From: owner-runequest-rules@ (RuneQuest Rules Digest) To: runequest-rules-digest@lists.MPGN.COM Subject: RuneQuest Rules Digest V2 #54 Reply-To: runequest-rules@mpgn.com Sender: owner-runequest-rules@ Errors-To: owner-runequest-rules@ Precedence: bulk RuneQuest Rules Digest Friday, March 26 1999 Volume 02 : Number 054 RuneQuest is a trademark of Hasbro/Avalon Hill Games. All Rights Reserved. TABLE OF CONTENTS [RQ-RULES] Off-list Auction Re: [RQ-RULES] Off Topic Glorantha List Re: [RQ-RULES] Off Topic Glorantha List [RQ-RULES] Cyrrollalee for RQ/Greyhawk Re: [RQ-RULES] Off Topic Glorantha List Re: [RQ-RULES] Off Topic Glorantha List [RQ-RULES] Illumination rules 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, 24 Mar 1999 09:34:31 -0500 From: Tal Meta Subject: [RQ-RULES] Off-list Auction I've been asked by someone who is not on the list to post the following auction notification. Please note that the guy running the auction IS NOT ON THIS LIST, so replying to this message here is waste of everybody's time. - -- Collector's Trove Auction 15: RARE and Hard to Find RuneQuest NOTE: This will be the only posting to the list. If you wish to participate you must email replies to only! FOR AUCTION: Apple Lane, Balastor's Barracks, Broken Tree Inn, Creatures of Chaos 1, Cults of Prax, Cults of Terror, Foes, Hellpits of Nightfang, Militia and Mercenaries, Plunder, Snakepipe Hollow, Trolls and Trollkin Howdy All, I have the following RuneQuest treasures for auction: [further notes on condition and bidding at end] *************************************************************************** RuneQuest (RQ1 = RuneQuest, 1st Edition, RQ2 = RuneQuest, 2nd Ed., etc.) *************************************************************************** Apple Lane NM (RQ1; 1st printing!) Minimum Bid: $15.00 High Bid: Balastor's Barracks NM (RQ1; 1st printing!; extremely faint pricetag discoloration mark on back cover) Minimum Bid: $25.00 High Bid: Broken Tree Inn NM (RQ1; 1st printing!) Minimum Bid: $6.00 High Bid: Creatures of Chaos 1 (RQ2; 1st printing!; extremely faint pricetag discoloration mark on back cover) Minimum Bid: $9.00 High Bid: Cults of Prax VG+ (RQ1; 1st printing w/babboons and man on horse cover) Minimum Bid: $10.00 High Bid: Cults of Terror NM (RQ2; 1st printing!) Minimum Bid: $10.00 High Bid: Foes NM (RQ1; 1st printing!; faint pricetag discoloration mark on back cover) Minimum Bid: $9.00 High Bid: Hellpits of Nightfang NM- (RQ2; 1st printing!; 3-4 tiny tiny spots <1 mm ea. and 1 near invisible .25" waterspot, all on back cover) Minimum Bid: $7.00 High Bid: Militia and Mercenaries NM+ (RQ1; 1st printing!) Minimum Bid: $9.00 High Bid: Plunder NM (RQ2; 1st printing!; faint pricetag discoloration mark on back cover) Minimum Bid: $9.00 High Bid: Snakepipe Hollow VG+ (RQ1; 1st printing w/giant wrestling a snake cover; faint pricetag discoloration mark on back cover) Minimum Bid: $9.00 High Bid: Trolls and Trollkin NM (RQ1; 1st printing!; faint pricetag discoloration mark on back cover) Minimum Bid: $9.00 High Bid: NOTES ON CONDITION AND BIDDING: Items are graded as MINT-Mint, NM-Near Mint, VG-Very Good, G-Good, and P-Poor: MINT Perfect - collector's dream NM+ Perfect except for miniscule crease, blemish - no wear NM Really nice shape, small creases, very faint wear NM- Really nice shape, small creases, light wear VG+ Nice shape, medium creases, light wear VG Average shape, medium creases, medium wear VG- Average shape, large creases, medium wear, light spine/edge fraying G+ Below Average, large creases, medium wear, medium spine/edge fraying G Below Average, large creases, heavy wear, medium spine/edge fraying G- Below Average, large creases, heavy wear, heavy spine/edge fraying P Poor, large creases, heavy wear, heavy spine edge fraying The above grading applies only to wear. Any damage (cuts, scuffs, stains, writing, highlighting, stickers, laminating, etc.) or missing part is listed in parentheses after the condition. Wherever two grades are given, e.g., VG/NM, the former refers to the item's exterior or box and the latter refers to the item's interior or contents. All items are complete and intact unless PU-Punched or PP-Partially Punched is listed along with condition. If you are interested email your bid to stormber@neonramp.com. Please bid in $1.00 increments to expedite this auction quickly. Once bidding slows, items will advance every 12 hours (at a minimum) from GOINGx1, to GOINGx2, to GONE!. Currency accepted is: dollars U.S. in the form of check or money order. Buyers outside of the U.S. MUST pay with U.S. currency or a Money Order that draws on funds from a U.S. bank (ask the bank). Buyer pays shipping. Good Luck! Paul *************************************************************************** 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, 24 Mar 1999 10:18:35 -0500 From: Tal Meta Subject: Re: [RQ-RULES] Off Topic Glorantha List Paul Stolar wrote: > > Is the Glorantha list dead? I just received a digest this morning... - -- talmeta@bellatlantic.net - Heretic & Dilettante ICQ - 12594453 AIM - talmeta1 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: Wed, 24 Mar 1999 18:55:01 -0000 From: "Dom Twist" Subject: Re: [RQ-RULES] Off Topic Glorantha List So how do we subcribe......the only one I've seen advertised is the Gloranthan Board game disscusion group. Which I cant seem to Unsubsribe from . . . . >> >> Is the Glorantha list dead? > >I just received a digest this morning... > >-- >talmeta@bellatlantic.net - Heretic & Dilettante >ICQ - 12594453 >AIM - talmeta1 >Homepage - > >*************************************************************************** >To unsubscribe from this list send mail to majordomo@mpgn.com with the line >'unsubscribe runequest-rules' as the body of the message. > *************************************************************************** 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, 24 Mar 1999 14:09:52 -0500 From: Tal Meta Subject: [RQ-RULES] Cyrrollalee for RQ/Greyhawk Gods of the Hobniz CYRROLLALEE Runes: Harmony, Stasis, Truth Cyrrollalee is the goddess of friendship, healing, and trust. Cult in the World Cyrrollalee is known variously as the Hand of Fellowship, the Helping Hand, and as the Hearthkeeper. She presides over such diverse concepts as friendships, oaths, hospitality, healing, the home, family, and comfort. As the Hearthkeeper, she is the foe of those who would break the hospitality of a house, as well as those who steal. As the Helping Hand, she nurtures those who are injured back to health, though she has no direct power over death. Finally, as the Hand of Fellowship, she sees to it that friendships endure, promises are kept, and that honesty previals over falsehood. (The cults of Cyrrollalee and Brandobaris, while friendly, don't see eye to eye on this issue, naturally.) Her followers consider the 1st day of each month to be holy, but celebrate their High Holy Day on the 9th of Fireseek. Most hobniz homes and temples to allied gods contain at least a small shrine to Cyrrollalee, and the rare formal temples are typically sprawling, open-aired affairs built over and under natural hillsides. Common garb for Cyrrollalee's followers is an unadorned brown robe, with bare head and feet. Lay Membership Requirements: Known as the Befriended, Cyrrollalee's followers are drawn mostly from women, though she is favored by innkeepers of either sex as well. Skills taught by the cult include Dance, Dodge, Orate, Sing, Speak Languages, any Craft related to homemaking, First Aid, various Lores (Animal, Hobniz, Plant and World are most common), Read/Write Languages, Play (any variety of instruments), Listen, and Ceremony. Initiate Membership Requirements: Standard. Known as Hostesses (or Hosts, in the case of males), initiates are required to serve as living examples of the hospitality their goddess decrees, as well as to create new friendships with their neighbors. Spirit Magic: Admonish, Banish Spirit*, Ease Pain, Heal, Ignite, Repair, and Sustain. *Works only in a home. Acolyte Membership Requirements: Standard. Known as the Companions, Cyrrollalee's acolytes often rove between various hobniz communities, testing the hospitality of those whom they encounter. In addition to these duties, Companions often accompany Homesteaders when they seek out new lands for their people. Rune Lord Membership Requirements: Standard. Known as Homesteaders, these hobniz are the most 'militant' of all the ranks of the cult, as they brave the hazards of new territory seeking safe havens for their people. They are often Shieldbearers or Guardians of Avoreen, as well. Priesthood Requirements: Standard. Cyrrollalee's priests are commonly called Matriarchs, as most (though not all) are women. Matriarchs seldom roam far from their villages, preferring instead to remain at home and see to the needs of their friends and neighbors. Many seek their healing and negotiating skills, though their baking skills are also highly regarded. Virtues for the cult include Altruistic, Honorable, Loyal and Social. Common Divine Magic: all. Special Divine Magic: Bless Home, Community, Heal Body, Know Lineage, Oath, Regrow Limb, Restore Health, Song of Comfort, and Truespeak. Spirit of Retribution Nhojoh: Unlike most spirits of retribution, Nhojoh does not attack errant worshippers. Instead, Nhojoh manifests as a poltergeist-like spirit within their home, plaguing them with spoiled food, broken pottery, and sleepless nights until they are forced to flee their homes. If they move to a new home, Nhojoh will follow them there within a few days. This will continue until the hobniz in question either repents his ways, or can find another willing to drive the spirit off for him. Associated Gods Arvoreen: provides Shield Urogalan: provides Ressurect Yondalla: provides Bounty - -- talmeta@bellatlantic.net - Heretic & Dilettante ICQ - 12594453 AIM - talmeta1 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: Wed, 24 Mar 1999 14:12:55 -0500 From: Tal Meta Subject: Re: [RQ-RULES] Off Topic Glorantha List Dom Twist wrote: > > So how do we subcribe......the only one I've seen advertised is the > Gloranthan Board game disscusion group. Which I cant seem to Unsubsribe from Send a message to mailto:majordomo@chaosium.com with the following in your message body "subscribe glorantha-digest" (no quotes, of course). - -- talmeta@bellatlantic.net - Heretic & Dilettante ICQ - 12594453 AIM - talmeta1 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: Wed, 24 Mar 1999 17:29:27 -0500 From: "Bob Stancliff" Subject: Re: [RQ-RULES] Off Topic Glorantha List At www.glorantha.com they say that they are running the Glorantha list, but the majordomo address that they give is wrong. It should probably be the same as their web domain name. > > So how do we subcribe......the only one I've seen advertised is the > Gloranthan Board game disscusion group. Which I cant seem to Unsubsribe from > >> > >> Is the Glorantha list dead? > > > >I just received a digest this morning... Bob Stancliff *************************************************************************** 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, 26 Mar 1999 06:40:19 -0500 (EST) From: Nikk Effingham Subject: [RQ-RULES] Illumination rules This is just a very very basic draft for what I envisage Illumination should be run like. I think that there is a distinct lack of powers, some powers may need changing (especially the transcendence power) and more explanation for why a power does what it does is needed. But the basic mechanics should remain the same. I also think that something like - if not exactly the same as - what Simon suggested for Mystics who use their powers not being able to advance further along the mystical road. ILLUMINATION HOUSE RULES Copyright (c) 1999 Nikk Effingham Based upon Sandy Petersen's Mysticism rules, and rules for Illumination provided in Dorastor:Land of Doom, Lords of Terror and Cults of Terror. INTRODUCTION "The designers despair of capturing the flavor of a revolutionary mystical philosophy in game mechanics." (D:LoD p. 127) Certainly this holds true, after having read convention manuscripts, hung around the Glorantha Digest for a few years and attended the odd Gloranthan convention, I realised that not only was Illumination a really, really complicated thing, not only was there the problem that Greg probably didn't grasp it entirely, but that trying to represent something in rules terms like mysticism as simply as D:LoD did was kinda stupid. It certainly wasn't perfect. So, whilst I added the odd power here and there, I didn't really alter the rules at all, but after having read Sandy Petersen's Mysticism rules I realised that these rules might be a better way of representing such a path of mystical enlightenment. So, here are my draft rules. As they are only in the draft stage I am quite open and receptive to criticism and, most importantly, additions. I am definitely searching for more Illumination powers. The rules do, at points, deal with Pendragon style Personality Traits. These sections assume that you use either a Pendragon style rating of Personality Traits, such as Forgiving/Vengeful, rated between zero and 100, or use the Passions system from my HeroQuest rules. Rules for handling both alternatives are offered. If you don't use any personality system then happily ignore the parts of these rules that apply to them. ILLUMINATION SKILL All characters who have been exposed to illumination have an Illumination skill. It has no category and begins with a base chance of 00%. It is possible to increase Illumination skill in a variety of ways: o Nysalorian Riddles. With the birth of Nysalor came a new method of Illumination. Answering Nysalor Riddles increases the characters Illumination skill by 1%. Everytime the increase is made, the character should roll 1d100 and, if under the character's current Illumination skill, the character becomes Illuminated. A riddle generally questions some facet of existence. The GM can decide how to run Nysalor Riddles. Either the GM can come up with an actual riddle with an actual answer and have the player try to guess it, or can emulate it with a dice roll. For instance, there are riddles called the Missile Weapons riddle which is succeeded in by rolling 1d100 and getting underneath your Bow Attack skill. Personally I prefer the former method. Some Riddles are not actual, verbal riddles, but come in the form of puzzles (the mystic Rubics cube...) or complex mathematical problems, or rigorous trials. o Research and Training. Other forms of Illumination, especially Illumination from the school of Rashoran/a have teachings, books, meditation rituals etc... to increase the Illumination skill. o HeroQuests. Certain cults, especially Arkati cults, have Quests and rites that allow you to become Illuminated without having to answer Riddles etc... In the case of Arkati cults, sometimes the participant will have no idea they are even becoming Illuminated! Some Quests just raise Illumination skill, others Illuminate you instantly. Example HeroQuests are the initiation of worshippers of Jalmar Ironwood, or following the Red Goddess' encounter with the Shadow of Nysalor on the Spirit Plane. o Devices, GM fiat etc... Obviously there are other ways of increasing your skill, such as a blessing of the Red Goddess, using an artefact of Nysalor, a curse from the gods etc... o Meditation. An Illuminate can meditate to increase their understanding of the Cosmos. This takes 1 season. At the end a roll of INT or less on 1d100 means a resultant increase of 1% in Illumination skill. Any character with Illumination who increases their Illumination skill can roll a 1d100, if it is under their Illumination skill then the character becomes Illuminated. In addition, every Sacred Time the character rolls 1d100, if it is under their Illumination skill then during their religious rites they become Illuminated. GAMESMASTER CONTROL OVER ILLUMINATION Any character can become illuminated if, and only if, the GM believes that the character possesses the "seed" of Illumination within them. The general guidelines I would advise are these, a character seeking Illumination for power purposes always fails, and any player who I do not believe can roleplay Illumination will not become Illuminated. For characters who are well roleplayed I award bonuses to the chance of becoming Illuminated. NOTES ON LEVEL OF ILLUMINATION The higher your skill in Illumination does not reflect how "illuminated" you are. A character with 10% in Illumination skill does not have as much experience in Illumination as a character with no Illumination skill but lots and lots of powers. A character who is Illuminated can have a varying Illumination skill, as you will discover, and even if Illumination skill drops to 00% this isn't a problem. ILLUMINATION AND MAGIC There are many powers that Illuminates possess that aren't altogether due to their Illumination. These powers can only be gained by Illuminates, but require a HeroQuest to get. Such powers include Jernotius' ability to be both male and female, the ability for an Illuminated being to be in two places at once, or be more than one person at once (aka Ralzakark), or the ability to do all sorts of things are down to HeroQuests. So there are Nysalorian HeroQuests out there that allow you to actually become a child (not just the visage of a child, but to actually _become_ a child) or an old man, or a woman, or a different creature. These HeroQuests for Illuminates are not described here, being very rare and unique. USING ILLUMINATION Illumination is used much in the same way that Mysticism is used. A character acquires Illumination, and may spend it on Illumination Powers. While this decreases the total Illumination skill this does not mean that a character is "less Illuminated" than he/she was before. A character can buy virtually all the powers, whenever they wish, the only limit being that a character can only spend Illumination skill points down to a minimum of zero - - so a character with Illumination 7 cannot buy a 9 point power. A character can purchase a power whenever they wish, instantly, at no action cost or SR cost, or any penalty. This may seem odd. The basis for this rule is that all Illuminates have access to all of the powers at any time, but many choose not to use them. If an Illuminate uses and abuses their powers it makes it more difficult for them to advance along the transcendent path to true Illumination. The concept of mysticism is, I believe, that a true mystic has access to power but chooses to forgo it in lieu of greater power later on. This system represents that. THE POWERS Here is a list of powers. These powers are, unless otherwise noted, readily accessible to all Illuminates. Those powers that are not can only be accessed at the GM's discretion, and usually involve your character having followed a particular form of Illumination. ALL Illuminates possess one basic understanding, they understand that law and chaos are neither inimically evil nor good. They have a greater and broader understanding of the Cosmos. They are able to question, indeed are forced to question, their own cultural viewpoint. This is the most important "power" as it greatly affects how a character should be roleplayed. However, this is a complicated subject, and doesn't affect the rules in play. I suggest you pay close attention to Convention manuscripts and the Glorantha Digest instead. Sensing Illumination; Basic (4 Illumination): This ability allows a character to sense whether or not another character is Illuminated. This is accomplished by talking to them, and generally interacting with them for a short while. The more extensive the others Illumination, the quicker this is achieved. For people who are only recently Illuminated, and have no knowledge of their condition themselves, it may take a day or two. Sensing Illumination; Lesser (6 Illumination): This requires you to first have the Basic version of this power. If gained it gives the Illuminate the ability to "magically" detect other Illuminates at a range of up to POW in meters. It is rather like the keening from "The Highlander", the Illuminate just instantly knows of the presence of another Illuminate. Without talking to them it is impossible to discern _who_ the Illumiante is. Sense Illumination; Greater (3 Illumination): To gain this first requires you to have already paid for the Lesser version of this power. It means that the Illuminate can now instantly locate who the Illuminate is, without even having talked to them. Personality Control; Basic (3 Illumination): This power gives the Illuminate greater control over their own personalities. This power means that any change in personality traits/passions that occur from this point forwards can be ignored by the Illuminate. So a character could murder their own king without having a change in their Loyal personality traits, or join the cult of Vivamort or Thed and ignore the changes to your traits/passions that would result. Personality Control; Lesser (6 Illumination): This power can only be bought if the character already has the Basic version. It allows the Illuminate to alter their passions/traits, upon assuming the power. Once the trait has been altered they can't be increased again. In the case of people using a Pendragon style trait system, the character can take the higher trait and reduce it down to 50, altering the opposing trait as they wish. Take, for instance, a character with Loyal/Independent of 60/40. The Illuminate could not increase Loyal higher than 60, but could reduce it to as low as 50, which would in turn raise Independent. In the case of my HeroQuest system, you can lower any passion that you have (but cannot raise one). This is important as without this power a character with Hate (Fire Worshippers) 8 will still hate fire worshippers, Illumination or no Illumination, but with this power they can then reduce it down to zero. Personality Control; Greater (5 Illumination): The character must possess the Lesser version of this power. It allows the character to possess conflicting passions/personality traits. For instance, the character could have Valorous 70 and Cowardly 70, or Hate (Fire Worshippers) as well as Love (Fire Worshippers). If a circumstance arises, the character may choose which passion/trait to use. It demonstrates that the character has greater control over themselves. Immunity to Godsight; Lesser (3 Illumination): The character can hide from the gods. With the basic version of the power, the mystic is capable of avoiding the sight of the gods in only a small manner. Divinations will not determines any information about their cult memberships, and their current position within that cult. They may also join multiple cults without worrying about spirits of reprisals descending upon them. However, if a priest excommunicates them it is still effective. Immunity to Godsight; Greater (4 Illumination): The character is immune to spirits of reprisal and cannot be excommunicated. They may leave a cult voluntarily at no ill effect to themselves. A character must have Immunity to Godsight; Lesser to have this power. Immunity to Geases (4 Illumination): The character can break geases gained from having gifts, or geases in the form of cult vows (such as the Chalana Arroy Vow not to inflict harm). Such example gift-giving cults are Thanatar, Vinga, Humakt and Yelmalio. The character can break the geases freely without fear of retribution and can keep the gift connected to it. Some Lunar Illuminates have access to a lesser version of this power costing only 1 Illumination that allows them to ignore a geas at the cost of one POW. This is preferred among the Yanafal Tarnils worshippers. Immunity to Taboos (3 Illumination): If you use taboos for shamans, this power allows the shaman to ignore the constraints of their taboos. Immunity to Vows (5 Illumination): This power allows a sorceror to ignore their Vows and still gain Presence from them. Detection Protection; Basic (3 Illumination): The character ceases to detect as being either Law or Chaos. Many people feel this is because the Illuminate is inherently not chaotic or lawful, but others believe that Illumination is merely masking the effects. Detection Protection; Lesser (7 Illumination): The character ceases to be detected by any magical means, from any sense/find/detect spell, to any sense skill, to any forms of Divination, HeroQuesting or Divine Intervention. A character must have Detection Protection; Basic to gain this power. Detection Protection; Greater (8 Illumination): The character must have Detection Protection; Lesser to have this power. The character is beginning to slip away from the realm of even the physical world. Unless you are concentrating upon, and personally know, the Illuminate, or the Illuminate wills it so, they are to be considered to be impossible to find with normal means. This is not a combat capable ability, it does not allow the Illuminate to slip away from sight, or gain the powers of invisibility in combat, but it does allow the Illuminate to hide away in the mountains and never be found, or to slip into a crowd and not be found. If a person who knows of the Illuminate is trying to find them when they are hiding in plain sight, they must make a Scan at -50% to spot them. [Author's note: Slightly unsure about including this] Sacrifice for Rune Magic (10 Illumination): A power only possessed by worshippers of either the Rashoranan or Rufelzan schools of Illumination. It allows the character to sacrifice for rune magic from a god that they would otherwise not gain it from. They need not sacrifice for the magic at any temple. Once this power is gained the character can instantly sack POW in return for one-use rune magic, at any point they so wish. It costs no actions and takes no time. The magic is always one-use, just like any initiates. Rashoranan Illuminates can sacrifice for magic from the gods of the Dara Happan pantheon, and Rufelzan Illuminates can sacrifice for magic from the Lunar pantheon. Detect Law/Chaos (8 Illumination): An Arkati power. Cannot be possessed by those with Detection Protection. The character has seen the true natures of law and chaos, but instead of casting aside their descriptions as being inaccurate, they redefine them, and in doing so discover more about law and chaos. The character can detect law and chaos at all times with range equal to POW metres just as if they had cast a Detect Law or Detect Chaos spell. [Authors note: Really not too sure about this one... I would prefer some more Arkati powers though.] Teach Nysalor Riddles (7 Illumination): Must be learned from another teacher of Illumination. The character can teach others Nysalor riddles and learn them by meditating for one month, spending 1 POW and rolling underneath INTx1. Generally this power is only gained by Illuminates well versed in the ways of Nysalor. Write Illuminating Tomes (10 Illumination): The character can write tomes designed to teach you Illuminating ideas and methods. Spiritual Protection; Lesser (15 Illumination): The character becomes more difficult for spirits to affect. All spirits have a maximum chance of 50% of overcoming the Illuminates magic points, no matter their normal chance. Spiritual Protection; Greater (15 Illumination): The character must possess the power Spiritual protection; lesser. The character can no longer be seen nor affected by spirits at all. [Author's Note: I think more expansion on why spirits ignore the illuminate is required.] Transcendence (100 Illumination): The character becomes one with the Cosmos and transcends our earthly ideals. The character can ignore magical and physical features of the Cosmos, instead relying upon the realm of transcendence as their realm of existence, casting aside the petty illusion of the transient, weaker real world. Basically, the character can dispel magical effects, prevent the casting of magic (Divine Intervention etc...) with a successful POW versus POW. They can ignore up to their POW in damage every SR. They defend with infinite magic points, and can draw upon infinite magic points. The character is, however, transcendent, and as such has a different view of the Cosmos as a whole. They can still be killed, although the character would not longer see Death as an intrinsically bad thing as it changes only his physical and spiritual self, not his mystical portion - which is what matters. [Author's note: I wanted a really huge Illumination power to aim for, and this is the best I could come up with. Any ideas? It was based mainly on my idea of the Infinity Rune, but I feel that something more... Illumianting is required : ) ] *************************************************************************** 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 V2 #54 ************************************ *************************************************************************** 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 Hasbro/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.