From: owner-runequest-rules@ (RuneQuest Rules Digest) To: runequest-rules-digest@lists.MPGN.COM Subject: RuneQuest Rules Digest V1 #143 Reply-To: runequest-rules@mpgn.com Sender: owner-runequest-rules@ Errors-To: owner-runequest-rules@ Precedence: bulk RuneQuest Rules Digest Thursday, August 20 1998 Volume 01 : Number 143 RuneQuest is a trademark of Avalon Hill Games. All Rights Reserved. TABLE OF CONTENTS RE: [RQ-RULES] RQ: Ancient Greece RE: [RQ-RULES] RQ: Ancient Greece Re: [RQ-RULES] RQ: Ancient Greece Re: [RQ-RULES] RQ: Ancient Greece [RQ-RULES] DMD - St. Trowbane for RQ/Greyhawk RE: [RQ-RULES] RQ: Ancient Greece Re: [RQ-RULES] RQ: Ancient Greece [RQ-RULES] DMD - Rao 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: Wed, 19 Aug 1998 11:10:20 -0500 From: stancliff@commnections.com Subject: RE: [RQ-RULES] RQ: Ancient Greece Bob wrote: RU>> In fact, all magic items would be sparse and weak compared to a RU>>normal campaign. A sword hilt with Bladesharp 2 is practically a gift RU>>from the gods. Poisons and antidotes are valuable treasure, and small RU>>marginal magic items are valued as gifts. Don't bother putting any RU>>enchantments on weapons and shields, they should collect damage and RU>>break often enough that it would be a waste of magic. Put them on RU>>transferable items like hilts, pommels, jewelry items, or armor. Philip wrote: RU>I get the impression that you are concentrating on game system stuff here, RU>rather than the mythical, heroic feel that the game should have. If a hero RU>has a magic sword, then the sword is magical. Actually, I AM talking about the more mundane or common magic and treasure made in the world. It wouldn't be right to start a new game with Magic made by Hephaestus himself. The godly artifacts are plot devices, unique and possibly indestructable, made of metals not known on earth. Heroic Feel stems more from heroic actions and good GM special effect descriptions than just the items you carry. It helps if the PC's are very good at the appropriate skills. The feel of a game will always come down to the style of the GM's descriptions, and the player's ability to reinforce that style... if your players are wargamers, as most RQ players tend to be, it will be harder to keep the game from devolving into rules issues. 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: Wed, 19 Aug 1998 16:10:50 +0100 From: "Hibbs, Philip" Subject: RE: [RQ-RULES] RQ: Ancient Greece >It wouldn't be right to start a new game >with Magic made by Hephaestus himself. I did. It's all a matter of personal choice, if you want to run a game in which magical things can be (and usually are) created by mortals, then that's different. I don't know my Greek myths that well, was there much man-made magic around, or was it predominantly natural or god-made? 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: Wed, 19 Aug 1998 18:41:59 +0100 From: Nikk Effingham Subject: Re: [RQ-RULES] RQ: Ancient Greece > Since you are looking for a variant game anyway, there is no reason >you shouldn't give your players 100, 150 or 200 points in Hero Games >Disadvantages to balance starting stat points, experience levels, and >special favors from the gods. Ahem... if you want a system like Heroes already converted over to RQ go to my webpage at: http://www.geocities.com/TimesSquare/Lair/7556/chargen.htm for my character generation system. Not only does it have advantages and disadvantages but it also allows for the characters to create high powered characters from the beginning. Nikk E. _______________________________________________________ Nikk Effingham E-mail: nikk@MailAndNews.com WWW: http://www.geocities.com/TimesSquare/Lair/7556/ "If absolute power corrupts absolutely where does that leave god?" --George Daacon _______________________________________________________ *************************************************************************** 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, 19 Aug 1998 17:44:05 -0700 From: Joseph Elric Smith Servant to Arioch Subject: Re: [RQ-RULES] RQ: Ancient Greece I just wanted to say great page. I am just now getting back into RQ loved 2 didn't care much for 3 but having seen some of the work you guys have done. I have decided to try it again. thanks for sharing all the great work Ken Nikk Effingham wrote: > Ahem... if you want a system like Heroes already converted over to RQ go to > my webpage at: > > http://www.geocities.com/TimesSquare/Lair/7556/chargen.htm > > for my character generation system. Not only does it have advantages and > disadvantages but it also allows for the characters to create high powered > characters from the beginning. > > Nikk E. > > _______________________________________________________ > Nikk Effingham > E-mail: nikk@MailAndNews.com > WWW: http://www.geocities.com/TimesSquare/Lair/7556/ *************************************************************************** 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, 19 Aug 1998 20:03:18 -0400 From: Tal Meta Subject: [RQ-RULES] DMD - St. Trowbane for RQ/Greyhawk ST. TROWBANE Runes: Law, Stasis St. Trowbane is the god of Serenity. Cult in the World St. Trowbane 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 Serenity, and as such he now embodies the sentiments of all those who quest for order and predictability in their own lives. Trowbane's High Holy Day is the 4th of Sunsebb, the day of his Ascension. Lesser holidays are observed on the second Godsday of each month, as well. Services honoring Trowbane are generally conducted at shrines located within Temples dedicated primarily to Rao or St. Cuthbert. Priests of St. Trowbane wear robes of emerald green chased with copper strands. Lay Membership Requirements: Lay members of Trowbane's cult are taught means of organizing and settling their lives. While Trowbane is mainly popular among the elderly, he has many adherents among refugees, widow(er)s, and condemned criminals as well. Skills taught by the cult include Orate, Sing, Speak Languages, Craft (various, mainly "calming" crafts such as needlework, etc.), Devise, Listen, and Ceremony. Initiate Membership Requirements: Standard. Trowbane's initiates seek stability in all things, and try to help others to do the same. Spirit Magic: Countermagic, Glue, Protection. Priesthood Requirements: Standard. Priests of Trowbane must take vows of both chastity and poverty, as well. Many also take on vows of silence, and enter special monestaries located far from civilized lands. Virtues for St. Trowbane include: Altruistic, Calm, and Modest. Common Divine Magic: all Special Divine Magic: Awaken, Catatonia, Divination Blank, Undetectable to Humans Associated Gods St. Carmichael: provides War Fetter St. Cuthbert: provides Turn Undead 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: Thu, 20 Aug 1998 09:00:14 -0500 From: stancliff@commnections.com Subject: RE: [RQ-RULES] RQ: Ancient Greece RU>that's different. I don't know my Greek myths that well, was there much RU>man-made magic around, or was it predominantly natural or god-made? The Greeks treated their myths pretty much like their real world, and the heroes were fortunate to be blessed by the gods. Practically everything magical or unexplainable had a divine or semi-divine origin. There were a few man-made items that were considered blessed by the gods to be powerful and just a few powerful items that were legendary, but made by heroes or master craftsmen. *************************************************************************** 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, 20 Aug 1998 11:52:55 -0400 From: Tal Meta Subject: Re: [RQ-RULES] RQ: Ancient Greece stancliff@commnections.com wrote: > > RU>that's different. I don't know my Greek myths that well, was there much > RU>man-made magic around, or was it predominantly natural or god-made? > > The Greeks treated their myths pretty much like their real world, and > the heroes were fortunate to be blessed by the gods. Practically > everything magical or unexplainable had a divine or semi-divine origin. > There were a few man-made items that were considered blessed by the gods > to be powerful and just a few powerful items that were legendary, but > made by heroes or master craftsmen. Of course, depending on your intent for the campaign, it's entirely possible to run a Heroic Grecian campaign that while modelled on the age, isn't tied to actual history/myths. In other words, write your own myths via the campaign, and if needed, let the more traditional myths take place in the background, or even hand them to your players and see how they handle the same situations. - -- 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: Thu, 20 Aug 1998 18:06:19 -0400 From: Tal Meta Subject: [RQ-RULES] DMD - Rao for RQ/Greyhawk (Elements of this writeup were inspired by Rasgon@aol.com's previous post on this subject, and the Sword Archon description borrowed heavily from the Spirit Warrior writeup by SimonPhipp@aol.com) RAO Runes: Law, Stability, Intellect, Harmony Rao is the god of Peace, Reason, and Serenity. Cult in the World Known as the Peacemaker, the Civilizer, and the Shepard, Rao is the son of Beory and Pelor, and father to Lirr & Zodal. The Threefold Sainted Ones, Carmichael, Cuthbert, and Trowbane were mortal servants of his in the ancient past, who rose to serve their Lord as Aspects of his Presence. Rao opposes evil whenever and wherever he finds it; while he is known for his calm, reasoned style of debate, and for his unending crusade for peace, in the face of pure evil he stands ready to do battle. Rao's faith teaches that peace and serenity are the most desireable states for living, and that Reason is the tool by which they can be best achieved. However, Rao's faith also teaches that peace is worth fighting for, and his cult struggles endlessly with this dichtomy in their doctrine. Rao's followers strive to serve as examples to their communities, exemplifying the attributes of their god in all things. The High Holy Day for this cult is the 4th of Needfest, with lesser holidays on the 4th of each of the other Festivals. Local churches also celebrate the dates of treaties signed in their region, as well. Services are almost always conducted in temples built of white stone on a grand scale, surrounded by extensive gardens of flowers and/or stone. Raotian priests wear white robes trimmed in blue, sometimes with quotations of holy scripture embroidered along the neckline, sleeves, or hem. Lay Membership Requirements: Lay members Rao's cult come from many walks of life. Surprisingly, this cult is quite popular among former members of the so-called "criminal underworld" who genuinely seek redemption and reform. Rao's faith teaches that a return to the simple ways of old is essential towards bringing true contentment. Lay members of the faith are encouraged to assist the priests maintain the buildings and grounds of their temples, through such simple acts as gardening, carpentry, and painting. Skills taught by the cult include Debate, Orate, Sing, Speak Languages, Craft (carpentry, gardening, painting, masonry), First Aid, Flannae Lore, Human Lore, Read/Write Languages, World Lore, Listen, Ceremony, and Staff attack/parry. Initiate Membership Requirements: Standard. Known as Soothing Words, Rao's initiates serve as temple guardians, greeting passerbys and giving aid to anyone who seems to need it. When not serving the temple directly, Soothing Words are encouraged to travel and learn of other lands, and to give good account of themselves and their faith, in their capacity as emissaries. Spirit Magic: Befuddle, Demoralize, Ease Pain, Magic Push, Sustain Acolyte Membership Requirements: as per Priests. Acolytes are known as the Rebukers. When not mediating disputes brought before them at their own temples, they travel the land performing the same service wherever they find they are needed. Rune Lord Membership Requirements: as per priests. Rao's Lords are known as Peacekeepers. More than elite temple guards (Peacekeeprs officially form the core of that branch of the temple heirarchy), Peacekeepers can often be found travelling the lands under their protection preventing violence, protecting the weak, and doing their best to serve as living examples of the way of life their faith expouses. Rao's Peacekeepers are sworn to fight only as a last resort, though once the first blow has been struck against them, they fight with righteous fury. Priesthood Requirements: Standard. Rao's priests are known as his Impassioned Voices, or usually just the Impassioned. Skilled debaters, they are popular advisors to local nobility, sometimes filling in as legal counsels or judges when followers of Allitur are not available. Most priests, however, prefer to spend their time in simple meditation, quietly contemplating the world around them, and seeking inspiration. Virtues for Rao include: Calm, Conservative, Honorable, Modest, and Social. Common Divine Magic: all Special Divine Magic: Absorption, Banish Spirit, Community, Oath, Restore INT, Shield, Soothing Word, Summon Archon Spirit of Retribution Thollisk the Mediator: Thollisk was one of Rao's first and most highly respected priests, who still serves his lord as the spirit of retribution for this cult. Thollisk generally manifests not to punish worshippers, but to aid them. In times of great need, when all other attempts at mediation between parties have failed, he comes in the guise of someone both sides trust, and makes a final plea for peace. In his capacity as the retributor, Thollisk appears whenever the recalcitrant worshipper is in a position where others decide his fate. Thollisk will pit his formidable debating skills against anyone to argue for the most greivous punishment warranted by the situation, even unto death, if such is possible. Thus, an excommunicant follower of Rao, captured by goblins, may find that Thollisk has taken the form of a goblinoid warrior who argues skillfully that rather than holding him for ransom, he should be put right in the cookpot! Archons Archons are said to be the spirits of all the mortals who have ever fallen in the service of Rao. They continue to serve their Lord in spirit form, by answering the calls of mortals in need of aid. Archons come in several forms, representing various levels of "purity" or perhaps rank in Rao's service. Most common are the Lanterns, softly glowing speheres of light, who will come to the aid of any who call them by means of the Summon Archon spell. Next most common are the Warden Archons, who resemble Lanterns in form, but are usually larger, and more blocky in appearance. Wardens will not usually answer the call of initiates, sending Lanterns to aid them instead. Least common are the Sword Archons, that take the form of a glowing warrior with a sword; Swords will only answer the summons of priests. Other forms of Archons are known to exist, but these are the ones that answer summons most often. Lantern Archons SIZ: 2 MV: 20 INT: 4d6 HP: 3d6+6 MP equal to hit points AP equal to hit points (Lantern Archons are effectively the same as Hellions. Their entropic attack weakens and tires opponents, but does not kill. See the RQ3 creature book for more detailed information.) Warden Archons Characteristics Average STR 1d6+2 3-4 SIZ 1 cubic meter POW 1d6 3-4 HP 1d6+2 3-4 Move 10 AP equal to hp / 3 Warden Archons do not possess an attack form; rather, they either impose themselves between the summoner and harm, or can encircle and entrap 10 SIZ worth of opponents for each cubic meter of SIZ it possesses. Victims trapped within a Warden can be grasped by it's STR (match STR vs. STR to overcome) if they attempt escape, and anyone so held loses 2d6 fatigue points per DEX strike rank in their struggle to escape.. When performing either function, the Warden takes on the appearance of a wall or fence, and either encircles the target ot keeps itself between the caster and his enemies. (Think of a gnome turned inside out; rather than a pit, it forms a cell above ground.) Sword Archons Attribute Equals SIZ POW INT 4d6 POW varies DEX POW Move POW Armor MP Hit Points MP Attack/Parry% 5xMP Weapon Damage MP Sword Archons are so named because they alone will fight for the cause of peace. Sword Archons are beings of pure force; possessing only INT and POW. Most of their stats are based on their POW or current magic points. As Sword Archons accrue damage, they become weaker, but they cannot be truly destroyed unless their POW somehow is reduced to zero. Associated Gods Pelor: provides Produce Light Zodal: provides Ressurect - -- 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 #143 ************************************* *************************************************************************** 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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