From: owner-runequest-rules@ (RuneQuest Rules Digest) To: runequest-rules-digest@lists.MPGN.COM Subject: RuneQuest Rules Digest V2 #67 Reply-To: runequest-rules@mpgn.com Sender: owner-runequest-rules@ Errors-To: owner-runequest-rules@ Precedence: bulk RuneQuest Rules Digest Friday, April 9 1999 Volume 02 : Number 067 RuneQuest is a trademark of Hasbro/Avalon Hill Games. All Rights Reserved. TABLE OF CONTENTS RE: [RQ-RULES] A few questions [RQ-RULES] Re : multiple attacks whilst riding [RQ-RULES] Re : A few questions [RQ-RULES] DMD - Yurtrus for RQ/Greyhawk [RQ-RULES] Re : Frequency of Divine Interventions and Allied Spirits Re: [RQ-RULES] A few questions Re: [RQ-RULES] A few questions RE: [RQ-RULES] Re : A few questions Re: [RQ-RULES] Re : Frequency of Divine Interventions and Allied Spirits RE: [RQ-RULES] Re : A few questions [RQ-RULES] ShoreCon '99 [RQ-RULES] A Question about Sandy's Sorcery 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: Fri, 9 Apr 1999 13:42:57 +0100 From: "Hibbs, Philip" Subject: RE: [RQ-RULES] A few questions - -----BEGIN PGP SIGNED MESSAGE----- Hash: SHA1 >Bob does not know Baldesharp but the shaman is going to teach >him. Can the shaman make a Bladesharp focus for Bob before he >teaches him the spell? It's a judgement call for the referee, but if you want my opinion, I'd say focus creation is part of the spell-learning ritual. On a related point, if a character lost a spell focus, I'd make them roll their base Ceremony skill (ie. can't use ceremony to increase it) to see if they can make a new focus, otherwise they need a shaman or priest as appropriate to help them make a replacement. Opinions expressed may not even be my own, let alone those of any organisations, nations, species, or schools of thought to which I may be affiliated. http://www.snark.freeserve.co.uk/ Failure is not an option, it's integral to the o/s. - -----BEGIN PGP SIGNATURE----- Version: PGPfreeware 6.0.2i iQA/AwUBNw33ql1SBDU3jy39EQICZQCfRXyGWLxBWAJCaE5d9DtZmRyBcDUAoNrl 3UuKcNJ5qJlVlemH/5AZis00 =SPua - -----END PGP SIGNATURE----- *************************************************************************** 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, 9 Apr 1999 13:57:10 +0100 From: simonh@msi-uk.com (Simon Hibbs) Subject: [RQ-RULES] Re : multiple attacks whilst riding Pete Nash : >This whole thread has made me think about how combat skills should be >used. Your full skill is available in an environment which is natural to >you. So I'm juggling with the idea that Praxian beast riders fight at a >penalty when they are dismounted, since this is unnatural to them. Since when has walking been an unnatural environment for humans? Praxians may spend a large proportion of their time mounted, but it's certainly not all of it and when they're raiding some of them must spend at least some time fighting on the ground. >Unfortunately this causes problems. Riding based cultures will require a >'Perambulate' skill to reflect how they do things on foot. *Giggles* > .....(And before >anybody starts calling me stupid, have you seen how ungainly the modern >day Mongols are on foot? Bandy legged is an understatement!) You could say the same of the Neppalese, who grow up on mountainsides and have severe problems running on flat ground. I'd be very carefull what I said around a Ghurka though! >The theory could hold for mermen/sea monsters fighting above the water >too. I have a big problem taking your suggestion that praxians are as uncomfortable on foot as mermen are on land. How do you think these guys live their lives? Do they set up their teepees while mounted? Do they collect plants, weave baskets, work leather, cook food and make weapons while mounted? At most they might spend a quarter of their waking lives mounted up. Probably an awfull lot less. Simon Hibbs *************************************************************************** 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, 9 Apr 1999 14:04:20 +0100 From: simonh@msi-uk.com (Simon Hibbs) Subject: [RQ-RULES] Re : A few questions Terje Tollisen : >Can a fetch use Visibility to enter the mudane plane whilw the shaman >is on the mudane plane to? If so, how far from the shamn can the fecth >go? I've played with this being possible, but the fetch and shaman >could not share MP or spells, and the fetch had to stay close the >shaman. That sounds reasonable. Different GMs tend to run things differently in this respect. >Can a shaman make a fetish for a spell and give it to someone hwo >does not have the spell, but is going to learn it later? I don't see why not. >If an initaiate uses a one use spell, must he go to place where they >teach it to regain it, or is it ok with just a shrien that does not teach it? According to the rules, a one-use spell can only be used once. Initiates cannot regain such spells. They have to re-sacrifice for them at an appropriate shrine or temple. Simon Hibbs *************************************************************************** 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, 09 Apr 1999 09:26:05 -0400 From: Tal Meta Subject: [RQ-RULES] DMD - Yurtrus for RQ/Greyhawk Gods of the Euroz YURTRUS Runes: Darkness, Chaos, Death Known as White Hands, he is the euroz god of death and disease. Cult in the World Nothing good is ever spoken of Yurtrus, who never speaks for himself, either. While his priests never rule tribes in and of themselves, they are always present (for who would dare to try and send them away?). Though immune to the diseases they carry, they are more likely to spread a plague than to cure it, for the omens their god sends are more often baneful than beneficient. Clad always in white gloves and armor stitched together from the skins of those who have died of disease, priests and propitiators of Yurtrus come together on the last day of Coldeven to celebrate their High Holy day, as well as lesser services on the final days of the other months, as well. Shrines to Yurtrus are commonly rude affairs of mottled skin, flayed muscle and bone, kept 'fresh' with regular sacrifices of animals and captives. Lay Membership Requirements: Any euroz who is sick or fears sickness offers prayers to Yurtrus, and often will pay whatever tribute they can to his priests to be free of their afflictions. Afflicted euroz who either cannot pay or who show 'promise' will be offered the chance to initiate in the cult, effectively becoming permanent carriers of whatever disease currently afflicts them. No skills are taught to lay members of this cult. Initiate Membership Requirements: Since no euroz actively seeks to serve Yurtrus, most initiates of this cult will have been blackmailed with the prospect of death or permanent weakness as a result of their illness. Since weakness is as good as a death sentence, most accede and become full initiates. In addition to the normal POW sacrifice, the supplicant must submit to a Carry Disease spell, causing them to become immune to, and become a carrier of, the disease they are currently affected by. Skills taught by the cult include Dodge, Lores (Disease, Euroz, Poison, World), Conceal, Sleight, Listen, Taste, Track, Sneak, Ceremony, and Mace attack/parry. Spirit Magic: Darkmaul, False Healing, Protection, Silence, Sneeze, Transfer Wound. Priesthood Requirements: In addition to the standard requirements, Yurtrus' PlagueMasters must be cariers of at least five major diseases. Barely tolerated but feared by all, PlagueMasters are present in almost every mix of cults in a tribe. In their own way, they are as pervasive as as Gruumsh's own cult. Virtues for Yurtruss' cult include Cruel, Destructive, Uncaring and Unpredictable. Common Divine Magic: all Special Divine Magic: Alter Spirit of Disease, Black Breath, Carry Disease, Cause Disease, Chaos Gift*, Command (Disease, Healing Spirits), Crush, Summon (Disease, Healing Spirits), Turn Blow, Wither. Shamanic Taboos Never Speak No Magic Attack No Magic Defense No Possession Associated Gods None - -- talmeta@cybercomm.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: Fri, 9 Apr 1999 14:41:56 +0100 From: simonh@msi-uk.com (Simon Hibbs) Subject: [RQ-RULES] Re : Frequency of Divine Interventions and Allied Spirits Ashley Munday : >You were obviously lucky under RQ 2: The only ally I ever had had a POW of >13. Try qualifying as a priest with that. Ah - Shargar Kitor, the Shaman Priest of Kyger Litor! When I rolled up his fetch I got a POW of 19, +2 POW sacrificed to it to appease it giving a POW of 21. Of course 3 POW of that got sacrificed for reusable divine magic streight away. The RQ2 shamanism rules were very different from RQ3. They had some long term limitations, but gave you a big early power boost. I converted the character for an RQ3 campaign and thus got the best of both worlds! I have raised Shaman characters up from scratch in RQ3 as well and it takes a long time before you realy get to rock. That's how I cut my teeth on shamanism years ago. Shaman characters are great fun, but there are all kinds of pitfalls and you need the GM to be prepared to put some extra time into the character, in the form of on-on-one spirit plane travelling sessions. Here are some tips from my experiences of playing shamans. I've posted some of these before, but not all : 1. Always play a shaman who's a member of a proper cult, which gives at least some Divine Magic. This makes a huge difference. As a Shaman you are essentialy a priest of the cult. Early on you get reusable divine magic, and in later life you have the myths of the cult to draw on when heroquesting. Good cults are Kyger Litor for Trolls, Hykim & Mikyh for Hsunchen and Waha. We know there are Umathi shamans in Sartar, but there's no cult writeup. :( 2. If you're a member of a cult that gives you Common divine magic reusably, learn Spirit Block ASAP! This spell gives shamans orgasms! Use it when adventuring on the spirit plane. Unlike Spirit Screen it doesn't cost MPs to cast, so most spirits, wraiths, etc will be a pushover even at this very vulnerable stage. 3. The early days when you're Fetch's POW is low are very tough. Make sure you have an Enchant skill and make some binding enchantments. I know this slow down the growth of your Fetch, but this way you can get a fair array of spirit magic available in Intelect spirits and a decent reservoir of MPs in POW spirits. Spirit magic is your stock in trade from day one. 4. Make a Ghost binding enchantment and learn Controll Ghost. It's only 2 POW and Ghosts seriously kick butt in spirit combat. 5. If you want an elemental, get a Gnome. They're a lot of POW to bind though, as are all elementals. _Always_ cast Protection (or preferably Shield) on elementals before combat. 6. Learn Visibility for casting on yourself while discorporate, with a decent amount of Spirit Block or Spirit Screen up. Why let the Ghosts have all the fun? Simon Hibbs *************************************************************************** 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, 9 Apr 1999 10:35:40 -0400 From: "Bob Stancliff" Subject: Re: [RQ-RULES] A few questions > Can a fetch use Visibility to enter the mudane plane whilw the shaman > is on the mudane plane to? If so, how far from the shamn can the fecth > go? I've played with this being possible, but the fetch and shaman > could not share MP or spells, and the fetch had to stay close the > shaman. I have allowed the same thing, but under my current ruling the fetch cannot leave contact with the shaman's body (about four feet) without a Discorporation. In my game, Discorporation allows the Fetch to wander the Spirit Plane guided by the shaman's will, and the fetch does all of the work (they are two parts of the same soul). The shaman stays in a ritual trance and guards his own body. > Can a shaman make a fetish for a spell and give it to someone hwo > does not have the spell, but is going to learn it later? I think it is allowed, but there may be a ceremony to link the caster to the fetish. I threw out all fetish rules over six years ago. > If an initaiate uses a one use spell, must he go to place where they > teach it to regain it, or is it ok with just a shrien that does not teach it? When the spell is used the knowledge is lost, so he must go to a teacher to learn it all over again. A shrine can only teach the official Shrine Spell, Worship, and maybe Sanctify or Spell Teaching. 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, 9 Apr 1999 10:40:13 -0400 From: "Bob Stancliff" Subject: Re: [RQ-RULES] A few questions > >Bob does not know Baldesharp but the shaman is going to teach > >him. Can the shaman make a Bladesharp focus for Bob before he > >teaches him the spell? > > It's a judgement call for the referee, but if you want my opinion, I'd > say focus creation is part of the spell-learning ritual. The rules allow you to capture someone else's focus and get a shaman to attune you to it. > On a related point, if a character lost a spell focus, I'd make them > roll their base Ceremony skill (ie. can't use ceremony to increase it) > to see if they can make a new focus, otherwise they need a shaman or > priest as appropriate to help them make a replacement. House rule, RQ3 says that a shaman has to make a focus. *************************************************************************** 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, 9 Apr 1999 17:50:46 +0100 From: "Hibbs, Philip" Subject: RE: [RQ-RULES] Re : A few questions - -----BEGIN PGP SIGNED MESSAGE----- Hash: SHA1 >If an initaiate uses a one use spell, must he go to place where they >teach it to regain it, or is it ok with just a shrien that does not teach it? Ignore my last reply to this one - I was thinking of reusable spells. Officially, they have to go back to the proper shrine. I don't see why, though. If a priest can get it back, why not an Initiate? He's not re-learning the spell, just getting another use of it. Opinions expressed may not even be my own, let alone those of any organisations, nations, species, or schools of thought to which I may be affiliated. http://www.snark.freeserve.co.uk/ Failure is not an option, it's integral to the o/s. - -----BEGIN PGP SIGNATURE----- Version: PGPfreeware 6.0.2i iQA/AwUBNw4xvl1SBDU3jy39EQKZzwCfWsKqYl5vum+Gp63bxVILOBOhuksAn0vD KuBakViP+6mJESiwhoWMyQjo =KBl7 - -----END PGP SIGNATURE----- *************************************************************************** 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, 9 Apr 1999 13:16:36 EDT From: IssariesGT@aol.com Subject: Re: [RQ-RULES] Re : Frequency of Divine Interventions and Allied Spirits In a message dated 4/9/99 10:00:39 AM Eastern Daylight Time, simonh@msi-uk.com writes: << Here are some tips from my experiences of playing shamans. I've posted some of these before, but not all : >> An old Heroes magazine had a very informative article on shamans. kes *************************************************************************** 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, 9 Apr 1999 12:49:52 -0500 From: "Rich Allen" Subject: RE: [RQ-RULES] Re : A few questions > Officially, they have to go back to the proper shrine. I don't see > why, though. If a priest can get it back, why not an Initiate? He's > not re-learning the spell, just getting another use of it. But you DO "re-learn" one-use magic each time you sacrifice for it. Actually, I think learning is the wrong way to put it; it's more like a one-use power that is granted to you by the diety. You don't understand the power, just the effects and how to release it. Rich Allen *************************************************************************** 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, 09 Apr 1999 16:17:21 -0400 From: Tal Meta Subject: [RQ-RULES] ShoreCon '99 Greetings. I'm the RPG coordinator for ShoreCon '99, which will be held on September 9-12 1999 at the Hilton in Cherry Hill, NJ. In that capacity, I'm looking for GMs (and players, too) for RPG events at the convention. The deadline for event submissions is June 1st, and by visiting you can find complete information on hotel accomodations, online GM registration, and even get on the mailing list to have our pre-registration book sent directly to you. If you are interested in GMing an event, the time to sign up is now! This year I'd like to be able to schedule several RuneQuest events (Glorantha optional)... This year ShoreCon will will be having several special guests, including Peter Adkison - President and CEO of WotC/TSR, Steve Jackson (of Steve Jackson Games) and Jolly Blackburn, creator of KotDT! (Several other guests are as yet unconfirmed... watch our website for updates!) Thanx for your time... - -- talmeta@cybercomm.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: Fri, 9 Apr 1999 13:59:10 -0700 (PDT) From: "John R. Snead" Subject: [RQ-RULES] A Question about Sandy's Sorcery Rules >Stygian College of Magic > >Arts - accessed via "St. Arkat". Once initiated into his >cult, magic works quite differently. There are no Arts - >or, rather, all arts are accessible to the user, up to his >skill and Presence limits. However, learning each different >sorcery spell costs 1 POW, as it is accessed like a Rune spell. >Sacking the POW gives the Stygian 1d6+Magic bonus in the spell, >or a minimum of 1. The above passage come from Sandy's *wonderful* Sorcery rules. The rest Of the rules are both excellent and clear, but I'm a bit confused here. If anyone has any clues about how exactly the above should be interpreted let me know. Possibilities: 1) "like a Rune spell" means the Sorcerer must pray to regain a cast Sorcery spell (unlikely because of the mention of the cast chance (which would then be much lower than a normal Rune spell 2) Spend 1 POW/spell and then cast it like you would any normal sorcery spell with no necessity to pray to regain it. Also, the "sacking the POW is clearly stacking the POW, however, does that mean that you need to spend a 2nd point of POW to get a 1D6+Magic bonus cast chance to the spell? So, with spending only 1 point of POW you have a 0% cast chance? Comments? - -John Snead jsnead@netcom.com *************************************************************************** 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 #67 ************************************ *************************************************************************** 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.