From: owner-runequest-rules@ (RuneQuest Rules Digest) To: runequest-rules-digest@lists.MPGN.COM Subject: RuneQuest Rules Digest V1 #133 Reply-To: runequest-rules@mpgn.com Sender: owner-runequest-rules@ Errors-To: owner-runequest-rules@ Precedence: bulk RuneQuest Rules Digest Wednesday, July 29 1998 Volume 01 : Number 133 RuneQuest is a trademark of Avalon Hill Games. All Rights Reserved. TABLE OF CONTENTS Re: [RQ-RULES] Art of Alchemy [RQ-RULES] Illuminated Re: [RQ-RULES] Art of Alchemy [RQ-RULES] Alchemy [RQ-RULES] DMD - Keoghtom for RQ/Greyhawk Re: [RQ-RULES] Art of Alchemy Re: [RQ-RULES] Art of Alchemy [RQ-RULES] July Baby Book Sale! [RQ-RULES] DMD - Kyuss for RQ/Greyhawk [RQ-RULES] DMD - Murlynd 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, 27 Jul 1998 11:27:08 +0100 From: Michael Cule Subject: Re: [RQ-RULES] Art of Alchemy >RU>Seeing as how the art of Alchemy goes undescribed in Sandy's current >RU>rules set, does anyone have any info on how it works, or care to ponder >RU>it out? >RU>My knowledge of alchemy in a historical sense is fairly loose, revolving >RU>mostly the search for the means to turn base metals precious (fusion! >RU>fusion! ) but I'm less clear on what that'd have to do with Sorcery >RU>as-I-understand-it. I would say that it would be useful to make Alchemy a means of storing (at not inconsiderable expense) magical effects in a form that they can be used, preprepared and stored by others than the spell caster. The Healing potion would then contain a pre-cast and stored Heal spell. The creator of the spell would have to know the spell himself and charge at least what a shaman or sorcerer would charge for casting plus a premium for making it transportable. I would suggest that only spirit and sorcery should be capable of being treated like this. A Divine spell is already a one-use transportable effect in many cases. Other stuff like poisons and antidotes would be related but non magical systems. - -- 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. ------------------------------ Date: Mon, 27 Jul 1998 07:32:49 PDT From: "Craig Tremblay" Subject: [RQ-RULES] Illuminated Hello! I have seen in messages, and on webpages, references to illuminated beings. I have recently returned to RQ, and have no idea where these are mentioned. Thanks! 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: Mon, 27 Jul 1998 11:57:46 -0400 From: Tal Meta Subject: Re: [RQ-RULES] Art of Alchemy Michael Cule wrote: > > I would say that it would be useful to make Alchemy a means of storing > (at not inconsiderable expense) magical effects in a form that they can > be used, preprepared and stored by others than the spell caster. > I would suggest that only spirit and sorcery should be capable of being > treated like this. A Divine spell is already a one-use transportable > effect in many cases. So effectively Alchemy would work somewhere between Hold and Permanency, allowing the caster to create magical effects at a later date but (assumedly) without consuming Presence in the process? Alchemy This Art requires a stable, physical medium which will be used to "hold" the spell in question. Potions, powders, and salves are common mediums. The levels of Alchemy used determine the length of time the prepared medium remains viable according to the table below. Unless the caster wishes to expend Presence to maintain the spell, Permanence must also be used. When the potion/powder/salve is applied to the user, the spell placed within it takes effect, bypassing all countermagic and resistance rolls and directly affects the target, no other rolls necessary. Potions, etc., that have expired may do nothing, be poisonous, or have "unsusual" effects, at the GM's whim. Alchemy Levels Delay 1 1 round 2 1 minute 3 1 hour 4 1 day 5 1 week 6 1 season 7 1 year 8 1 wane 9 1 age 10 eternity (mostly lifted right out of the Time art, from Sandy's sorcery). - -- 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, 27 Jul 1998 22:26:12 +0100 From: Mark Buckley Subject: [RQ-RULES] Alchemy Tal Meta: > >Seeing as how the art of Alchemy goes undescribed in Sandy's current >rules set, does anyone have any info on how it works, or care to ponder >it out? > >My knowledge of alchemy in a historical sense is fairly loose, revolving >mostly the search for the means to turn base metals precious (fusion! >fusion! ) but I'm less clear on what that'd have to do with Sorcery >as-I-understand-it. Well, there is also the view that Alchemy described not a physical transformation of one type of matter to another, but a philosophical and psychological one, i.e. turning 'base' matter (human) into 'noble' matter i.e. a better and more advanced human...something along the lines of the path of immanent mastery (have I got that right?) perhaps, but instead of a dragon, you end up as a meta-human (pun intended!). Hm, sounds a bit like do-it-yourself illumination to me... I've got a book somewhere which talks about this in greater depth. I can fish it out if necessary. mark - -- Mark Buckley *************************************************************************** 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 Jul 1998 23:59:26 -0400 From: Tal Meta Subject: [RQ-RULES] DMD - Keoghtom for RQ/Greyhawk Fifty-fifth in my series of Greyhawk Gods in RQ format... KEOGHTOM Runes: Motion Keoghtom is the God of Planar Travel. Cult in the World Keoghtom is a mercurial figure of motion and travel. Companion in legend to deities such as Heward, Zagyg, Murlynd, and Celestian, he epitomizes and defines journeys to the outer void. Keoghtom's High Holy Day falls on the 7th of Midsummer, said to be the day he first set foot on a plane other than the Mundane. Priests of Keoghtom wear green garb similar to that worn by olves, with short capes of a darker green. Lay Membership Requirements: Keoghtom has virtually no lay members, though those who seek to travel the planes have been known to invoke his name at the outset of their journies. No skills are taught to lay members of this cult. Initiate Membership Requirements: Initiates of Keoghtom need sacrifice only a single point of POW to gain membership to his cult, and may choose to either tithe 20% of their income or devote 20% of their time in the cult's service. Skills taught to initiates include Climb, Fast Talk, Speak Languages, Million Spheres Lore, Ceremony, Shortsword attack/parry and Shortbow attack. Spirit Magic: Heal, Mobility, Second Sight Priesthood Requirements: Standard. Keoghtom's priests seek out and explore breeches in the fabric of reality, determining their destination, duration, and possible dangers to the surrounding area. Keoghtom's priesthood is on generally friendly terms with those of the gods mentioned above, but there is great animosity between this cult and the followers of Dalt, in those few regions where the two cults intersect. Virtues for Keoghtom include Curious and Energetic. Common Divine Magic: all Special Divine Magic: Enthrall, Heal Body, Sever Magic, Undetectable to (elementals). Associated Gods Celestian: provides Sky Sanctuary Zagyg: provides Reflection *************************************************************************** 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 Jul 1998 22:50:23 GMT From: mikec@room3b.demon.co.uk (Michael Cule) Subject: Re: [RQ-RULES] Art of Alchemy In message <35BCA37A.708705DC@bellatlantic.net> Tal Meta writes: > So effectively Alchemy would work somewhere between Hold and Permanency, > allowing the caster to create magical effects at a later date but > (assumedly) without consuming Presence in the process? Many thanks for the write-up. I had forgotten that we were originally talking about Sandy's Sorcery (which not everyone likes y'know). I have used something like this for Spirit Magic based Alchemy. I'll see if I can dig out my notes. > Alchemy Levels Delay > 1 1 round > 2 1 minute Ummm. I don't think that any Alchemist would regard a shelf-life of a round or a minute as anything other than a fumble. I think the time taken to cast and cost of materials (and laboratories and accident explosions) should be part of the cost of using Alchemy as opposed to Sandy's other Arts. - -- Michael Cule Actor And Genius AKA Theophilus Prince Archbishop Of The Far Isles Medieval Society Arms Purpure An Open Book Proper: On the Dexter Page an Alpha Or On the Sinister an Omega Or. Motto Nulla Spes Sit in Resistendo (Resistance is Useless). Ask me about the Far Isles: Better Living through Pan-Medieval Anachronisms. *************************************************************************** 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, 28 Jul 1998 07:58:42 -0400 From: Tal Meta Subject: Re: [RQ-RULES] Art of Alchemy Michael Cule wrote: > > Many thanks for the write-up. I had forgotten that we were originally talking > about Sandy's Sorcery (which not everyone likes y'know). The list has proponents for RQ3 sorcery, RQ4 sorcery, and even RQ2 folks who just hate sorcery altogether. Can't make everybody happt all the time (I just try and insure that everybody gets a voice). > > Alchemy Levels Delay > > 1 1 round > > 2 1 minute > > Ummm. I don't think that any Alchemist would regard a shelf-life of a round > or a minute as anything other than a fumble. I think the time taken to cast > and cost of materials (and laboratories and accident explosions) should be > part of the cost of using Alchemy as opposed to Sandy's other Arts. Set that right next to Multispell 1 then. I certainly liked the durations for Time much more than I did for RQ3 Duration... if I decide to add Duration back in, that'd be the table I used for it, 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: Tue, 28 Jul 1998 19:49:19 -0400 From: Tal Meta Subject: [RQ-RULES] July Baby Book Sale! Greetings... My wife and i are due to have a baby sometime the end of next month, so I need to generate some revenue for general stuff (like the electric bill ) now that she's going to be out on disability. So.... the following items will be available at 10% off their listed prices. This sale will run until August 4th, and payment must be received by August 11th. I can accept money orders, personal checks (with a 7 day hold for clearance), and visa/mastercard/discover (add 5% for CC orders). Prices listed do not include shipping. Unless otherwise indicated, all items are used, but in VG - EX condition. A ""*"" after the price indicates that multiple copies are available. AHG - 857 - RuneQuest Deluxe (Boxed) (EX) $20.00 AHG - 85712 - Apple Lane (SW) $5.00* AHG - 85713 - Snake Pipe Hollow (SW) $5.00 AHG - 85716 - The Haunted Ruins (VG) $4.00 AHG - 85717 - Daughters of Darkness (SW) $8.00 AHG - 8571 - RuneQuest 3 PC's Box (SW) $15.00* (This item contains books 1 & 2, plus dice, Player's Notes, and RQ2 -> RQ3 Conversion) AHG - 8572 - RuneQuest 3 GM's Box (SW) $15.00* (This item contains books 3, 4, & 5, plus map of Fantasy Europe & Play Aids) AHG - **** - Special! Take 8571 & 8572 for just - $25.00! AHG - 8573 - Monster Coliseum (SW) $12.00 AHG - 8575 - Character Sheets: Non-Human (SW) $5.00* AHG - 8577 - Gods of Glorantha (VG) $16.00 AHG - 8587 - Troll Gods (SW) $20.00 AHG - 8588 - Elder Secrets of Glorantha (SW) $25.00 AHG - 8588 - Elder Secrets of Glorantha (EX) $20.00 AHG - 8590 - Sun County (SW) $6.00* AHG - 8592 - Doraster: Land of Doom $16.00 AHG - 8593 - Strangers in Prax (SW) $9.00* AHG - 8594 - Shadows on the Borderland (SW) $9.00* AHG - 8595 - Lords of Terror (SW) $9.00 CHA - 2005 - Basic Role Playing $5.00 CHA - 2007 - thieves world boxed set (VG) $20.00 CHA - 2015 - thieves world companion (MN) $14.00* (see FASA section for thieves world modules) CHA - 2102 - Stormbringer Companion $10.00 CHA - 2106x - Hawkmoon Boxed Set (NM) $20.00 CHA - 2107 - Shattered Isle $8.00* CHA - 2111 - Rogue Mistress $15.00 CHA - 2501 - Ringworld boxed set (VG) $66.00 CHA - 2502 - Ringworld Companion (NM) $35.00* CHA - 2907 - The Unknown East (SW) $15.00 CHA - 3100 - Nephilim (Main Rulebook) $15.00 CHA - 4001s - RuneQuest v2 (Softcover) (VG) $30.00 CHA - 4017 - Soloquest 1 (VG) $10.00* FASA - T1 - Traitor $10.00* FASA - T2 - The Spirit Stones $10.00 FASA - T3 - Dark Assassin $10.00 JG - 380 - Duck Pond (for RQ) $15.00 PAG - 1005 - Delta Green for CoC $24.00 RMM - 0010 - TotRM #10 - Sea Special $9.00 Stuff for non-Chaosium games located on my home page, or by request... - -- 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, 28 Jul 1998 19:50:51 -0400 From: Tal Meta Subject: [RQ-RULES] DMD - Kyuss for RQ/Greyhawk Fifty-sixth in my series of Greyhawk Gods in RQ format... KYUSS Runes: Hunger (Undeath) Kyuss is the God of the Created Undead. Cult in the World In the ancient past, Kyuss was a High Priest of Beltar. In this capacity, he oversaw the creation of the hordes of undead that served as guardians for that cult's wealth. For his zeal and dedication, Beltar taught him secrets she had taught to none other, and in doing so set him upon the Path to his own Ascension, which led him to explore many secrets of undeath undreamt of by even Beltar's cult.. Kyuss' High Holy Day falls on the 4th of Midsummer, and is observed during Beltane in those regions where the two cults cohabitate. Services to Kyuss are held in crypts, vaults, and other undergroud repositories for the dead. Priests of Kyuss wear black robes encrusted with grave mold, and wear stylized skull masks while conducting services. Lay Membership Requirements: Kyuss' faith appeals mainly to those already interested in death; necromancers, gravediggers, and initiates of cults such as Beltars or Nerul's. No skills are taught to lay members of this cult. Initiate Membership Requirements: Standard. Initiates of Kyuss are taught the Crafts of Mummification, Funeral Rituals, and Corpse Preparation. They are tasked with assisting their priests in selecting and preparing corpses for reanimation, the choicest of which will become Sons of Kyuss. Spirit Magic: Banish Spirit, Reanimate, Transform to Undead, Transfer Soul. Priesthood Requirements: Standard. Kyuss' priests are commonly also priests of another death cult, excepting that of Weejas, who serves as a Protector of the dead, and abhors the creation of undead on principle. Virtues for Kyuss include: Cruel and Spiritual. Common Divine Magic: all Special Divine Magic: Cause Disease, Create (various undead, including Son of Kyuss), Fear, Regrow Limb Associated Gods Beltar: provides Dark Walk *************************************************************************** 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 Jul 1998 20:56:50 -0400 From: Tal Meta Subject: [RQ-RULES] DMD - Murlynd for RQ/Greyhawk #57 - RQ/Greyhawk MURLYND Runes: Magic Murlynd is the God of "Magical" Technology Cult in the World Murlynd began his life as an ordinary mage in the city of Eastfair. After his apprenticeship was finished, he set out adventuring with several other individuals whose names are also now legend... Heward, Keoghtom, and Zagyg. Over the course of many years, these four overcame a great many challenges, until they each took their separate courses along the Path of Heroes. Murlynd's took him to several different worlds, where he learned new ways of accomplishing magic that transcended the traditional ways he knew. Murlynd's Holiest of Days is the 6th of Midsummer, said to be his mortal birthday as well as the date of his first successful spellcasting. Priests of Murlynd typically wear either long white aprons, brimming with pockets full of tools, material components, or shirt, pants, a wide brimmed hat and a wide leather belt with twin wand cases tied off to each leg.. Lay Membership Requirements: Murlynd has few followers, but his faith welcomes sorcerers and magi both at any point in their careers. Skills taught by Murlynd's cult include Dodge, Fast Talk, Crafts (a wide variety, mostly boiled down to engineering, toymaking, watchmaking, etc.), Magic Lore, Million Spheres Lore, Mineral Lore, Ceremony, and either (Intensity, Range, Multispell, Accuracy, Alchemy, Ease, Maintain, Reinforce - sorcerers), or (Manipulate and Manifest (spell) - magi). Initiate Membership Requirements: Standard. Initiates of Murlynd are given the opportunity to specialize in the School of Mechanica. Mechanists, or Tinker Mages, work their magic through the use of devices or foci that increase the effective levels of their spells, or which work their spells for them, or serve as conduits for their spells. Note: Murlynd's cult does not offer spirit magic, only Magick, Sorcery, and Divine Magic. Priesthood Requirements: In addition to the standard requirements, a prospective priest of Murlynd must have achieved the rank of magus in his chosen field of study. In addition, he must also create and dedicate an automata to the service of Murlynd. Virtues for Murlynd include Creative and Reckless. Common Divine Magic: Initiate, Sanctify, Worship Murlynd. Special Divine Magic: Copy, Reflection Associated Gods Zagyg: provides Force School of Mechanica The School of Mechanica offers it's devotees several benefits. Magi can follow the rules for Clockwork Mages in the Sha'ir's Handbook; Sorcerers use the following rules: MECHANIST Spells -- Animate [substance], Bless [object], Boost [attribute], Holdfast, Locate Object, Call [energy], Armor Enchantment, all Enchant spells. Vows -- none special Lore Mastery -- all Crafts related to construction provide 2 Presence, Mineral & Magic Lore provide 2 Presence. Alchemy skills, Evaluate. Other -- access to Alchemy Art, Time Art - -- 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. ------------------------------ End of RuneQuest Rules Digest V1 #133 ************************************* *************************************************************************** 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.