From: owner-runequest-rules@ (RuneQuest Rules Digest) To: runequest-rules-digest@lists.MPGN.COM Subject: RuneQuest Rules Digest V1 #141 Reply-To: runequest-rules@mpgn.com Sender: owner-runequest-rules@ Errors-To: owner-runequest-rules@ Precedence: bulk RuneQuest Rules Digest Tuesday, August 18 1998 Volume 01 : Number 141 RuneQuest is a trademark of Avalon Hill Games. All Rights Reserved. TABLE OF CONTENTS [RQ-RULES] Spirit Plane problem [RQ-RULES] Various Lore skills, including Glorantha [RQ-RULES] Spirit Plane problem RE: [RQ-RULES] Spirit Plane problem Re: [RQ-RULES] Spirit Plane problem [RQ-RULES] DMD - St. Carmichael for RQ/Greyhawk [RQ-RULES] RQ4 [RQ-RULES] RQ: Ancient Greece [RQ-RULES] RE: Ancient Greece 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, 17 Aug 1998 06:24:47 -0400 (EDT) From: Dave Black Subject: [RQ-RULES] Spirit Plane problem If you have a character in my campaign please do not read any further than this. . . . . . . . . . . . . . . One of the characters in the group is a Shaman and he was aware before any of the others of the approach of a spiritworld entity malevolent in nature. The shaman however did not know what it was and so adopted a defensive posture. The hellion on the other hand moved immediately to engage the Shaman. Seeing it continue to approach the Shaman decided to move his spirit away from his corporeal body (thinking to confuse the approaching 'thing'). The hellion in response attacked the shaman's body on the Mundane Plane. The attack was devastating and did about 43 hit points of 'damage'. The shaman only had about half that number to begin with and had 23 Fatigue Points. Questions: 1) Is the shaman truly dead since his spirit was not attacked only his body was? 2) I've described the shaman's physical condition as grave. His breath very shallow. His body cold to the touch. How would you describe his bodily condition? 3) If his body has been killed outright is there a way for the character to continue as a spirit or does that mean that his spririt also has died? Thanks for your help on these things. This is all uncharted water for me... - - Dave *************************************************************************** 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, 17 Aug 1998 12:31:12 +0200 From: Alain.RAMEAU@total.com (Alain RAMEAU) Subject: [RQ-RULES] Various Lore skills, including Glorantha Here are some of the skills I use : Glorantha Lore : History and geography of Glorantha. World Lore : knowledge of world physics, climatology, tides mechanism, ..., stars names and forms. Can be used as a survival skill in hostil and unknown environment. Spirit Lore : knowledge of the spirit plane and its inhabitants (i.e. the spiritual entities). Culture (Specific) : knowledge of social life, politics, customs and habits of a specific culture. 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: Mon, 17 Aug 1998 09:39:34 -0500 From: stancliff@commnections.com Subject: [RQ-RULES] Spirit Plane problem RU>- Dave wrote: RU>One of the characters in the group is a Shaman and he was aware before any RU>of the others of the approach of a spiritworld entity malevolent in nature. RU>The shaman however did not know what it was and so adopted a defensive RU>posture. The hellion on the other hand moved immediately to engage the RU>Shaman. Seeing it continue to approach the Shaman decided to move his spirit RU>away from his corporeal body (thinking to confuse the approaching 'thing'). RU>The hellion in response attacked the shaman's body on the Mundane Plane. The RU>attack was devastating and did about 43 hit points of 'damage'. The shaman RU>only had about half that number to begin with and had 23 Fatigue Points. Early in my campaign, I considered it possible for Shamen to let their fetch wander the local region at will as part of the fetch bonus to the Shaman's MP defence. Discorporation allowed the Shaman to send his bodily spirit into the spirit plane, but the fetch bonus was lost (as per the rules). Under that interpretation, you could back your fetch away, but it wouldn't gain you any bonus since the Shaman cannot remove his spirit from the body without a lengthy (one hour) ritual. In light of suggestions from RQ4 and this site, I have changed my game to rule that the fetch is tied to the Shaman's body location just like his 'physical' spirit is, and Discorporation sends the fetch out on the spirit plane to act for, and as, the Shaman (this actually makes Shamen more powerful). You still wouldn't be able to leave the Shaman's body spirit-less without killing it. It has been a long time since I read the Helion writeup. Doesn't the entropy attack have a MP resistance check or overcome a stat? Wouldn't Spirit Screen aid in defence? I would be VERY surprised if the Shaman couldn't make a decent defense against a 'spirit' with a POW of around 20 to 25 since a shaman and fetch can easily have a defense of 30 to 40. RU>Questions: RU>1) Is the shaman truly dead since his spirit was not attacked only his body RQ1 & 2 had a rule that the fetch could heal the Shaman's body for several rounds (5?, 10?) after 'death' and it would seem to be resurrected. In RQ3, a Daka Fal shaman can actually have Ressurrect as a one-use spell and he or the fetch could try to bring him back with that (although it is a ritual). RU>2) I've described the shaman's physical condition as grave. His breath very RU>shallow. His body cold to the touch. How would you describe his bodily RU>condition? This is as good a description as any. If he was not able to defend against the attack, it will certainly kill him. RU>3) If his body has been killed outright is there a way for the character to RU>continue as a spirit or does that mean that his spririt also has died? There have been some strong discussions on the use of ghost binds and the binding of 'friendly' spirits for use by player characters. If you can find the digest you can look them up, but someone would still need to have a bind for the spirit to possess, unless you allow a Divine Intervention by the shaman to put his spirit into a physical object. *************************************************************************** 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, 17 Aug 1998 16:24:07 +0100 From: "Hibbs, Philip" Subject: RE: [RQ-RULES] Spirit Plane problem 1) Is the shaman truly dead since his spirit was not attacked only his body was? Yes, I'd say he is dead. 2) I've described the shaman's physical condition as grave... How would you describe his bodily condition? Grave? That would be a good place to put him. 3) If his body has been killed outright is there a way for the character to continue as a spirit or does that mean that his spririt also has died? I don't think a spirit can die, but when the MPs spent in the discorporation run out, he starts drifting down to the underworld like any other dead person. All IMO. I think Sandy's shamanism rules have self-resurrection as a power, but it's really expensive, IIRC. philip.hibbs@tnt.co.uk or phibbs@compuserve.com http://members.tripod.com/~PhilHibbs/ Any view of things that is not strange is false - Neil Gaiman, Sandman *************************************************************************** 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, 17 Aug 1998 11:47:39 -0400 From: Tal Meta Subject: Re: [RQ-RULES] Spirit Plane problem Dave Black wrote: > > One of the characters in the group is a Shaman and he was aware before any > of the others of the approach of a spiritworld entity malevolent in nature. > Shaman. Seeing it continue to approach the Shaman decided to move his spirit > away from his corporeal body (thinking to confuse the approaching 'thing'). First question becomes: What version of RQ are y'all using, and are there any house rules in force? I know RQ3 best, so from that perspective, the question then becomes did the shaman spend the requisite hour in ceremony preparing to discorporate? (That being the only way I know of for him to "move his spirit away from his body"?) > The hellion in response attacked the shaman's body on the Mundane Plane. The > attack was devastating and did about 43 hit points of 'damage'. The shaman > only had about half that number to begin with and had 23 Fatigue Points. I take it the hellion used some sort of sorcery in conjunction with his entropic attack, since the hellion's normal attack mode only sucks fatigue. What did you have it use, BTW? > 1) Is the shaman truly dead since his spirit was not attacked only his body was? Well, he's a ghost, at the very least. > 2) I've described the shaman's physical condition as grave. His breath very > shallow. His body cold to the touch. How would you describe his bodily > condition? Depends on what you actually hit him with. > 3) If his body has been killed outright is there a way for the character to > continue as a spirit or does that mean that his spririt also has died? Depends on your private cosmology, I guess. I'd rule him a ghost, but without a compelling reason to remain in tough with the mundane plane, he'll eventually drift off to wherever ghosts go; afterlife, eventual deterioration of spirit forces, whatever. > Thanks for your help on these things. This is all uncharted water for me... Not a problem. :) - -- 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, 17 Aug 1998 19:15:13 -0400 From: Tal Meta Subject: [RQ-RULES] DMD - St. Carmichael for RQ/Greyhawk Not a strictly canon deity, but I liked the Carmichael/Cuthbert/Trowbane trinity idea though, so here he is... ST. CARMICHAEL Runes: Law, Harmony St. Carmichael is the god of Peace. Cult in the World St. Carmichael is part of a trinity of three ascended mortals who followed Rao in life, yet took separate paths emulating their Lord. Carmichael trod the Path of Peace, and as such he now embodies the sentiments of all those who cry out for peace in the world. Carmichael's High Holy Day is the 17th of Planting, his Day of Ascension. Services to St. Carmichael are generally held in temples built of white marble, though few exist dedicated to Carmichael alone. Temples to Rao or St. Cuthbert nearly always contain a shrine to Carmichael and Trowbane. Carmichael's priesthood wear simple robes of clean white linen. Lay Membership Requirements: Lay members of Carmichael's faith come from all walks of life, though his services swell in times of war. Skills taught by the cult include Dodge, Orate, Speak Languages, Read/Write Languages, Listen, and Ceremony. Initiate Membership Requirements: In addition to the standard requirements, initiates of St. Carmichael must take vows of poverty and humility, and while they may defend themselves, they are forbidden to permit themselves to take part of in a battle if they can see one coming. Spirit Magic: Admonish, Befuddle, Demoralize, Dullblade, Protection, Suppleness. Priesthood Requirements: Standard. Priests of St. Carmichael are expected to renew the vows taken as initiates, and are expected to work in conjunction with the priests of Rao and Allitur to promote the ideals of peace. Rather than debate the issue, or fight, Carmichael's priests specialize in passive resistance. Virtues for Carmichael include: Altruistic, Calm, and Stubborn Common Divine Magic: all Special Divine Magic: Courage, Reflection, War Fetter Associated Gods Allitur: provides Command Audience St. Cuthbert: provides Detect Truth St. Trowbane: provides Undetectable to Humans Rao: provides Shield Zodal: provides Resurrection - -- 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: Sat, 18 Jul 1998 01:48:55 -0700 From: "Dana and Cynthia Myers" Subject: [RQ-RULES] RQ4 This is a multi-part message in MIME format. - ------=_NextPart_000_0005_01BDB1EE.395EF860 Content-Type: text/plain; charset="iso-8859-1" Content-Transfer-Encoding: quoted-printable I have seen many references to RQ4, as well as other new mechanics, = such as Sandy Petersens rules on Shamanism. Can anyone give me a = location to find a copy of these? I have found a summary of RQ4, but it = leaves alot to be desired. I have also located the sorcery and saints = rules, but that is about it. = Thanks... Dana Myers dnc@icehouse.net=20 - ------=_NextPart_000_0005_01BDB1EE.395EF860 Content-Type: text/html; charset="iso-8859-1" Content-Transfer-Encoding: quoted-printable
    I have seen many = references=20 to RQ4, as well as other new mechanics, such as Sandy Petersens rules on = Shamanism. Can anyone give me a location to find a copy of these? I have = found a=20 summary of RQ4, but it leaves alot to be desired. I have also = located the=20 sorcery and saints rules, but that is about it.
          &nbs= p;            = ;            =             &= nbsp;           &n= bsp;           &nb= sp;   =20 Thanks...
 
 
 
Dana Myers dnc@icehouse.net=20


- ------=_NextPart_000_0005_01BDB1EE.395EF860-- *************************************************************************** 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, 18 Aug 1998 11:20:15 -0500 From: "Guy Hoyle" Subject: [RQ-RULES] RQ: Ancient Greece I'm exploring the possibility of setting up a RuneQuest (3rd Edition) campaign in Ancient Greece (the Heroic Age, not the Classical Era), and I was scouting around for anybody who had done any work on cults and magic, or anything else that might be of interest. I'm pretty good at Greek mythology (well, I have a lot of books...), and I also have the "Mythic Greece" supplement for ICE/Hero System; the latter has some great thumbnail sketches of Greek cities and the rest of the world that would come in very handy. Basically, I'm looking at a campaign that can encompass both mortal heroes and the children of gods. One possibility is that the children of gods (some of the demigods as well as the greater heroes) receive gifts and geases, somewhat like Yelmalio and Humakt worshippers, but they get them as their birthright, not from joining a cult. Achilles and Heracles are examples of this type of character. Many characters seem to have a distinctive power or two that would come as a result of some divine blood in their heritage. My main concern is balancing the characters who do take these "divine gifts" with the characters who don't have them; I don't want the former to overshadow the latter. There don't appear to be too many PC magician types in Greek mythology; most of the ones I'm familiar with are like Circe and Medea, definitely NPCs, whose origins also include divine blood. I suppose that priests and priestesses of Hermes and Hecate might have some spell abilities. "Mythic Greece" has some guidelines about PC sorcerors, who have a touch of divine blood. There also seem to be a number of priests who don't have any special spell abilities; however, many of them also have prowess as warriors. Mostly their priestly duties seem to be making sure that the appropriate rites are performed properly. I don't think magical healing is as widely available, either. This could be bad as combat in RQ tends to include lots of major wounds. Should I just include more ways to heal than are appropriate to this genre, or should I adjust combat somehow to tone down the possibility of losing limbs in battle? Anyway, I'd be very happy to hear whatever anybody has to contribute. Thanks in advance! Guy - -- What the heck is Guy Hoyle up to at http://www.uncommonsolutions.com/ & http://members.aol.com/hawkwoodgg/hawkwood.htm ? *************************************************************************** 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, 18 Aug 1998 17:38:53 +0100 From: "Hibbs, Philip" Subject: [RQ-RULES] RE: Ancient Greece > I ran Mythic Greece using RQ about 6 years ago. I think I let players roll > 2d6+6 for all stats, then gave them either +10 on any one characteristic > or replace any one characteristic with 25, plus 10 years experience in > each of 2 chosen occupations. POW could be sacrificed for divine magic, > reusable once per day. > I asked the magician to pick magic powers that were appropriate to his patron deity, and gave him a point of Divine magic and a point of Spirit magic per point of POW he spent. I did not allow POW gain rolls, in fact I did not allow for character progression at all. > philip.hibbs@tnt.co.uk or phibbs@compuserve.com > http://members.tripod.com/~PhilHibbs/ > Any view of things that is not strange is false > - Neil Gaiman, Sandman *************************************************************************** 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 #141 ************************************* *************************************************************************** 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.