From: owner-runequest-rules@lists.ient.com (RuneQuest Rules Digest) To: runequest-rules-digest@lists.ient.com Subject: RuneQuest Rules Digest V3 #108 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 Monday, November 6 2000 Volume 03 : Number 108 RuneQuest is a trademark of Hasbro/Avalon Hill Games. All Rights Reserved. TABLE OF CONTENTS Re: [RQ-RULES] resisting spells / MPs / POW Re: [RQ-RULES] resisting spells / MPs / POW Re: [RQ-RULES] resisting spells / MPs / POW Re: [RQ-RULES] Swordbearer Re: [RQ-RULES] resisting spells / MPs / POW Re: [RQ-RULES] resisting spells / MPs / POW [RQ-RULES] Swordbearer [RQ-RULES] Imbued Magic Item: Brynna's Family [RQ-RULES] Alchemy stuff 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: Sun, 5 Nov 2000 13:30:37 EST From: SPerrin@aol.com Subject: Re: [RQ-RULES] resisting spells / MPs / POW - --part1_cc.c3d6d6c.2737014d_boundary Content-Type: text/plain; charset="US-ASCII" Content-Transfer-Encoding: 7bit In a message dated 11/5/00 6:11:13 AM Pacific Standard Time, nysalor@lyyra.kempele.fi writes: > > Are all spells resistable? Atleast in Sandy's sorcery rules this seems to > be so. (A player of mine got frustrated by that rule. AND eventually > figured that all offencive magics should be indirect. Flying damage > boosted daggers anyone? ;) What about spirit magic? Divine magic? > > And if it indeed is so, then how to rationalize that Lightnings don't work > agains some persons? > > I work on the theory that spells that create natural phenomenon (like fire and lightning and damage boosting) are not resisted with POW. Some of them, depending on the special effects, may be resisted by another characteristic, like CON. Apparently this is the theory used by the current authors of D&D, as well. On the other hand, I do postulate that all spells have a skill roll that must be accomplished. Magic roll, sorcery roll, prayer roll, whatever it may be, the caster must succeed in calling up the phenomenon. For another game system I worked on recently, with a somewhat different basis for spell casting, I posutlated that there was a general resistance to magic inherent in the world that the caster had to overcome. In the early days of RQ, some folks used the theory that the world had a generic POW of 3 that had to be overcome when casting spells. The reasons for all these conventions is to give the PCs a chance to survive and still allow players to see spectacular magic. Another way to deal with it is in the long neglected game Swordbearer, created by Dennis Sustare. The magic in that game is all fairly inconsequential, until you realize that IT ALWAYS WORKS. There is no defense from any of the spells. If the magician has the special fuel necessary (easily obtainable from any surroundings) he can cast a spell and the target gets the full effect. Swordbearer (if you can get a copy--good luck) is an interesting resource for RQ, by the way. Dennis was a long time fan of RQ and used several interesting takes on RQ conventions in his game. Steve Perrin, who enjoyed the one campaign of Swordbearer he got into - --part1_cc.c3d6d6c.2737014d_boundary Content-Type: text/html; charset="US-ASCII" Content-Transfer-Encoding: 7bit In a message dated 11/5/00 6:11:13 AM Pacific Standard Time,
nysalor@lyyra.kempele.fi writes:



Are all spells resistable? Atleast in Sandy's sorcery rules this seems to
be so. (A player of mine got frustrated by that rule. AND eventually
figured that all offencive magics should be indirect. Flying damage
boosted daggers anyone? ;) What about spirit magic? Divine magic?

And if it indeed is so, then how to rationalize that Lightnings don't work
agains some persons?



I work on the theory that spells that create natural phenomenon (like fire
and lightning and damage boosting) are not resisted with POW. Some of them,
depending on the special effects, may be resisted by another characteristic,
like CON. Apparently this is the theory used by the current authors of D&D,
as well.

On the other hand, I do postulate that all spells have a skill roll that must
be accomplished. Magic roll, sorcery roll, prayer roll, whatever it may be,
the caster must succeed in calling up the phenomenon.

For another game system I worked on recently, with a somewhat different basis
for spell casting, I posutlated that there was a general resistance to magic
inherent in the world that the caster had to overcome. In the early days of
RQ, some folks used the theory that the world had a generic POW of 3 that had
to be overcome when casting spells.

The reasons for all these conventions is to give the PCs a chance to survive
and still allow players to see spectacular magic. Another way to deal with it
is in the long neglected game Swordbearer, created by Dennis Sustare. The
magic in that game is all fairly inconsequential, until you realize that IT
ALWAYS WORKS. There is no defense from any of the spells. If the magician has
the special fuel necessary (easily obtainable from any surroundings) he can
cast a spell and the target gets the full effect.
      Swordbearer (if you can get a copy--good luck) is an interesting
resource for RQ, by the way. Dennis was a long time fan of RQ and used
several interesting takes on RQ conventions in his game.

Steve Perrin, who enjoyed the one campaign of Swordbearer he got into
- --part1_cc.c3d6d6c.2737014d_boundary-- *************************************************************************** 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: Sun, 5 Nov 2000 18:16:32 EST From: MurfNMurf@aol.com Subject: Re: [RQ-RULES] resisting spells / MPs / POW - --part1_a6.b93a786.27374450_boundary Content-Type: text/plain; charset="US-ASCII" Content-Transfer-Encoding: 7bit In a message dated 11/5/00 12:36:31 PM Central Standard Time, SPerrin@aol.com writes: > Swordbearer (if you can get a copy--good luck) is an interesting > resource for RQ, by the way. Dennis was a long time fan of RQ and used > several interesting takes on RQ conventions in his game. > > Steve Perrin, who enjoyed the one campaign of Swordbearer he got into And what exactly is Swordbearer, anyhow? -Ken- - --part1_a6.b93a786.27374450_boundary Content-Type: text/html; charset="US-ASCII" Content-Transfer-Encoding: 7bit In a message dated 11/5/00 12:36:31 PM Central Standard Time, SPerrin@aol.com
writes:


Swordbearer (if you can get a copy--good luck) is an interesting
resource for RQ, by the way. Dennis was a long time fan of RQ and used
several interesting takes on RQ conventions in his game.

Steve Perrin, who enjoyed the one campaign of Swordbearer he got into



  And what exactly is Swordbearer, anyhow?
 -Ken-
 
- --part1_a6.b93a786.27374450_boundary-- *************************************************************************** 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: Sun, 5 Nov 2000 19:49:00 +0000 From: Michael Cule Subject: Re: [RQ-RULES] resisting spells / MPs / POW In message , Olli Kantola writes >Are all spells resistable? My standard rule is that a spell that affects you directly is always resistable. And if you don't or can't consciously choose to allow the spell to take effect you resist. So unconscious characters resist the healing spells cast on them. (Yes, aren't I an evil sod?) - -- Michael Cule *************************************************************************** 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: Sun, 5 Nov 2000 19:05:48 EST From: SPerrin@aol.com Subject: Re: [RQ-RULES] Swordbearer - --part1_e6.d1967a7.27374fdc_boundary Content-Type: text/plain; charset="US-ASCII" Content-Transfer-Encoding: 7bit In a message dated 11/5/00 3:47:07 PM Pacific Standard Time, MurfNMurf@aol.com writes: > > And what exactly is Swordbearer, anyhow? > -Ken- > > An RPG, of course. It came out originally from Heritage (which promptly folded) and then from Fantasy Games Unlimited, which has, at best, a spotty production schedule. It originally came out in rather odd-sized manuals in a box, then from FGU in a standard industry magazine-style format. Again, if you can find a copy it is well worth looking at. Steve Perrin, who has always admired the work of Dennis Sustare, SB's author - --part1_e6.d1967a7.27374fdc_boundary Content-Type: text/html; charset="US-ASCII" Content-Transfer-Encoding: 7bit In a message dated 11/5/00 3:47:07 PM Pacific Standard Time,
MurfNMurf@aol.com writes:



 And what exactly is Swordbearer, anyhow?
-Ken-
 


An RPG, of course. It came out originally from Heritage (which promptly
folded) and then from Fantasy Games Unlimited, which has, at best, a spotty
production schedule. It originally came out in rather odd-sized manuals in a
box, then from FGU in a standard industry magazine-style format.

Again, if you can find a copy it is well worth looking at.

Steve Perrin, who has always admired the work of Dennis Sustare, SB's author
- --part1_e6.d1967a7.27374fdc_boundary-- *************************************************************************** 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: Sun, 05 Nov 2000 18:02:15 -0700 From: Stephen Posey Subject: Re: [RQ-RULES] resisting spells / MPs / POW > The reasons for all these conventions is to give the PCs a chance to survive > and still allow players to see spectacular magic. Another way to deal with it > is in the long neglected game Swordbearer, created by Dennis Sustare. The > magic in that game is all fairly inconsequential, until you realize that IT > ALWAYS WORKS. There is no defense from any of the spells. If the magician has > the special fuel necessary (easily obtainable from any surroundings) he can > cast a spell and the target gets the full effect. > Swordbearer (if you can get a copy--good luck) is an interesting > resource for RQ, by the way. Dennis was a long time fan of RQ and used > several interesting takes on RQ conventions in his game. Swordbearer had an interesting take on a number of things. E.g. no monetary system, characters had a social level characteristic, and all items/equipment were rated based on the social level that could afford them. If you were of the right social level you could have it. I don't recall how that affected how treasures were handled. I recall there being some other oddities, but my copy is packed away in another city at the moment :-( On a hunch I just went and did a search on eBay and lo!: http://cgi.ebay.com/aw-cgi/eBayISAPI.dll?ViewItem&item=487302420 Only $5.99 and no bids yet! Stephen Posey slposey@concentric.net *************************************************************************** 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: Sun, 5 Nov 2000 21:51:41 EST From: MurfNMurf@aol.com Subject: Re: [RQ-RULES] resisting spells / MPs / POW - --part1_12.474d959.273776bd_boundary Content-Type: text/plain; charset="US-ASCII" Content-Transfer-Encoding: 7bit Weird doubleposting. -Ken- - --part1_12.474d959.273776bd_boundary Content-Type: text/html; charset="US-ASCII" Content-Transfer-Encoding: 7bit  Weird doubleposting.
 -Ken-
- --part1_12.474d959.273776bd_boundary-- *************************************************************************** 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: Mon, 6 Nov 2000 10:42:12 +0000 From: "Maximillian Cairnduff" Subject: [RQ-RULES] Swordbearer Is also available directly from FGU at http://fantasygamesunlimited.com/ along with a load of their other old games. Best regards, Max Cairnduff Sent by Law Mail *************************************************************************** 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: Mon, 6 Nov 2000 07:26:41 -0800 From: "First Name Last Name" Subject: [RQ-RULES] Imbued Magic Item: Brynna's Family Here's another imbued magic item, created with the system on my site at http://www.maranci.net/imbue.htm . By the way, I've updated the Links and Bio sections, and added a "What Is Roleplaying" article for newbies. I'm going to add a "What Is RuneQuest?" article next. I'd really like to create a conversion system for AD&D3, and possibly for the D20 system if a separate conversion would be necessary, but I'll need to pick up the new players handbook first. Unless anyone out there has already done it? *** Brynna's Family (unique, 25 POW, 26 AP) History: A heavy mace enchanted over many years by Brynna, a young farmwife whose husband and three children were killed by skeletons in the service of the Underlord. She became a warrior, destroying undead and skeletons in particular for decades. She is very old now, and respected -- even revered. Although she is now too weak to wield the Family without a Strength spell, she sometimes loans it out to people she completely trusts in a good cause. She is looking for someone worthy to inherit it. Description: A long heavy mace, made of slightly charred wood bound and reinforced with metal. The wood was taken from the mantle of the door to Brynna's home, which was burned; the metal is the re-worked scraps of her melted pots and pans. Four small objects are set in the hilt: * The nib of a pen, which was used by her oldest child (he was a bookworm) * A baby tooth in amber, from her middle child, who lost it a few days before being killed * A small glass bead; the eye of a small toy duck, the favorite toy of her smallest child * A gold bead melted into the shape of a tear. It was once a heart-shaped locket given to her by her husband. The mace glows with blue light whenever undead come within 30m. The light is painful for undead to look at; they are -10% to strike the wielder. It is brightest in the presence of skeletons. The light is the precise color of Brynna's youngest child's eyes. Powers: Bludgeon 6 against skeletons, 4 against other undead, 2 against all other opponents. Effective Shimmer 2 against all undead as described above. Two Armoring Enchantments have been cast on it, adding 14 AP. Imbued: Detect Undead, Bludgeon 6, Light ->Peter - ---------------------------------------------------------------- Peter Maranci peter@maranci.net Woonsocket, RI Pete's RuneQuest & Roleplaying! Adventures, art, an online game, NPCs, magic items, rules & more: 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: Mon, 6 Nov 2000 10:56:16 EST From: MurfNMurf@aol.com Subject: [RQ-RULES] Alchemy stuff - --part1_29.c319296.27382ea0_boundary Content-Type: text/plain; charset="US-ASCII" Content-Transfer-Encoding: 7bit Hey gang, I've recently been looking at the different version of RQ Alchemy available on the WWWeb; hoping to boil the bits I like down into a handy little Alchemy system. Anyhow, a couple of the systems look to have missing tables, and I'm wondering if anyone out there has a copy of these missing tables. I've emailed both authors, but replies haven't really been forthcoming. Thanks in advance, maybe :) -Ken- Chris Johnson's Alchemy stuff is missing a Potency Table that lists potency penalties at the various lab levels. In addition, the 3 tables under the Availability of Labs header ( Potency Penalties and Selling Multipliers, Lab cost in pennies, and Availability of Labs) are all missing as well. Pascal Legrand's Alchemy stuff is missing a table showing which operation is necessary at which levels. There are also apparently a pair of tables dealing with the different forms potions can be in (gas, paste,etc) that're missing too. - --part1_29.c319296.27382ea0_boundary Content-Type: text/html; charset="US-ASCII" Content-Transfer-Encoding: 7bit  Hey gang,
  I've recently been looking at the different version of RQ Alchemy
available on the WWWeb; hoping to boil the bits I like down into a handy
little Alchemy system.
  Anyhow, a couple of the systems look to have missing tables, and I'm
wondering if anyone out there has a copy of these missing tables. I've
emailed both authors, but replies haven't really been forthcoming.
  Thanks in advance, maybe :)
 -Ken-
  
  Chris Johnson's Alchemy stuff is missing a Potency Table that lists
potency penalties at the various lab levels. In addition, the 3 tables under
the Availability of Labs header ( Potency Penalties and Selling Multipliers,
Lab cost in pennies, and Availability of Labs) are all missing as well.

  Pascal Legrand's Alchemy stuff is missing a table showing which operation
is necessary at which levels. There are also apparently a pair of tables
dealing with the different forms potions can be in (gas, paste,etc) that're
missing too.

  


  
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