From: owner-runequest-rules@ (RuneQuest Rules Digest) To: runequest-rules-digest@lists.MPGN.COM Subject: RuneQuest Rules Digest V2 #81 Reply-To: runequest-rules@mpgn.com Sender: owner-runequest-rules@ Errors-To: owner-runequest-rules@ Precedence: bulk RuneQuest Rules Digest Tuesday, May 4 1999 Volume 02 : Number 081 RuneQuest is a trademark of Hasbro/Avalon Hill Games. All Rights Reserved. TABLE OF CONTENTS Re: [RQ-RULES] Spirit Magic Re: [RQ-RULES] RE: RuneQuest Rules Digest V2 #79 [RQ-RULES] Rune Level POW Question [RQ-RULES] Machine Life (sheens) - Dashers Re: [RQ-RULES] Rune Level POW Question [RQ-RULES] Re : Reality and Game Worlds [RQ-RULES] Re : Reality and Game Worlds [RQ-RULES] Re : Sorcery Spells Re: [RQ-RULES] Re : Sorcery Spells [RQ-RULES] Sorcery - Spells of Bigby p.1 Re: [RQ-RULES] Re : Reality and Game Worlds RE: [RQ-RULES] Re : Reality and Game Worlds 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, 03 May 1999 20:28:20 +0200 From: Julian Lord Subject: Re: [RQ-RULES] Spirit Magic David Weihe: > Supposedly, > as one uses particular magics one becomes more effective or > efficient at them. For example, Humakti Bladesharps would be > more powerful for the same level of magical oomph (to avoid the > term Power) than those cast by Orlanthi, let alone those cast by > non-combatants. I.e., a Humakti using 4 MP might get the results > of RQ Bladesharp 6 or 8, while an Orlanthi would get just the usual > Bladesharp 4, and a Lhankhor Mhy sage investigating weapons > magic might get only the equivalent of Bladsharp 1. The usual > Humakti-with-Healing-6 might have to spend an entire days' power > to use it, while a CA priestess could do it for only a couple > points, etc. Cool, and I like it; but complicated ... > The alternative involves too much paperwork, as each spell would > have > to be assigned different points for different characters. No more paperwork than for sorcery; (which isn't *necessarily* good advertising copy ... ;-) I myself favour (but don't use, ... yet ... ) a system whereby *each spell, or shaman ability, gets a *X% multiplier (of POW), instead of the straight POW*5% of RQ3. I don't see it as being very easy to increase any X-number (meditations, spirit journeys, heroquests, Amazing Success, etc.. can do the trick ... ). Bigger spells, and those opposed to your cult have smaller X; ... and vice-versa. Medecine Bundles, Spirit Helpers, Holy Swords and whatnot give bonuses, of course ... *************************************************************************** To unsubscribe from this list send mail to majordomo@mpgn.com with the line 'unsubscribe runequest-rules' as the body of the message. ------------------------------ Date: Mon, 3 May 1999 17:38:29 EDT From: IssariesGT@aol.com Subject: Re: [RQ-RULES] RE: RuneQuest Rules Digest V2 #79 In a message dated 5/3/99 10:25:43 AM Pacific Daylight Time, Weihe@danet.com writes: << This could be simulated in RQ by assuming that people get and keep various powered crystals that aid their "favorite" powers, and sell those that are of less professional interest (frex, only very greedy Humakti would bother with crystals that detect gems), but might require that characters have and use several at the same time, or combine them more easily. This breaks the current crystal rules that treat powered crystals as atomic, allowing just one attuned at a time, but they never seemed fundamental to me, anyway. >> I very strongly agree with this aspect rather than a debatable multiplier by cult. 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: Mon, 3 May 1999 17:42:36 EDT From: IssariesGT@aol.com Subject: [RQ-RULES] Rune Level POW Question Here's a question that has been raised by one of my players. If a Rune level's POW drops below that required by his station (ie 15 for RL and 18 for RP). What exactly happens etc.? I believe that the character would be given a set amount of time to regain the POW level or lose his status and all that pertains to it. What does the group think? 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: Mon, 03 May 1999 20:37:11 PDT From: "Leon Kirshtein" Subject: [RQ-RULES] Machine Life (sheens) - Dashers Dashers A dasher resembles a nightmarishly elongated iron mantis, complete with six spindly legs used only for running at insane speeds; it falls over if slowed to less than 30 mph. Although dashers can clear barriers less than 20 feet high with a single stride, the speedy machines can't turn well. Foes who take shelter inside a solid structure (tents don't count), are backed up against a wall, or who throw themselves flat upon the ground are immune to the blindingly swift attack of a dasher. The only possible attack against a dasher is to set a weapon against a charge. Targeting a dasher with a spell is almost impossible. Dasher STR 3d6 + 3 MV: 4 Hit On Armor HP CON 4d6 HP: 11 RHL 01 - 02 4 .20 SIZ 3d6 LHL 03 - 04 4 .20 INT 2d6 + 3 RCL 05 - 06 4 .20 POW - LCL 07 - 08 4 .20 DEX 2d6 + 18 ABD 09 - 13 4 .40 CHARGE 2 H 14 - 16 4 .33 RFL 17 - 18 4 .20 LFL 19 - 20 4 .20 WEAPONS SR ATT DAMAGE PAR AP Mandibles 0 50% 4d6 + 1d4 Sonic Boom 0 100% special Dashers (expend 1 unit of CHARGE per day and) must return to their machine each day to replenish their energy. If a dasher's energy is depleted, it becomes inert. Mandibles - Mandibles deliver a slashing attack. Sonic Boom - A dasher can generate a sonic boom by accelerating to its top speed. The sonic boom affects all living creatures within a 100' - radius of the effect and is equal to Intensity 10 Illusion of Sound (CONx2). The energy needed to do so is equal to 1pt of CHARGE. 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. Meltdown - If a dasher is stopped either by damage, magic, or trap it retains the heat as a byproduct of its energy storage. Over the next 3 rounds, and accompanied by a cherry-red glow, the dasher melts into a pool of slag, utterly destroyed. _______________________________________________________________ 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: Tue, 04 May 1999 09:24:39 +0200 From: Julian Lord Subject: Re: [RQ-RULES] Rune Level POW Question IssariesGT@aol.com (aka kes) : > Here's a question that has been raised by one of my players. > > If a Rune level's POW drops below that required by his station (ie 15 for RL > and 18 for RP). What exactly happens etc.? WOW !! A RQ2 Question !! In RQ2, if your POW goes beneath the stated levels, you lose your Rune level, and all powers, until you get your POW back again ... > I believe that the character would be given a set amount of time to regain > the POW level or lose his status and all that pertains to it. that's not how RQ2 did it ... RQ3 got rid of all this, and it's a good thing that it did, IMO It was a nonsensical rule ... *************************************************************************** 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, 4 May 1999 12:38:48 +0100 From: simonh@msi-uk.com (Simon Hibbs) Subject: [RQ-RULES] Re : Reality and Game Worlds Bob Stancliff : > 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. I think I'd probably agree. I much prefer games like Amber where the game encourages building a consensus between the players, including the GM. Although in my experience it's possible to be authoritative as a GM in virtualy any game. Even RQ3 benefits from some consensus building between players and the GM, as evidenced by the differing collections of house rules used by members of this list. 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, 4 May 1999 12:47:54 +0100 From: simonh@msi-uk.com (Simon Hibbs) Subject: [RQ-RULES] Re : Reality and Game Worlds Leon Kirshtein : >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. Fair enbough, but do you also think that there is such a thing as a Fatigue Point, or a Hit Point, or a Strength Point in the same way? If not, why not? Rich Allen : > 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. That's reasonable. Characters do in some cases know less about themselves than we know, but I think also in many cases they know much more about their abilities than we do. A character who has Carpentry 80% might be asked to make a chair. He rolls 08 and specials. What we don't know is why he succeeded so well. Was it the good materials, or because he happened to have exactly the right tools? Or is it because he has built dozens of similar chairs before? In some cases the character would know that this was going to be an easy job, but as players we don't. When we make skill rolls for our characters we know the character succeeded and roughly how well they succeeded, but we don't know the details of why they succeeded untill we make them up. In this sense, we as players suffer from severe sensory deprivation compared to our characters. 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, 4 May 1999 12:56:23 +0100 From: simonh@msi-uk.com (Simon Hibbs) Subject: [RQ-RULES] Re : Sorcery Spells Tal Meta : >This reminds me... I was going to try and convert some of the more >famous 'named' spells over to sorcery, like the Bigby's Hand series, >etc. Admittedly, I'd likely have to create some heretical 2-3 point >sorcery spells (for memorization purposes, leastwise) to make them >recognizeable at a reasonable casting skill... What's wrong with Phantom [Touch] and other combinations of existing spells? 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, 04 May 1999 08:39:08 -0400 From: Tal Meta Subject: Re: [RQ-RULES] Re : Sorcery Spells Simon Hibbs wrote: > > What's wrong with Phantom [Touch] and other combinations of existing > spells? That's what I envision forming the 'core' of the spell in question, actually. A blend of illusion, damage boosting, damage resistance, etc.. But instead of it being a multispell of all these, I want it to be a spell in and of itself (perhaps taking up an additional point of Free INT for each of the core spells that went into writing it, instead of requiring complex manipulations and a high casting skill to be useful). - -- 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: Tue, 04 May 1999 12:27:11 -0400 From: Tal Meta Subject: [RQ-RULES] Sorcery - Spells of Bigby p.1 I'm cross-posting these on the Eternal Champions list, as with a little tinkering, they might be serviceable in a Million Spheres campaign as well. They were designed with Sandy's (RQ) Sorcery in mind, though (at least, my house rules spin on it - YMMV.) Bigby's Battering Gauntlet 3 Points Memorization Ranged, Active This spell creates an illusion of a large battering ram with a head shaped like a clenched fist. For every 2 Intensities in the spell, it does 1d4 points of structural damage. This spell has no effect when employed against naturally living entities, or if used against anything but a portal (door, porticulis, drawbridge, etc.). Only one such spell can affect a given portal at any one time. If used against a structure that contains a bound spirit, the caster must overcome the magic points of that spirit with his own in order to cause damage that round. Bigby's Cleched Fist 3 Points Memorization Ranged, Active, Maintained This spell creates a large disembodied hand clenched into a fist. This fist is under the mental control of the caster, who may use it to strike opponents using his own Fist/Brawling and Martial Arts skill percentages, or his skill in this spell, whichever is lower. Each such blow does 1d6 damage and has an effective force for knockback equal to 3x the rolled damage. Bigby's Construction Crew 2 Points Memorization Ranged, Active, Maintained This spell creates illusionary hands that can perform any craft the caster is skilled in. For every three Intensity in this spell, 1 pair of disembodied hands are created. All such hands come equipped with appropriate tools, and will work together like a construction crew. All such hands use the caster's skill in the requisite craft, but each makes its own individual skill rolls (the caster of this spell does not gain skill checks in his craft while using this spell). Any pair of hands that fumbles its skill roll vanishes. The hands will only perform crafts, not fight or damage any living creature. The only other (non-Craft) skills they will perform are First Aid, Shiphandling, and Play Instruments. When used with Multispell, each set of hands must be set at a seperate task (i.e. one group of hands could saw and nail boards for the side of a barn, while another paints the wall). Bigby's Fantastic Fencers 2 Points Memorization Ranged, Transient This spell creates an illusionary, disembodied hand equipped with a weapon (the Intensity of the spell dictates the type of weapon created). The hand will engage and fight an opponent designated by the caster, using 1/2 the caster's skill (any 1H melee weapon skill will suffice). If employing Multispell, the caster need not concentrate on any individual hand to keep the spell functioning, but he may not perform any other action while the hands fight, or his concentration will be broken and the spell ended. At 2 Intensity, the hand weilds a Dagger. At 4 Intensity, the hand weilds a Rapier. At 6 Intensity, the hand weilds a Broadsword. At 8 Intensity, the hand weilds a Longsword. - -- 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: Tue, 04 May 1999 09:45:08 PDT From: "Leon Kirshtein" Subject: Re: [RQ-RULES] Re : Reality and Game Worlds >Leon Kirshtein : > > >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. > >Simon Hibbs: > >Fair enbough, but do you also think that there is such a thing as a Fatigue >Point, or a Hit Point, or a Strength Point in the same way? > >If not, why not? No for Fatigue and HP. Yes for Strength. The first two are somewhat subjective for each individual and IMO are impossible to measure in a controlled environment. Strength, can be determined for example horse power. Other things which can be determined or extrapolated by characters are: Movement Rate, Size, Damage bonus, percentage to hit with a missile weapon other skills (but not all) as well. 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: Tue, 4 May 1999 18:07:56 +0100 From: "Hibbs, Philip" Subject: RE: [RQ-RULES] Re : Reality and Game Worlds >>do you also think that there is such a thing as a Fatigue >>Point, or a Hit Point, or a Strength Point in the same way? > >No for Fatigue and HP. Yes for Strength. I can't arm-wrestle any male that I know, yet I picked up a three-seater sofa on my own, which none of my friends could do, *and* threw it over a wall into a skip. Is my STR stat higher than theirs, or lower? 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. *************************************************************************** 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 #81 ************************************ *************************************************************************** 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. 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