [RQ-RULES] New Spell: Firepunch Re: [RQ-RULES] Lerning spells Re: [RQ-RULES] POW Gains 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, 27 Apr 1998 09:30:25 +0100 From: "Hibbs, Philip" Subject: RE: [RQ-RULES] MPME & Crystals >>Does anyone actually enforce the rules like this? I know some people >>don't allow drawing of MPs into one's person, but I (and IMEx most) >>normally allow them to be used as spirit combat reserves. >I do it this way. I have never alowed plyers to use reserves in >spirit combat. This way, the onely people suited to battle big >spirits are those that are ment to do it - the shamans. Now do you want the *really* bad news? Shamans can't take spirit combat losses from their fetch, either. Look it up. philip.hibbs@tnt.co.uk or phibbs@compuserve.com http://members.tripod.com/~PhilHibbs/ A single death is a tragedy a million deaths are a statistic Josef Stalin *************************************************************************** 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, 27 Apr 1998 10:38:34 +0100 From: "Terje Tollisen" Subject: [RQ-RULES] Lerning spells When learning new spirit magic, I use that a rule that says you have to engage spirit combat when the sprit has full MP. If it has used some, you will _not_ get the spell it you beat it. The reason for this I guess is this: A fetch can become quite big, and thereby beat high POW spirits. The spirit is then trapped by the fetch, and starts to regain MP. After an houer or so, the shaman or fetch casts Visibility on the sprits, and orders it to egange spirit combat. Thats just too easy a procedure to learn a powerful spell. Any comments on this? Anyone playing anythig similar? Anyone playing anythig different? - -Tery Tollisen ********************* Terje Tollisen Kjelsåsveien 99 0491 OSLO Tlf. 22153817 P.søk 96867204 ********************* *************************************************************************** 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, 27 Apr 1998 09:39:06 +0100 From: "Hibbs, Philip" Subject: RE: [RQ-RULES] Lerning spells >When learning new spirit magic, I use that a rule that says you >have to engage spirit combat when the sprit has full MP. That sounds completely reasonable to me. It's especially difficult if you cannot draw from MP reserves, like I just pointed out. philip.hibbs@tnt.co.uk or phibbs@compuserve.com http://members.tripod.com/~PhilHibbs/ A single death is a tragedy a million deaths are a statistic Josef Stalin *************************************************************************** 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, 27 Apr 1998 11:00:47 GMT From: "Nikk Effingham" Subject: Re: [RQ-RULES] Evoke Life? > > Resurrection > > > > Is their a sorcery spell Evoke Life? > > If not, how do westerners do Resurrection? > > How would a sorcery using society effect bringing back the dead, short > of Create (undead> spells? I do know that the Brithini in Glorantha have Ressurection style spells. However, I feel most sorcery cultures go without Ressurection, just like all cultures without Ancestor Worship or Chalana Arroy to worship. 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: Mon, 27 Apr 1998 08:28:09 EDT From: Delecti Subject: [RQ-RULES] Draw Spirit <> Draw Spirit 2 points ranged, temporal If you overcome the defending spirit's MPs, it must first attack you in spirit combat before engaging anyone else in the area. This spell has no effect on bound spirits, spirits embodied in creatures, spirits that are not hostile, or spirits incapable of initiating spirit combat. Nor does it affect a spirit already engaged in spirit combat, unless it has at least 10 MPs more than its strongest opponent. The spirit must continue to engage you until the spell expires or is dispelled. Of course, if it does not have at least 10 MPs more than you, even then it must continue combat. Source: Sandy Petersen (sandyp@idgecko.idsoftware.com) Jun 1996 *************************************************************************** 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, 27 Apr 1998 08:56:38 -0500 From: stancliff@commnections.com Subject: [RQ-RULES] MPME & Crystals RU>I was re-reading the RQ3 rules the other day, and I realised that the *only* RU>thing that can be done with a magic point matrix, crystal, or spirit is to RU>power spells. You cannot top up your own MPs with it, and cannot draw from RU>them in spirit combat. ... RU>Does anyone actually enforce the rules like this? RU>philip.hibbs@tnt.co.uk or phibbs@compuserve.com Please, YES I enforce it! Actually it might be a house rule to say that you can draw MP's from a spirit to put into a crystal, although I believe it is in the spirit of the rules. Avoiding oversights is one reason I reread the rules once a year, I certainly forget enough to need reminding. The only way to bring back MP's is by recovering them normally or by tapping, and MP's from tapping are used first and can not be recovered at all. Spirit combat is probably the only intelligent reason even an evil wizard should ever tap. After a battle the players usually command some spirits to dump MP's into crystals and matrices to even out the supply for everyone, then after every three to six hours I give them back a percentage of their MP's. Spirit combat is your MP's, your Spirit Support crystal, and your Spirit Screen / Spirit Block / Resist Spirit. The combat is not giving up MP's to your opponent, it is ripping them directly from his soul... no storage devices involved. 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, 27 Apr 1998 09:01:28 -0500 From: stancliff@commnections.com Subject: RE: [RQ-RULES] MPME & Crystals RU>Now do you want the *really* bad news? Shamans can't take spirit combat RU>losses from their fetch, either. Look it up. RU>philip.hibbs@tnt.co.uk or phibbs@compuserve.com Yea, but with a shaman adding his fetch for defense, he only loses MP's 5% or less of the time in most battles. For a shaman to lose, the spirit has to be nearly as big as the combined total. 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, 27 Apr 1998 14:00:04 GMT From: "Nikk Effingham" Subject: Re: [RQ-RULES] MPME & Crystals > RU>I was re-reading the RQ3 rules the other day, and I realised that the *only* > RU>thing that can be done with a magic point matrix, crystal, or spirit is to > RU>power spells. You cannot top up your own MPs with it, and cannot draw from > RU>them in spirit combat. > ... > RU>Does anyone actually enforce the rules like this? Absolutely, I had a player who once insisted his sorceror could draw mp's from his familiar in spirit combat. If you let this sort of thing go on, Spirit Combat quickly becomes less and less dangerous. After all, with as handful of mp sources, you will, more than likely defeat any spirit with no more than 10mp's greater than you given enough time. I believe that in Sandy's Shaman rules, Shamans can draw mp's from their fetchs, but cannot use their fetches POW to defend in spirit combat. 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: Mon, 27 Apr 1998 09:17:40 -0500 From: stancliff@commnections.com Subject: [RQ-RULES] Lerning spells RU>When learning new spirit magic, I use that a rule that says you have RU>to engage spirit combat when the sprit has full MP. If it has used RU>some, you will _not_ get the spell if you beat it. This is a very harsh rule that you are only using to make the game slower and harder. If the players are doing their own summoning, then they are fighting it from full power, so there is no problem. If a non-player shaman finds a spirit on the spirit plane, he can wait until it is full power again if he wishes, so there is no problem. This rule seems to be to stop player shamen from helping their friends, which is what friends are for, so why stop it? Or why allow player shamen? RU>A fetch can become quite big, and thereby beat high RU>POW spirits. The spirit is then trapped by the fetch, and starts RU>to regain MP. After an hour or so, the shaman or fetch casts RU>Visibility on the spirit, and orders it to engage in spirit combat. RU>-Tery Tollisen This is the intention of the rules and the game world; I have no problem with this method. In fact it is how I justify the rule that spell spirits have about 1d3 MP's per point of INT when you learn spells. A random spell spirit is almost always bigger than this. The shaman allows the spirit to regain some points so that the combat is a harder challenge. If the spirit is very close to the size of the student, then it should be worth a POW check since the student has a real chance of being possessed. Some students will ask for this, others will try to avoid it. 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, 27 Apr 1998 14:12:05 +0100 From: "Hibbs, Philip" Subject: [RQ-RULES] Spirit Combat & Sandy's Shamans Nikk: >I believe that in Sandy's Shaman rules, Shamans can draw mp's >from their fetchs, but cannot use their fetches POW to defend in >spirit combat. According to the version of Sandy's shaman rules that I have: "The shaman can draw MPs from the fetch to replace his own during spirit combat, unless he is discorporate ... If he boosts his own MPs above his POW, then the fetch cannot regenerate its own MPs until his MP total is down to a "normal" level. The fetch can also draw MPs from the shaman in the same manner. MPs cannot be stacked more than 2x POW." So, he can suck the MPs out of his fetch up to 2x his POW, then put any remaining MPs above his POW back into the fetch after the combat. Nearly as good. philip.hibbs@tnt.co.uk or phibbs@compuserve.com http://members.tripod.com/~PhilHibbs/ A single death is a tragedy a million deaths are a statistic Josef Stalin *************************************************************************** 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, 27 Apr 1998 14:02:18 +0100 From: "Hibbs, Philip" Subject: [RQ-RULES] POW Gains Does anyone give POW gain rolls for succeeding in Spirit Combat, or for resisting incoming spells? 'Cos the RQ3 rules don't say that you do, but they do say that you get a POW gain for overcoming an enemy with offinsive *magic spells*. I give POW gains for Spirit Combat. philip.hibbs@tnt.co.uk or phibbs@compuserve.com http://members.tripod.com/~PhilHibbs/ A single death is a tragedy a million deaths are a statistic Josef Stalin *************************************************************************** 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, 27 Apr 1998 09:25:14 -0500 From: stancliff@commnections.com Subject: Re: [RQ-RULES] Evoke Life? RU>> How would a sorcery using society effect bringing back the dead, short RU>> of Create (undead> spells? Since most civilized cultures have some Divine cults still existing, and since Chalana Arroy allows sorcerers to join, I would expect to find some Chalana Arroy sorcerer-healers running the biggest hospitals. This would be a heresy in some Malkioni regions, but most people would overlook it the way most barbarian cultures would ignore sailors who use Open Sea. 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, 27 Apr 1998 14:16:14 +0100 From: "Hibbs, Philip" Subject: RE: [RQ-RULES] Lerning spells Bob: >This rule seems to >be to stop player shamen from helping their friends, which is what >friends are for, so why stop it? Or why allow player shamen? It doesn't stop the Shaman from helping other players, the shaman is still allowing the Orlanthi in the party to learn Coordination, which they could not otherwise do, but it is just making it a little harder, and IMO more realistic. Spells are far too common in RQ in my opinion, even for Glorantha. Learning cult spells is still easy, because cult spell spirits have tiny POWs. philip.hibbs@tnt.co.uk or phibbs@compuserve.com http://members.tripod.com/~PhilHibbs/ A single death is a tragedy a million deaths are a statistic Josef Stalin *************************************************************************** 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, 27 Apr 1998 14:18:06 +0100 From: "Hibbs, Philip" Subject: [RQ-RULES] New Spell: Firepunch 1 point, self, temporal Adds 1d6 to fist damage for the next blow only, blow must be struck within spell's duration. philip.hibbs@tnt.co.uk or phibbs@compuserve.com http://members.tripod.com/~PhilHibbs/ A single death is a tragedy a million deaths are a statistic Josef Stalin *************************************************************************** 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, 27 Apr 1998 15:35:40 +0100 From: "Terje Tollisen" Subject: Re: [RQ-RULES] Lerning spells I said > RU>When learning new spirit magic, I use that a rule that says you have > RU>to engage spirit combat when the sprit has full MP. If it has used > RU>some, you will _not_ get the spell if you beat it. Bob said > This is a very harsh rule that you are only using to make the game > slower and harder. If the players are doing their own summoning, then > they are fighting it from full power, so there is no problem. If a > non-player shaman finds a spirit on the spirit plane, he can wait until > it is full power again if he wishes, so there is no problem. This rule > seems to be to stop player shamen from helping their friends, which is > what friends are for, so why stop it? Or why allow player shamen? I allow player shamen becouse my players enjoy it:-) But I don`t see why you say it is harsh and slows things down. It a shaman has 50 POW fetch, he gan without risk capture a 10 point spell spirit, reduse it to 0 MP, and let it attack himslef or a friend as soon as it gets 1 MP. I think that`s just too easy. (OK, a 50 POW fetch is _big_, but anyway...) - -Terry Tollisen *************************************************************************** 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, 27 Apr 1998 07:54:43 PDT From: "Leon Kirshtein" Subject: Re: [RQ-RULES] POW Gains >From: "Hibbs, Philip" >Does anyone give POW gain rolls for succeeding in Spirit Combat, or for >resisting incoming spells? 'Cos the RQ3 rules don't say that you do, but >they do say that you get a POW gain for overcoming an enemy with offinsive >*magic spells*. I give POW gains for Spirit Combat. > I give power gain rolls for the following: 1) Overcoming a target's power with a spell. 2) Overcoming a target's power in spirit combat. (If the spirit combat is a summoning of a power spirit or to learn a spell, then I give a power gain roll only if the spirit at some point had its magic points greater or equal to the character's.) 3) High holy day. 4) Attuning a crystal, if it is within 10pt of the player. 5) Rolling a critical success while casting a spell. 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 #86 ************************************ *************************************************************************** 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.