From: owner-runequest-rules@ (RuneQuest Rules Digest) To: runequest-rules-digest@lists.MPGN.COM Subject: RuneQuest Rules Digest V1 #155 Reply-To: runequest-rules@mpgn.com Sender: owner-runequest-rules@ Errors-To: owner-runequest-rules@ Precedence: bulk RuneQuest Rules Digest Saturday, September 19 1998 Volume 01 : Number 155 RuneQuest is a trademark of Avalon Hill Games. All Rights Reserved. TABLE OF CONTENTS [RQ-RULES] Tharn'Kas Spirit Cult [RQ-RULES] end of Woundart [RQ-RULES] Mindlink and divine/rune spells [RQ-RULES] DMD - Elder Elemental Leftovers [RQ-RULES] Re: RuneQuest Rules Digest V1 #154 [RQ-RULES] Designing stronger bows [RQ-RULES] FWD: criticals, specials and the like [RQ-RULES] Mindlink and divine/rune spells [RQ-RULES] Designing stronger bows [RQ-RULES] FWD: criticals, specials and the like Re: [RQ-RULES] FWD: criticals, specials and the like [RQ-RULES] strike ranks per round Re: [RQ-RULES] strike ranks per round [RQ-RULES] DMD - Kiaransalee 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: Thu, 17 Sep 1998 19:57:44 -0700 From: "Jim Bickmeyer" Subject: [RQ-RULES] Tharn'Kas Spirit Cult I did decide to use the spell Fullthrow in my game. So I decided to make a spirit cult that would provide this spell. The following is that cult. Tharn was a hunter/hero of a long forgotten tribe. [You may insert your own tribe if you wish] Tharn'Kas quested in an attempt to help his people fight off monsters and defend against invaders. On his journey he tracked and fought a demon, Kaskarg. The demon hurled rocks with such force that Tharn's left arm and ribs were shattered. Even grievously wounded Tharn hurled his spear and pierced the foul demon's heart. Dying of his wounds Tharn dragged himself to the also dying demon. In a hunter's ritual Tharn partook of the monster's blood. He had hoped that some of the monster's strength would enter him and give him the strength to survive. The result was more than Tharn had hoped for. A part of the demon Kas entered Tharn making him into Tharn'Kas. The demon then cursed Tharn that his spirit would remain in the wood spear shaft that pierced his heart. Tharn'Kas survived and returned to his tribe with the demon ability to cast spears with the strength of ten men. He found that when he hurled his spear, a second phantom spear also traveled to strike his target. These abilities he taught to the warriors and hunters of his tribe. Upon his eventual death, Tharn'Kas's spirit stayed with his spear, and became the start of the spirit cult of Tharn'Kas. The old spear shaft has remained as it always was, never aging or showing marks of damage or wear. Many tribes and then military regiments have owned and decorated the shaft into standards of their own liking. The standard is the focus for the Tharn’Kas spirit cult. It holds the spirit of Tharn'Kas Spearcaster. Worshippers of Tharn'Kas can gain the spirit spells of Fullthrow and Multimissle 1. Skills taught are determined by those in possession of the standard. To become a member of the Tharn’Kas cult, the applicant must be accepted by the Standard Barrier. Currently the standard is the possession of Jomar's Purple Peltasts. Jomar The Grand acts as the Priest to Tharn'Kas. The Standard Barrier is the best warrior in his Peltast unit. A competition is held each year to find the Standard Barrier. Only Jomar as the Priest of Tharn'Kas decides who will participate in the contest. Free web-based email, Forever, From anywhere! http://www.mailexcite.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: Fri, 18 Sep 1998 00:15:12 -0400 From: Brad Furst Subject: [RQ-RULES] end of Woundart At 04:19 PM 9/10/98 -0400, Bob Stancliff wrote: >If you allow these to stack then you don't need Woundart, it would be >redundant with Speedart, and if you made Speedart variable, it would be and At 05:49 PM 9/17/98 -0400, Simon Phipp wrote: >Exactly, that is why no sane person would allow these spells to stack. Perhaps "no sane" [rule-player] "would allow these spells to stack." Unless the character does not _have_ each of these spells. The character, who recovered the matrix of the Woundart, does not have Firearrow, but does have a Speedart. In this Gloranthan campaign, the character is Orlanthi/Sartarite. Those folks just don't use Firearrow and it is not even available through any of the cults except Elmal who has no officially published parameters. This character is distainful of sun/fire cults and would choose not to use Firearrow even if it were available. I am fortunate to have players in my group who are role-players rather than rule-players or roll-players. :-) I allowed the spell to enter the campaign sans mention of stacking: 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. The spell has not been used yet. There has been no mention among the players of attempts to stack. We will see how it goes in the future. 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: Fri, 18 Sep 1998 00:22:20 -0400 From: Brad Furst Subject: [RQ-RULES] Mindlink and divine/rune spells Can one character who is in Mindlink use the divine/rune spells of the other character who is 'Linked? Is divine/rune magic defined as part of "Spell Knowledge," since they occupy zero Free INT? Is the situation different for Familiars or Allied Spirits which are, by definition, _ritually_ 'linked by enchantment? 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: Thu, 17 Sep 1998 23:14:53 -0400 From: Tal Meta Subject: [RQ-RULES] DMD - Elder Elemental Leftovers Forgot the last bit on Ghaunadaur... Spirit of Reprisal Tzolktal is the spirit of reprisal for this cult, taking the form of a churning cloud of purple mist or smoke, within which can be glimpsed a single golden eye, surrounded by three mottled purple and mauve tentacles. Tzolktal has an INT of 16, a POW of 18, and his tentacles have 14 HP / 3AP each, but possesses no spells (though see below). Each of the three 6m tentacles attacks with 95% skill. Once manifested, it will emit a beam of golden light from it's Eye, that will instantly cancel the effects of any spell on it's quarry with an Intensity less than 6 (i.e. Countermagic 6 or Shield 3 would both fail), and proceed to attack with it's three tentacles. When the first tentacle strikes, all of the poison the offender has ever resisted through Ghaunadaur's favor takes effect at once; with the second hit, all the acid. The third tentacle delivers 1d20 points of damage, ignoring armor. Once it has landed three successful hits, Tzolktal draws it's substance back into the Spirit Plane and troubles the offender no more. - -- talmeta@bellatlantic.net - I *am* one of the Chosen Few! ICQ - 12594453 AIM - talmeta1 TANJ Lives! - Alternate Homepage - *************************************************************************** To unsubscribe from this list send mail to majordomo@mpgn.com with the line 'unsubscribe runequest-rules' as the body of the message. ------------------------------ Date: Fri, 18 Sep 1998 01:05:41 -0400 From: Brad Furst Subject: [RQ-RULES] Re: RuneQuest Rules Digest V1 #154 At 05:49 PM 9/17/98 -0400, Simon Phipp wrote: >RQ Dragonewts use a longbow which does 1D10 + 1 and always have. They My copy of RQ2 has those same dragonewts' long bow & arrow damage at 1d6+1, however. >are the bows I use since they should do more damage than a normal >bow. Even by smaller [than SIZ 2d6+12] creatures such as humans (STR 2d6+6)? Yikes! >I use the RQ2 Imapling/Slashing/Crushing except that crushing adds >the DB twice, rather than adding the Max DB. In RQ2, Impales did Max >weapon damage + rolled weapon damage. Firearrows did 3D6 + Max weapon >damage. It actually worked really well. This is the kind of information that we need up front, especially when you are mixing examples of RQ3 dragonewts and RQ2 Firearrows. :-) 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: Fri, 18 Sep 1998 09:29:53 +0200 From: Alain.RAMEAU@total.com (Alain RAMEAU) Subject: [RQ-RULES] Designing stronger bows My few bolgs to the recent discussion on bows and crossbows damages: I use the following house rule : The minimum STR requirements on the RQ missiles list apply for STR +/-5 points. However, for each STR point under the minimum requirement, the character may use the weapon but suffer a -5% malus. Beyond 5 points less (-25% malus), he cannot use such weapon. It is possible for strong characters to have bigger weapons, especially designed for their STR. For each 5 STR additional minimum requirement, the weapon has +25% range, +0.5 enc, +1AP, inflicts +1 damage point, and its cost is +25%. In my campaign, one of my players have so designed a bow causing +4 damages, but requiring a high minimum STR to use. To be able to use it, that player must cast a good Strength spell on itself, and even with it he still lack one point of minimum STR requirement, therefore having a -5% malus on its Bow skill with that weapon. Alain. http://www.btinternet.com/~karamo/rqgb.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: Fri, 18 Sep 1998 08:36:55 -0400 From: Tal Meta Subject: [RQ-RULES] FWD: criticals, specials and the like [Ian, please check your config, as to date ALL of your posts have bounced!] From: "Ian Thomson" Date: Fri, 18 Sep 1998 16:18:50 +0000 Subject: criticals, specials and the like Reply-to: ithomson@swin.edu.au A question. For special rolls I give maximum damage For criticals I give maximum ignoring armor This seems mighty simple and easy to remember and apply However I'm interested in any other definitions people use thanks *************************************************************************** To unsubscribe from this list send mail to majordomo@mpgn.com with the line 'unsubscribe runequest-rules' as the body of the message. ------------------------------ Date: Fri, 18 Sep 1998 10:08:58 -0500 From: stancliff@commnections.com Subject: [RQ-RULES] Mindlink and divine/rune spells RU>Can one character who is in Mindlink RU>use the divine/rune spells RU>of the other character who is 'Linked? My reading of the rules say YES, and the 'Strangers in Prax' book supports this with the Afengang attack on the 'Arm of Pavis'. Aziok MindLinks her daughters to use their spider cult spells for her transformation, I don't think she had all of the spells she intended to use. RU>Is divine/rune magic defined as part of "Spell Knowledge," since they occupy RU>zero Free INT? Not only should Divine spells be considered 'knowledge', but INT spirits in accessible binds probably should be as well since they continually impart knowledge to the possessor. RU>Is the situation different for Familiars or Allied Spirits which are, by RU>definition, _ritually_ 'linked by enchantment? The familiar's link seems to be a form of Telepathy (which might still apply), but Allied spirits and Fetches are both described as MindLink. 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: Fri, 18 Sep 1998 10:15:46 -0500 From: stancliff@commnections.com Subject: [RQ-RULES] Designing stronger bows RU> It is possible for strong characters to have bigger weapons, RU> especially designed for their STR. For each 5 STR additional minimum RU> requirement, the weapon has +25% range, +0.5 enc, +1AP, inflicts +1 RU> damage point, and its cost is +25%. I allowed a bigger bow as well, but without the formalism shown here. It reflected all of these concepts, but did slightly more damage. 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: Fri, 18 Sep 1998 10:25:58 -0500 From: stancliff@commnections.com Subject: [RQ-RULES] FWD: criticals, specials and the like RU>For special rolls I give maximum damage RU>For criticals I give maximum ignoring armor RU>This seems mighty simple and easy to remember and apply RU>However I'm interested in any other definitions people use I run that slashes do 'weapon max + str bonus', crushes do 'str bonus max + weapon', and impales do 'weapon doubled + str bonus'. A critical is a special that bypasses armor and protection, but not parry. 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: Fri, 18 Sep 1998 15:27:13 +0100 From: Nikk Effingham Subject: Re: [RQ-RULES] FWD: criticals, specials and the like >For special rolls I give maximum damage >For criticals I give maximum ignoring armor > >This seems mighty simple and easy to remember and apply > >However I'm interested in any other definitions people use For specials with Impaling weapons I use double damage, plus Damage bonus, with the option to leave your weapon in the wound so it can't be healed. For Crushing weapons I use double damage bonus, and for slashing weapons I use maximum weapon damage. For criticals I use maximum special damage (so an impale would do maximum double damage) through armour. Very viscious and deadly, and just the way I like my combats to be. Does that help? I did try Wound Tables at one point. I had tables with lists of results, and whenever you rolled a special or better, you rolled a 1d100 and modified it (I think specials were unmodified, criticals were +20, Supercrits +40 etc...) to get an additional result. So an Impaling weapon might do double damage, it might do double damage through armour if you were lucky, it might even kill the enemy outright if you rolled high enough, but likewise a low roll meant flesh wounds and only normal damage and things like that. At really high levels you had really, really viscious results. We dropped it as it didn't work out too well, and returned back to what I now use. 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: Fri, 18 Sep 1998 22:03:44 -0400 From: Brad Furst Subject: [RQ-RULES] strike ranks per round Are there significant consequnces in choosing how many strike ranks per round will be used in a campaign? RQ2 uses 12 per round, making 60 SR per minute. How convenient. RQ3 uses 10 per round. RQ:AiG is strange. Why did the authors choose to change from edition to edition? 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: Sat, 19 Sep 1998 14:35:11 -0400 From: Tal Meta Subject: Re: [RQ-RULES] strike ranks per round Brad Furst wrote: > > Are there significant consequnces in choosing how many strike ranks per > round will be used in a campaign? Personally, I use a system somewhere between Elric! and Shadowrun; actions begin on the highest DEX, and take effect depending on casting time, weapon speed, and movement. Every 10 strike ranks, another round of actions can begin (i.e. if the highest DEX is 18, that character could choose to move or begin an attack on 18, and then again on 8), and actions that would require more strike ranks to accomplish than are left (excluding spellcasting and movement) are wasted. (frex: Doug has a DEX of 11, and is attacking with a sword (a 2 count weapon). He would declare a target and start swinging on 11, connect on 9, but he wouldn't have enough time to swing his sword again on 1, though he could move or begin casting a spell.) > Why did the authors choose to change from edition to edition? So there'd be extra things to remember? :) - -- talmeta@bellatlantic.net - I *am* one of the Chosen Few! ICQ - 12594453 AIM - talmeta1 TANJ Lives! - Alternate Homepage - *************************************************************************** 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, 19 Sep 1998 14:55:17 -0400 From: Tal Meta Subject: [RQ-RULES] DMD - Kiaransalee for RQ/Greyhawk Gods of the Drow KIARANSALEE Runes: Chaos, Hunger Kiaransalee is the goddess of undeath and vengence. Cult in the World Kiiransalee is believed by some to be Lolth's daughter by some Lord of the Abyss, but in truth she is the last daughter of Lolth and Corellon, twin to Vhaeraun, conceived in a final act of passion between the two before the events that led to the Sundering. In drow mythology, she rules a frigid realm populated only by the dead she and her followers have slain, a domain that she initially wrested from another Chaos Lord upon his death at her hands. In modern drow society, followers of Kiaransalee often oversee the urban slave operations, choosing those slaves deemed unfit for living service to toil as undead servants instead. Kiaransalee's High Holy Day is the 5th of Needfest, with lesser holidays observed on the 17th of each month. Services are held underground (naturally), usually either in the vaults beneath the city where the dead are stored, or in special temples consecrated to their goddess in regions where their cult is strong. Kiaransalee's priestesses wear naught but silver jewelry and black spidersilk veils while conducting services. Lay Membership Requirements: Kiaransalee gains most of her worshippers from among those members of the drow who seek vengence or who plot the downfall of their enemies, often with an eye towards making their downfall serve their own purposes. Skills taught by this cult to female initiates include Orate, Speak Languages, Craft (Burial Rites, Corpse Preparation), Drow Lore, Undead Lore, World Lore, Conceal, Devise, Hide, Sneak, and Ceremony. Skills taught to males include Orate, Speak Languages, Drow Lore, Undead Lore, World Lore, Hide, Sneak, Ceremony, 1H Sword attack/parry and Dagger attack. Initiate Membership Requirements: Standard. Kiaransalee's initiates seldom advertise their affiliations, the better to overhear others slight their faith. Those who unknowing do so often find themselves being prepared for a whole new unlife as a servant of the cult they mocked. Males may join this cult as initiates, but may not rise any higher in the cult. Those who take this step become eligible to learn those skills taught to women as well as those taught to men. Spirit Magic: False Healing, Reanimate, Shimmer, Transform to Undead. Priesthood Requirements: Standard, though exclusive to females. Kiaransalee's priestesses oversee the creation of the undead that serve the cult and their community. While they are technically subservient to the cult of Lolth, they believe that someday the UnDead Daughter will overcome the Spider Queen in one last act of revenge. Priestesses of Kiaransalee often sponsor lay fighting orders (of males) that are sold to various noble houses for the purposes of executing missions of vengence. In addition to whatever costs are entailed, the cult generally claims the bodies of all those slain in the mission for reanimation as undead, though for a higher price they will provide the "target" of the mission in an undead state to the buyer, as well. Virtues for Kiaransalee include Cruel, Manipulative, and Vengeful. Common Divine Magic: all Special Divine Magic: Command (various undead), Create (various undead), Eternal Peace, Summon (Guardians, ghosts, ghoul spirits, wraiths, etc.), Associated Gods Lolth: provides Sucker Limb - -- talmeta@bellatlantic.net - I *am* one of the Chosen Few! ICQ - 12594453 AIM - talmeta1 TANJ Lives! - Alternate Homepage - *************************************************************************** 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 #155 ************************************* *************************************************************************** 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.