From: owner-runequest-rules@lists.imagiconline.com (RuneQuest Rules Digest) To: runequest-rules-digest@lists.imagiconline.com Subject: RuneQuest Rules Digest V2 #127 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 Sunday, August 8 1999 Volume 02 : Number 127 RuneQuest is a trademark of Hasbro/Avalon Hill Games. All Rights Reserved. TABLE OF CONTENTS [RQ-RULES] DMD - Diinkarazan for RQ/Greyhawk Re: [RQ-RULES] Illusory Gold and Women [RQ-RULES] The nature of illusion Re: [RQ-RULES] Enchantment Gluttony Re: [RQ-RULES] Phantom caves [RQ-RULES] A trick Re: [RQ-RULES] A trick [RQ-RULES] DMD - Diirinka for RQ/Greyhawk Re: [RQ-RULES] The nature of illusion Re: [RQ-RULES] DMD - Diirinka for RQ/Greyhawk [RQ-RULES] Re: Autotheists 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, 06 Aug 1999 14:30:29 -0400 From: Tal Meta Subject: [RQ-RULES] DMD - Diinkarazan for RQ/Greyhawk Gods of the Derro DIINKARAZAN Runes: (Illusion, Malign Earth), Chaos Usually known simply as 'the Lost', Diinkarazan is the half-forgotten Derro deity of chaos, madness, and the swirling abyss. Cult in the World Diinkarazan was one of the many sons of Moradin, and twin brother to Diirinka. So alike were they that not even their own parents could tell them apart, a fact which was ultimately to become Diinkarazan's undoing. A silent partner in his brother's plan to gain personal power for himself at the expense of those loyal to them both, he was betrayed by his brother and nearly slain by the Suloise goddess Syrul, who mistook him for his brother in their marriage bed. He survived, but was greatly changed by the experience. His brother, Diirinka, not knowing what else to do with his crippled twin, sealed him away in the deepest recesses of the realm they now shared, though even this was insufficient to completely cut him off from those who still paid him homage. The 5th of Fireseek is the High Holy Day for this cult, with regular services on the 5th of Planting, Reaping, and Patchwall, as well. Temples to Diinkarazan are always built on the deepest level of a derro community, and are always hidden within a maze or labyrinth. Priests of Diinkarazan traditionally wear grey robes splashed with color; yellow, purple, emerald green and scarlet predominating. Hair is worn wild and unkempt, as are mustaches, and the head is never covered under any circumstances. Lay Membership Requirements: Diinkarazan was once a patron of illusionists and some thieves, but now he is only worshipped by those who are insane or who seek change at any cost. No skills are currently taught by this cult. Initiate Membership Requirements: In addition to the standard skill requirements, those who choose to initiate into this cult must sacrifice two points of POW to Diinkarazan. Known as the Touched, they typically manifest a Chaos Feature and will act in most ways as does a follower of Zagyg with respect to Magic. Whenever they cast a spell, roll 2d6 and consult the following table: 2d6 Roll Effect 2 -3 to Spell Level 3 -2 to Spell Level 4 -1 to Spell Level 5 0 to Spell Level 6 0 to Spell Level 7 0 to Spell Level 8 0 to Spell Level 9 0 to Spell Level 10 +1 to Spell Level 11 +2 to Spell Level 12 +3 to Spell Level Whenever doubles are rolled, a Wild Surge has occurred. Everyone within a 3m range is affected by 1d6 (roll for each target in range) Disruption spells. If a spell's level is dropped below the level it is known/cast at, nothing happens. The only spell not subject to this effect is Worship Diinkarazan. Spirit Magic: Befuddle, Countermagic, Disruption, Fanaticism, Vigor. Priesthood Requirements: Standard. Known as the Warped, priests of Diinkarazan are typically short-lived, for with each worship service to their Lord, they stand a 50% chance of manifesting yet another Chaos Feature. Virtues for this cult include Reckless and Unpredictable. Common Divine Magic: Worship Diinkarazan Special Divine Magic: Blessing of Diinkarazan (Chaos), Cause Madness, Corruption, Hallucinate. Associated Gods None - -- 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: Fri, 6 Aug 1999 17:27:50 -0400 From: "Bob Stancliff" Subject: Re: [RQ-RULES] Illusory Gold and Women > >For the egg to appear to melt the trickster would have to be > >present to manipulate the illusion... > > I don't see why, if the trickster has an "Illusory Gold Egg" spell, it > should behave exactly like a gold egg. Trickster illusions are the most > powerful that there are, Trickster and Donandar are the only sources I know of for Illusion Divine Magic on the north continent, and Donandar is considered to embody or possess the Illusion rune. It is a minor rune for Trickster (Disorder is major). Therefore, Trickster spells are not stronger or better than any other illusion spells, in fact, they act just as the spell describes in the absence of GM fiat. Trickster Illusion spells only make something seem to be something else. Illusion spells do not make real things, they make sensory impressions than can trick someone into believing that they are real, but only if the caster actively manipulates them to best effect. Donandar can do slightly better than this as the holder of Illusion, but the spells are still temporary, and still illusions. Bob Stancliff *************************************************************************** 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: Fri, 6 Aug 1999 15:23:36 -0700 From: "Timothy Byrd" Subject: [RQ-RULES] The nature of illusion Bob Stancliff writes: > Illusion spells do not make real things, they make sensory > impressions than can trick someone into believing that they > are real, but only if the caster actively manipulates them > to best effect. Donandar can do slightly better than this > as the holder of Illusion, but the spells are still > temporary, and still illusions. I can see that I need to do some more thinking on illusions in my game. I was thinking of illusions as temporary changes to reality (they *are* real until reality successfully fights back). For the moment, I think it would be more fun to keep it that way in my game - unless the abuses (and I can already see some possibilities) would wreak too much havoc... I have another (vaguely) related question. Tricksters get spells like Consume, Detach , and Become Dirty Shirt. Are these illusions? If not, what are they? - -- Tim *************************************************************************** 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: Fri, 6 Aug 1999 23:43:53 +0100 From: "Nikk Effingham" Subject: Re: [RQ-RULES] Enchantment Gluttony >This would make sense if only priests could gain usable >magic, but in Glorantha that is not the case. Even >ordinary farmers can gain rune magic on a one-use >basis. Ok it's one use only, but even farmers are >likely to get a few points of POW per year. I imagine >that in theistic societies the congregation of a typical >priest(ess?) probably generate about as much growth and >fertility magic between them as the priest does. I've tried to resist the urge, but I can't, a conversation on demographics might just start.... : ) Sure they get POW. But a priestess still does it better. I don't reckon many Farmers would even want to spend a spare day at the temple to get the Bless Crops when you can invite the local acolyte of the Farmer Caste around. Sure everyone can get magic but Wizard Caste _are_ going to be better than it, or it kinda defeats the point of their existence. Therefore, my point was there would be some difference between normal medieval demographics and Gloranthan demographics. >Asside from which, someone still needs to clear out >weeds and stones, till the soil, sow the seed, tend the >crops, harvest it, look after the animals, etc, etc. Which is why I think about 70% of the population are Farmer Caste. Far from an unreasonable amount. Here endeth my part in Gloranthan demographics, although I'd be interested in the results of a debate between other people : ))) 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: Fri, 6 Aug 1999 23:45:53 +0100 From: "Nikk Effingham" Subject: Re: [RQ-RULES] Phantom caves >When an illusion of say a boulder is created, what happens to the air that >was occupying that space? If you are by a river, can you not create an >illusion of a fish in the water? If so, what happens to the water in the >space the fish now occupies? Given that, why not create an illusion of air >where rock used to be? > >-- Tim I say we burn this God Learner an have done with it for asking such questions : ) j/k 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: Sat, 7 Aug 1999 22:01:16 -0400 (EDT) From: Terje Tollisen Subject: [RQ-RULES] A trick Here is a good trick for wearing concealed weapons in places where big weapons are not allowed (like Pavis). Take your weapon of choice and break it in two or three (or whatever), and stuff the pieces in a bag or underneath your clothing. When trouble arises, take out the pieces and apply a couple of points of Repair. Of course, you don’t want to do this with your favourite weapon (enchantment and stuff that must not be broken), but it works quite well with a spare weapon. - -Terje Tollsien __________________________________________________ FREE Email for ALL! Sign up at http://www.mail.com *************************************************************************** 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: Sat, 07 Aug 1999 22:55:13 -0700 From: Richard Pace Subject: Re: [RQ-RULES] A trick Terje Tollisen wrote: > Here is a good trick for wearing concealed weapons in places where big > weapons are not allowed (like Pavis). I remember one of my player characters used to carry a heavy walking stave and fake a limp while in Pavis (because of Gimpy's this was questioned less) - but the stave was really a crude sword cane he had made for him. The blade was only a 1d6 weapon - but he always cast Fireblade on it from the matrix on its hilt when he drew it - instant 3d6 weapon with a decent SR. Another player, inspired by this, much later had a one-shot crossbow/stave constructed. The staff came apart into three sections and were reassembled with the quarrel within the shaft. I gave him a very limited effective range, but he usually used it point blank with Multimissle. Ouch. Richard *************************************************************************** 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: Sun, 08 Aug 1999 00:03:37 -0400 From: Tal Meta Subject: [RQ-RULES] DMD - Diirinka for RQ/Greyhawk Gods of the Derro DIIRINKA Runes: Betrayal, Mailign Earth, Magic, Slavery Known variously as the Despot, the Betrayer, and the Grand Savant, Diirinka is the primary god of the dwurin race known as the derro. Cult in the World Diirinka was born the twin of Diinkarazan, and the two brothers studied magic at the feet of their uncle Laduguer from an early age. When Moradin forbade the further teaching of sorcery to the dwur races, Laduguer led a revolt that split the dwurin realms asunder. Diirinka and his brother stood with the All-Father, and watched as their beloved uncle and all who follwed him were banished from the Halls of Moradin. All sorcery was forbidden to those that remained, leaving Diirinka with very little to do under the new restrictions of his father's House. Thus, when the Suloise goddess Syrul came to him with an offer of power and a place in her pantheon, he found the cost of a few thousand dwurin souls to be a small price indeed, when compared to all he stood to gain. Though betrayed in the end by the Queen of Betrayal, he had been wise enough to collect part of his fee beforehand. He stood watch over the changes that Syrul and her daughter Bralm wrought in his children, made a few of his own, and bided his time. When the Suloise Imperium was destroyed, Diirinka revealed himself to the most gifted of the derro, as they were called, and offered them vengence against the surface dwellers who had enslaved them. Forbidden any history or beliefs while enslaved, they remembered the name Diirinka only dimly, and so were eager to make alliance with him. Thus it was that Diirinka at last claimed that which he had always planned to have, a dwurin race skilled in magic and completely loyal to himself. Diirinka's followers celebrate the 4th of Coldeven as their High Holy Day, with lesser celebrations every Godsday. Temples to Diirinka dominate every derro settlement, typically taking the form of three squat towers at the center of the cavern/community. Priests of Diirinka typically wear a robe that actively swirls in shades of white, black, and grey. Hair is typically pulled into a topknot or ponytail, and mustaches are waxed or oiled into the handlebar style. Lay Membership Requirements: All derro in a community are expected to pay homage to Diirinka, by divine edict. Skills are not taught to lay members of this cult. Initiate Membership Requirements: Standard. Initiates of Diirinka are considered student sorcerers, and may sacrifice for access to the basic Arts of Intensity, Maintain, Multispell and Range. The Lesser Arts (Accuracy, Force, Permanence and Speed) are learned as skills. Other skills taught by the cult include Climb, Dodge, Jump, Throw, Tumble, Debate, Orate, Speak Languages, Lores (Derro, Dwur, Magic, Mineral, Suloise, Underdark), Read/Write, Conceal, Listen, Scent, Ambush, Sneak, Hide, Ceremony, and Hook Fauchard attack. Diirinka's High Vow requires his followers to enslave any and all lesser beings ('lesser' being defined as non-derro) and to never submit to anyone who is not their rightful superior in this cult. Note: Diirinka does not offer Spirit Magic to his followers, only sorcery and divine magic. Acolyte Membership Requirements: Must qualify as a Journeyman sorcerer, in addition to the standard requirements. Commonly called Assistant or Junior Savants, acolytes of this cult are commonly assigned to lead small groups of derro on raids against surface races or dwellers in the Underdark. Priesthood Requirements: In addition to the standard requirements, applicants for full Savant status must also qualify as adept sorcerers. Undisputed leaders of their communities, Savants are also expected to be teachers, instructing their people in the proper treatment of slaves, proper conduct among themselves, and all the other necessities of life in the Underdark. Virtues for this cult include Angry, Cruel, Deceitful, Manipulative, and Vengeful. Common Divine Magic: all. Special Divine Magic: Analyze Magic, Betray Loyalty, Coerce, Command Gnome, Create Fissue, Enchant Shackle, Slave Link. Sorcery Notes: Common Vows include Abjure (Alcohol, Arts (Lesser only), Day, Knightly Arms, Metal Armor), Adulation, Cannibalism, Derro Sacrifice, Location, POW Gift, Sacrifice (APP, CON, Genitals, STR), Silence, Tend Familiar. Common Specialties include Alchemist, Autotheist, Conjurer, Monitor, Necromancer, Warlock of Earth. Associated Gods None - -- 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: Sun, 8 Aug 1999 17:25:49 -0400 From: "Bob Stancliff" Subject: Re: [RQ-RULES] The nature of illusion > I have another (vaguely) related question. Tricksters get spells like > Consume, Detach , and Become Dirty Shirt. Are these illusions? > If not, what are they? > -- Tim An excellent question, and one I have been expecting. These are Disorder spells, for the most part, as are almost all of the listed Trickster spells. A spell like Become could easily be an aspect of the Change (Movement) rune, used by Sartar in so much of his special magic, but temporary polymorphs are reasonable under Disorder, which takes the normal state of something and perverts or twists it. It is this warping that often gets Disorder accused of being Chaotic, but Disorder is part of the world and works within it naturally, where Chaos cannot. 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: Sun, 8 Aug 1999 10:44:38 +0100 From: "Nikk Effingham" Subject: Re: [RQ-RULES] DMD - Diirinka for RQ/Greyhawk > Common Specialties include Alchemist, Autotheist, Conjurer, Monitor, >Necromancer, Warlock of Earth. Authotheist? Have you got any rules for one? If I remember correctly they're magic users who have good magic, but only use it to increase their own abilities, although I remember thinking at the time that this just sounded like most of the sorcerors in my group (who are, after magic, better than the fighters). How do you do them? Cheers, 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: Sun, 08 Aug 1999 23:38:47 -0400 From: Tal Meta Subject: [RQ-RULES] Re: Autotheists Nikk Effingham wrote: > > Authotheist? Have you got any rules for one? If I remember correctly they're > magic users who have good magic, but only use it to increase their own > abilities, although I remember thinking at the time that this just sounded > like most of the sorcerors in my group (who are, after magic, better than > the fighters). How do you do them? Nothing specific. I remember Sandy posting something once on the GD (Gunda, I think), and I decided it sounded like a decent idea. My description goes thusly: AUTOTHEIST Spells -- All Enhance (characteristic, skill, skill bonus) spells, Haste, all Project (sense) spells, other spells that improve physical performance. Vows -- Abjure Alcohol (2), Celibacy (4), Fasting (2, 4, or 6), Shun Immortality (2), Vegetarianism (2). Cannot take Sacrifice Vows. Lore Mastery -- Read/Write, All Lores, Magic Skills, Agility, Perception, and Stealth Skills. Other -- none special. - -- 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 #127 ************************************* *************************************************************************** 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.