From: owner-runequest-rules@ (RuneQuest Rules Digest) To: runequest-rules-digest@lists.MPGN.COM Subject: RuneQuest Rules Digest V2 #79 Reply-To: runequest-rules@mpgn.com Sender: owner-runequest-rules@ Errors-To: owner-runequest-rules@ Precedence: bulk RuneQuest Rules Digest Sunday, May 2 1999 Volume 02 : Number 079 RuneQuest is a trademark of Hasbro/Avalon Hill Games. All Rights Reserved. TABLE OF CONTENTS [RQ-RULES] Reality and Game Worlds Re: [RQ-RULES] Reality and Game Worlds [RQ-RULES] DMD - Tunki for RQ/Greyhawk Re: [RQ-RULES] RQ4 rules Re: [RQ-RULES] Reality and Game Worlds Re: [RQ-RULES] Reality and Game Worlds Re: [RQ-RULES] Reality and Game Worlds RE: [RQ-RULES] Reality and Game Worlds Re: [RQ-RULES] RQ4 rules [RQ-RULES] Sorcery Spells [RQ-RULES] Machine Life (sheens) - Walkers 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, 30 Apr 1999 15:43:18 +0100 From: simonh@msi-uk.com (Simon Hibbs) Subject: [RQ-RULES] Reality and Game Worlds Last weekend, while running a game of RQ (actualy an Elric/RQ3 hybrid, but I digress) I had an interestign discussion with some of the players. I'd be interested in finding out everyone else's opinions. I'll start by stating their possition and then give mine in contrast. They believed that there is such a thing as a Magic Point in Glorantha. Gloranthans know that they have a limited store of magic. They know that they can learn variable spells at different power levels and that there is a unitary minimum power level for each spell. Someone with a POW of 15 knows that they have 15 MPs because they can cast one of these lowest power unitary spells exactly 15 times before falling unconcious. This is the same for all variable spells. Similarly, ranged and variable area of effect spells operate withing fixed parameters which can be accurately determined through observation and experimentation. That's their viewpoint. Mine is that this is ridiculously over-literal. I don't think Glorantha has any intrinsic quantifiable units like Magic Points, any more than it or the real world have intrinsic quantifiable units such as Hit Points, or Fatigue Points, or armour points. The same goes for spell ranges. These are convenient simplifications for the purposes of a game. To assume this would be to assume that Gloranthans use the metric system, since RQ spell descriptions, character movement rates, etc are all in metric units and these would be calculable by any observant mathematician. I've played in games set in the 'real world' using the Call of Cthulhu rules. These ruels have character attribute points, weapon damage points, Hit Points and fixed weapon ranges. The game world of those games does not have these as intrinsic 'units of nature' any more than the real world does. They are simply conveniences for the sake of a game. The same is true of Glroantha or any other fantasy game world. Oppinions? 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, 30 Apr 1999 15:56:09 GMT From: "Nikk Effingham" Subject: Re: [RQ-RULES] Reality and Game Worlds My old Gm used to get around quanitification of magic points by just calling it "soul force". So if the Gm meant to say "sacrifice 1 POW to the person you're talking to" the guy would ask for some "soul force". It barely worked... Personally I slap my players on the wirsts if they sit there and talk about stats to each other (such as who has the better climb skill. or the highest STR) especially if they swap the intensity of spells in game talk ("Can I buy a Bladesharp 4 matrix please?" just doesn't sound right). I must admit that we do use spell names as references, so my Gloranthans know exactly what a Sever Spirit or a Mindspeech spell does, and refer to it as such - it's just easier for me that way. 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, 30 Apr 1999 10:57:00 -0400 From: Tal Meta Subject: [RQ-RULES] DMD - Tunki for RQ/Greyhawk Gods of the Nalshaval TUNKI Runes: Fire, Fertility Tunki is the goddess of Fire, Passion, and Feminity. Cult in the World Tunki is a flame-haired euroz who is ruled by her passions and emotions. Tunki could be called the first feminist of the euroz pantheon. Even as a youth, Tunki felt that the male dominated society she dwelt in was corrupt, and needed drastic, even revolutionary action to fix it. She especially hated the extremely strict laws that governed the euroz and kept females in perpetual bondage. On the fateful night when Torva returned to the Shadowed Halls, Tunki had been brought before Gruumsh for judgement. As she had often used the fire of her passion to burn those males who sought to dominate her, it had been Gruumsh's decree that she be wed to Yurtrus in order to finally break her spirit. When she witnessed Torva standing up to Gruumsh, she took the chance at escaping her fate by throwing in her lot with the Zavik. Although she is highly attracted to the powerful new leader of the pantheon, she has refused to become his bride until he acknowledges and codifies female equality among the nalshaval. Tunki's followers hold their High Holy Day ceremonies on the 16th of Fireseek, with additional services every Godsday. Shrines to Tunki are typically statues of the goddess carved from reddish stone, surrounded by torches. Priestesses perform services wreathed only in flame, and wear robes of red-orange between services. Lay Membership Requirements: Open only to females, Tunki's faith is quite common as a secondary faith for those who primarily worship Ezri or Ollyvux. There is some competition between the cults of Aisula and Tunki, as both goddesses represent aspects of nalshavel fertility. Skills taught by this cult are Dance, Tumble, Seduction, Sing, Speak Languages, Craft (Cooking, Courtesan, others), First Aid, Lores (Euroz, Nalshavel, World), Listen, Taste, Sneak, Ceremony, and Shortsword attack/parry. Initiate Membership Requirements: Standard. Initiates of Tunki exist as a society of 'Free Women', sworn to never again submit to the rule of any male. Most take work as caravan guards, guides, and personal bodyguards. Spirit Magic: Countermagic, Fireblade, Protection, Repair. Priesthood Requirements: Standard. Tunki's priestesses expouse a life free of male dominance, and urge their followers to take up crafts and positions traditionally held by men. Virtues for Tunki include Energetic, Rebellious, and Stubborn. Common Divine Magic: all Special Divine Magic: Attract Attention, Cause Passion, Couvade, Fertility, Regain Purity, Shield of Fire. Associated Gods Ezri: provides Command Sylph Torva: provides Command Salamader - -- 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, 30 Apr 1999 11:11:53 -0400 From: "Bob Stancliff" Subject: Re: [RQ-RULES] RQ4 rules > Is there a posting somewhere on the net where all of the RQ4 rules are > posted? > mike I had someone from Spain asking me the same thing. Bob Stancliff (stanclif@ufl.edu) http://commnections.com/upgrades *************************************************************************** To unsubscribe from this list send mail to majordomo@mpgn.com with the line 'unsubscribe runequest-rules' as the body of the message. ------------------------------ Date: Fri, 30 Apr 1999 08:25:04 PDT From: "Leon Kirshtein" Subject: Re: [RQ-RULES] Reality and Game Worlds >They believed that there is such a thing as a Magic Point in Glorantha. ... > >Oppinions? I think that they may be right. Assume two people with the same spell, lets say Speedart for simplicity sake, and the spell came from the same source , a cult spirit. The number of times a person may cast it before he passes out (at 0 MP) as well as the state of the other person after casting this spell the same number of times will determine the relative measure of POW and/or magic points. The question now becomes as to what is 1MP? But, I think this is immaterial as long as every one agrees on it as a unit of measure. Leon Kirshtein _______________________________________________________________ Get Free Email and Do More On The Web. Visit http://www.msn.com *************************************************************************** To unsubscribe from this list send mail to majordomo@mpgn.com with the line 'unsubscribe runequest-rules' as the body of the message. ------------------------------ Date: Fri, 30 Apr 1999 11:33:39 -0400 From: "Bob Stancliff" Subject: Re: [RQ-RULES] Reality and Game Worlds > Mine is that this is ridiculously over-literal. I don't think Glorantha > has any intrinsic quantifiable units like Magic Points, any more than it > or the real world have intrinsic quantifiable units such as Hit Points, > or Fatigue Points, or armour points. The same goes for spell ranges. Opinions? > Simon Hibbs If Glorantha is a 'world' then you are quite correct. The quantification of abilities is so that players can understand their capabilities. I am very partial to the Champions system because it created more fluid stats for combat... what you can do next often depends on what you have done recently. The same Endurance that allows you to run and fight is use to cast spells and there are no arbitrary Magic Points to guarantee that you can succeed. Champions also allowed an action to exceed the Endurance stat and cause Stun damage that could knock you out (because you exceeded your limit). It is impossible to play RPG's fairly without some stats being enforced. With good computer support or sufficient (tedious) bookkeeping, the stats could be hidden from players and replaced by vague hints of current status. The only other possibility is for the referee to 'story tell' all aspects of the campaign, and to not quantify anything. His opinion would be the only one that mattered and the players would have to accept his interpretation of events. I would personally hate to play a game like that for long, I wouldn't feel that it was fair. Bob Stancliff (stanclif@ufl.edu) http://commnections.com/upgrades *************************************************************************** To unsubscribe from this list send mail to majordomo@mpgn.com with the line 'unsubscribe runequest-rules' as the body of the message. ------------------------------ Date: Fri, 30 Apr 1999 18:44:02 +0200 From: Julian Lord Subject: Re: [RQ-RULES] Reality and Game Worlds Simon Hibbs : > They believed that there is such a thing as a Magic Point in Glorantha. > Gloranthans know that they have a limited store of magic. They know that > they can learn variable spells at different power levels and that there > is a unitary minimum power level for each spell. Someone with a POW of > 15 knows that they have 15 MPs because they can cast one of these lowest > power unitary spells exactly 15 times before falling unconcious. Don't think they're right. One of the nicest (and most useless) points of RulesQuest trivia from the old RQ4 discussion list was that since : RQ stats progress logarithmically (proof : the Resistance table) then : the number of MPs a character has should be a logarithmic function of POW. (MPs can be proven to be a _linear_ measure of magical force, etc ...) also, each variable spell would use a logarithmic amount of MPs to cast. Logically, a spell which boosted STR 16 up to 17 would cost more in MPs than one which boosted STR 14 to 15 (the linear difference in between 16 an 17 being much larger ...) A character who cast 15 Disruption spells would use far less magical energy than one who cast 5 Bladesharp 3s. Realistic? certainly. Gameable? bwwaa-Ha-HA-HAA-HAAA !!! Compromise? RQ PCs have many more MPs than appear on their character sheets; most of them are used to nourish their spirits, as small sacrifices to various spirits (such day-to-day stuff not actually covered in game-play), to maintain their links with the gods, etc. etc. So, MPs probably *do* exist in Glorantha (as a unit of measure used by GodLearner scientists, etc.), but they are not the same as a RQ MP, which is a far more intuitive measure of magical force available to a character. *************************************************************************** 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, 30 Apr 1999 12:38:11 -0500 From: "Rich Allen" Subject: RE: [RQ-RULES] Reality and Game Worlds > Oppinions? I believe you are right; game mechanics like fatigue, hit and magic points are for player reference, not character. Even skill percentages should not be "known" by the characters, but rather levels such as amature, pro, master, etc. There are some things in RQ that must have very definable levels, however. These have been mentioned in other answers to your question: spell levels. How does one go about asking to be taught the Heal 3 spell from the local Shaman without saying they want a level three heal spell? I just have to add that in real life we DO quantify certain things. IQ score, belt ratings in Karate, etc. There are even numerical ratings for body fat, endurance levels (oxegen transfer rate or something like that), etc. So, some things in RQ could very well have numerical ratings, while others are for player information only. 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: Sun, 2 May 1999 19:28:58 EDT From: SirVishal@aol.com Subject: Re: [RQ-RULES] RQ4 rules In a message dated 4/30/99 11:24:26 AM Eastern Daylight Time, stanclif@ufl.edu writes: > > Is there a posting somewhere on the net where all of the > RQ4 rules are > > posted? > > mike > I had someone from Spain asking me the same thing. > Bob Stancliff > (stanclif@ufl.edu) > http://commnections.com/upgrades Well, does anyone know if there is one? *************************************************************************** To unsubscribe from this list send mail to majordomo@mpgn.com with the line 'unsubscribe runequest-rules' as the body of the message. ------------------------------ Date: Sun, 02 May 1999 18:04:46 PDT From: "Leon Kirshtein" Subject: [RQ-RULES] Sorcery Spells I have been looking over several AD&D modules as source for adventures for my game and ran across some spells which I think can be useful for RQ. This is my version of these spells. Comments are welcomed Please note: I am not claiming these spells are my idea just converted by me to RQ. Distill Instantaneous, Permanent, Hard This spell will distill fresh water from any available source. The amount of fresh water will depend on the quality of the original source. All impurities including salt and/or poison will be removed leaving only pure water. One liter of liquid may be processed this way per each point of intensity in the spell. If the source is not liquid such as fruit or a carcass then a liter of water may be extracted form each point of size (or six points of encumbrance) per three points of intensity. If this spell is cast on a living target then it will do 1pt of damage per three points of intensity, to general hit points, once power is overcomed. Waterbane Passive, Temporal, Easy This spell will waterproof one size point or six encumbrance of material per point of the spell. Creatures that must remain wet will suffer effects as if they were not in water from the time this spell was cast. Note: this does not effect their breathing in any way and requires POW vs. POW roll. The spell may effect only a part of a creature (roll for location) with varying degree of success Dampen Passive, Temporal, Easy A reverse of Waterbane spell in all ways. (Must check on depths and altitudes to adjust this spell) Resist Pressure Passive, Temporal, Medium This spell will grant protection against a crushing force such as water pressure or even a great weight if it was applied slowly. The amount of protection is equal to cancellation of 20pt of size, or 120pt of encumbrance, or 20 meters of water depth. This spell can also be used to resist the effect of high altitude. SkullShater Ritual, Enchantment, Medium When this enchantment is cast, a sorcerer imbues a skull with a latent magical dweomer. When a specified event occurs or if any damage is inflicted to the skull, the skull explodes. Any living creature, within the area of effect, will suffer damage from the razor sharp bone fragments, armor protects. The amount of damage and the area of effect depend on the size of the skull. Size POW Damage Radius 1 or less 1 1d6 1 meter 2 1 2d6 2 meters 3 2 3d6 3 meters 4 2 4d6 4 meters Etc. If another skull bearing the same enchantment is placed within the radius of effect, it can be set to be triggered by the explosion of the first one to deliver compound damage. Note: A humanoid head 1/10 the size of the full creature, round .5 up. Leon Kirshtein _______________________________________________________________ Get Free Email and Do More On The Web. Visit http://www.msn.com *************************************************************************** To unsubscribe from this list send mail to majordomo@mpgn.com with the line 'unsubscribe runequest-rules' as the body of the message. ------------------------------ Date: Sun, 02 May 1999 18:14:18 PDT From: "Leon Kirshtein" Subject: [RQ-RULES] Machine Life (sheens) - Walkers Yes, I have been reading too much AD&D stuff lately, but that other options do we have? Anyway, since Wizards bought TSR it was only a matter of time till we would see the merger of fantasy worlds between the two games. Keeping this in mind I was not suprised to see an article dealing with machine life(Phyrexians from Magic the Gathering?). This is my version of the sheens described in the article by Bruce R. Cordell in Dragon #258 as converted into RQ. See article for further details. I will post convertions of the sections as time allows and would like to describe the sheens as well as new special spells for RQ. So without further ado, may I present to you the sheens. Walkers Walkers number among the simplest sheens observed outside a machine cyst. A walker's body is composed mostly of a lumpy metallic obloid. Dim lights flicker across the surface of the sphere in different patterns, depending on the walker's situation. The main body is supported by two slender metal legs, each ending in a wide, hooflike (metal) pad. Another limb, called a sampler arm, emerges from beneath the sphere. The sampler arm contains small metal teeth; perfect for gripping samples but also useful in defending the walker from threats it can't escape. Walker STR 2d6 + 3 MV: 4 Hit On Armor HP CON 4d6 HP: 11 RPad 01 - 03 4(1) .33 SIZ 2d6 LPad 04 - 06 4(1) .33 INT 1d6 + 3 Body 07 - 18 4(1) .40 POW - SArm 19 - 20 4(1) .25 DEX 2d6 + 3 CHARGE 30 WEAPONS SR ATT DAMAGE PAR AP Sampler Arm SA 6 40% 1d6 35% 7 Plasma Shovel* PA 4 100% 4d6 Electric Discharge* +2d4 Hazard Variant Walker STR 4d6 + 3 MV: 5 Hit On Armor HP CON 4d6 + 3 HP: 14 RPad 01 - 03 6(1) .33 SIZ 3d6 LPad 04 - 06 6(1) .33 INT 1d6 + 3 Body 07 - 16 6(1) .40 POW - RArm 17 - 18 6(1) .25 DEX 3d6 + 3 LArm 19 - 20 6(1) .25 CHARGE 30 WEAPONS SR ATT DAMAGE PAR AP Sampler Arm RA 6 60% 1d6 + 1d4 55% 9 Sampler Arm LA 6 60% 1d6 + 1d4 55% 9 Electric Discharge* +2d4 Walkers (expend 1 unit of CHARGE per day and) must return to their machine cyst once per month to replenish their energy. If a walker's energy is depleted, it becomes inert. Electric Discharge - Walkers store electrical energy in their outer carapace. A walker can release this energy as a powerful electrical shock. This will do additional 2d4 points of electrical damage on its next hit. An attacker striking a walker with a metallic weapon while the walker contains an excess charge will also suffer this damage to the attacking limb. This discharge cost a walker 1d6 points of CHARGE. Plasma Shovel - Certain walker specialized for ore recovery (called miners) posses digger arms instead of sampler arms (same stats and damage), as well as plasma shovel. The plasma is a searing cone of superheated particles 30 feet long, 3 feet wide at the origin and gradually narrowing to an inch or less at the terminus. Creatures struck by the plasma match the damage of the plasma vs. the armor in the effected location, if successful only half damage is taken. This form of attack can be used only 3 time per day but does not cost a CHARGE. Defensive Field - Walkers automatically generate a physical protective field. Though generally invisible, the field acts in a way similar to an Intensity 1 Damage Resistance spell, with armor protecting first. Magic Susceptibility - All forms of machine life are unsuited to resist magic, but their lack of POW makes them immune to all spells requiring a Resistance Roll Vs POW. Spells that do physical damage inflict +1 damage per die of magical damage delivered. Note: Certain spells that normally require a Resistance Roll if cast on a living being will work automatically on a sheen. Example: a Crack spell will automatically destroy a sheen with out roll. _______________________________________________________________ Get Free Email and Do More On The Web. Visit http://www.msn.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 #79 ************************************ *************************************************************************** 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.