From: owner-runequest-rules@lists.imagiconline.com (RuneQuest Rules Digest) To: runequest-rules-digest@lists.imagiconline.com Subject: RuneQuest Rules Digest V2 #132 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 Monday, August 23 1999 Volume 02 : Number 132 RuneQuest is a trademark of Hasbro/Avalon Hill Games. All Rights Reserved. TABLE OF CONTENTS Re: [RQ-RULES] Illusion spells and questions: Sand Re: [RQ-RULES] Mach One Wasps and other questions... [RQ-RULES] RE: Mach One Wasps [RQ-RULES] DMD - Armaros for RQ/Greyhawk [RQ-RULES] RV: Re: [RQ-RULES] RE: Mach One Wasps [RQ-RULES] DMD - Baalzebub for RQ/Greyhawk [RQ-RULES] DMD - Belial 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: Fri, 20 Aug 1999 08:43:38 -0700 From: "Jarold Davis" Subject: Re: [RQ-RULES] Illusion spells and questions: Sand > I did notice a major flaw while looking for this information. The >Neutralize Magic sorcery spell compares it's intensity against the MP's of >the target spell to break it. Since most divine magic does not have MP's, >this would give Neutralize 1 a 55% to drop any divine spell, no matter how >powerful. This is wrong. >Bob Stancliff Each point of divine magic is equal to 2 MP for the purpose of dispelling, etc. At least that's what I remember ( have to recheck the rules) and how most published scenarios have treated rune magic vs. sorcery or spirit magic. Can't help using the term rune magic, i sure prefer it over divine magic. *************************************************************************** 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, 20 Aug 1999 12:10:05 -0400 From: "Bob Stancliff" Subject: Re: [RQ-RULES] Mach One Wasps and other questions... > Nikk wrote > (1) One of my PCs is a metamorph sorceror. She changes into a wasp as a > basic tactic (along with Boost CON it means the sting can be doing POT 30 > posion... *shakes head lowly*) I assume you have reviewed the spell to make sure the poison attack is gained by the polymorph. I can never remember which powers are lost and which are allowed. This is a Very powerful strategy. > and has sought to join Gorakiki-Wasp. Besides > the fact that I plainly won't let her, it did raise an important point. If > Gorakiki Wasp was basically the same as the Bee cult then if you cast the > Sprout Wings spell on the shapechanged sorceror their move goes from 25m/SR > to 250m/SR! That is past Mach One! This really looks like an incorrect translation between RQ2 and RQ3 movement rates. 25m is a great movement for a round, but is absurd for a SR. 25m / SR is more like the speed the spell should raise them up to. In RQ2, a human combat move was 8m/rnd and a charge could double that. I believe there was a rule for a sprint speed that was triple. In RQ3, a human move was 3m/SR starting on your DSR. It gave up or delayed actions to get movement, and reflected the average movements of RQ2 with more variety. A normal wasp shouldn't fly any faster than a human runner. A giant wasp should probably be two or three times faster which is reflective of a horse's speed. If a spell multiplies their speed by 10, that should not come anywhere near the sound barrier, which is slightly over 330m/s. > (4) Does anyone else feel that the garrote rules from "Shadows on the > Borderlands" are slightly more than harsh in that there is _no_ way for > anyone to stop an assailant unless they somehow have a rear attack (and how > many people out there have tails?), a STR roll only allows him to move but > not attack! I assume that magical armour would protect against the garrote > damage? Any close combat attack should be usable to the rear... a Fist atk as an elbow to the gut, a Kick atk as a foot stomp or kick to the knee, a Grapple to grab hair and throw off balance, a Dagger down and back into the leg or abdomen. The movies are also full of reversed sword atk's to the rear and a referee should consider these as appropriate in most cases with possible damage reductions. Bob Stancliff (stanclif@ufl.edu) *************************************************************************** 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, 20 Aug 1999 12:40:22 -0400 From: "Weihe, David" Subject: [RQ-RULES] RE: Mach One Wasps This message is in MIME format. Since your mail reader does not understand this format, some or all of this message may not be legible. - ------_=_NextPart_001_01BEEB2A.B4572BF0 Content-Type: text/plain; charset="iso-8859-1" > If Gorakiki Wasp was basically the same as the Bee cult then if you cast > the Sprout Wings spell on the shapechanged sorceror their move goes > from 25m/SR to 250m/SR! That is past Mach One! But they start out moving about 1/10 th the speed of sound? I think that you have a factor of 10 error, and propagated it. That, or the 25m/SR was the max winged speed and Sprout Wings wouldn't increase it. I hope that Trotsky isn't too disappointed that the Dagori Inkarth Air Force will not be fielding any supersonic fighters, though. :-) - ------_=_NextPart_001_01BEEB2A.B4572BF0 Content-Type: text/html; charset="iso-8859-1" Content-Transfer-Encoding: quoted-printable RE: Mach One Wasps

> If Gorakiki Wasp was basically the same as the Bee = cult then if you cast
> the Sprout Wings spell on the shapechanged sorceror = their move goes
> from 25m/SR = to 250m/SR! That is past Mach One!

But they start out moving about 1/10 = th the speed of sound?  I think that
you have a factor of 10 error, and = propagated it.  That, or the 25m/SR
was the max winged speed = and Sprout Wings wouldn't increase it.

I hope that Trotsky isn't too = disappointed that the Dagori Inkarth Air Force
will not be fielding any supersonic = fighters, though. :-)

- ------_=_NextPart_001_01BEEB2A.B4572BF0-- *************************************************************************** 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, 20 Aug 1999 13:31:59 -0400 From: Tal Meta Subject: [RQ-RULES] DMD - Armaros for RQ/Greyhawk Lords of the Nine ARMAROS (originally by Ed Greenwood, Dragon #91) Runes: Law (Malign), Magic Armaros is known as the Resolver of Enchantments, and is the single most magically powerful of all of Hell's denizens. Cult in the World Armaros is a Greater Devil, one notch below the arch-Devils on the diabolic pecking order, but nearly the match of any in power. Sought out by sorcerers and wizards more than any other devil, he respects skill and ingenuity in those who seek to serve him, and woe to any bumbler who invokes the rites to summon him! Lesser Contract Requirements: Those seeking to enter into a Lesser Contract with Armaros must be magically active, and have mastered at least one spell and/or Art. (Magicians with the Magic Ineptitude disability need not apply!) Armaros will grant the following boons for a year-and-a-day, if the appropriate POW sacrifice is made: 1) Knowledge of an unknown Art (the supplicant must still develop his own skill) 1) Knowledge of a rare spell (the supplicant must still develop his own skill) 3) Grant the service of an imp to serve as a familiar (such service does not require the supplicant to cast Create Familiar or other spells). 3) Provide Mastery of any Art. 3) Grant Mastery of any spell known to the supplicant (while in effect, no skill gains possible). 3) Knowledge of a exotic spell. (the supplicant must still develop his own skill) If not renewed, all skills, knowledge, and whatnot fade completely from the mind of the supplicant, who must begin again from scratch if he later decides to renew his bond with Armaros. Greater Contracts Requirements: Those seeking to forge a Greater Contract with the Resolver of Enchantments must possess unparalleled devotion to their craft. Part of the price Armaros will demand is a unique spell, in addition to a sacrifice of a number of magical enchantments equal to the POW of the supplicant. (He need not have created the enchantments himself, however). Those who have forged a Greater Contract may obtain all of the benefits listed above at the rated costs, but need not renew them annually. In addition, the Talisman provided by Armaros will have two additional effects. First, for every three points of POW it contains, the bearer will automatically be able to add one Art level to any and all spells he casts. Secondly, by expending two points of POW contained within the Talisman, any spell cast by the bearer ignores any and all magical protections of the target, including Countermagic, Castback, Resist Magic, Shield, etc.. Armaros' Talismans are generally made from leather and bronze, with bits of bone forming symbols or glyphs upon the face. Spirit of Reprisal None: Armaros' solitary nature and outcast status precludes his having servitors to send against those who displase him, but he can turn the power of the Talisman against the bearer and cause them to be permanently afflicted with six levels of the Magical Ineptitude disadvantage. - -- 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: Sat, 21 Aug 1999 06:58:19 +0200 From: "German Cantabrana Gonzalez" Subject: [RQ-RULES] RV: This is a multi-part message in MIME format. - ------=_NextPart_000_00E5_01BEEBA2.8CF75000 Content-Type: text/plain; charset="iso-8859-1" Content-Transfer-Encoding: quoted-printable Sorry, I haven't the request Do anybody knows something about the launching of HERO WARS? And when is = going to go out? JAM=20 - ------=_NextPart_000_00E5_01BEEBA2.8CF75000 Content-Type: text/html; charset="iso-8859-1" Content-Transfer-Encoding: quoted-printable
Sorry, I haven't the = request
 
Do anybody knows something about the = launching=20 of HERO WARS? And when is going to go out?
 
          &nbs= p;            = ;            =             &= nbsp;           &n= bsp;       =20 JAM 
- ------=_NextPart_000_00E5_01BEEBA2.8CF75000-- *************************************************************************** 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, 21 Aug 1999 10:26:12 +0100 From: "Nikk Effingham" Subject: Re: [RQ-RULES] RE: Mach One Wasps >> If Gorakiki Wasp was basically the same as the Bee cult then if you cast >> the Sprout Wings spell on the shapechanged sorceror their move goes >> from 25m/SR to 250m/SR! That is past Mach One! > >But they start out moving about 1/10 th the speed of sound? I think that >you have a factor of 10 error, and propagated it. That, or the 25m/SR >was the max winged speed and Sprout Wings wouldn't increase it. I don't believe so, the speed of a giant wasp is listed as 25m/SR when flying, accorindg to Uz Lore p. 43, so a Sprout Wings spell cast on a giant wasp, or a human shapechanged to such, takes speed up to 250 m/SR. Although, Bob was right, this isn't past the speed of sound, that was a small error of numbers on my part. Still, it is pretty close and very, very fast. You could whizz across the continent in no time at all. The Gorakiki cult would be the best of transportation service... 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, 22 Aug 1999 01:02:58 -0400 From: Tal Meta Subject: [RQ-RULES] DMD - Baalzebub for RQ/Greyhawk Lords of the Nine BAALZEBUB Runes: Law (Malign), Evil, Air Known as 'The Lord of the Flies", he is the ruler of the seventh plane of Hell (Maladomini). Cult in the World Maladomini is considered the domain of those who were violent in life, and it is a grim, forbidding place. Baalzebub and his legions of Malebranche torture in the afterworld those who took no joy from life; those who were angry, sullen, or callous. Those who seek Baalzebub's favor must be willing to give themselves over to violence and anger, in this world and the next. Lesser Contracts Requirements: Those seeking to entreat Baalzebub for a boon must have at least a score of at least 12 in any two of the Angry, Cruel, Destructive, Misanthropic, or Warlike virtues. Baalzebub will grant the following boons for the POW costs listed below: 1) Raise one of the required virtues by 3 points. 3) Raise any one weapon skill by 50%. 3) Imbue the character with a Berserking skill of 3d6%. (Character can then fight as if under the spell Berserk for a number of rounds equal to 1/5th their actual skill %age. 5) Grant the supplicant the services of a single Malebranche for one year's time. Greater Contracts Requirements: Baalzebub will only consider forging a Greater Contract with those who have at least an 18 in any three of the Angry, Cruel, Destructive, Misanthropic, or Warlike virtues. In addition, the supplicant must offer up as a sacrifice every living member of his own family. Those who have forged a Greater Contract with Baalzebub may sacrifice the POW within the Talisman for all of the above purposes, and also gain the following benefits. By expending two points of POW from within the Talisman, the caster can cast the Weaponmight spell. For every three points of POW contained in his Talisman, the supplicant is considered to have one casting of the Ferocity spell available for his use once per day. Finally, any weapon held by the bearer of one of Baalzebub's Talismans is considered to be under the effects of a Bladesharp 3 spell. Baalzebub's Talismans are constructed of arjale, and features a series of sharp barbs ringing its circumference. Spirit of Reprisal None: Should one of Baalzebub's supplicants do something to compromise his interests, Baalzebub merely removes all the benefits the supplicant has gained in his service, including all skills, virtues, and servants. He does not, however, do anything about the numerous enemies his supplicant has made, except, perhaps, to watch with great amusement as they come to even the score... - -- talmeta@cybercomm.net - Heretic, Dilettante, & God-Machine ICQ - 12594453 AIM - talmeta 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: Mon, 23 Aug 1999 00:25:39 -0400 From: Tal Meta Subject: [RQ-RULES] DMD - Belial for RQ/Greyhawk Lords of the Nine ****Warning: Not for the Squeamish! BELIAL Runes: Law (Malign), Evil, Fire Belial is the Lord of Phlegethos, Hell's Fourth Layer. He is known by many titles, but his best known is 'the Lord of Pain and Sufferings'. Cult in the World In all the Million Spheres, the name of Belial is always acknowledged among the greatest artists of pain. From his fell palace of Abriymoch, he supervises a vast landscape of punishment and torture, where multitudes of Barbed, Bearded and Bone devils compete amongst themselves to perform the most cunning act of cruelty upon the damned souls in Belial's domain. Belial is favored as a patron among executioners, torturers, and sadists of all kinds. Each, for their own reasons, seek to learn the secrets Belial can impart, and are willing to pay whatever cost to learn them. Lesser Contracts Requirements: Those who would enter into a contract with Belial must first be willing to sacrifice some small part of themselves in addition to any sacrifice of POW. Typically, the supplicant is required to bite off one of their toes or a finger, but in some cases Belial may demand an even more greivious price, depending on his past relationship with the supplicant. Bearing this in mind, the following boons are available for the listed amount of POW (physical sacrifices left to the imagination of the GM). 1) The touch of the supplicant's bare hands acts as a Disruption spell (normal saves apply). 2) The touch of the supplicant's bare hands acts as an Ignite Flesh spell (normal saves apply). 3) The touch of the supplicant's bare hands acts as a Tortue spell (normal saves apply). 4) The touch of the supplicant's bare hands acts as a Break Body spell (normal saves apply). Greater Contracts Requirements: As with a lesser contract, those who seek to forge a more lasting arrangement are required to give of themselves in terms of both physical suffering and POW. They must submit themselves to the attentions of one of Belial's more talented subjects for a period of six days and survive the experience. Each of the supplicant's attributes (except POW) will be tested as though affected by a Corruption spell, except the loss or gain of stats is only temporary. Once this torture is complete, the supplicant will henceforth be able to summon his tormentor at a cost of 3 POW from his Talisman to perform the same 'service' on another of his choosing. Such an experience typically gives the supplicant enough 'hands on" experience to qualify for an experience check for each day in the Torture skill. Other powers of Belial's Talismans include: All of the powers above (with no save possible if an additional point of POW is sacrificed when the target is so touched. Anyone slain by the supplicant through the use of the powers of the Talisman can be raised as a wraith for the cost of 2 POW from the Talisman (which also allows the bearer to command wraiths, (as per the Command Wraith spell) for free). By expending 1 POW from the Talisman, he may enchant any weapon with a special form of the Pain Blow spell. Said weapon will only work in the hands of someone bearing Belial's Talisman, and it must be fueled with 4 magic points each time it is used. Belial's Talismans are constructed of black iron, and give off just enough heat to be uncomfortable to wear. Spirit of Reprisal Duke Zaebos: Belial's most talented subject is Zaebos, a mighty pit fiend. Anyone who displeases Belial (by showing mercy, etc.) will receive a visit from Zaebos before the dawn of the following day. Zaebos will cast an unmodified Corruption spell at the offender, and then spend the next 2d6 rounds attacking with his whip (135% skill). Each strike of the whip acts as a Wither spell, backed by Zaebos' POW of 24. - -- talmeta@cybercomm.net - Heretic, Dilettante, & God-Machine ICQ - 12594453 AIM - talmeta 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 #132 ************************************* *************************************************************************** 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. 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