From: owner-runequest-rules@lists.imagiconline.com (RuneQuest Rules Digest) To: runequest-rules-digest@lists.imagiconline.com Subject: RuneQuest Rules Digest V2 #120 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 Wednesday, July 28 1999 Volume 02 : Number 120 RuneQuest is a trademark of Hasbro/Avalon Hill Games. All Rights Reserved. TABLE OF CONTENTS Re: [RQ-RULES] Buying Magic Re: [RQ-RULES] Buying Magic Re: [RQ-RULES] Strengthening Enchantments Re: Objet : Re: [RQ-RULES] Gorgon and stone [RQ-RULES] New Monsters Re: [RQ-RULES] New Monsters [RQ-RULES] creatures [RQ-RULES] Re: Runaway Enchantments/Stoning Creatures [RQ-RULES] Re: Runaway Enchantments/Stoning Creatures 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: Wed, 28 Jul 1999 13:32:08 -0400 From: "Bob Stancliff" Subject: Re: [RQ-RULES] Buying Magic > Also, I limit WHO is willing to do enchanting. Let's face > it, NPC's don't get POW checks as often as PC's, so I > require a luck roll (usually POWx2 or so) for anybody > to even be available, and nobody is going to be able to > do an enchantment more than once a season. A priest should get a POW check every time he casts a successful Worship on a seasonal holy day. A point of POW spent will come back over the course of a year, even without adventuring for POW checks. Bob *************************************************************************** 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, 28 Jul 1999 23:05:38 +0100 From: "Nikk Effingham" Subject: Re: [RQ-RULES] Buying Magic >Another way I limit the purchase of Magic items is to raise the "cost" of power. I put a basic price tag of 2000 >L per point, though if you want more than a point, the cost is probably going to double. I've charged a differing price based upon what you are buying. Strengthening enchantments pre-made for you (in other words, not tatoos, but just items that have been plundred and sold over the years) are about 2000. more rare items like Call Tide matrices (not common in inland Otkorion) cost the earth if, and only if, you actually come across one. >Also, I limit WHO is willing to do enchanting. Let's face it, NPC's don't get POW checks as often as PC's, so I >require a luck roll (usually POWx2 or so) for anybody to even be available, and nobody is going to be able to >do an enchantment more than once a season. The country my PCs play in has 300,000 people in it. About 10% of those are in the Wizard Caste, which makes 30,000 potential enchanters. Most are only scribes, or have better things to be doing than manufacturing items to be bought, but there are still a lot of people about who make them. The land's sorcerors are controlled by the Red Circle, who manage the distribution of items. Therefore, in this civilised society, such speciality items are not so exotic as to be unavailable (where it Prax or Sartar, buying magic items would be a pipe dream), plus you have to take account the previous generations who created enchantments and died off, leaving them to their sons. If you were a warrior and gave birth to a son who only wanted to farm, he would most likely swap your enchantments and magic weapons etc... for enough money to buy himself a fair few fields. I have created large charts to cover most of the items on sale in my game, I might post them if anyone was interested? Nikk *************************************************************************** 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, 28 Jul 1999 22:59:34 +0100 From: "Nikk Effingham" Subject: Re: [RQ-RULES] Strengthening Enchantments >Next time he pays for a strengthening enchantment, have an evil NPC stick a >different enchantment on instead - such as a Homing Beacon enchantment, >allowing the NPC to track down the character, or a Domination Enchantment, >allowing easy casting of Dominate Human on them, or a Spell Welcoming >enchantment, which reduces their natural resistance to spells. I already had Ralzarkark open up his chest and cast Locate Object on the stone heart he had aquired (just so he could keep tabs on him don't you know). I think the same sort of trick would be just tiring, especially when there are sooooo many other things you could do : ) Nikk *************************************************************************** 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, 28 Jul 1999 23:13:01 +0100 From: "Nikk Effingham" Subject: Re: Objet : Re: [RQ-RULES] Gorgon and stone > And don't you >>mean that shield and countermagic is ineffective against it, which would >>seem to mean that whilst it is magical (as are all such things) it is just a >>different kind of magic. > >No, in the Monster Colliseum, it says that Countermagic and Shield ARE EFFECTIVE against it. What about >CAstBack or similar magic bouncing spells?Is the Gorgon immune to its own gaze? (It doesn't need to comb >every morning, then no need of mirror!!!) Hmmm, not tloo sure on that one. I can't see anywhere in Monster Collisuem where it talks about magic effectively protecting you, and in RuneQuest Deluxe Edition p. 208 it states specifically that COuntermagic and Shield do not work and gorgons are immune to each other visage, and I don't see anything in the errata about gorgons. I could be mistaken on an update, however. Though, as no mp versus mp contest is involved in the petrification process, I doubt magical defenses should be effective. All IMVHO, Nikk *************************************************************************** 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, 28 Jul 1999 23:40:32 +0100 From: "Nikk Effingham" Subject: [RQ-RULES] New Monsters > Hi gang, > Last post Manu had an excellent little comment that I totally agree with: > If someon wants to share some new creatures, I'll be happy to use them. Here are some creatures that I use in my Otkorion campaign. Sorry for both their power level (I run a high level campaign nowadays and when it was low level I didn't need to make up new monsters as broo would send my party into a white panic) and the Quake reference *ahem* Sorry about Gloranthan content! UNDERDEEP SEA SPIRIT In the Felster, at the bottom, there are many dark crevices and deep sea shafts that lead to unwholesome parts of the water world beneath the Earth. Here lie some of the worst spirits of the dark, the servants of Wachaza and Magasta, or if you are unlucky you may encounter a spawn of Varchulanga. One of these inhabitants are the Underdeep spirits who have existed since Godtime. They used to be a peaceful race of sea dwelling spirits, but the Godtime incursions of surface dwellers into deeper parts of their realm made them hate those who did not claim the ocean as their home. Sometimes they visit the surface to wreak havoc, if they feel malacious, or sometimes they are forced there by circumstances otherwise out of their control. The spirits, being immortal, all remember the Godtime wrongs that were committed, and all of them have the same cruel venom against air breathers. They appear as semi-corporeal humanoids in soaking wet robes. Their hands are webbed and deformed, and the rest of their body cannot be seen. If they are defeated they vanish in an explosion of harmless sea water. Sailors of the Felster know the signs of their presence and when to stay below deck, for no sea spirit will enter the artifical confines of the cabins beneath, the signs mainly being the wet footprints that they leave. Underdeep Sea Spirit INT 3d6 POW 3d6+3 Rune Magic: Normally has a few points of Drown, and all have 1d3 uses of Worship Wachaza. This Rune Magic is reusable to the spirit. Special Ability: The Underdeep curse. Can attempt, on SR 1 every round to curse one individual. If it suceeds in a POW versus POW with the victim (who receives no magical defenses) the curse takes effect. The curse requires a minor HeroQuest path to Magasta to be performed. While under the effects of the curse, no skill of the victims can increase. The semi-corporeal spirits can be hurt in spirit combat, or hurt by magical weapons (just like a wraith can). Passions: Loyalty Sea Dwellers 10, Hate Surface Swellers 20. Runes: Darkness 30, Water 30, Mastery 10, Death 8. GM Note: Obviously these spirits are a method of forcing a PC to go on a HeroQuest and make an excellent adventure hook. VORES Vores are a form of Dehori. Thye lived in Wonderhome, and warred with the trolls from time to time. When all the creatures of the Underworld were forced to flee, the Vores went with them, but they were few in number. For protection they soughty refuge with the Uz and settled their differences. However, in travelling from the Underworld upwards they were trapped in a place called Ixnada by a Snake Lording - a creature of immense power. Now the Vores can only enter the world by the means of special magical roads, but do so rarely for daylight is lethal to them. They are hideous creatures to behold, carrying with them the stench of corpses and rotten vegetation, soaked and left for a hundred years to putrefy. Their skin is a sickly, pale white, and they appear to be a cross between a humanoid and a spider, their abdomen and chest are present atop a set of six spidery legs covered in a thick, black carpace. They have neither nipples nor belly buttons. Their arms have three bony joints, and end in brownish clawed paws. Their heads are mainly bone, with a thin layer of skin stretched out across the well defined skeletal skull like the skin of a drum. They lack eyes, and have small stubby horns. They stand almost three times as tall as a man, and when they move there is a faint screeching from all around as if nature itself is screaming for them to leave. Vore stat average attributes STR 6d4+40 55 Move 5/3 dig CON 3d6+20 31 Hp 33 SIZ 2d8+25 34 Fp 86 INT 2d6+6 13-14 Mp 19 POW 2d6+12 19 Dodge 10+0=10% DEX 2d6+6 13-14 APP 1d3 DEX SR 3 Location d20 pts Leg 1 01-02 20/11 Leg 2 03-04 20/11 Leg 3 05-06 20/11 Leg 4 07-08 20/11 Leg 5 09-10 20/11 Leg 6 11-12 20/11 Thorax 13-14 15/14 Abdomen 15-16 15/11 Chest 17 15/14 R Arm 18 15/11 L Arm 19 15/11 Head 20 15/11 Weapon SR att/par dmg L Claw 6 200/200 1d6+1+5d6+POT=POW R CLaw 6 200/200 1d6+1+5d6+POT=POW Special Powers and Notes: Overpowering stench requires a CONx3 to overcome or spend 1 MR in convulsions. Once overcome it need not be attempted again. Screech demoralises all within POW metres (or the magical stone circle they are summoned into, if encated within such a holy place). Can use two attacks and parries a round. Claws inflict paralytic poison that lasts POW in rounds - anyone overcome by the POT is immediately paralysed. Can spin a weblike substance from their head, excreted through the mouth, at a rate of 1m/round with STR equal to their POW, useful for tying captured foes up. Can survive and suffer no penalties from locational incapacitation in their head, legs or arms. Direct sunlight inflicts 1d6 hp/round and all fire magic has triple effect. They are affected by the Yelmalion Sunbright spell. Passions: Loyalty (trolls) 20, Fear (Arkati) 15, Hate (Fire worshippers) 30, Hate (chaos) 40. Runes: Darkness 65, Beast 40, Spirit 20. *************************************************************************** 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, 28 Jul 1999 20:37:43 EDT From: MurfNMurf@aol.com Subject: Re: [RQ-RULES] New Monsters Allright Nikk, Those creatures were sooo cool( I especially dug the 2nd one). More,more! -Ken- *************************************************************************** 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, 28 Jul 1999 21:35:50 EDT From: MurfNMurf@aol.com Subject: [RQ-RULES] creatures Here you go! Fomorians Large,hideous giants from the Otherworld; they ruled Ireland for a time before being beaten by the Sidhe. When the plot calls for some form of malicious deviltry, 1 or more of these hellacious giants fit the bill just fine. Can appear as normal sized,normal APP humans,or can change in an instant to their hideous giant-selves. STR 5D6+30 47-48 Move 5/6* INT 2D6+6 13 Ftg 90 POW 2D6+20 27 HP 45 CON 5D6+24 41-42 DEX 3D6 10-11 legs,abdomen,head AP5 HP15 SIZ 5D6+30 47-48 arms AP5 HP11 APP** 3D6/1D6 10-11/3-4 chest AP5 HP 18 *can move through the air or water at 6. ** APP when normal/hideous. 1or2H wpn 3 60+14/60-27 15pts 3D6+5D6 thrown hvy spear 3 60+14 12pts 2D6+2+5D3 sling 3 60+14 2D8+5D3 special attack*** 1-3 varies varies Skills: Boat 80-27,Climb 60-27,Jump 80-27,Orate 60+9,Speak 30+9,Own Culture Lore 60+3,First Aid 45+3,Shiphandling 80+3,Drive 30+14,Missle Cutting 40+14,Track 60+22. ***the Fomors special attack can be anything;grappling a victim & pulling it towards the Fomor's own heavily-spiked body;slamming with a huge, over-sized fist;a poisoned touch;a gaping mouth(or mouths);a petrifying or soul-blasting gaze;breathing poisonous gas;exuding a befuddling or bone-chilling fog;bursting into flames,etc. Fomors can know any type of magic (though I lean towards Sorcery). In addition, Fomors can fly,ruin crops,curdle milk,cause disease,drain milk from cows or containers,dry-up cows,and shapechange and alter SIZ.( with a successful POWx5 roll). *************************************************************************** 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, 28 Jul 1999 22:07:25 EDT From: Delecti@aol.com Subject: [RQ-RULES] Re: Runaway Enchantments/Stoning Creatures Coming out of the Upland Marsh ... Hi, I have just been lurking like my namesake for quite awhile, but some things and time allow me to comment. On too many HP from enchantments Nikk: I had a campaign in which a character who was an all brute warrior agimori type got his arm smashed up in a battle and ended up being captured by a broo shaman. The shaman fixed his arm and in order to aid the powerful chaos spirit of a spirit cult of which he belonged to remain in the mundane plane in order to spread his brand of chaos, was able to enchant a modified binding (modified in such that the conditions allowed the bound creature to command itself in and out of the binding) and some other enchantments on him inorder to "beef" him up. The chaos spirit's main power was to possess a mortal and cause murder and mayhem. But due to the Comprimise it would eventually be forced out of the body back into the spirit plane. In order to maintain a enduring presence on the mundane plane it needed a long term reuseable host. The character awoke to the Broo Shaman Disguised as a CA Healer who rescued him the the chaos-horrors and fixed his arm and put on enchantments to help him defeat evil, add nauseam. He being the totally inept magic type fell for it and with a helping spirit aka chaos cult spirit to guide him, he was able to defeat many broo (read rival) tribes and even a few shaman, some who the good spirit told him were really hidden chaos (actually good guys) worshippers. He did alot of damage and *************************************************************************** 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, 28 Jul 1999 22:40:34 EDT From: Delecti@aol.com Subject: [RQ-RULES] Re: Runaway Enchantments/Stoning Creatures Coming out of the Upland Marsh ... Hi, I have just been lurking like my namesake for quite awhile, but some things and time allow me to comment. On too many HP from enchantments Nikk: I had a campaign in which a character who was an all brute warrior agimori type got his arm smashed up in a battle and ended up being captured by a broo shaman. The shaman fixed his arm and in order to aid the powerful chaos spirit of a spirit cult of which he belonged to remain in the mundane plane in order to spread his brand of chaos, was able to enchant a modified binding (modified in such that the conditions allowed the bound creature to command itself in and out of the binding) and some other enchantments on him inorder to "beef" him up. The chaos spirit's main power was to possess a mortal and cause murder and mayhem. But due to the Comprimise it would eventually be forced out of the body back into the spirit plane. In order to maintain a enduring presence on the mundane plane it needed a long term reuseable host. The character awoke to the Broo Shaman Disguised as a CA Healer who rescued him the the chaos-horrors and fixed his arm and put on enchantments to help him defeat evil, add nauseam. He being the totally inept magic type fell for it and with a helping spirit aka chaos cult spirit to guide him, he was able to defeat many broo (read rival) tribes and even a few shaman, some who the good spirit told him were really hidden chaos (actually good guys) worshippers. He did alot of damage and such to various cults. Finally an ally noticed something wrong and convinced him (with alot of hard work, after all his spirit told him they were corrupt) to cut his arm off which was painful and destroyed most of the enchantments. Let your player go through something similiar, wake up with blood on his hands, did he kill the chiefs daughter? Make them suspicious getting enchantments, shoot, even items they don't know the full history on. On the subject of Stoning Creatures: There is a Plunder item that Mostali make, it involves casting a ritual and putting your hand into molten rockand it comes out with a stone glove which makes the wearer immune to stoning. Seems to me that there is a mostali connection in there somwhere. Maybe they are connected to a corrupted form of earth/malign earth and darkness (at least in the case of basilisks since vampires can make them) Delecti, Lord of the Upland Marsh aka Scott Knowles RL, USA Coordinator for The Chaos Society AIM Delecti ICQ 18471458 Delecti@aol.com http://members.aol.com/Glorantha/chaossoc.html 'All places are a myth somewhere else ... but Tanelorn is more constant than most. She can be found, if sought, from anywhere in the multiverse.' *************************************************************************** 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 #120 ************************************* *************************************************************************** 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.