From: owner-runequest-rules@ (RuneQuest Rules Digest) To: runequest-rules-digest@lists.MPGN.COM Subject: RuneQuest Rules Digest V1 #130 Reply-To: runequest-rules@mpgn.com Sender: owner-runequest-rules@ Errors-To: owner-runequest-rules@ Precedence: bulk RuneQuest Rules Digest Wednesday, July 22 1998 Volume 01 : Number 130 RuneQuest is a trademark of Avalon Hill Games. All Rights Reserved. TABLE OF CONTENTS Re: [RQ-RULES] Another Newbie question. Re: [RQ-RULES] Another Newbie question. [RQ-RULES] DMD - Kurell for RQ/Greyhawk [RQ-RULES] Sorcery Spells in WW [RQ-RULES] DMD - Velnius for RQ/Greyhawk RE: [RQ-RULES] Lunar Magic Re: [RQ-RULES] Roolz .. seeking game [RQ-RULES] Defense Re: [RQ-RULES] Defense Re: [RQ-RULES] Defense [RQ-RULES] Admin Stuff [RQ-RULES] An Improved Immortality 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, 20 Jul 1998 15:45:56 EDT From: IssariesGT@aol.com Subject: Re: [RQ-RULES] Another Newbie question. In a message dated 7/20/98, 3:02:17 PM, runequest-rules@MPGN.COM writes: <> Mike: yes there is. i have one for RQ3 at home e-mail me back and i'll send it to you. keith *************************************************************************** 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, 20 Jul 1998 17:45:06 -0400 From: Tal Meta Subject: Re: [RQ-RULES] Another Newbie question. Michael Cule wrote: > > Are there any RQ character generator programs for the PC? There are > several for GURPS and one for RQ3 would be useful. Semi-functional one can be found at: http://werple.mira.net.au/~darrenmc/rqgen.html (Maybe the author can be bribed into finishing it? Or the old reliable standard one is at: ftp://ftp.csua.berkeley.edu/pub/runequest/programs/ It ain't pretty, but ut works. If anyone knows of any others, well, I'd like to know about 'em too. :) - -- 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, 20 Jul 1998 22:05:37 -0400 From: Tal Meta Subject: [RQ-RULES] DMD - Kurell for RQ/Greyhawk Fiftieth in my series of Greyhawk Gods in RQ format... KURELL Runes: Chaos, Illusion, Man Kurell is the God of Jealousy, Revenge, and Thievery. He is brother to Pholtus, the Lawgiver. They don't get along.... Cult in the World In Oeridian mythology, he plays an important role: he is the Prince of Thieves, a tortured soul who is forever just out of reach of his one true love (his aunt, Sotillion), eternally jealous of the one who finally had her (his uncle, Erythnul), and who has his final revenge in suggesting to Sotillion that she foster her second son, Heironeous, among his family. His revenge comes second hand to his true intent; he had hoped that Sotillion would spend more time in his father's House, visiting her son. But this was not to be. Heironeous, under Delleb & Pholtus' tutoring, grew to be a powerful warrior who in some regions overshadows the might of either Hextor's or Erythnul's cults. In some stories, Kurell later does nearly win Sotillion for his own, but his own jealousy of her other suitors betrays him, and he is left to plot revenge against each of them in turn... As one can imagine, he is mostly worshipped by the most desperate sorts, thieves, jilted lovers, and the like. Lay Membership Requirements: Kurell's followers are generally folk with one sort of axe to grind against someone they perceive as more powerful than themselves. Cultists are encouraged to brood upon the object of their fascination, as cult doctrine teaches that every fortress, heart, or enemy has a hidden weakness. Skills taught by the cult include Dodge, Throw, Fast talk, Orate, Evaluate, Human Lore, World Lore, Conceal, Devise, Sleight, Listen, Search, Track, Hide, Sneak, Ceremony, and Dagger attack/parry. Initiate Membership Requirements: In addition to the standard requirements, prospective initiates either must strike a blow against the person or persons who led them to desire membership in the cult (lover, associate, etc.). The blow need not be a major one, a rival need merely be inconvenienced, or a lover humbled and brought to heel. Those who worship Kurell in his aspect as the Prince of Thieves will be assigned a mission to perform involving theft, proceeds to be turned over to the cult. Spirit Magic: Coordination, Demoralize, Glue, Shimmer Priesthood Requirements: Those who seek to join Kurell's priesthood must, in addition to the standard tests, overcome their nemesis. Rivals must be broken, lovers claimed (by marriage, conquest, etc.), or a truly stunning theft must be perpetrated. Virtues for Kurell include Angry, Destructive, Manipulative, Suspiscious, and Vengeful. Common Divine Magic: all Special Divine Magic: Conceal Identity, Retribution, Tortuous Submission* * - one use spell Associated Gods Delleb: provides Clever Tongue Telchur: provides Vigilance *************************************************************************** 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, 21 Jul 1998 01:01:30 EDT From: Delecti@aol.com Subject: [RQ-RULES] Sorcery Spells in WW <> Issue #41 Delecti, Lord of the Upland Marsh aka Scott Knowles RL, 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, 21 Jul 1998 11:55:29 -0400 From: Tal Meta Subject: [RQ-RULES] DMD - Velnius for RQ/Greyhawk Fifty-first in my series of Greyhawk Gods in RQ format... (Purists will likely note that I have bumped Velnius up to a level equivalent to his brother Procan's - for my purposes, I felt it appropriate.) VELNIUS Runes: Mastery, Air x2, Movement Velnius is the God of the Sky and Weather. He is brother to Procan, and father to Celestian & Fharlanghn. Cult in the World Velnius is the Storm god of the Oeridian pantheon; the booming voice of Fury and Tempest. Lay Membership Requirements: Lay members of Velnius' cult include astrologers and sailors, farmers and soldiers. Anyone who has ever prayed for better weather calls upon Velnius in the end, so to some extent, he has a vast source of worshippers. Velnius is also popular among barbarians and other adventurous sorts, if only so they may boast loudly that the open sky looks down on them with favor. Skills taught by the cult include Jump, Orate, Speak Languages, Lawspeaking, World Lore, Scan, Ceremony, and Spear attack/parry. Initiate Membership Requirements: In addition to the standard requirements, initiates of Velnius are sworn to never again seek shelter from a thunderstorm. Known as Wind Squires, Velnius' initiates serve a variety of functions, including mercenary duties (Wind Knights (acolytes) and their Squires are common sight in many regional garrisons), weather manipulation (this requires the permission of both the local priests and the local Lord), and serving as roving legal counsels. Spirit Magic: Bladesharp, Fanaticism, Mindspeech, Mobility, Strength, Whisperblow Acolyte Membership Requirements: as per priests, but do not receive Rune Lord type spell recovery. Velnius' acolytes are known as Wind Knights. Rune Lord / Priesthood Membership Requirements: Standard. Velnius' priests do double duty as Rune Lords, and are commonly known as Wind or Storm Lords. Storms are senior to Winds; in military terms, they are the generals. Velnius' Lords work with temporal authorities to regulate the flow of weather in their regions, trying to balance sufficient levels of sunlight and rain. Velnius' cult works closely with those of his four younger siblings, Atroa, Sotillion, Wenta, and Telchur. Most temples of Velnius are cross or diamond shaped, allowing each of the Four to have shrines at the cardinal direction points. Some seaport temples also feature shrines to his brother, Procan. Virtues for Velnius include Energetic, Joyous, Proud, Prudent, and Unpredictable. Common Divine Magic: all Special Divine Magic: Cloud Call, Cloud Clear, Command Sylph, Decrease Wind, Flight, Increase Wind, Lightning, Thunderbolt, Wind Warp, Wind Words Associated Gods Zilchus: provides Shield Procan: provides Command Undine Atroa: provides Bless Crops Sotillion: provides Cool Area Wenta: provides Regrow Limb Telchur: provides Vigilance - -- 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: Tue, 21 Jul 1998 17:55:36 +0100 From: Stephen Watson Subject: RE: [RQ-RULES] Lunar Magic In that finely crafted message "Hibbs, Philip" pontificated: > In GoG, Amplify only added +1 to the damage done by Disrupt. If it was > linear, a magician could cast Disrupt 6 in one melee round for 6d3 > damage, which is a bit much. However, what is to stop them casting six > Disrupt spells with Combine? Because it counts as only 1 point for breaching defences? At least that's how I'd rule it. - -- Stephen Watson - http://www.kerofin.demon.co.uk/ - Glorantha & RISC OS "A friend in need is a friend that bleeds." *************************************************************************** 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, 21 Jul 1998 10:50:51 PDT From: "Craig Tremblay" Subject: Re: [RQ-RULES] Roolz .. seeking game I'm a student living in Boston (USA), with about two-and-a-half >sessions of RQ under my belt - and not even played in Glorantha. So my >first contribution is that I'm looking for a game in my area and this is Hello! I live in Back Bay, and let me know if/when you get hooked up with a group. If you do, lease let me know, I would love to play. I have not played since 1993, but I have some of the books, and would love to get back into it! Craig ______________________________________________________ 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: Tue, 21 Jul 1998 21:03:29 +0200 From: Julian Lord Subject: [RQ-RULES] Defense Well, this _is_ the *Rules* list, so : Here are my rules for Defense. (It's my own home-brew fix of some of the oldest RQ bugs in town) DAMAGE BONUS This is a straight linear add, as in RQ4, but it is never negative (Why should cats have problems killing rats?). STR + SIZ DAMAGE BONUS 1 - 6 0 7 - 12 + 1 13 - 18 + 2 19 - 24 + 3 25 - 30 + 4 31 - 36 + 5 37 - 42 + 6 43 - 48 + 7 49 - 54 + 8 each + 6 (adds + 1) OK, a case could be made for (STR + SIZ = 1 - 2) -2 (STR + SIZ = 3) - 1 And, yes, STR + SIZ equals 1 is possible :-) DEFENSE POINTS This is the natural property of living bodies to resist damage. Combined with the Damage Bonus rule it represents resistance to damage of larger creatures by smaller ones. Unarmed combat, combat between v. small and v. large creatures become more realistic, and some RQ bugs of similar nature are fixed. On the other hand, the character sheet becomes slightly more complicated. Low-level combat becomes a little slower, and high-level combat a little faster. (The rules are playtested) Defense works like a layer of natural armour, in that Defense Points protect against damage in the same way APs do. Critical Hits do NOT bypass DPs, however, but APs only (only v. powerful Timinits can damage Giants, even with perfect attacks). DPs do NOT protect against projectile weapons, magical attacks, falling, fire damage, and other similar situations where relative SIZ of opponents is irrelevant. Surprise attacks also bypass DPs. Blade Venom, however, WILL enter the blood system even if DPs are not breached. Successful attacks which don't get through a character's DPs cause scratches or bruises. All living creatures have DPs, and some magical ones do, too. Elementals have DPs, and so do demons, but Wraiths and Zombies and other undead do not. Animated objects do not have DPs, but only APs. A creature's DPs are equal to HP * .25, rounded up. Use SIZ * .25 instead for creatures lacking CON. DB and DPs are designed as a balance of relative values based on creature SIZ. Example: A fighter with STR 16 SIZ 15 and CON 13 would have a DB of + 5, 14 HP and 4 DP. If he wore chainmail, his CHEST hit location would look like this : CHEST AP/DP/HP 7/4/6 UNCONSCIOUSNESS Unconsciousness occurs at HP * .16 (ie divided by six !!) HP or less, rounded DOWN when the remainder is under .5. (Wasps, mice, and cockroaches are NOT permanently unconscious. Giants do not have a wafer thin 1 HP boundary between consciousness and death.) Makes sense to me, anyway ... *************************************************************************** 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, 21 Jul 1998 18:30:26 -0400 From: Tal Meta Subject: Re: [RQ-RULES] Defense Julian Lord wrote: > > This is a straight linear add, as in RQ4, but it is never negative (Why > should cats have problems killing rats?). This is the one piece of RQ4 I keep mulling over. To switch, or not to switch.... > DEFENSE POINTS > A creature's DPs are equal to HP * .25, rounded up. Use SIZ * .25 > instead for creatures lacking CON. I like this, but I might opt for (HP * .10)+1. A decent sword thrust still ought to mortally wound someone, IMO. - -- 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: Wed, 22 Jul 1998 02:03:22 +0200 From: Julian Lord Subject: Re: [RQ-RULES] Defense Tal Meta: > > This is a straight linear add, as in RQ4, but it is never negative (Why > > should cats have problems killing rats?). > > This is the one piece of RQ4 I keep mulling over. To switch, or not to > switch.... It makes things marginally easier, but more boring IMExperience. In any other BRP game I wouldn't do it (you wouldn't need to), but the commonly encountered giant-sized and tiny-sized creatures of Gloranthan RQ (and of heroic fantasy in general) tipped the balance for me. If your game is very humanocentric though, then the old rules aren't broken enough to need such extensive overhaul. > > DEFENSE POINTS > > A creature's DPs are equal to HP * .25, rounded up. Use SIZ * .25 > > instead for creatures lacking CON. > > I like this, but I might opt for (HP * .10)+1. HP * .10 rounded normally, or always up? This might give too low a value for the extra complication to be worthwile. If Defense doesn't make a difference in normal combat situations, there's no point having it, I think. > A decent sword thrust > still ought to mortally wound someone, IMO. As it does IMG. Really, any formula for DPs is fine as long as it works with the DB rules you use, and your own idea of game balance ... *************************************************************************** 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, 22 Jul 1998 00:31:23 -0400 From: Tal Meta Subject: [RQ-RULES] Admin Stuff Just a reminder, folks... In the event that you suddenly find yourself unsubscribed from the list, it generally means that your mailbox has either begun bouncing messages back to the list (mailbox full is fairly common) or, for whatever reason, your postmaster is denying that you exist. Please feel free to reconnect once you've fixed whatever problem was causing the bounces. (I won't bump full mailboxes over the weekend... I know alot of folks only have access at work or wherever). It'd be nice if folks who were closing their accounts would sign off the lists they're on, but it seldom happens . - -- talmeta@bellatlantic.net - Sometimes I wonder... 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: Wed, 22 Jul 1998 00:11:32 +0100 From: Michael Cule Subject: [RQ-RULES] An Improved Immortality I was idly reading the LAND OF NINJA rules and came across the Japanese version of Immortality. Basically it states that the spell is cast once with some binding condition (such as total celibacy) that the Immortal magician must keep. He casts the spell just once and if it works then he is Immortal. If it fails he dies. That got me thinking about a more traditional European version of this: the wizard who has hidden his heart. The wizard has transferred his life-essence or soul into an object and hidden it SOMEWHERE VERY SAFE. Now his body never ages and he cannot be killed (although he can be wounded) except by destroying the hidden receptacle of the soul. (The spell is known as Soul Stone in GURPS for those of you who know the system.) Wouldn't this be a lot more fun than the somewhat tacky RQ3 version? - -- Michael Cule *************************************************************************** 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 #130 ************************************* *************************************************************************** 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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