From: owner-runequest-rules@ (RuneQuest Rules Digest) To: runequest-rules-digest@lists.MPGN.COM Subject: RuneQuest Rules Digest V2 #71 Reply-To: runequest-rules@mpgn.com Sender: owner-runequest-rules@ Errors-To: owner-runequest-rules@ Precedence: bulk RuneQuest Rules Digest Friday, April 16 1999 Volume 02 : Number 071 RuneQuest is a trademark of Hasbro/Avalon Hill Games. All Rights Reserved. TABLE OF CONTENTS [RQ-RULES] Re. Mounted Combat [RQ-RULES] Re. Shamans & Fetches Re: [RQ-RULES] Re. Shamans & Fetches RE: [RQ-RULES] Re. Shamans & Fetches Re: [RQ-RULES] Re. Shamans & Fetches RE: [RQ-RULES] Re. Shamans & Fetches [RQ-RULES] DMD - Aisula for RQ/Greyhawk [RQ-RULES] Tips 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, 16 Apr 1999 10:11:45 +0100 From: simonh@msi-uk.com (Simon Hibbs) Subject: [RQ-RULES] Re. Mounted Combat Rich Allen : [Re separate mounted and foot weapon skills] > ..... 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. That's ok for two separate weapons, but suppose I use a sword on foot and while mounted. When I'm mounted I'll have to use a completely seperate skill to when I'm on foot, even for the same weapon. If I know how to use a sword on foot, then I'm familiar with it's weight and ballance. I know how to combine blocking and attacking actions and judge weaknesses in my opponent's defences that I can exploit with that weapon. Fair enough, mounted combat is different in many ways however many of those ways actualy make it easier to fight from horseback than from on foot. You have an automatic height advantage and if you manoeuvre your mount judiciously you can use it's momentum to help carry through attacks. It seems to me that a character who is a skilled swordsman, who mainly learned to fight with a sword on foot, yet who was also an accomplished horse rider, would probably be pretty damn effective as a mounted swordsman. Certainly any cross training involved in getting peak effectiveness would not be particularly great - not the many hundreds of hours of training and expeirence necessery to develop an entirely new skill. The current system of letting the character use both known skills, at no extra penalty over the Ride skill limitation, seems perfectly fair. If you wanted to be pedantic I would accept maybe the requirement of 50 hours cross training, but personaly I'd just assume that a skilled swordsman and horserider would logicaly have at some stage done that allready. 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, 16 Apr 1999 10:36:08 +0100 From: simonh@msi-uk.com (Simon Hibbs) Subject: [RQ-RULES] Re. Shamans & Fetches Bob Stancliff : > 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. All the shaman character's I've played became shamen during character generation. They took several years as Assistant shamne, then became shamen and did several years as Shamen. > 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. I would be well worth it. > 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 used to think that, but a creafull re-read of the section on fetches in the rules reveals that actualy fetches are very limited. They are not like independent spirits, or even allied spirits at all. > I consider the spirit defense provided by a fetch to be >because it is a sentient defender existing on the spirit >plane. I think the defensive aspec is just because the fetch is a big block of POW tacked on to the shaman's, but existing solely on the spirit plane. I don't think fetches can have the Visibiloity spell cast on them. They are the shaman's presense on the spirit plane when he is corporate. Having both the shaman and fetch on the physical plane at the same time just seems wrong. > 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. Which is why when generating a shaman character I start as an assistant shaman, then become a shaman in pre-gen and do some shaman experience. This boosts the character's POW back up so that when I start playing the character I should have a POW of around 20 or so. 2 points go into a binding enchantment, then I can go on to the spirit plane with a POW of 18 and some Spirit Screen (or preferably Spirit Block) and get me a Ghost. It doesn't even have to be a big one. POW 16 would do. Of course I'd cast spirit screen on it before sending it into combat against my foes, giving it a POW defence of at least 22-24. *Cackle* > 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? Another problem is that this makes RQ shamans totaly unlike real world shamans. Now it's the fetch that does the spirit journeying and goes to the dream time, not the shaman who just gets to hear about it afterwards. It just feels wrong IMHO. 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, 16 Apr 1999 11:59:29 +0100 From: "Nikk Effingham" Subject: Re: [RQ-RULES] Re. Shamans & Fetches >> 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. > >All the shaman character's I've played became shamen during >character generation. They took several years as Assistant >shamne, then became shamen and did several years as Shamen. This is what happened in my games and campaigns. Once, when another GM was running, a character died during character generation when the Bad Man defeated him. The skills needed to qualify as a shaman really aren't amazingly high. That's why in my game I demand you begin as an assistant shaman and face the Bad Man after a few adventures, by which time the character has gathered ties, money, items etc... that make them think that fighting the Bad Man aren't such a shit hot idea after all. >> 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 used to think that, but a creafull re-read of the section >on fetches in the rules reveals that actualy fetches are >very limited. They are not like independent spirits, or even >allied spirits at all. I agree with Simon, the fetch is obviously just an extension of the shaman onto the Spirit Plane. I don't even award my shaman's fetch INT. I disagree with Simon though when he talks about spirit travel - in my opinion the fetch does indeed travel the Spirit Plane, and whilst there the shaman knows everything the fetch does as it is part of him - not a seperate entity - so in effect the shaman does not "hear about it later". Correct me if I misinterpreted what you said... I don't think a shaman should go for one excellent reason, Blueface the shaman, your century old shaman with a POW 250 fetch, is wandering along the spirit plane when he meets his most direst enemy, Bob the Shaman who only just turned into a shaman last summer and has a fetch POW of 6. Let's say both shamans have a personal POW of 19. Now, whilst playing under the normal RQ rules both meet on the Spirit Plane and have a little spirit combat between POW 19, which means that Blueface, the century old shaman of awesome power, has a very real, very dangerous chance of being defeated. Surely this does not make sense, if I encounter a powerful shaman on the Spirit Plane they should be POWERFUL, and if you allow them to send out their fetches, then it works. In that case Bueface's POW 250 fetch meets Bob's POW 6 fetch and the two fight and Bob loses. Just the way it should be. All IMO, Nikk *************************************************************************** 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, 16 Apr 1999 12:23:54 +0100 From: "Hibbs, Philip" Subject: RE: [RQ-RULES] Re. Shamans & Fetches - -----BEGIN PGP SIGNED MESSAGE----- Hash: SHA1 >Blueface the shaman, your century old shaman with a POW >250 fetch, is wandering along the spirit plane when he meets >his most direst enemy, Bob the Shaman who only just turned >into a shaman last summer and has a fetch POW of 6. Blueface gets to modify his random encounter result by +/- 250, which on percentage dice is pretty good. In Sandy's, this is fixed by the shamanic power of increasing species max POW, so Blueface can have a personal POW of 30 or more without too much difficulty. Also, if you have access to the right reusable divine magic, a Command [spirit] with a few hours worth of Extension gets you a nice spirit plane bodyguard. I recommend a ghost or a magic spirit. 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/AwUBNxcf1F1SBDU3jy39EQIhnQCgpJyARLAwcurYf5m69fxRKl8bQFYAn2/R jdW8HUNuFeEdNvbuxgfYLlDC =G95H - -----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, 16 Apr 1999 09:36:39 -0400 From: "Bob Stancliff" Subject: Re: [RQ-RULES] Re. Shamans & Fetches > I think the defensive aspec is just because the fetch is a big > block of POW tacked on to the shaman's, but existing solely on > the spirit plane. I don't think fetches can have the Visibiloity > spell cast on them. They are the shaman's presense on the spirit > plane when he is corporate. Having both the shaman and fetch on > the physical plane at the same time just seems wrong. This is the hinge point of the technique. If the fetch is independent, then it 'might' be able to travel and it could certainly throw Visibility. If it is just a spirit plane attachment with no free will, then these can't reasonably happen. 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, 16 Apr 1999 15:20:05 +0100 From: "Hibbs, Philip" Subject: RE: [RQ-RULES] Re. Shamans & Fetches - -----BEGIN PGP SIGNED MESSAGE----- Hash: SHA1 >If the fetch is independent, then it 'might' be able to travel >and it could certainly throw Visibility. If it is just a spirit >plane attachment with no free will, then these can't >reasonably happen. IMO the fetch can be seen as a separate entity - I think it's a grey area as to whether it is or not, it may even have a different level of autonomy for shamans from different traditions. I'd say it can have Visibility cast on it. - - From Sandy's rules: What is the fetch? The fetch may be a number of things, depending on the mystical tradition of the shaman. It might be one of the shaman's own ancestors, or a totemic spirit. It might even be a spirit double of the shaman, somehow evoked from his subconscious. Among non-humans, it might be a premortal monster, an unborne spirit, or a fragment of Aldrya's overmind. Whatever the source, it is certain that the maintenance and evocation of the fetch is dependent upon something within the shaman -- a special organ, a new bone, a secret name. Whatever the source, every shares many things in common, and yet every fetch is different. 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/AwUBNxdJHl1SBDU3jy39EQKWZACgiLdsqRCraQtf6ViUrgtuW22Jg3UAoKiL b8RaXF40vmuUFouQRhzGAyoF =XjiQ - -----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, 16 Apr 1999 12:40:51 -0400 From: Tal Meta Subject: [RQ-RULES] DMD - Aisula for RQ/Greyhawk Gods of the Nalshaval (I wasn't going to include Aisula, originally, but Everett was kind enough to send me some updated info, and I've since changed my mind...) AISULA Runes: Fertility, Shadows, Death Aisula is the goddess of Blood, Twilight, Beauty, and Death. Cult in the World Aisula was born of a union between Gruumsh and a little known euroz goddesses named Oishen, who died giving birth to her. (It is possible that Luthic was jealous of her and killed her as the baby was born.) Because Aisula was a daughter of Gruumsh's, Luthic was forccd to raise her as her own daughter. Early on, the adventurous and beautiful (by euroz standards, anyway) young goddess, who had an affinity for shadows and twilight, showed herself to be quite a handful. She seduced many of the young gods, but would never allow any of them to gain an advantage over her. While traveling the planes in search of adventure, Aisula met and fought a powerful vampire/deity. (Which she will not say, but its rumored to have been Kas the Destroyer). Needless to say, Aisula suffered grievous wounds. She barely made it home to Luthic's doorstep before she succumbed to the wounds and died, only to rise again as a vampire. She and Luthic kept this a secret, fearing what Gruumsh would do if he knew. Though the limitations of vampirism meant little in Gruumsh's sunless halls, the call of the blood was something that Aisula could not ignore. She surprised another young god and drained him dry. Fearing he would also rise, she destroyed the remains. For many years, that one kill sustained her. Eventually the hunger came upon her again. She tried to resist, but it proved to be her master. Aisula hunted and found an ancient euroz deity, Huntum, whom she felt might sustain her for decades. Just before she attacked, a group of other young gods set upon Huntum, beating him for no reason. Aisula jumped out and sank her fangs into one of the young ones, whom she quickly drained. The others ran in fright, not even bothering to look to see who was attacking them. Sated, Aisula helped Huntum up. He was grateful to her for helping him, and offered to help her, as well. When her hunger returned, Huntum, who was now her lover, offered her a little of his own blood to help her through the hunger. The taste of blood, freely given, ran through Aisula's head like a drug, and the next day after awakening, Aisula found she could control the hunger. Over the next few decades, Aisula and Huntum were secretly married. Every few weeks he would offer her a little nibble on his neck or wrist, to sate the hunger. Aisula now serves the nalshaval as their undying Mistress of Death. She is also often referred to as the Seductress. Aisula's cult celebrates the 28th of Sunsebb, the last day of the year, as their High Holy Day. Additional ceremonies are conducted every Freeday. Temples to this goddess are constructed entirely below ground, and consist primarily of vast catacombs where the dead are stored. Priestesses of Aisula wear gowns of blood red, and keep hours similar to those of their patron (i.e. awake and active only at night). Lay Membership Requirements: Aisula draws most of her followers from the ranks of those who prepare and inter the bodies of the fallen, as well as those who seek to emulate the beauty and seductive powers of the Twilight Queen. Skills taught by the cult include Dance, Dodge, Orate, Seduction, Speak Languages, Craft (Funeral Rites), Lores (Euroz, Nalshavel, Spirit, Undead, and World), Conceal, Track, Ceremony, and Bite/Tusk attack. Initiate Membership Requirements: Standard. Initiates of Aisula (known as Blood Sisters) serve as both as undertakers and prostitutes, but require living blood as partial payment. The blood taken is seldom enough to be life threatening, as it is the symbology that is important, not the volume. Spirit Magic: Aisula's Tusks (Toothsharp), Countermagic, Darkwall, Glamour, Hibernation, Shadowcloak (Shimmer). Priesthood Requirements: Standard, though open only to women. Aisula's priestesses are known as Blood Queens, and they are ultimately in charge of the burial and rites protecting the dead. Unlike their Mistress, Blood Queens are not vampires and do not seek undeath; any offerings of blood must be freely given, or the blood is useless. Common Divine Magic: all Special Divine Magic: Blood Offering, Dark Walk, Erotocomotose Lucidity, Stop Ressurection, Whispers. Associated Gods Huntum: provides Resist Pain - -- 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, 16 Apr 1999 17:52:44 +0100 From: "Hibbs, Philip" Subject: [RQ-RULES] Tips - -----BEGIN PGP SIGNED MESSAGE----- Hash: SHA1 I finally got round to uploading the new http://www.snark.freeserve.co.uk/toptips.html last night - I'm sure I did it once already, but I think I uploaded an old copy on top 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/AwUBNxds511SBDU3jy39EQKq3QCcC2tqpPHi5L7GKDsk++bP6uveM5EAn0HA 2k5BXJ3J031o27+oOnwVU09e =yZI1 - -----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. ------------------------------ End of RuneQuest Rules Digest V2 #71 ************************************ *************************************************************************** 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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