From: owner-runequest-rules@ (RuneQuest Rules Digest) To: runequest-rules-digest@lists.MPGN.COM Subject: RuneQuest Rules Digest V1 #90 Reply-To: runequest-rules@mpgn.com Sender: owner-runequest-rules@ Errors-To: owner-runequest-rules@ Precedence: bulk RuneQuest Rules Digest Friday, May 1 1998 Volume 01 : Number 090 RuneQuest is a trademark of Avalon Hill Games. All Rights Reserved. TABLE OF CONTENTS [RQ-RULES] DMD - Phaulkon for RQ/Greyhawk Re: [RQ-RULES] Treasure Tables [RQ-RULES] Reasoning ? Re: [RQ-RULES] Treasure Tables [RQ-RULES] Treasure Tables Re: [RQ-RULES] Reasoning ? Re: [RQ-RULES] Reasoning ? [RQ-RULES] DMD - Phyton for RQ/Greyhawk Re: [RQ-RULES] Reasoning ? Re: [RQ-RULES] Reasoning ? Re: [RQ-RULES] Reasoning ? Re: [RQ-RULES] Reasoning ? Re: [RQ-RULES] Reasoning ? 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, 29 Apr 1998 23:06:08 -0400 From: Tal Meta Subject: [RQ-RULES] DMD - Phaulkon for RQ/Greyhawk Eighteenth in my series of Greyhawk gods in RQ format... PHAULKON Runes: Mastery, Air, Beast Phaulkon is the Lord of the Open Air, Prince of Avaians, Master of Archery. Cult in the World Phaulkon is worshipped by travellers, fletchers, archers, and anyone seeking clear skies. He is also the second-most important warrior god among the descendants of the Suel, seen as granting his blessings to their longbowmen. Lay Membership Requirements: Lay members of Phaulkon's cult learn the skills important to the cult, namely Climb, Orate, Animal Lore (Avians), Craft (Bowyer, Fletcher), Devise, Scan, Search, Ceremony, Dagger attack/parry, and Longbow attack. Initiate Membership Requirements: Standard. Phaulkon's Initiates are taught the additional skill of Summon. Spirit Magic: Coordination, Farsee, Multimissile, Speedart, Strength, Vigor Acolyte Membership Requirements: as per Priests. Priesthood Requirements: Phaulkon's priests are expected to be 90% in the following skills: Craft (Bowyer, Fletcher), Scan, and Longbow attack. Virtues for Phaulkon include: Calm, Energetic, Prudent, Trusting, and Warlike. Common Divine Magic: all Special Divine Magic: Arrow Trance, Cloud Clear, Command (Avaians, Sylphs), Flight, Summon Sylph, Sureshot. Associated Gods None *************************************************************************** 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, 29 Apr 1998 23:14:46 -0400 From: Tal Meta Subject: Re: [RQ-RULES] Treasure Tables Hibbs, Philip wrote: > > Seriously, please look at it and let me know if you think I've got anything > badly wrong. > > Don't forget to look at the "Weirdness" table at the end! Only problem that I saw (and it's not really a problem, more a personal nitpick) is that the spell tables could stand some expanding (but I imagine that's an exercise for the student ). IMC conditions, even highly restrictive ones, were not seen as that much of a hindrance (of course, one of the major subplots was the sorcerer's search for the Break COnditions ritual....) *************************************************************************** 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, 30 Apr 1998 09:31:12 +0200 From: Alain.RAMEAU@total.com (Alain RAMEAU) Subject: [RQ-RULES] Reasoning ? Leon Kirshtein wrote >To be accepted as an apprentice a character must have positive modifiers in Knowledge, Reasoning, and Manipulation. What is your Reasoning Skill category ? Skills it contains, difference with Knowledge, modifiers calculation, ... ? Alain *************************************************************************** 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, 30 Apr 1998 09:38:44 -0500 From: stancliff@commnections.com Subject: Re: [RQ-RULES] Treasure Tables RU>IMC conditions, even highly restrictive ones, were not seen as that much RU>of a hindrance (of course, one of the major subplots was the sorcerer's RU>search for the Break COnditions ritual....) Conditions were intended to be just as permanent as the enchantment itself. You have apparently allowed them to be broken, but I think it was a bad move... some items should just never be available for party use, and they have to live with that. If the conditions are general enough, it is always possible to find a buyer even though they may have to travel a long way to find one. Special conditions can affect player actions by making characters join unusual cults to keep something good, and can get characters in trouble by selling cult items back to vengeful cults. When characters first start making their own items, they can't stand the extra cost of conditions, but later, when they are comfortable with their abilities, they tend to add conditions to the things they have. The presence of conditions is a measure of the age of the item and is rarely random. All heirlooms will have conditions, most priests' items will have them, and about 1/6 of initiates items should have them (increasing as rune level is approached) In Glorantha, I feel that magic items are more likely to be captured or handed down than made. Only a priest could make a living at Enchanting and only an Issaries would want to (after all, priests get POW checks for casting seasonal worship services). Most people in Glorantha belong to cults and need their POW for spells, this reduces the likelihood of magic items being made. Sorcerers and Spirit Magicians will make items for personal use and only sell them for fantastic profits... 1500L per POW is about the minimum in my game. Most items will only have 1-2 points of POW enchanted into them, 3-4 is uncommon, and 5 or more is rare. This is why Spirit Binds are more popular than Spell Matrices if the needed spells are available to the enchanter. If too much value is represented in a single item, its loss would be devastating, so the enchantments are usually spread out. A lot of people like to use tattoos, but that doesn't stop an enemy from skinning his tattoos when he is dead and tanning the skin. The enchantment tattoos will still be intact and usable for many more years, therefor it is quite possible to find Primitives, and even Barbarians, with items made from human skin. Storm Bulls would love these things and everyone knows that Babeester Gors often carry human parts as trophies. to: INT:runequest-rules@MPGN.COM cc: INT:lackey@gator.net INT:afn50803@afn.org toobear *************************************************************************** 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, 30 Apr 1998 18:17:50 +0100 From: "Hibbs, Philip" Subject: [RQ-RULES] Treasure Tables I've just made some quick changes, including separating the tables out into individual files (as well as the original, one-file version). What do you think of the choice of spells and percentages? I didn't like to use the Ancestor Summoning table for spirit spells, because that is obviously weighted towards the sort of spirit spells a spirit will know (ie. lots of Spirit Screen, not much Protection). My spirit spell table could be used to generate random spell spirits. For Divine magic, I weighted the table towards the sort of spells that are likely to be most useful in matrixes, because this is what the priests would do. For sorcery spells, again I chose useful matrix spells, and avoided putting any exotics in. Those should be at referees discretion only! 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: Thu, 30 Apr 1998 11:02:19 PDT From: "Leon Kirshtein" Subject: Re: [RQ-RULES] Reasoning ? > Leon Kirshtein wrote > >To be accepted as an apprentice a character must have positive > modifiers in Knowledge, Reasoning, and Manipulation. > > > What is your Reasoning Skill category ? Skills it contains, difference > with Knowledge, modifiers calculation, ... ? > > Alain Oops, Reasoning Skill category is from RQ4 rules which I use. It is associated with ability to figure things out as opposed to learning (crafts vs lores, practice vs theory, or engineering vs physics). You can substitude Knowledge modifier for the skills if you do not use this category. 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. ------------------------------ Date: Thu, 30 Apr 1998 16:49:24 -0500 From: stancliff@commnections.com Subject: Re: [RQ-RULES] Reasoning ? RU>Oops, Reasoning Skill category is from RQ4 rules which I use. It is RU>associated with ability to figure things out as opposed to learning RU>(crafts vs lores, practice vs theory, or engineering vs physics). You RU>can substitude Knowledge modifier for the skills if you do not use this RU>category. RU>Leon Kirshtein Reasoning wasn't in the RQ4 rules I saw. Are you sure it wasn't one of the personality categories that were added from PenDragon? (I think it first started in Griffin Mountain) 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: Thu, 30 Apr 1998 21:29:23 -0400 From: Tal Meta Subject: [RQ-RULES] DMD - Phyton for RQ/Greyhawk Nineteenth in my series... PHYTON Runes: Plant, Harmony, Beast Phyton is the god of Beauty & Nature in the Suel pantheon. Cult in the World Phyton is worshipped by those who dwell in or near forests, and by anyone who enjoys the beauties of nature. He is also worshipped by some farmers whose fields abut woodlands. Lay Membership Requirements: Lay members of Phyton's cult serve as woodland guides, lumberjacks (clearing dead trees), and study the inner mysteries of the cult. Skills taught by this cult include Climb, Ride, Sing, Animal Lore, First Aid, Plant Lore, World Lore, Conceal, Scan, Track, Sneak, Ceremony, and Scimitar attack/parry. Initiate Membership Requirements: Standard. Phyton's initiates are charged with keeping the woodlands safe for both animals and people, searching out blights and insect infestations, and general upkeep. Spirit Magic: Befuddle, Countermagic, Extinguish, Mobility, Protection, Shimmer, Vigor. Acolyte Membership Requirements: as per Priests. Priesthood Requirements: Phyton's priests expand their areas of concern to include the fields that border their protected lands. Virtues for Phyton include: Calm, Conservative, Loyal, Prudent, and Spiritual. Common Divine Magic: all Special Divine Magic: Accelerate Growth, Bless Crops, Chameleon, Command (woodland creatures), Restore Heath (CON), Tanglethicket. Associated Gods Bralm: provides Command Insects Fortubo: provides Command Gnome Phalkon: provides Cloud Clear *************************************************************************** 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, 30 Apr 1998 21:45:58 EDT From: JULIAKIR Subject: Re: [RQ-RULES] Reasoning ? In a message dated 98-04-30 16:52:59 EDT, you write: << Reasoning wasn't in the RQ4 rules I saw. Are you sure it wasn't one of the personality categories that were added from PenDragon? (I think it first started in Griffin Mountain) Bob Stancliff >> The Rules I have are: RuneQuest - Adventures in Glorantha. by Oliver Jovanovic, Michael McGloin, Carl Fink (Copyright by the same 1993) It looks as a complite work ready for publication (not just type written). The skill categories are listed as: Agility STR+DEX-SIZ-10 Communication APP+INT-20 Knowledge INT+INT-20 Magic INT+DEX-20 Manipulation DEX+STR/2+INT/2-20 Perception INT+CON-20 Reasoning INT+INT-20 and Movement rate as MV=(SIX+DEX)/5 (/3 for quadrupeds) round up in both cases. There is no SIZ SR, Melee SR is based on DEX+SIZ (plus weapon SR). Sorcery spells are defined as skills and are aquired as such (and so do not take up INT). Skills are divided by difficulty (Hard, Medium, and Easy) and some skills have sub skills at an easer level, for example Stealth a hard skill is made of Hide and Sneak which are both Mediums. You can keep track either way, if you keep Stealth then if it increases then both, hide and sneak will also but not the other way around.. Damage for weapons and armor ratings are reduced (I do not use these) Leon Kirshtein *************************************************************************** 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, 1 May 1998 08:38:42 -0500 From: stancliff@commnections.com Subject: Re: [RQ-RULES] Reasoning ? RU>Leon Kirshtein RU>The Rules I have are: RuneQuest - Adventures in Glorantha. RU> by RU> Oliver Jovanovic, Michael McGloin, Carl Fink (Copyright by the sam RU>1993) RU>It looks as a complite work ready for publication (not just type written). It appears that the version you have is later than the one I got by a few months. RU>The skill categories are listed as: RU>Agility STR+DEX-SIZ-10 RU>Communication APP+INT-20 RU>Knowledge INT+INT-20 RU>Magic INT+DEX-20 RU>Manipulation DEX+STR/2+INT/2-20 RU>Perception INT+CON-20 RU>Reasoning INT+INT-20 My version changes the formulas for Stealth, Agility, and Knowledge, but didn't add any new ones. You don't list a Stealth mod, and this Reasoning mod is identical to Knowledge, and therefor is more of a subtype than a new group. RU>and Movement rate as MV=(SIX+DEX)/5 (/3 for quadrupeds) round up in both RU>cases. RU>There is no SIZ SR, Melee SR is based on DEX+SIZ (plus weapon SR). These are nice changes, but are not in my version. RU>Sorcery spells are defined as skills and are aquired as such (and so do not RU>take up INT). Skills are divided by difficulty (Hard, Medium, and Easy) an RU>some skills have sub skills at an easer level, for example Stealth a hard RU>skill is made of Hide and Sneak which are both Mediums. You can keep track RU>either way, if you keep Stealth then if it increases then both, hide and sne RU>will also but not the other way around.. Damage for weapons and armor rating RU>are reduced (I do not use these) RQ4 was a set of modifiers to RQ3 and do not replace those rules unless specifically stated. All sorcery spells have always had a skill associated with them that is necessary to cast the spell. The skill does not take INT, but the spell does. Not only did RQ4 not change that, but they specifically got rid of the 'Free INT' rules so that more spells could be kept in the sorcerers INT without penalty. Manipulation is now based on skill values related to the skills being used to cast a known spell. 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: Fri, 01 May 1998 09:00:45 -0500 From: "Michael A. Pastorello" Subject: Re: [RQ-RULES] Reasoning ? Movement rate as MV=(SIX+DEX)/5 (/3 for quadrupeds) round I oike this a lot but want to make sure of one thing...this is not a typo right it is 6+DEX/5 and not siz+dex/5. Just want to make sure of it. 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: Fri, 01 May 1998 07:46:47 PDT From: "Leon Kirshtein" Subject: Re: [RQ-RULES] Reasoning ? > Movement rate as MV=(SIX+DEX)/5 (/3 for quadrupeds) round > >I oike this a lot but want to make sure of one thing...this is not a typo >right it is 6+DEX/5 and not siz+dex/5. Just want to make sure of it. Thanks. >Mike Sorry Mike that was a typo. It is (SIZ+DEX)/5 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: Fri, 01 May 1998 08:01:50 PDT From: "Leon Kirshtein" Subject: Re: [RQ-RULES] Reasoning ? You don't list a Stealth mod, and this >Reasoning mod is identical to Knowledge, and therefor is more of a >subtype than a new group. > In my rules Stealth is a skill which falls under the Agility category and is divided into Hide and Sneek as subskills. > RQ4 was a set of modifiers to RQ3 and do not replace those rules >unless specifically stated. The rules I have are complete and not a modification to RQ3. Everything is rewritten from scratch and in the format ready for publication, including cover artwork. Bob, I am not going to argue sorcery rules, regarding INT, you maybe right about the RQ3(about Summon and Enchant spells), however from the RQ4 rules I have, it is clear to me what sorcery does not take up INT and will play this way unless one of the authors of these rules tells me otherwise. Besides in the games I have ran so far this never even came up as question. 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 #90 ************************************ *************************************************************************** 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.