From: owner-runequest-rules@ (RuneQuest Rules Digest) To: runequest-rules-digest@lists.MPGN.COM Subject: RuneQuest Rules Digest V2 #70 Reply-To: runequest-rules@mpgn.com Sender: owner-runequest-rules@ Errors-To: owner-runequest-rules@ Precedence: bulk RuneQuest Rules Digest Thursday, April 15 1999 Volume 02 : Number 070 RuneQuest is a trademark of Hasbro/Avalon Hill Games. All Rights Reserved. TABLE OF CONTENTS RE: [RQ-RULES] Re: RuneQuest Rules Digest V2 #68 [RQ-RULES] Nomad Madness... [RQ-RULES] Re: Shamans & Fetches RE: [RQ-RULES] Re: Shamans & Fetches Re: [RQ-RULES] Re: Shamans & Fetches Re: [RQ-RULES] Nomad Madness... RE: [RQ-RULES] Re: Shamans & Fetches [RQ-RULES] DMD - Khavylus for RQ/Greyhawk [RQ-RULES] DMD - Movos for RQ/Greyhawk [RQ-RULES] DMD - Ollyvux 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: Mon, 12 Apr 1999 16:13:23 -0500 From: "Rich Allen" Subject: RE: [RQ-RULES] Re: RuneQuest Rules Digest V2 #68 > This was something I wanted to avoid, although logically its the best > thing to do. I don't like the number of different combat skills > characters have to note already, let alone doubling those for mounted > nomads, or mercreatures. Actually, you're right. You would have to go both ways on this; dropping the mounted combat penalty in favor of a mounted version of the weapon skill. But to me that's not a problem, as I feel there should be quite a few more skills than listed in standard RQ. And you wouldn't necessarily have to double the character's weapon skills, either. He may only use the spear when mounted, prefering a sword when on foot. 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: Tue, 13 Apr 1999 09:18:22 +0100 From: simonh@msi-uk.com (Simon Hibbs) Subject: [RQ-RULES] Nomad Madness... Pete Nash : >Well, just to shock you a little, mounted nomads can collect plants >(reindeer people in Russia who live in forests), weave baskets, work >leather and make weapons whilst in the saddle. A fully nomadic mounted >culture does as many things it can whilst mounted, only stopping to make >camp at night to cook and rest. Why? Because you might be spending half >a day in the saddle and to do nothing but watch the world go by is a >waste of useful time and sunlight. Half a day in the saddle. 'Nuff said, although i take your point. Still these activities will mainly be performed out of the saddle. >Cooking and camping obviously require a nomad to stop, but I would think >they'd only do this a night fall when herding becomes a problem. Well in advance of nightfall. Setting up camp is not easy in the dark and it makes you very vulnerable. You also need time to care for your mounts and let them graze. Yes, you can do that while mounted, but you need to be unmounted anyway to set up and strike camp so that's when they graze, are watered, rubbed down, etc. Note also that even the most nomadic of cultures may spend many weeks at a single site during certain seasons. Rutting and foaling season is a prime examples. 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: Tue, 13 Apr 1999 09:40:34 +0100 From: simonh@msi-uk.com (Simon Hibbs) Subject: [RQ-RULES] Re: Shamans & Fetches Bob Stancliff : > Since large (30 - 40 POW) spirits are encountered on the >spirit plane, I play that these are experienced Fetches >(often hostile) or dead shaman ghosts (merged with their >fetch). Allowing POW 30 fetches to adventure on the spirit plane means that defeating these high POW spirits and using them becomes realistic. Do you realy want that ammount of power available to the players on a routine basis? > The Fetch is supposed to be the mirror or representation >of the shaman for the spirit plane, it only makes sense >that it will perform all activities needed there. During discorporation the shaman and fetch swap places, maintaining the shaman's ballanced state between the spirit and material worlds. The fetch is a repository of spiritual power and a manifestation of the shaman's otherworldly senses, but is not an independent fully sentient thinking entity. IMHO it's autonomy should be severely limited. It can defend the shaman's body in the absense of his spirit, and can capture spirits and cast spells at his command but adventuring on the spirit plane without any contact with him it would be lost. There is even the danger that if it is seperated from the shaman's spirit for too long on it's own and must deal with other spirits that it might develop a seperate identity or sense of self. >> The reason shaman's maintain their own POW at a decent level >> is so they are survivable on the spirit plane. > It is perfectly possible to run a shaman that will never >enter the spirit plane. It is slower to play, since >summoning has to be used for all spirit encounters, but >Discorporation is not needed. I never said it was, but a shaman who does not adventure on the spirit plane is missing out heavily. They need to learn a decent summoning skill, maintain many summon and controll spells in mind or storage and have much more limited flexibility in the spirits they can bind. > Even under the official rules, a beginning shaman Should >do this to get his fetch started at a decent level, and >bring his own POW up later after the fetch is a reasonable >size. It may be 2 years or more before Discorporation is >marginally safe, depending on the rate of POW checks. I disagree. A shaman can adventure on the spirit plane, bind spirits and have loads of spirit magic available no matter how small the fetch. Having a powerfull fetch is a big help but a shaman can be a formidable force even without it. > .....All shamen have to work >with is Spirit Magic, bound spirits, and their Fetch. What a clever shaman can do with just those would give most shamans and priests nightmares! However, shamans who also get limited priestly benefits are where the serious action is at. 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: Tue, 13 Apr 1999 14:54:59 +0100 From: Ashley Munday Subject: RE: [RQ-RULES] Re: Shamans & Fetches Just stirring the shaman debate a bit further... My favourite shamanic advantage is adding the fetches magic points to the shamans to resist spells. "Oh Dear Mr. Humakti. Sir's Sever Spirit didn't work again...?" Ash *************************************************************************** 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, 13 Apr 1999 10:09:30 -0400 From: "Bob Stancliff" Subject: Re: [RQ-RULES] Re: Shamans & Fetches > Allowing POW 30 fetches to adventure on the spirit plane means > that defeating these high POW spirits and using them becomes > realistic. Do you realy want that amount of power available > to the players on a routine basis? Depends on the level of the campaign, doesn't it? If you require that a player go through all of the steps to become a shaman, then this will not happen for several game years. In the mean time, you can be using these NPC's against the players as real threats. We require that a special bind be made with an additional POW in the enchant to house a spirit with a POW greater than 20 (or any other stat). If you don't have a big enough bind ready, then you can't keep the spirit. > > The Fetch is supposed to be the mirror or representation > >of the shaman for the spirit plane, it only makes sense > >that it will perform all activities needed there. > > During discorporation the shaman and fetch swap places, > maintaining the shaman's ballanced state between the spirit and > material worlds. The fetch is a repository of spiritual power > and a manifestation of the shaman's otherworldly senses, but > is not an independent fully sentient thinking entity. We disagree here. The rules give a fetch a distinct personality that is allowed to disagree with the shaman and keep him from joining certain spirit cults. It is not just a POW bank, it has enough will to deter the shaman. I consider the spirit defense provided by a fetch to be because it is a sentient defender existing on the spirit plane. > ... a shaman who does not adventure on the > spirit plane is missing out heavily. They need to learn a > decent summoning skill, maintain many summon and controll spells > in mind or storage and have much more limited flexibility in the > spirits they can bind. But still the safer path, especially for a beginner. > I disagree. A shaman can adventure on the spirit plane, bind > spirits and have loads of spirit magic available no matter how > small the fetch. Having a powerfull fetch is a big help > but a shaman can be a formidable force even without it. A shaman has to be very strong to have any reasonable assurance of safety on the spirit plane. A new shaman certainly can't afford the POW for binds and his personal POW is low too since he had to feed some to his fetch. By reversing the process for Discorporation, it assures that a very experienced shaman will usually be dominate in the spirit world instead of a second class citizen... is this so bad for a master Rune Level? Bob *************************************************************************** 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, 13 Apr 1999 10:20:19 -0400 From: "Bob Stancliff" Subject: Re: [RQ-RULES] Nomad Madness... > Half a day in the saddle. 'Nuff said, although i take your point. Still > these activities will mainly be performed out of the saddle. Considering that they sleep a third of a day, that doesn't leave much time for walking or training ground skills. I really don't think that the difference in weapon use justifies an alternate skill form, but I do think that the boost to riding skill has to come from ground based skills like climb, jump, run, etc (if you use all of these). Nomads make sure that their children master riding as early as possible so that it will not restrict their survival skills. Maybe I was wrong to apply the Ride limit last... or maybe nomads want to attack mounted opponents since they know that they will have the advantage due to skill limits. Bob *************************************************************************** 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, 13 Apr 1999 16:28:46 +0100 From: "Hibbs, Philip" Subject: RE: [RQ-RULES] Re: Shamans & Fetches - -----BEGIN PGP SIGNED MESSAGE----- Hash: SHA1 >"Oh Dear Mr. Humakti. Sir's Sever Spirit didn't work again...?" You still felt the automatic 1d6 general hit points damage, though, didn't you? Wondering if I have any more, are we? 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/AwUBNxNkol1SBDU3jy39EQIJqQCdFRsvX/qeZC0TIwEfAB34R2EkwQMAmgJd tkh1sV8P3kKla9qtpDqMCoVu =RnY8 - -----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: Tue, 13 Apr 1999 22:12:34 -0400 From: Tal Meta Subject: [RQ-RULES] DMD - Khavylus for RQ/Greyhawk Gods of the Nalshaval KHAVYLUS Runes: Trade, Motion, Truth Khavylus is the god of Trade, Travel, and Hidden Knowledge. Cult in the World Known as the Wanderer, Khavylus embodies the quest for new horizons, new opportunities, and new knowledge. In the dark warrens of his father's house, information and secrets were invaluable to survival, and this cult teaches those same truths in the sunlit world. Among the Nalshavel, two subcults exist, both sharing facilities but serving different aspects of their lord. The first, known as the Sunlit, are the merchants and traders who openly trade goods in the marketplaces and who lead caravans into the lowlands seeking trade. The Shadowed are the thieves and information brokers who are charged with scouting out new marketplaces, spying on potential enemies, and acquiring goods that cannot be obtained through open trade. This cult celebrates its High Holy Day on the 11th of Harvester, with additional holidays on the 11th of each month. Marketplaces typically serve as temples to this deity, as do some guildhalls. Worshippers of Khavylus generally wear cloaks of deep red, over inner garments of grey or green. Lay Membership Requirements: Khavylus appeals to both merchants and theives, and most of his supplicants are a little of both. Skills taught by the cult include Climb, Dodge, Ride, Bargain, Fast Talk, Speak Languages, Evaluate, Lores (Euroz, Nalshavel, World), Conceal, Devise, Sleight, Listen, Search, Hide, Sneak, Ceremony, and Shortsword attack/parry. Initiate Membership Requirements: Standard. Initiates of Khavylus are known as Exchangers, and facilitate the exchanges of knowledge and goods that their communities need to thrive. Initiates must choose which branch of their cult to follow (the Sunlit or the Shadowed), though it is important to note that the Shadowed are required to leave behind something of value (generally a silver coin) even when they steal something of far greater value. Spirit Magic: Befuddle, Coordination, Countermagic, Silvertongue, Shimmer. Priesthood Requirements: Standard. Known as Master Exchangers, priests of Khavylus oversee both branches of the cult, and coordinate such decisions as when to trade and when to steal, and if one should attempt one after the other has failed. Virtues for Khavylus include Creative, Curious, Honorable, and Prudent. Common Divine Magic: all Special Divine Magic: Analyze Magic, Clear Sight, Create Market, Exchange Spells, Fluency, Hide Wealth, Hie Wagon, Path Watch, Safe, Seal Tongue, Translate. 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: Wed, 14 Apr 1999 14:39:10 -0400 From: Tal Meta Subject: [RQ-RULES] DMD - Movos for RQ/Greyhawk Gods of the Nalshaval MOVOS Runes: Law, Mastery, Stasis Movos is the god of Honor, Skill, and Stoicism. Cult in the World Movos is more than merely a warrior's deity, for he symbolizes perseverance, dedication, and humility to all the nalshaval. He is perhaps the most popular of their gods after Torva himself. Movos was Torva's first supporter among his kin, and the two had been long term allies even in the Darkness. What Torva has begun, Movos has sworn to defend, no matter what the cost. The 4th of Fireseek sees the High Holy day celebrated for this cult, in addition to normal Godsday services. Lesser holidays include the 19th of Readying and the 7th of Goodmonth, when nalshavel forces drove off giants and humanoids, respectively, who sought to plunder Vren Tog. Temples to Movos are simple circular affairs, more stone-lined depressions in the earth than anything else. Unlike Bahgtru's shrines, however, a tall conical roof surmounts the depression. Ceremonial garb for Movos's priesthood involves a simple draping of bright red cloth bound by a black leather harness to hold it close to the body. Heads are shaven, and black leather boots are worn on the feet. Lay Membership Requirements: Movos appeals to those who seek to live their lives with dignity, and who respect peace. The fact that many of these worshippers display their respect for peace by defending it with their lives only illustrates the quiet resolve Movos inspires in his followers. Skills taught by the cult include Dodge, Maneuver, Ride, Speak Languages, First Aid, Lores (Euroz, Nalshaval, World), Juggle, Listen, Scan, Ceremony, and Ball & Chain attack. Initiate Membership Requirements: Standard. Most of Movos' initiates serve in community militias, as they are sworn to defend their people from harm. Those who are not are either simple craftsmen or part of a growing monastic order that lives apart and meditates on the new lives their people are forging in this wilderness. Spirit Magic: Bludgeon, Coordination, Endurance, Fanaticism, Solace, Strength. Rune Lord / Priesthood Requirements: Standard. Rune Lords in this cult serve both as priests and officers in the militia or peace forces of their communities, especially in outlying districts. Virtues for Movos include Altruistic, Calm, Honorable, and Loyal. Common Divine Magic: all Special Divine Magic: Banish Spirit, Brace, Face Chaos, Resist Pain, Shield, Weaponmight. Associated Gods Torva: provides Sunspear - -- 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: Thu, 15 Apr 1999 13:15:06 -0400 From: Tal Meta Subject: [RQ-RULES] DMD - Ollyvux for RQ/Greyhawk Gods of the Nalshaval OLLYVUX Runes: Law, Slavery Ollyvux is the goddess of Ceremonies, Law, and Punishment. Cult in the World Ollyvux is a young goddess who had the misfortune of being born a female in a male dominated society. In the darkness, this cult was mainly about punishment and suffering for it's own sake, but all through the centuries when Ollyvux tried to start cults on Oerth, the male gods would quickly crush her followers in the most vile method imaginable whenever they were found. Ollyvux has grown to harbor a distrust, bordering on hatred, of men because of this. When she heard of Torva and his band of separatists, she was curious. When she saw Ezri and Tunki join the new pantheon, Ollyvux quickly joined as well. She gained Torva's promise that her followers would be the keeper of the Law, interpreter of the Law, and the administrator the Law. Secure in their position of defining the laws and customs of the nalshaval, Ollyvux has taken it upon herself and her followers to eradicate the old ways that were practiced by the euroz. While the Enlightening may have changed the nalshaval's appearance, many are still euroz in their heart of hearts. Thus, laws among the people are harsh, and the punishments for breaking them are equally harsh. Adorned in simple robes of the purest white, priestesses of this cult can be found in tall, spire-topped towers that serve as temples for this faith. The 5th of Brewfest serves as the High Holy Day for this cult, with additional services held every Godsday. Lay Membership Requirements: Ollyvux draws many of her lay worshippers from those who help draft and enforce the laws and customs of her people. Skills taught include Dodge, Debate, Fast Talk, Orate, Speak Languages, Lores (Euroz, Laws, Nalshaval, World), Read/Write, Listen, Search, Ceremony, and Whip attack. Initiate Membership Requirements: Standard. Initiates of Ollyvux are common sights in nalshaval cities, as they are charged with 'witnessing' the actions of the public. Many Witnesses accompany peacekeepers serving Movos in their daily activities. Spirit Magic: Admonish, Clumsy, Extinguish, Second Sight, and Torture. Priesthood Requirements: Standard. Priestesses of Ollyvux, known as Arbitrators, serve as judges, legal counsels, and coordinate community activities. They also manage and guard the few prison facilities that the nalshavel maintain, and administer due punishment when such is warranted. Virtues for Ollyvux include Calm, Honorable, and Prudent. Common Divine Magic: all Special Divine Magic: Coerce, Enchant Shackle, Flay, Forlorn Hope. Associated Gods Movos: provides Shield Torva: provides Reflection - -- 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. ------------------------------ End of RuneQuest Rules Digest V2 #70 ************************************ *************************************************************************** To unsubscribe from this list send mail to majordomo@mpgn.com with the line 'unsubscribe runequest-rules' as the body of the message. 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