From: owner-runequest-rules@lists.ient.com (RuneQuest Rules Digest) To: runequest-rules-digest@lists.ient.com Subject: RuneQuest Rules Digest V3 #84 Reply-To: runequest-rules@lists.ient.com Sender: owner-runequest-rules@lists.ient.com Errors-To: owner-runequest-rules@lists.ient.com Precedence: bulk RuneQuest Rules Digest Friday, September 22 2000 Volume 03 : Number 084 RuneQuest is a trademark of Hasbro/Avalon Hill Games. All Rights Reserved. TABLE OF CONTENTS [RQ-RULES] New magic item creation rules [RQ-RULES] Re: New magic item creation rules RE: [RQ-RULES] Re: New magic item creation rules RE: [RQ-RULES] Re: New magic item creation rules Re: [RQ-RULES] Was Re: New magic item creation rules RE: [RQ-RULES] Was Re: New magic item creation rules Re: [RQ-RULES] Was Re: New magic item creation rules RE: [RQ-RULES] Was Re: New magic item creation rules Re: [RQ-RULES] New magic item creation rules Re: [RQ-RULES] Was Re: New magic item creation rules 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: Thu, 21 Sep 2000 10:15:25 -0700 From: " " Subject: [RQ-RULES] New magic item creation rules One thing I've always wished RQ had was some way to create magic items other than matrices and enchantments. Stuff like a +1 sword, with a permanent Bladesharp 1 effect. Rather than add some entire new system, I've just worked out the following addition to the rules. It's just preliminary, so any feedback would be much appreciated. I'd particularly like suggestions for ways to use spell combinations to make interesting new items... ********************** Magic Item Creation for RuneQuest - Spirit Magic I. New Spirit Magic Spell: Imbue Enchantment (2-point ritual) This spell costs two points of permanent POW to cast. It allows the spirit magician to impart a permanent spell effect to a material object. A successful Enchant skill roll is also required to cast the spell. II. Creating a magic item: The caster must prepare the item by successfully casting Imbue Enchantment. Once successfully prepared, the caster places the essence of a spirit magic spell known to him/her into the prepared item by casting the spell using POW instead of magic points. Multiple spells can be cast into the object while it is being enchanted, but once the full set of enchantments is complete no additional enchantments can be added. Each casting roll must also succeed against the caster's Enchant skill. The item must be appropriate for its purpose and the spell. Shimmer imbued into a sword will protect only the sword, not the wielder. It would be more appropriate to cast Shimmer into a cloak or suit of armor. These rules apply to temporal spells only -- see section IX, Instant Spells, for information about instant spells. Example: Cirur the Sage wishes to create a magic sword. His Enchant skill is 75%, and his chance to cast is 80%. He casts the Imbue Enchantment ritual (expending two points of POW), on his sword, rolling under his chance to cast and his Enchant skill. He then casts Bladesharp 1 on the sword (expending an additional point of POW), again rolling under his (now-reduced) chance to cast and his Enchant skill. When finished, he has a sword which has a permanent Bladesharp 1 effect for a cost of 3 POW. III. Variable Spells: Variable spells are handled in the same manner as normal spells, except that each "level" of the spell must be separately cast using POW. Thus, to create a +3 sword (permanent Bladesharp 3 effect), the magician would need to successfully cast Imbue (for 2 POW), then Bladesharp 1 (1 POW), then Bladesharp 2 (2 POW), and finally Bladesharp 3 (3 POW). If all rolls were successful, the magician has created a sword with a permanent Bladesharp 3 for a cost of 8 points of permanent POWer. To complete the list, a +1 item costs 3 POW, +2 costs 5 POW, +3 costs 8 POW, +4 costs 12 POW, etc. IV. Combination spells/effects: It is possible to create unusual effects by combining spells which are not normally combined. These results can vary, although it may be possible to create a ritual which produces reproducible results after much research. Results are determined by the GM. For example, combining Light with Fanaticism might produce a helmet which glows and causes Fanaticism in the wearer; or, a helm which causes Fanaticism only in darkness, or in the light; or some other reasonable effect. NOTE: I'd like to add a lot more spell combination possibilities. V. Quality: The quality of the item influences the chances of success. The chance of success is increased by +1% for each doubling of the value of the item, to a maximum of 20%. Example: if a dagger would normally cost 5sp, one created using a total of 10sp of materials would add a +1% chance to the caster's total chance of success; +20sp would add +2%, etc. Items which are free have no modification for success, barring GM's discretion. VI. Drawbacks: An imbued item cannot be re-augmented by the same spell. A +1 sword will have no benefit from a later casting of Bladesharp 1; Bladesharp 2 is necessary to give it a total of +10% to hit and +2 damage, but it will return to +5%/+1 damage after the spell expires. Also, an imbued item is vulnerable to damage. It must make a resistance roll against any damage inflicted on it past 50% of its total armor points or else the magical effect is destroyed. VII. Temporary/Perishable Items: Perishable/expendable items can also be imbued with spells. Some of this lore borders on alchemy. The procedure is the same as in Section II, except that 2d4 worth of charges or doses may be created per time the spell is cast, and variable spells need only be cast once at the highest level desired. Instant spells may be used in this type of enchantment. Example: For a cost of 2 POW (Imbue) plus 4 POW (Heal 4), 2d4 doses of Heal 4 potion can be created. Material components must be supplied -- matter is not created. Quality rules apply. VIII. Charged Items: Items may be imbued with charges that are expended rather than permanent effects. The cost to create the item is POW equal to the maximum number of charges that it may hold, plus 2 POW for the initial imbuing. The procedure to charge the item is the same as for temporary spells (i.e., 2d4 charges per time that the spell is cast). It may also be possible to recharge a charged item by a ritual requiring a successful Enchant roll, and then casting the spell to be charged into the item six times for each charge created. Note that this is still a ritual, requiring a minimum of 1 hour. Any charges created beyond the maximum capacity of the object are lost. Instant spells may be placed into an appropriately charged item normally. Another advantage of charged items is that casting time is 1 SR. IX. Instant Spells: Except for Temporary and Charged items, non-temporal spells cannot be imbued normally. It may be possible to create magic items with the permanent effect of an instant spell -- for example, a magical bandage that Heals anyone who wears it -- but the creation of such items is a Heroic feat, and at a minimum would cost ten times normal POW cost to create. X. Attack Spells: Attack spells have an effective POW for the purpose of opposed resolution of the creator's POW at the time that the initial Imbue Enchantment was cast (before the initial 2 POW was expended). XI. Conditions: All conditions which may be imparted to enchantments may also be imparted to Imbued objects. - ->Peter - -- Peter Maranci peter@maranci.net Pete's RQ Page!: http://www.maranci.net/rq.htm - --== Sent via Deja.com http://www.deja.com/ ==-- Before you buy. *************************************************************************** To unsubscribe from this list send mail to majordomo@lists.ient.com with the line 'unsubscribe runequest-rules' as the body of the message. ------------------------------ Date: Thu, 21 Sep 2000 11:36:20 -0700 From: Brad Furst Subject: [RQ-RULES] Re: New magic item creation rules Peter Maranci wrote: >One thing I've always wished RQ had was some way to create magic >items other than matrices and enchantments. Stuff like a +1 sword, >with a permanent Bladesharp 1 effect. Rather than add some entire >new system, I've just worked out the following addition to the >rules. It's just preliminary, so any feedback would be much >appreciated. I'd particularly like suggestions for ways to use spell >combinations to make interesting new items... >To complete the list, a +1 item costs 3 POW, +2 costs 5 POW, +3 >costs 8 POW, +4 costs 12 POW, etc.... I like this. Particularly, it is costly enough that, if it were dropped into a campaign, it would be safe and not immediately unbalance the system. Brad Furst esoteric@teleport.com "A red moon? Why don't you say blue buttocks?" - -- The Holy Virgin Versus the Evil Dead *************************************************************************** To unsubscribe from this list send mail to majordomo@lists.ient.com with the line 'unsubscribe runequest-rules' as the body of the message. ------------------------------ Date: Thu, 21 Sep 2000 13:04:30 -0600 From: "Rich Allen" Subject: RE: [RQ-RULES] Re: New magic item creation rules > >To complete the list, a +1 item costs 3 POW, +2 costs 5 POW, +3 > >costs 8 POW, +4 costs 12 POW, etc.... > > I like this. Particularly, it is costly enough that, if it were > dropped into a campaign, it would be safe and not immediately > unbalance the system. Please don't take this as an attack on Brad, it isn't. I'm just wondering why so many people feel that making magical items common place in RuneQuest would somehow unbalance the system? In a game where it is possible for the PC's to have 500+ percentiles in skills, and even in some cases change reality (hero quests), why would the fact that every other soldier had a +1 sword make the game unbalanced? It seems to me that balance is an issue of whether or not the PCs are more (or less) powerful than their opponents; so adding a system that would make everyone, PCs or not, more (or less) powerful would keep the balance the same as it was. At least, that's how it seems to me. Any contradictory thoughts?? Have I completely missed the point? Rich Allen *************************************************************************** To unsubscribe from this list send mail to majordomo@lists.ient.com with the line 'unsubscribe runequest-rules' as the body of the message. ------------------------------ Date: Thu, 21 Sep 2000 15:46:32 -0400 From: "Bob Stancliff" Subject: RE: [RQ-RULES] Re: New magic item creation rules > It seems to me that balance is an issue of whether or not the PCs are >more (or less) powerful than their opponents; so adding a system >that would >make everyone, PCs or not, more (or less) powerful would keep the balance >the same as it was. At least, that's how it seems to me. > Any contradictory thoughts?? Have I completely missed the point? > > >Rich Allen Well Rich, I think that some people are just afraid of too much freedom and creative license, so they insist on collecting more and more rules to keep a creative ( they say "power-gaming" ) person from getting an advantage over anyone else. Actually the number of people who can make their own magic items in Glorantha may be less than 5 or 10%. Player characters are almost always in this group, if possible. Bob Stancliff *************************************************************************** To unsubscribe from this list send mail to majordomo@lists.ient.com with the line 'unsubscribe runequest-rules' as the body of the message. ------------------------------ Date: Thu, 21 Sep 2000 16:26:07 EDT From: MurfNMurf@aol.com Subject: Re: [RQ-RULES] Was Re: New magic item creation rules In a message dated 9/21/00 2:57:13 PM Central Daylight Time, Bob comments on magic item creation: << Actually the number of people who can make their own magic items in Glorantha may be less than 5 or 10%. Player characters are almost always in this group, if possible. Personally, I think Bob is off with this number. Its been my experience that if the character has a high enough Ceremony, and what he considers to be a couple of excess POW points, it's really not much of a problem to knock out some type of enchanted item. And if its true for Characters, why then its equally true for the NPCs. Another thing to keep in mind about enchantments is that Characters, being more often than not proponents of the Weapon Bonus school of enchantment, usually monkey with weapon performance. While plenty of NPCs are members of this club too, keep in mind that lots of NPCs are going to be spending their POW on enchantments that revolve not around combat, but more mundane activities, like things that effect their livelyhood. -Ken- *************************************************************************** To unsubscribe from this list send mail to majordomo@lists.ient.com with the line 'unsubscribe runequest-rules' as the body of the message. ------------------------------ Date: Thu, 21 Sep 2000 17:23:20 -0400 From: "Bob Stancliff" Subject: RE: [RQ-RULES] Was Re: New magic item creation rules >> Bob >> Actually the number of people who can make their own magic >> items in Glorantha may be less than 5 or 10%. Player >> characters are almost always in this group, if possible. > Ken > Personally, I think Bob is off with this number. Its been my > experience that if the character has a high enough Ceremony, > and what he considers to be a couple of excess POW points, > it's really not much of a problem to knock out some type of > enchanted item. And if its true for Characters, why then its > equally true for the NPCs. First off, adventurers are uncommon characters, on a par with Rune Levels. They invest their treasure in self improvement to a degree that exceeds most other professions. Look around you... the common person doesn't maximize their potential, they get into habits or ruts and do the same comfortable things day after day. Self improvement is a foreign concept, and investing for the future is almost as rare. Second, no one can create a magic item with just a Ceremony skill. You really need a ceremony of at least 35% and an Enchant of at least 40%. While a successful adventurer or a Rune Level can afford this training, the common man is working for a living six or seven days a week and may even have a fear of magic and enchanters. They may know a few simple spells, but the making of items is rather rare. Also remember that most theists are more likely to put 'spare' POW into one-use spells than an item. Rune Levels represent only about 3 to 4% of the population and free-lance adventurers are about as rare, so saying 5 to 10% still seems a good guess. Sure, you might want to increase these to match your game concept, but I certainly wouldn't go as high as double. 15% maybe. Bob Stancliff *************************************************************************** To unsubscribe from this list send mail to majordomo@lists.ient.com with the line 'unsubscribe runequest-rules' as the body of the message. ------------------------------ Date: Thu, 21 Sep 2000 17:37:22 EDT From: MurfNMurf@aol.com Subject: Re: [RQ-RULES] Was Re: New magic item creation rules In a message dated 9/21/00 4:28:53 PM Central Daylight Time, Bob writes: << Second, no one can create a magic item with just a Ceremony skill. You really need a ceremony of at least 35% and an Enchant of at least 40%. >> Good point. I had meant to clarify that comment before sending, but sent it anyway :) I meant that with successful use of Ceremony a character's Enchant % could be jacked up to a level where it'd be easier to succeed with an enchanting roll. -Ken- *************************************************************************** To unsubscribe from this list send mail to majordomo@lists.ient.com with the line 'unsubscribe runequest-rules' as the body of the message. ------------------------------ Date: Thu, 21 Sep 2000 17:37:56 -0600 From: "Rich Allen" Subject: RE: [RQ-RULES] Was Re: New magic item creation rules > First off, adventurers are uncommon characters, on a par with Rune > Levels. They invest their treasure in self improvement to a degree that > exceeds most other professions. I agree, but my question was about PCs vs. OPPONENTS. In my experience, PC parties rarely go up against the mundanes you describe. My thoughts are that military outfits which have their own smiths would also have their own enchanter. The enchanter's 'job' would be to enchant the armor/weapons of the company. A few of these kinds of outfits, with a few good battles, and you get quite a few enchanted items floating around. I can also envision a few Broo shamen making permanent protection on scorpian-men carapaces. Imagine a Broo shaman that has a chaos gift of 'regenerates POW at one per day' handing out swords with permanent bladesharp 3 effects on them. Woo hoo! I don't see how any of this unbalances the game though. It's all a matter of GM control... If the PC's can make themselves super weapons, then so can their adversaries. Rich Allen *************************************************************************** To unsubscribe from this list send mail to majordomo@lists.ient.com with the line 'unsubscribe runequest-rules' as the body of the message. ------------------------------ Date: Thu, 21 Sep 2000 19:50:14 -0400 From: Tal Meta Subject: Re: [RQ-RULES] New magic item creation rules rqguru@my-deja.com wrote: > > One thing I've always wished RQ had was some way to create magic items other than matrices and enchantments. Stuff like a +1 sword, with a permanent Bladesharp 1 effect. Rather than add some entire new system, I've just You can always add a spirit binding, with the enchantment condition "cast Bladesharp x when drawn, to be renewed as needed until resheathed". 'tis what I've done in the past. > III. Variable Spells: Variable spells are handled in the same manner as normal spells, except that each "level" of the spell must be separately cast using POW. Thus, to create a +3 sword (permanent Bladesharp 3 effect), the magician would need to successfully cast Imbue (for 2 POW), then Bladesharp 1 (1 POW), then Bladesharp 2 (2 POW), and finally Bladesharp 3 (3 POW). If all rolls were successful, the magician has created a sword with a permanent Bladesharp 3 for a cost of 8 points of permanent POWer. Yowza. That's pretty steep. Wouldn't Imbue (2) and Bladesharp 3 (3) work equally well? - -- talmeta@cybercomm.net - Heretic, Dilettante, & God-Machine ICQ - 12594453 AIM - talmeta Homepage - *************************************************************************** To unsubscribe from this list send mail to majordomo@lists.ient.com with the line 'unsubscribe runequest-rules' as the body of the message. ------------------------------ Date: Fri, 22 Sep 2000 04:16:06 -0400 From: Joseph Elric Smith Servant to Arioch Subject: Re: [RQ-RULES] Was Re: New magic item creation rules Well I just have a couple of thoughts. in a world where you have spells that simulate magic times i.e. the blade sharp etc. there will be less need to have an item that is magic by it self. while it is true people especially sorcerer could and might make magic, when you have the ability to talk to the gods or draw the power from spirits to to do the magic you need at the moment I would think you would be less inclined to make a permanent item just my thoughts ken Rich Allen wrote: > > First off, adventurers are uncommon characters, on a par with Rune > > Levels. They invest their treasure in self improvement to a degree that > > exceeds most other professions. > > I agree, but my question was about PCs vs. OPPONENTS. In my experience, > PC parties rarely go up against the mundanes you describe. My thoughts are > that military outfits which have their own smiths would also have their own > enchanter. The enchanter's 'job' would be to enchant the armor/weapons of > the company. A few of these kinds of outfits, with a few good battles, and > you get quite a few enchanted items floating around. > I can also envision a few Broo shamen making permanent protection on > scorpian-men carapaces. Imagine a Broo shaman that has a chaos gift > of 'regenerates POW at one per day' handing out swords with permanent > bladesharp 3 effects on them. Woo hoo! > I don't see how any of this unbalances the game though. It's all a matter > of GM control... If the PC's can make themselves super weapons, then so can > their adversaries. > > Rich Allen > > *************************************************************************** > To unsubscribe from this list send mail to majordomo@lists.ient.com > with the line 'unsubscribe runequest-rules' as the body of the message. *************************************************************************** To unsubscribe from this list send mail to majordomo@lists.ient.com with the line 'unsubscribe runequest-rules' as the body of the message. ------------------------------ End of RuneQuest Rules Digest V3 #84 ************************************ *************************************************************************** To unsubscribe from this list send mail to majordomo@lists.ient.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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