From: owner-runequest-rules@ (RuneQuest Rules Digest) To: runequest-rules-digest@lists.MPGN.COM Subject: RuneQuest Rules Digest V1 #149 Reply-To: runequest-rules@mpgn.com Sender: owner-runequest-rules@ Errors-To: owner-runequest-rules@ Precedence: bulk RuneQuest Rules Digest Tuesday, September 1 1998 Volume 01 : Number 149 RuneQuest is a trademark of Avalon Hill Games. All Rights Reserved. TABLE OF CONTENTS [RQ-RULES] DMD- Sehanine for RQ/Greyhawk [RQ-RULES] Wrong forum Re: [RQ-RULES] Wrong forum [RQ-RULES] Wrong forum [RQ-RULES] DMD - Solonor for RQ/Greyhawk [RQ-RULES] FWD: the REFLEX rule [RQ-RULES] FWD: the REFLEX rule 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: Sun, 30 Aug 1998 10:00:12 -0400 From: Tal Meta Subject: [RQ-RULES] DMD- Sehanine for RQ/Greyhawk Gods of the Elves SEHANINE (of the Moonbow) Runes: Moon, Fate, Death Sehanine is the true Moon Goddess of the olves, governing divinations, omens, and illusions. Cult in the World Sehanine serves the Seldarine as the Guardian; she watches over mortal olves as they pass through the various stages of their lives, and when they are ready to pass beyond the mortal realms, it is she who is there to guide them to their proper place in the afterlife. Sehanine's "moonbow" is the milky crescent that appears on the lens of an elder olves' eye when he has achieved the proper state of mind to 'pass beyond'. Legend has it that when the greatest members of an olven community are ready to pass, the moon in the sky will also exhibit the same characteristic. Sehanine's High Holy Day is the 4th of Richfest, with lesser holy days whenever one or another of Oerth's moons is in the first day of it's full phase. Sehanine's ceremonies are conducted outdoors at night, and her priestesses commonly "wear" an illusionary gossamer gown that seems composed of moonbeams. Lay Membership Requirements: Sehanine is commonly worshipped both by olves of advanced age who are preparing themselves for the next life, by those younger olves who prepare the bodies of the dead for burial, and by those who outfit journies to the hidden olven realms. Skills taught by the cult include Sing, Speak Languages, Craft (Funeral/Burial Rites), First Aid, Olven Lore, Spirit Lore, Undead Lore, Ceremony, and Staff attack/parry. Initiate Membership Requirements: Standard. Sehanine's initiates see themselves as seekers; among the things they seek out are undead (to lay them to rest), lost magic or knowledge (especially as related to illusions or divination), and lost olven graveyards/grave sites. Both males and females may become initiates of Sehanine. Spirit Magic: Banish Spirit, Moonstaff*, Shimmer, Transfer Wound. * - Redblade, but milky white in color and for staves Acolyte Membership Requirements: As per priests. Priesthood Requirements: Only women may become priestesses of Sehanine, otherwise, standard. Many priestesses of Sehanine also choose to pursue the path of the Shaman, which is open to this cult. Virtues are Calm, Energetic, Loyal, and Spiritual. Common Divine Magic: all Special Divine Magic: Banish Spirit, Forget, Mindblast, Ressurect, Sky Sight, Soothing Word, Turn Undead Associated Gods Hanali: provides Community Labelas: provides Analyze Magic - -- 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: Sun, 30 Aug 1998 19:18:39 -0400 (EDT) From: Al Harrison Subject: [RQ-RULES] Wrong forum Hi folks, I _know_ this isn't the proper place for my second question, so my first question is: what is the address for the Glorantha mailing list? My second question, has anyone done background material for the Teshnos region of Glorantha? My third (appropriate) question: what is the "Craft ..." skill good for? In my previous GMing, I've played it as 1) skill specific to a material - i.e. Craft Iron, Craft Bone, ... Wood, and so forth. The ability to make useful things from that particular material 2) skilled trade - Craft (Agriculture), Craft (Fisher), Craft (Hunter), Craft (Battle). The lore, especially construction and use of equipment, peculiar to a given trade. Thus all warriors would have some skill in Craft (Battle), all priests in Craft (Religion) or perhaps (Politics). This is more like a character class from TOTG than it is like a RQ skill... Any comments on this would be appreciated. Fourthly, I've come up with (what I think is) an improvement on the table-searching of RQ character generation. While not as simple as Loren Miller's GoonQuest (but undoubtedly inspired by those rules), here it is: 1) use the Quick Experience (30 points per year past given age) 2) determine character age 3) determine the character's Best skill 4) determine four - sux Secondary skills 5) determine five - seven Tertiary skills 6) give 4 pts/yr to Best skill, 3 pts/yr to Secondary skills, 1 pt/yr to Tertiary skills 7) let the player assign leftover points out of 30 to any skills s/he likes, even the Best skill 8) no skill over 60% when the character starts With minimal (four characters) playtesting, this system seems to be very comprehensible for beginning players. For whatever all that's worth. Al *************************************************************************** To unsubscribe from this list send mail to majordomo@mpgn.com with the line 'unsubscribe runequest-rules' as the body of the message. ------------------------------ Date: Sun, 30 Aug 1998 21:55:11 -0400 From: Tal Meta Subject: Re: [RQ-RULES] Wrong forum Al Harrison wrote: > > Hi folks, > > I _know_ this isn't the proper place for my second question, so my first > question is: what is the address for the Glorantha mailing list? posting is glorantha@chaosium.com - signing on would require a message (like the one you sent to this list) but to majordomo@chaosium.com > My second question, has anyone done background material for the Teshnos > region of Glorantha? try > My third (appropriate) question: what is the "Craft ..." skill good for? > In my previous GMing, I've played it as > 1) skill specific to a material - i.e. Craft Iron, Craft Bone, ... > 2) skilled trade - Craft (Agriculture), Craft (Fisher), Craft I've always used it as the 2nd; craft (blacksmith, carpentry, etc.). - -- 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, 31 Aug 1998 08:57:04 -0500 From: stancliff@commnections.com Subject: [RQ-RULES] Wrong forum RU>My third (appropriate) question: what is the "Craft ..." skill good for? RU>In my previous GMing, I've played it as RU>1) skill specific to a material - i.e. Craft Iron, Craft Bone, ... RU> Wood, and so forth. The ability to make useful things from RU> that particular material RU>2) skilled trade - Craft (Agriculture), Craft (Fisher), Craft RU> (Hunter), Craft (Battle). The lore, especially construction RU> and use of equipment, peculiar to a given trade. As a knowledge skill, Craft<> is the training and knowledge of how to work with a specific type of material or to make a specific type of commodity; wood, stone, bone, tattoos, cooking, etc. It does not matter whether this is for personal use, sale, or trade. Craft is normally used as the support skill for the Devise Manipulation. Devise makes the item, Craft tells you how. This has the unfortunate side effect of meaning that if you get good at one job, you are pretty good at all jobs because your Devise is high. The roles should probably be reversed so that Devise supports the Craft roll to produce something using that craft. #1 above is fully correct and #2 is an over application. Agriculture is part of Plant Lore (the craft is making farm tools, fences, etc), Fisher and Hunter are sub-classes of Animal Lore (the crafts are making tools, boats, rafts, snares, etc), and Battle should probably be a different skill or lore (the craft is making weapons or armor from wood, bronze, etc), although Craft is a possible means of implementing Battle; this should depend on desired starting skill and whether experience checks are allowed... it might be better as a Lore. Generally a profession has several crafts that support that profession, not just one, for example; an animal is sold in the market and is going to be killed for food and skins. Animal Lore raises the animal and herds it to market. Butchery kills it, skins it, and cuts the meat which is sold fresh or preserved for storage (a possible craft also). Tanning preserves and prepares the hide for use. Leatherwork turns the hide into something useful like saddles or clothing (cobbler is a shoe making profession using Leatherworking). In a small community one person might do all of these, while in a town or city these would be occupations with several people doing one function as their sole job. All children will learn three or four crafts at home to help the family. These can include sewing, cooking and the family trades along with wood, leather, baskets, etc. I prefers the variant that gives every skill a difficulty with different experience rolls for each level. The difficulty is determined by judging the breadth and depth of knowledge for the skill. A skill with little substance that has little subtlety would be Easy (d6+2). If either criteria is large, the skill is Medium (d6). If the skill's knowledge base is wide and deep it is Hard (d3). If the information is missing for a Hard skill or it is not natural for a mortal to learn or understand, then it is Very Hard (d3-1). RU>1) use the Quick Experience (30 points per year past given age) RU>2) determine character age RU>3) determine the character's Best skill RU>4) determine four - sux Secondary skills RU>5) determine five - seven Tertiary skills RU>6) give 4 pts/yr to Best skill, 3 pts/yr to Secondary skills, RU> 1 pt/yr to Tertiary skills RU>7) let the player assign leftover points out of 30 to any skills RU> s/he likes, even the Best skill RU>8) no skill over 60% when the character starts RU>With minimal (four characters) playtesting, this system seems to be very RU>comprehensible for beginning players. While easy to understand, and basically correct, this is too stingy. Extend some characters out to age 25 and 30 to see if they qualify for Rune Lord yet. In a well balanced system, these are about the earliest and latest you would want a character to meet the requirements using an experience system (in game play it can easily happen sooner). I expect that you would need to double or triple the points you give per year to even come close. As I have stated previously, by giving 40 to 45 'experience' or 'training' rolls per year, you get a very believable character. The rolls would be assigned in just the kind of fashion you have described here. 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, 31 Aug 1998 20:47:29 -0400 From: Tal Meta Subject: [RQ-RULES] DMD - Solonor for RQ/Greyhawk Gods of the Elves SOLONOR THELANDIRA Runes: Man, Balance, Beast Solonor is the olven deity of hunting, archery, and survival. Cult in the World Solonor, like Corellon or Fenmarel is a guardian, watching over olves in hostile territory and along their borders with other races. It is said that if there were a Rune that governed archery, Solonor would be it's master. Solonor's High Holy Day is the 2nd of Fruitfall, with minor holidays the 2nd of each month. Services to this deity are conducted outdoors, and the priests generally wear cloaks of a deep green, with silver or gold stitching depicting olves engaged in the art of hunting or war along the hem or cuffs. Lay Membership Requirements: Most olves who hunt or serve in their community's militia honor Solonor, as do olves of any other profession who take up the bow. Skills taught to members of this cult include Climb, Jump, Animal Lore, Craft (bowyer, fletcher), First Aid, Olven Lore, World Lore, Conceal, Devise, Listen, Scan, Track, Hide, Stealth, Ceremony, Bow attack, and Dagger attack/parry. Initiate Membership Requirements: Prospective initiates to Solonor must possess a skill of at least 50% in bow attack in addition to the other standard requirements. The bulk of Solonor's initiates are charged with hunting to feed their communities in peacetime, and comprise the core of their archery units in war. Spirit Magic: BowMeld, Farsee, Multimissile, Shimmer, Silence, and Speedart. Acolyte Membership Requirements: As per priests, though only a 75% Bow attack is required. Priesthood Requirements: In addition to the standard requirements, the subject must also possess a Bow attack of 90% or better Solonor's priests insure that their followers maintain the balance between olves and nature when hunting their own lands. They also assist priestesses of Halani in the various rites of passage they preside over. Virtues for Solonor include Conservative, Energetic, Loyal, and Proud. Common Divine Magic: all Special Divine Magic: Arrow Trance, Catch Scent, Mask Scent, Replenish Game*, Sixth Sense, Sureshot * - Indicates a 1 use spell. Associated Gods Aerdrie: provides Grow Wings Corellon: provides Chameleon Fenmarel: provides Tanglethicket Hanali: provides Community Sehanine: provides Heal Body - -- 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, 31 Aug 1998 22:20:36 -0400 From: Tal Meta Subject: [RQ-RULES] FWD: the REFLEX rule From: "Ian Thomson" Subject: the REFLEX rule Hello Just to clear up any possible misunderstandings I'm not throwing this idea on this mailing list to say 'Hey, here's a new rule, its official' or any of that. Rather its rule that I invented years ago for another sword and sorcery system and has worked very very well, its also dead simple. And I'm sure other people have invented their own version, and everyone is free to ignore at will :) Also in case you think my first post is an indication of my attitude in inventing new rules and ignoring traditional format, not so. In fact in terms of mechanical rules designed to be compatible with the official system - 'forsooth tis the only one' Reflex This is a new skill which begins at Half Dex as a %. It comes into play when a character is faced with needing to move/ respond with extreme speed to a situation, over a short distance. It increases as a tickable skill, however at half the rate of any other skill, and can never exceed CURR DEX as a % (unless the character has martial arts, acrobatics/tumbling or similar training, which may replace the Reflex rule). The Reflex is a Heroic kind of thing and you may wish to limit its use to PCs and exceptional NPCs, ie the personality bad guys Examples of Use: 1) Character scouting an area thought to be empty, spies a foe darting past the end of an alley. Wants to throw a dagger at them 2) Down in Balastor's Barracks (or some other Rubble ruin) - a nilmerg drops a blam keg into the middle of the party. A character decides they will grab the keg and hurl it away. 3) The simple, 'trapdoor opens beneath your feet', and character tries to avoid falling thru 4) You enter a room that turns out to be a trap, and want to stop the door slamming shut 5) You round a corner and find yourself face to face with a gang of Lunar guards, and decide to leap through the middle of them before they can act Probably not the best examples, however this rule has served well do deal with unexpected situations and unusual actions that players want their PCs to try. Example 4 above also gives players the chance to negate that annoying Storyteller narrative, when they say "the door has shut" and there's nothing you can do, even if you were right next to it! Also I don't restrict this for encumberance in some situations where the character only needs to move a foot or so, or just their arms. Where they need to be more mobile, or prevent themselves falling etc, armor may make a Reflex impossible. Thanks for listening and I promise I'll shut up now and wait to see what the official chatter is all about Ian http://www.geocities.com/Area51/Dimension/5507/runeq.html *************************************************************************** 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, 1 Sep 1998 14:16:40 -0500 From: stancliff@commnections.com Subject: [RQ-RULES] FWD: the REFLEX rule RU>Reflex RU>This is a new skill which begins at Half Dex as a %. RU>It comes into play when a character is faced with needing to move/ RU>respond with extreme speed to a situation, over a short distance. RU>It increases as a tickable skill, however at half the rate of any RU>other skill, and can never exceed CURR DEX as a % (unless the RU>character has martial arts, acrobatics/tumbling or similar RU>training, which may replace the Reflex rule). RU>The Reflex is a Heroic kind of thing and you may wish to limit its RU>use to PCs and exceptional NPCs, ie the personality bad guys If you limit it to Dex%, then just use a Dex x 1 roll all of the time. The concept is appropriate, but it doesn't need to be another skill. 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. ------------------------------ End of RuneQuest Rules Digest V1 #149 ************************************* *************************************************************************** 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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