From: owner-runequest-rules@ (RuneQuest Rules Digest) To: runequest-rules-digest@lists.MPGN.COM Subject: RuneQuest Rules Digest V1 #151 Reply-To: runequest-rules@mpgn.com Sender: owner-runequest-rules@ Errors-To: owner-runequest-rules@ Precedence: bulk RuneQuest Rules Digest Tuesday, September 8 1998 Volume 01 : Number 151 RuneQuest is a trademark of Avalon Hill Games. All Rights Reserved. TABLE OF CONTENTS Re: [RQ-RULES] New spell [RQ-RULES] DMD - Eilistraee for RQ/Greyhawk Re: [RQ-RULES] New spell Re: [RQ-RULES] New spell RE: [RQ-RULES] Active Spell RE: [RQ-RULES] A few Sorcery Revisions RE: [RQ-RULES] RE: the REFLEX rule [RQ-RULES] Visibility RE: [RQ-RULES] Visibility [RQ-RULES] Woundart [RQ-RULES] Woundart [RQ-RULES] New spell [RQ-RULES] Visibility 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, 06 Sep 1998 23:02:02 GMT From: mikec@room3b.demon.co.uk (Michael Cule) Subject: Re: [RQ-RULES] New spell In message <199809062116.RAA05548@Mithril.MPGN.COM> Brad Furst writes: > Is this spell redundant, too powerful, too wimpy? > > WOUNDART > 2 Points > Touch, Temporal > > This spell affects any single missile, > adding 1d8 damage to a successful hit. > The temporal nature of this spell means > that it can be cast onto a missile and > the spell will work once only if the > missile is used any time within the > spell's duration. It may be stacked > with Multimissile (affecting only the > first missile) or Firearrow or Speedart. Far too powerful for a 2 point spirit spell. Especially as it seems to be stackable with other damage enhancing spells. - -- 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: Sun, 06 Sep 1998 20:34:57 -0400 From: Tal Meta Subject: [RQ-RULES] DMD - Eilistraee for RQ/Greyhawk Gods of the Drow (Yes, I know, this is not a purists' Greyhawk deity, being predominantly from THAT OTHER SETTING (tm), but I liked the background that sprang to mind when I considered her, so here she is regardless.) EILISTRAEE Runes: Light, Harmony Eilistraee, the Dark Maiden, is the drow goddess of song and beauty. Cult in the World Eilistraee was originally a drow anti-heroine (from the perception of the drow, leastwise); a former high priestess of Lolth who turned away from the dark ways of her people to forge what she hoped would be the path of their redemption, and eventual return to the surface world in peace. Her followers are ruthlessly hunted by modern drow, yet her faith persists and is kept alive in widely isolated shrines. In addition to the few "bright drow" who acknowledge her as their Lady, she has a following among the half-breeds that are spawned in the slave pits of the larger drow cities, as well as the rumoured "City of Amazons" said to exist beneath the Corusk Mts., a small settlement established by this goddesses' followers that supposedly survives to this day. Pure drow blood supposedly runs very thin there, admixed as it is with the blood of the Suel barbarians who rule the surface of that land. Eilistraee's High Holy Day is the 1st of Needfest, with lesser holidays on the 1st of each of the other festivals. Unofficial services are conducted every night, with weekly services on Godsday. Special services are also conducted on nights when either moon is full, if the sky is clear. Eilistraee's services are conducted on the surface, preferably in seculded, wooded terrain, and her priestesses wear their long hair unfettered, with wispy gossamer garmets in colder months, or nothing at all in spring or summer. Lay Membership Requirements: Any being of good heart is encouraged to offer worship to Eilistraee, though in practice only drow, drow half-breeds, a few olves, and even fewer humans do so. Skills taught by this cult include Dance, Dodge, Sing, Speak Languages, Craft (wind instruments, swordsmithing), First Aid, Drow Lore, Olven Lore, World Lore, Play Instruments (Flute, Horn), Listen, Scan, Track, Sneak, Ceremony and 1H Sword attack/parry. Initiate Membership Requirements: Standard. Initiates to Eilistraee commonly serve their communities as hunters, providing what prey is not needed by their own communities to that of nearby steads that may be in greater need. Initiates also serve to spread the word of their goddess, urging their fellows towards happiness rather than anger, to foster hospitality to strangers, and to lead their fellows back to the surface world and into the Light. Spirit Magic: Admonish, Bladesharp, Coordination, Eilistraee's Dance (Improve Dance), Lightwall, Protection, Shimmer, and Silence. Priesthood Requirements: Standard. Eilistraee's priesthood trains it's membership in the arts of dance, song, and swordplay, oversees the ritual hunts, moonlit revelries, and feasts that comprise services to their Lady, and consecrate the individual swords of their followers. Virtues for Eilistraee are Energetic, Joyous, and Spiritual. Common Divine Magic: all Special Divine Magic: Cloud Clear, Comfort Song, Community, Confuse Prey, Living Blade, Moon Song, Weapon of Light Associated Gods None - -- 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, 06 Sep 1998 21:20:47 -0400 From: Richard Ohlson Subject: Re: [RQ-RULES] New spell Brad Furst wrote: > Is this spell redundant, too powerful, too wimpy? > > WOUNDART > 2 Points > Touch, Temporal > > This spell affects any single missile, > adding 1d8 damage to a successful hit. > The temporal nature of this spell means > that it can be cast onto a missile and > the spell will work once only if the > missile is used any time within the > spell's duration. It may be stacked > with Multimissile (affecting only the > first missile) or Firearrow or Speedart. I would say a bit too powerful. Especially if it can stack with Speeddart or Firearrow. It might be easier to say that IF it penetrates armor, it does additional damage. (So the extra damage doesn't make it easier to penetrate armor which is the disadvantage built into missile fire in RQ. Remember, you REALLY don't want your PC's getting a critical impale with an arrow that could potentially do 3d6 +1d8 damage. That would be what, 52 points of damage, ignoring armor, correct? Now, a spell that Halved the protection of armor might balance out nicely, or one that does extra damage vs. a specific creature. (I.e. Dwarf killing arrows that the elves have or something appropriate such as that.) Oh, and a really fun thing to do would be to make an even more powerful spell (Like Truesword that goes on an arrow or javelin, and does double damage) but since it's going on an arrow it's effectivly one use. (Or worse, the bad guy's know enough to grab the javelins and throw them back!) Just my two cents worth, Rich *************************************************************************** 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, 7 Sep 1998 00:55:10 EDT From: JULIAKIR@aol.com Subject: Re: [RQ-RULES] New spell In a message dated 98-09-06 17:42:35 EDT, you write: << Is this spell redundant, too powerful, too wimpy? WOUNDART 2 Points Touch, Temporal This spell affects any single missile, adding 1d8 damage to a successful hit. The temporal nature of this spell means that it can be cast onto a missile and the spell will work once only if the missile is used any time within the spell's duration. It may be stacked with Multimissile (affecting only the first missile) or Firearrow or Speedart. >> The general rule of thumb is take a look at similar spells already in existance. Your spells is on the same level as Firearrow, at half benifit avg 4.5 vs 10, but has the additional benifit of stacking with other spells. This, as a general rule this is a no-no. The +1d8 is good but find another side benifit worth about 5pts or special effect. Leon Kirshtein *************************************************************************** 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, 7 Sep 1998 17:02:44 +0100 From: "Hibbs, Philip" Subject: RE: [RQ-RULES] Active Spell >When a spellcaster must pay attention to an Active spell, is the spellcaster >allowed to pass control (e.g. with perhaps a successful INTx3 roll) of that >Active spell to another creature (e.g. Familiar or Allied Spirit) which is >in Mindlink with the spellcaster? If the referee wants them to be able to do that, then yes. There is no precedent for this in the RQ rules, but it's available to Sorcerors in Sandy's system, and it's done in the Thieves' World novels. 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, 7 Sep 1998 17:21:53 +0100 From: "Hibbs, Philip" Subject: RE: [RQ-RULES] A few Sorcery Revisions Michale Cule: >Tap now yields only MPs but if TAP POW is multispelled with an Enchant >Spell the Tapper can transfer the Tapee's POW to power the Enchantment. I'd be very wary of allowing easy access to POW-stealing enchantment techniques. This is possible in Glorantha, but the only techniques that I have seen are very restrictive and specific, like the broo-hide drum ritual that Trolls have. Non-Gloranthan worlds may vary, but be aware that this is a big power. I like the other stuff, though, but I am moving away from RQ towards HW, so I probably won't use any of it myself! 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, 7 Sep 1998 18:13:36 +0100 From: "Hibbs, Philip" Subject: RE: [RQ-RULES] RE: the REFLEX rule Tal: >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! That's a good arguement agains the skill! 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, 7 Sep 1998 15:12:47 -0400 From: Brad Furst Subject: [RQ-RULES] Visibility Is it reasonable for a player character to cast Visibility upon an attacking spirit in order to force a switch from spirit combat to material combat? Can a non-shaman character gain this spell at all? Brad Furst esoteric@teleport.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, 8 Sep 1998 08:19:10 +0100 From: "Hibbs, Philip" Subject: RE: [RQ-RULES] Visibility >Is it reasonable for a player character to cast Visibility upon an attacking >spirit in order to force a switch from spirit combat to material combat? No, most spirits are not vulnerable to physical attacks, and if they are, they very rarely engage in spirit combat and would probably have to be manifest anyway to do so. 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: Tue, 8 Sep 1998 10:46:11 +0000 From: "Simon Phipp" Subject: [RQ-RULES] Woundart Brad Furst asks: > Is this spell redundant, too powerful, too wimpy? > > WOUNDART > 2 Points > Touch, Temporal Seems OK, except that most missile Spirit Magic spells are incompatible, so I would say that it would not work with Multimisile, Speedart, Firearrow or similar Spirit Magic spells. *************************************************************************** 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, 8 Sep 1998 12:30:22 +0200 From: Alain.RAMEAU@total.com (Alain RAMEAU) Subject: [RQ-RULES] Woundart Is this spell a spirit magic one or a divine magic one ? A 1D8 fixed additional damages for all weapons would result as having a thrown rock x4 damages (1D3+1D8) while a bow wuold only have a x2 damage. Why not simply an effect of doubling damages, instead of a fixed 1D8 ? I suppose it is a spirit spell, as there is already the divine True(Weapon) spell that can be used (when used with a missile weapon, such as a TrueBow spell, I allow any arrow fired from it during the duration of the speel to benefit from the doubling effect). Your spell, if a spirit one, would therefore become a one shot True(Missile) spell. That's the way I see it. ------------------------------ Date: Sun, 6 Sep 1998 17:16:23 -0400 From: Brad Furst Subject: [RQ-RULES] New spell Is this spell redundant, too powerful, too wimpy? WOUNDART 2 Points Touch, Temporal This spell affects any single missile, adding 1d8 damage to a successful hit. The temporal nature of this spell means that it can be cast onto a missile and the spell will work once only if the missile is used any time within the spell's duration. It may be stacked with Multimissile (affecting only the first missile) or Firearrow or Speedart. Brad Furst *************************************************************************** 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, 8 Sep 1998 10:24:48 -0500 From: stancliff@commnections.com Subject: [RQ-RULES] New spell RU>Is this spell redundant, too powerful, too wimpy? RU> WOUNDART 2 Points Touch, Temporal RU> This spell affects any single missile, RU> adding 1d8 damage to a successful hit. ... RU> spell's duration. It may be stacked RU> with Multimissile (affecting only the RU> first missile) or Firearrow or Speedart. In itself, this is a reasonable spell, and if it was 1d6 I might suggest it be one point, but the biggest problem is that you want it to add to other spirit magic missile spells. This violates a long standing premise by Chaosium that the spells of one class of magic used for the same purposes (like spirit magic missile spells) cannot ever be stacked. If you want to make missile magic more deadly, simple remove this restriction. A multi missile 4 with Firearrow and Speedart could be five shots at 3d6+3 and +15% for only 7 MP's, or you could say that the Firearrow and Speedart only affect the first arrow of the multi missile. A more interesting choice might be to make Speedart +2 and +10% and Variable. I don't necessarily endorse any of these modifications, but they would equalize the deadliness of arrows to the other weapons. 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: Tue, 8 Sep 1998 11:13:56 -0500 From: stancliff@commnections.com Subject: [RQ-RULES] Visibility RU>Is it reasonable for a player character to cast Visibility upon an attacking RU>spirit in order to force a switch from spirit combat to material combat? RU>Can a non-shaman character gain this spell at all? RU>Brad Furst You have misread some portion of the rules. A spirit has to already be Visible to attack in spirit combat. Spirits such as Ghosts and Wraiths have this as a natural ability, and I consider it an implied side affect of Summon <> spells. Nothing you can do will make the combat 'material' although there are several spirits that have a material component to attack with weapons such as Wraiths, Nymphs, and Elementals. These temporarily embodied spirits can never attack in normal spirit combat, although a disembodied shaman can attack them that way. 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 #151 ************************************* *************************************************************************** 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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