From: owner-runequest-rules@ (RuneQuest Rules Digest) To: runequest-rules-digest@lists.MPGN.COM Subject: RuneQuest Rules Digest V1 #123 Reply-To: runequest-rules@mpgn.com Sender: owner-runequest-rules@ Errors-To: owner-runequest-rules@ Precedence: bulk RuneQuest Rules Digest Wednesday, July 8 1998 Volume 01 : Number 123 RuneQuest is a trademark of Avalon Hill Games. All Rights Reserved. TABLE OF CONTENTS RE: [RQ-RULES] Vigor spell RE: [RQ-RULES] Vigor spell [RQ-RULES] discussion [RQ-RULES] discussion Re: [RQ-RULES] discussion [RQ-RULES] DMD - Dalt for RQ/Greyhawk RE: [RQ-RULES] discussion RE: [RQ-RULES] discussion [RQ-RULES] Demon rules RE: [RQ-RULES] discussion RE: [RQ-RULES] discussion [RQ-RULES] RQ: The Future [RQ-RULES] DMD - Vatun for RQ/Greyhawk 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, 6 Jul 1998 11:19:52 -0500 From: stancliff@commnections.com Subject: RE: [RQ-RULES] Vigor spell RU>Confused? The Vigor spell increased general hit points by one, but increased RU>the location hit points by one each as well. He took some poison damage, RU>then had a limb cut off, heaving him on 0 HP. Without the Vigor, he would RU>have had one less hit point, but would have taken two less hit points damage RU>from the severed limb. On the other side, we have had several characters NOT lose a limb because the Vigor added just enough HP's to keep it from coming off. We also use strengthening Enchants whenever available. 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, 6 Jul 1998 17:31:44 +0100 From: "Hibbs, Philip" Subject: RE: [RQ-RULES] Vigor spell >On the other side, we have had several characters NOT lose a limb >because the Vigor added just enough HP's to keep it from coming off. >We also use strengthening Enchants whenever available. Of course, I wouldn't shy away from Vigor, I'd just make sure that it doesn't only just take me up to the next hit point band - if I gain 1 location HP, I want 2 general HP. The situation is quite rare, anyway. philip.hibbs@tnt.co.uk or phibbs@compuserve.com http://members.tripod.com/~PhilHibbs/ You never know what is enough unless you know what is more than enough. - William Blake *************************************************************************** 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, 6 Jul 1998 12:31:41 -0700 (PDT) From: Brad Furst Subject: [RQ-RULES] discussion I realize that each of us uses various incarnations of rules. I'm wondering what you think or feel about this major difference between RQ2/3 and RQ4:AiG: The official (published by Chaosium or Avalon HIll) rules use current Magic Points to resist incoming magic, except that Rune Lords are allowed to resist with their full POWer. OJ, et. al., in RQ4:AiG, changed (for sake of convenience and expedience) such magic resistance to full POWer for everyone. Who knows what RQ:Slayers uses? I can see advantages and disadvantages either way. Which do you prefer? Which do you actually enforce? How does this affect a campaign which uses Sandy-type Sorcerors? Brad Furst esoteric@teleport.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, 6 Jul 1998 16:47:32 -0500 From: stancliff@commnections.com Subject: [RQ-RULES] discussion RU>The official (published by Chaosium or Avalon HIll) rules use current Magic RU>Points to resist incoming magic, except that Rune Lords are allowed to RU>resist with their full POWer. RU>OJ, et. al., in RQ4:AiG, changed (for sake of convenience and expedience) RU>such magic resistance to full POWer for everyone. Who knows what RQ:Slayers RU>uses? I think that this is a very nice bonus for Rune Lords that is, in part, similar to Shamen getting combined MP's for resistance. It shouldn't be given to everyone, and I do enforce current MP's for resistance. The effect is that advanced char's with plenty of MP storage are able to not use their MP's and resist at their full Pow, while weak or poor opponents drain their MP's for spells, and are easier to affect. 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, 06 Jul 1998 18:00:28 -0400 From: Tal Meta Subject: Re: [RQ-RULES] discussion Brad Furst wrote: > > I realize that each of us uses various incarnations of rules. > I'm wondering what you think or feel about this major difference between > RQ2/3 and RQ4:AiG: Only having skimmed web-based versions of those rules, I can't say that I saw alot of differences that were major, except for the way skills gains were calculated. My current "TalQuest" rules set is probably not any further off the path than the folks running PenDragon Pass rules, I just mix in more Elric! and Shadowrun influences. > The official (published by Chaosium or Avalon HIll) rules use current Magic > Points to resist incoming magic, except that Rune Lords are allowed to > resist with their full POWer. Fairly standard, I felt. > Which do you prefer? I use the MP vs. MP, or MP vs. POW for special cases. > Which do you actually enforce? The above, generally. Getting folks to use their own MPs is tough, but happens. > How does this affect a campaign which uses Sandy-type Sorcerors? Didn't seem to matter much in mine; the sorcerer was usually the first one to start running out of magic points (all those high-intensity high-accuracy Evoke Lightnings he was throwing...) - -- talmeta@bellatlantic.net - I *am* one of the Chosen Few! ICQ - 12594453 AIM - talmeta1 TANJ Lives! - *************************************************************************** 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, 06 Jul 1998 18:38:13 -0400 From: Tal Meta Subject: [RQ-RULES] DMD - Dalt for RQ/Greyhawk Forty-second in my series of Greyhawk Gods in RQ format.... Note: Even though Len Lakofka himself assured me that Dalt is NOT the son of Wee Jas & Norebo, I'm leaving that bit of family trivia intact. Please feel free to disregard it if canon is that important to you; it's your campaign world, afterall. In mine, it might or might not become important, but I like to have such questions answered ahead of time. :) DALT Runes: Magic, Fate Dalt is the son of Wee Jas and Norebo. A child of Magic and Chance, he is accounted the God of Portals, Doors, Locks, and Keys. Cult in the World Born to the Suel Goddess of Magic, Dalt learned to manipulate it's energies from an expert. However, his father's ties to Chance left him with a strong desire to use that magic to explore. But in his explorations, he eventually came to learn that there are some doors better left unopened; such as the door to the Domain of the Hordelings... Now mostly a forgotten deity (the reasons for this are, themselves, forgotten, but whispered to be related to the seals guarding the Dark God...) In modern times, Dalt's cult survives as a subcult of Wee Jas', and at that one little known outside of three main centers, one being the Obsidian Tower in Urnst, another being the (now ruined) Night's Sephulchur complex in the hills of the Isle of Lendore, and the rumoured revolutionary Crimson Sept inside the Scarlet Brotherhood's borders. Lay Membership Requirements: Where Dalt's cult survives, membership is open to students and apprentices who show the levels of wisdom and responsibility that Dalt's cult demands of it's members. While it looks for members of "good" intent, more important is the knack for knowing which path NOT to take, which doors not to open. Skills taught to members of this cult include Dodge, Fast Talk, Speak (languages), Evaluate, Human Lore, Magic Lore, Spirit Lore, World Lore, Devise, Sleight, Listen, Scan, Search, Ceremony, Intensity, and Rapier attack/parry. Initiate Membership Requirements: Standard. Initiates of Dalt are taught additional skills, including Enchant, Summon, Range, Multispell, Accuracy, Ease, Permanancy and Reinforce. Initiates of Dalt are expected to have become full journeymen, and will not be eligible for further advancement in the cult until they have made adept. Note: Like his mother's cult, Dalt's does not offer Spirit Magic, only Sorcery & Divine Magic. Acolyte Membership Requirements: Dalt does not offer this level of service. Priesthood Requirements: Standard. Priests of Dalt, unlike those of Wee Jas, do not have Patrons, though it is possible to remain an initiate of Wee Jas and benefit by them thereby. Dalt's priesthood is expected to maintain a stewardship over the gateways their temples contain, guarding not only against incursions from the far side of those gates, but against the various societies (the Coleaxia, for example) that are sworn to close all such gateways. They also guard over various sealed gateways, insuring that those portals remain closed. Common Divine Magic: all Special Divine Magic: Create Gate, Reflection, Seal Gate Associated Gods Norebo: provides Conceal Wee Jas: provides Absorbtion *************************************************************************** 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, 7 Jul 1998 08:40:25 +0100 From: "Hibbs, Philip" Subject: RE: [RQ-RULES] discussion >OJ, et. al., in RQ4:AiG, changed (for sake of convenience and >expedience) such magic resistance to full POWer for everyone. >Who knows what RQ:Slayers uses? RQ:Slayers is not BRP-based, so probably won't have a POW stat or use MPs. philip.hibbs@tnt.co.uk or phibbs@compuserve.com http://members.tripod.com/~PhilHibbs/ You never know what is enough unless you know what is more than enough. - William Blake *************************************************************************** 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, 7 Jul 1998 08:42:29 +0100 From: "Hibbs, Philip" Subject: RE: [RQ-RULES] discussion >Which do you prefer? MP vs MP >Which do you actually enforce? MP vs MP >How does this affect a campaign which uses Sandy-type Sorcerors? No different to normal RQ3 sorcerors, except the art of Force boosts the overcoming chance, so a weedy but talented sorceror can take down a Shaman. I like that. philip.hibbs@tnt.co.uk or phibbs@compuserve.com http://members.tripod.com/~PhilHibbs/ You never know what is enough unless you know what is more than enough. - William Blake *************************************************************************** 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, 7 Jul 1998 12:48:10 +0200 From: "Pascal Legrand" Subject: [RQ-RULES] Demon rules Hello, As I'm planing to play a non-Glorantha campaign I'd like to know if any of you designed some rules about demons : summoning, possession etc. I think I will use some rules published in very old issues of White Dwarf but I was wondering if someone converted these rules (or others) to the Petersen's system. Or maybe someone designed rules about demons to fall in the divine magic category... Any help would be appreciated. Thanks a lot. Pascal *************************************************************************** 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, 7 Jul 1998 08:42:29 +0100 From: "Hibbs, Philip" Subject: RE: [RQ-RULES] discussion >Which do you prefer? MP vs MP >Which do you actually enforce? MP vs MP >How does this affect a campaign which uses Sandy-type Sorcerors? No different to normal RQ3 sorcerors, except the art of Force boosts the overcoming chance, so a weedy but talented sorceror can take down a Shaman. I like that. philip.hibbs@tnt.co.uk or phibbs@compuserve.com http://members.tripod.com/~PhilHibbs/ You never know what is enough unless you know what is more than enough. - William Blake *************************************************************************** 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, 7 Jul 1998 08:40:25 +0100 From: "Hibbs, Philip" Subject: RE: [RQ-RULES] discussion >OJ, et. al., in RQ4:AiG, changed (for sake of convenience and >expedience) such magic resistance to full POWer for everyone. >Who knows what RQ:Slayers uses? RQ:Slayers is not BRP-based, so probably won't have a POW stat or use MPs. philip.hibbs@tnt.co.uk or phibbs@compuserve.com http://members.tripod.com/~PhilHibbs/ You never know what is enough unless you know what is more than enough. - William Blake *************************************************************************** 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, 7 Jul 1998 17:09:03 +0100 From: "Hibbs, Philip" Subject: [RQ-RULES] RQ: The Future This is all based on my speculation, and I do not pretent to be an authority on copyright, trademark or patent law. There will be no more official material published for the RuneQuest game as we know it. There also may be copyright problems with fan material published for RuneQuest, possibly including the very existence of this list, depending on how far AH want to pursue their ownership of the name. I therefore suggest that anyone wishing to continue playing their games with minimum interruption should switch to the "Elric!" system, and then modify that as much as is necessary to maintain campaign flavour, for instance introduce Strike Ranks, Fatigue Points, Hit Locations, Spirit, Divine and Sorcery magic, etc. In other words, continue to use the rules that you are already using, and just call it a customised version of "Elric!" instead of RuneQuest. I don't know how Chaosium/Issaries would react to fan-published material set in Glorantha, I'll ask on the Glorantha list, as Shannon seems to keep his eye open for that kind of question. I would certainly welcome the expansion of this list to cover the Elric! rules, as the only successor to RQ for BRP fantasy roleplay. Thorts? philip.hibbs@tnt.co.uk or phibbs@compuserve.com http://members.tripod.com/~PhilHibbs/ You never know what is enough unless you know what is more than enough. - William Blake *************************************************************************** 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, 08 Jul 1998 00:29:13 -0400 From: Tal Meta Subject: [RQ-RULES] DMD - Vatun for RQ/Greyhawk Forty-third in my series of Greyhawk Gods in RQ Format... I actually went off and filled in a couple of other Suel dieties to the main file on my website, namely Ainatet, Bralm, and Syrndro (Ainatet & Syrndro were from Nathan Irving's Lo Nakar file). Since I want to get back to the Oeridians, but I liked Vatun's writeup, here's the last of the Suel gods I'm planning on posting. The others will shortly be available in pdf format on my website . VATUN Runes: Ice, Beasts, Spirit, Man Vatun is the Master of Winter Ice, Artic Beasts, and Northern Barbarians Cult in the World Vatun was once the center of the Frost, Ice, and Snow Barbarians cult of Ancestor Worship. Revered as the first High King of the North, Vatun led his people to the Thallonrian Peninsula, and taught them the skills they would need to survive there. Among the Northmen, legends of his Heroquests are many, and none doubt that he had a dominant force on their development. However, approximately 700 years past, rival tribesmen worshipping Telchur somehow bound Vatun beyond the reach of his followers, hoping to weaken them. The Northmen instead redoubled their efforts against those rivals. The cult of ancestor worship persists among the Northmen yet, as their shamans struggle to find and release the spirit of Vatun from his bondage. Lay Membership Requirements: Lay members of Vatun's cult make simple offerings to their ancestors, appealing to them for help and guidance in their daily affairs. Most clan longhouses boast elaborate shrines to their elders. Shamans of the cult teach whatever skills they know and have time to teach to their followers. Initiate Membership Requirements: Candidates must demonstrate a blood relationship to the clan shaman, in addition to the standard requirements. Note: Divine Intervention is not available to ancestor worshippers while Vatun remains imprisoned. Spirit magic available to initiates varies depending on what spells the clan shaman has acccess to. Priesthood Requirements: Vatun's priests are also shamans. As a part of their normal worship, they are expected to donate personal POW and teach new spells to friendly ancestral spirits at least once per year, in addition to any POW or spells taught in exchange for services rendered throughout the year. Virtues for Vatun's followers include Conservative, Honorable, Loyal, Spiritual, and Warlike. Common Divine Magic: Worship Ancestors (Vatun) Special Divine Magic: Axis Mundi, Free Ghost, Gift Power, Gift Spell, Incarnate Ancestor, Spirit Guardian, Spirit Melding, Summon Ancestor 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. ------------------------------ End of RuneQuest Rules Digest V1 #123 ************************************* *************************************************************************** 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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