From: owner-runequest-rules@lists.imagiconline.com (RuneQuest Rules Digest) To: runequest-rules-digest@lists.imagiconline.com Subject: RuneQuest Rules Digest V2 #112 Reply-To: runequest-rules@lists.imagiconline.com Sender: owner-runequest-rules@lists.imagiconline.com Errors-To: owner-runequest-rules@lists.imagiconline.com Precedence: bulk RuneQuest Rules Digest Thursday, July 15 1999 Volume 02 : Number 112 RuneQuest is a trademark of Hasbro/Avalon Hill Games. All Rights Reserved. TABLE OF CONTENTS Re: [RQ-RULES] Illusion spells Re: [RQ-RULES] Illusion spells RE: [RQ-RULES] Illusion spells Re: [RQ-RULES] Illusion spells Re: [RQ-RULES] Illusion spells [RQ-RULES] A problem with Variable cost spirit spells RE: [RQ-RULES] A problem with Variable cost spirit spells Re: [RQ-RULES] A problem with Variable cost spirit spells [RQ-RULES] DMD - Dugmaren for RQ/Greyhawk [RQ-RULES] DMD - Dumathoin 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: Tue, 13 Jul 1999 07:00:26 -0500 From: "Paul Stolar" Subject: Re: [RQ-RULES] Illusion spells Good point. Does illusion create a temporary reality (as in some other game systems) or just an image in the head of the viewer? I think RQ leans toward the latter. So I would say that one spell would create the whole illusion. - -----Original Message----- From: Robert McArthur To: runequest-rules@lists.imagiconline.com Date: Monday, July 12, 1999 11:24 PM Subject: Re: [RQ-RULES] Illusion spells >OK, keeping with Illusions (which I *do* so like :-) >How would people play the following: I want to create >an illusion of a roast pork dinner. Now, I'll have >some food there to act as a focus for the other spells >but it's nothing like roast pork - perhaps it's 4 pine >cones! > >I cast phan.sight 1 to get it looking like roast pork. >I'll need to cast some phan.touch to allow the person >to pick up the pieces and put them in their mouth - >perhaps 2 pts? > >Some of you may already be disagreeing - please let it >out! > >The main question I have is about taste (but it relates >to all phan. spells). I have a meal with pork, apple >sauce, potatoes, peas, etc. Should I have to cast >phan.taste for *each taste*, or can I cast one for >the "entire meal" - this is assuming all of the >food is on one plate! [anyone want to comment if >they *aren't* on one plate?!] > >Cheers >Robert > >*************************************************************************** >To unsubscribe from this list send mail to majordomo@lists.imagiconline.com >with the line 'unsubscribe runequest-rules' as the body of the message. > *************************************************************************** To unsubscribe from this list send mail to majordomo@lists.imagiconline.com with the line 'unsubscribe runequest-rules' as the body of the message. ------------------------------ Date: Tue, 13 Jul 1999 14:23:08 +0200 From: Julian Lord Subject: Re: [RQ-RULES] Illusion spells Robert : > OK, keeping with Illusions (which I *do* so like :-) > How would people play the following: I want to create > an illusion of a roast pork dinner. > > The main question I have is about taste (but it relates > to all phan. spells). I have a meal with pork, apple > sauce, potatoes, peas, etc. Should I have to cast > phan.taste for *each taste*, or can I cast one for > the "entire meal" - this is assuming all of the > food is on one plate! [anyone want to comment if > they *aren't* on one plate?!] The highest intensity required for your Ph. Taste will be the sauce, the highest Ph. Odour probably the pork. Use Multispell to split the effects and create several separate dishes, all with separate tastes and smells. The same for the Phantom Sight, Sound and Touch. The required Intensity of Phantom Sight is whatever is required to fill the area where the meal is to be eaten. Alternatively, use Range. The number of Art levels of Multispell is tricky. Perhaps it should be (number of separate foodstuffs) + (number of guests) ? That way, each guest could do whatever he liked with each separate dish without the illusion breaking down. For similar reasons, it's probably too complex for the illusionist to keep the spell Active; the Art of Illusion is necessary IMO. You shouldn't need that much Intensity, though. That is a very complex and expensive illusion, requiring many Art levels. Don't ask me precisely how many; but *lots* !! Don't bother with the pine cones. The only way you could make the spell any easier to cast (and not *much* easier ...) is by using some more *appropriate* material components. A pork chop, a few peas, a potato, an apple, some flour, some pig's blood, etc... Oh, and give them *real* bread (and use most of it as the focus for the illusion), and turn some water into Phantom Wine if you want your guests to have the physical satisfaction they need; or they won't be coming to your next Phantom Social Event ... It would be *much* easier, and require far less work (unless the illusionist is already a powerful Adept), if the magician created a specialised Phantom Food spell, instead. IMO. It should have the following characteristics : Intensity=number of separate foodstuffs, Multispell=number of guests. Possible combination with the other Phantom spells, as usual. Easy-peasy pudding and pie ... *************************************************************************** To unsubscribe from this list send mail to majordomo@lists.imagiconline.com with the line 'unsubscribe runequest-rules' as the body of the message. ------------------------------ Date: Tue, 13 Jul 1999 13:45:28 +0100 From: "Hibbs, Philip" Subject: RE: [RQ-RULES] Illusion spells P.Stolar: >Does illusion create a temporary reality (as in some >other game systems) or just an image in the head of the viewer? >I think RQ leans toward the latter. So I would say that one spell >would create the whole illusion. RQ illusions are temporary reality. This may be based on some Gloranthan style of illusion, or it may just be an idea the game designers had. If you want your game to be set in a world where magical illusions are non-real, then you probably need a different or variant set of spell writeups, or maybe just one spell. 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@lists.imagiconline.com with the line 'unsubscribe runequest-rules' as the body of the message. ------------------------------ Date: Tue, 13 Jul 1999 11:42:01 -0400 From: Tal Meta Subject: Re: [RQ-RULES] Illusion spells Robert McArthur wrote: > > but it's nothing like roast pork - perhaps it's 4 pine > cones! > I cast phan.sight 1 to get it looking like roast pork. > I'll need to cast some phan.touch to allow the person > to pick up the pieces and put them in their mouth - > perhaps 2 pts? You're trying to make a dinner of pine cones taste like roast pork? Phan Sight for the looks, lots of phan touch for texture, and plenty of phan taste, to boot (more to subdue the taste of the cones than anything else. > The main question I have is about taste (but it relates > to all phan. spells). I have a meal with pork, apple > sauce, potatoes, peas, etc. Should I have to cast > phan.taste for *each taste*, or can I cast one for > the "entire meal" - this is assuming all of the > food is on one plate! [anyone want to comment if > they *aren't* on one plate?!] One for each taste, on each serving bowl/plate/etc. So long as the individual plates remain in range of the servers, the tastes should remain constant. - -- talmeta@cybercomm.net - Heretic & Dilettante ICQ - 12594453 AIM - talmeta (note change!) Homepage - *************************************************************************** To unsubscribe from this list send mail to majordomo@lists.imagiconline.com with the line 'unsubscribe runequest-rules' as the body of the message. ------------------------------ Date: Tue, 13 Jul 1999 13:50:53 -0400 From: Tal Meta Subject: Re: [RQ-RULES] Illusion spells Paul Stolar wrote: > > Good point. Does illusion create a temporary reality (as in some other game > systems) or just an image in the head of the viewer? > I think RQ leans toward the latter. So I would say that one spell would > create the whole illusion. Actually, it runs to the former. An illusionary bridge is real, whether you believe in it or not. With enough points, you could create a convincing illusion of a living creature, replete with blood and such. - -- talmeta@cybercomm.net - Heretic & Dilettante ICQ - 12594453 AIM - talmeta (note change!) Homepage - *************************************************************************** To unsubscribe from this list send mail to majordomo@lists.imagiconline.com with the line 'unsubscribe runequest-rules' as the body of the message. ------------------------------ Date: Wed, 14 Jul 1999 14:27:25 +0100 From: aevans5@csc.com Subject: [RQ-RULES] A problem with Variable cost spirit spells I bet you have had this problem many times before, but being a newbie to RQ (I have version III rules), I am unclear on the following point: If I learn, for instance, Bladesharp, which is a variable-cost spell, can I automatically cast for instance a three-point Bladesharp spell? Or do I have to specifically learn each point seperately? Likewise, when remembering spells, in order to cast a 3-point Bladesharp spell, would I need to use 3 INT points, or just the one? The version III rules seem to be really vaigue in this area. I seem remember that in RQ II you had to learn each seperate # point of a spell like Bladesharp. I would be most interested in hearing the consensus of opinion about variable-cost Spirit Magic. What rules does everyone else use here? - ---------------Andy Evans. *************************************************************************** To unsubscribe from this list send mail to majordomo@lists.imagiconline.com with the line 'unsubscribe runequest-rules' as the body of the message. ------------------------------ Date: Wed, 14 Jul 1999 14:39:43 +0100 From: "Hibbs, Philip" Subject: RE: [RQ-RULES] A problem with Variable cost spirit spells You learn the spell up to a certain point level, and that's the Free INT cost, but you can cast it at any level up to that limit. 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@lists.imagiconline.com with the line 'unsubscribe runequest-rules' as the body of the message. ------------------------------ Date: Wed, 14 Jul 1999 09:53:55 -0400 From: Tal Meta Subject: Re: [RQ-RULES] A problem with Variable cost spirit spells aevans5@csc.com wrote: > > If I learn, for instance, Bladesharp, which is a variable-cost spell, can I > automatically cast for instance a three-point Bladesharp spell? You can't actually learn 'Bladesharp', you have to learn Bladesharp 1, or Bladesharp 4, or whatever, and can only then cast the spell at the level you know it (or less, if you so choose). > remembering spells, in order to cast a 3-point Bladesharp spell, would I > need to use 3 INT points, or just the one? Each point of a variable spell costs 1 point of INT to memorize per point known. > The version III rules seem to be really vaigue in this area. I seem > remember that in RQ II you had to learn each seperate # > point of a spell like Bladesharp. I've heard that on too, but haven't really dug through my RQ2 stuff enough to find it. Even still, I use it, because it makes good sense, game-balance wise. > I would be most interested in hearing the consensus of opinion about > variable-cost Spirit Magic. What rules does > everyone else use here? The only truly heretical thing I use is the relationship between the # of runes a god has and the strength of the variable spells (divine or spirit) that they can grant their followers. Basically, a deity with 3 runes can give 4 point variables, a 4 rune deity 5, etc. The only exception is 'double rune holders', who can grant unlimited variable spells related to the rune they have doubled. Not workable on Glorantha, but I've kept it in mind with the Greyhawk writeups I've made. - -- talmeta@cybercomm.net - Heretic & Dilettante ICQ - 12594453 AIM - talmeta (note change!) Homepage - *************************************************************************** To unsubscribe from this list send mail to majordomo@lists.imagiconline.com with the line 'unsubscribe runequest-rules' as the body of the message. ------------------------------ Date: Wed, 14 Jul 1999 11:19:56 -0400 From: Tal Meta Subject: [RQ-RULES] DMD - Dugmaren for RQ/Greyhawk Gods of the Dwur DUGMAREN Runes: Earth, Truth, Work The dwur god of scholarship, invention, and discovery. Cult in the World Known as the Wandering Tinker, Gleam-Eye, and the Explorer, Dugmaren is the youngest son of Moradin. Never content with the 'way things are', Dugmaren is the source of innovation and the driving force behind new industry in dwurish communities. Always searching out knowledge for it's own sake, he and his followers also aid dwurish adventurers and innovators of all kinds. Most dwur, being relatively content with the way things are, view Dugmaren's faithful with a certain element of distrust, but still value the occasional bit of wisdom their researches uncover. Dugmaren's High Holy Day is celebrated on the 4th of Brewfest, though all of his followers are known to whisper a prayer whenever they uncover a heretofor unknown fact or complete a new invention. Temples to Dugmaren are as rare as his shrines are common. Where they do exist, they often double as libraries or workshops, the former often shared with followers of Berronar. Priests of Dugmaren wear white robes belted with bright blue sashes, beneath an overcloak of the same bright blue color. Lay Membership Requirements: Dugmaren attracts worshippers from two camps; those who seek new ideas and ways of doing things, and those who seek out and rediscover old knowledge. Skills taught by the cult include Dodge, Swim, Debate, Speak Languages, most Crafts and Lores, Read/Write, Listen, Scan, Smell, Taste, Hide, Sneak, Ceremony, and Cudgel attack. Dugmaren's lay members are known simply as the Curious. Initiate Membership Requirements: Standard. Called Philosophers, Dugmaren's initiates lead lives which run from studious to adventurous. Those with a taste for travel are encouraged to do so, while those of a more sedentary nature are given assistance with whatever research or experimentation they seek to perform. Spirit Magic: Befuddle, Comprehension, Countermagic, Endurance, Glue, Light, Mobility, Repair, Shimmer, Sustain. Acolyte Membership Requirements: Standard for priests. Known as Seekers, acolytes of this cult coordinate the efforts of the Philosophers in their charge, helping them along when they need a fresh interpretation on things. Priesthood Requirements: Standard. Dugmaren's priests are known as the Azure Scholars. Most scholars retire from active adventuring, preferring instead to teach, inspire, and administer the network of libraries, shops, and labs that fill the halls of their respective temples. Virtues for Dugmaren's followers include Creative, Curious, Energetic, and Social. Common Divine Magic: all. Special Divine Magic: Clairvoyance, Clear Sight, Copy, Discern Magic, Earthtouch, Knowledge, Translate. Associated Gods Berronar: provides Absorption Moradin: provides Shield - -- talmeta@cybercomm.net - Heretic & Dilettante ICQ - 12594453 AIM - talmeta (note change!) Homepage - *************************************************************************** To unsubscribe from this list send mail to majordomo@lists.imagiconline.com with the line 'unsubscribe runequest-rules' as the body of the message. ------------------------------ Date: Thu, 15 Jul 1999 13:26:50 -0400 From: Tal Meta Subject: [RQ-RULES] DMD - Dumathoin for RQ/Greyhawk Gods of the Dwur DUMATHOIN Runes: Earth, Death, Stasis Dumathoin is the Keeper of Secrets under the Mountains. Cult in the World Dumathoin is the patron of the dwur'tabc, or mountain dwur race. He watches over them as they work the mountains he raised for them, and takes delight in the marvelous creations they create from the precious metals and gems he places for them to find. He is said to be forever silent, communicating only in gestures or the occasional grunt or sigh. While his followers are not under any special geas to follow suit, they do tend to become quite laconic in nature, especially as they rise within the cult heirarchy. Dumathoin is also guardian of dwur crypts, catacombs, and dead in general, and his priests preside over all funerals and burial ceremonies. The 11th of Goodmonth is counted as the High Holy Day by this faith, and special holidays are observed whenever Luna is in her new phase. Temples to Dumathoin are always carved from the living rock, preferably from large geodes when possible. Priests of Dumathoin wear earth-brown cloaks or robes over leather garments of deeper brown. Hair and beard both are worn long and unbraided. Lay Membership Requirements: Besides most dwur'tabc, Dumathoin is worshipped by dwurin miners of all sorts. Skills taught by the cult include Climb, Dodge, Craft (gem cutting, jewelry-making, mining, etc.), Evaluate, Lores (Dwur, Mineral, Underdark, World), Read/Write, Conceal, Listen, Scan, Search, Ceremony, and Maul attack/parry. Initiate Membership Requirements: Standard. Known as the Keepers, initiates of this cult are most often engaged in the mining or gem/jewelry crafts. Spirit Magic: Banish Spirit, Bludgeon, Countermagic, Extinguish, Protection, Shimmer, Strength, Vigor. Acolyte Membership Requirements: Standard. Dumathoin's acolytes (known as Deep Wardens) are usually charged with maintaining and patrolling the various crypts and burial chambers maintained by the cult, inspecting them for damage and possible violation. Rune Lord Membership Requirements: Standard. While not supported by every temple, Dumathoin's Dwel'tewere (which loosely translates as "Cleansers of Abominations") are charged with locating and either putting back to rest or eliminating dwurin undead. Many Dwel'tewere have been known to accompany parties of Dugmarren's followers searching for lost dwurin communities, prepared to put to rest any animated dwurin corpses they might encounter there. Priesthood Requirements: Standard. Called the Beljurilin (Keepers of Secrets), Dumahoin's priesthood typically serve their communities performing funerals, supervising new mining operations, and helping to locate fresh sources of water and the luminous fungi and mosses that their communities need to survive. Virtues for Dumathoin include Conservative, Curious, Laconic, and Private. Common Divine Magic: all. Special Divine Magic: Bless Grave, Command Gnome, Crush, Earthtouch, Stop Ressurection, Summon Gnome, Turn Undead. Associated Gods Clangeddin: provides Earth Grip Dugmaren: provides Clairvoyance Moradin: provides Shield - -- talmeta@cybercomm.net - Heretic & Dilettante ICQ - 12594453 AIM - talmeta (note change!) Homepage - *************************************************************************** To unsubscribe from this list send mail to majordomo@lists.imagiconline.com with the line 'unsubscribe runequest-rules' as the body of the message. ------------------------------ End of RuneQuest Rules Digest V2 #112 ************************************* *************************************************************************** To unsubscribe from this list send mail to majordomo@lists.imagiconline.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.