From: owner-runequest-rules@lists.ient.com (RuneQuest Rules Digest) To: runequest-rules-digest@lists.ient.com Subject: RuneQuest Rules Digest V4 #1 Reply-To: runequest-rules@lists.imagiconline.com Sender: owner-runequest-rules@lists.ient.com Errors-To: owner-runequest-rules@lists.ient.com Precedence: bulk RuneQuest Rules Digest Friday, February 2 2001 Volume 04 : Number 001 RuneQuest is a trademark of Hasbro/Avalon Hill Games. All Rights Reserved. TABLE OF CONTENTS Re: [RQ-RULES] Familiars RE: [RQ-RULES] Familiars RE: [RQ-RULES] Familiars Re: [RQ-RULES] Familiars RE: [RQ-RULES] Familiars Re: [RQ-RULES] Familiars [RQ-RULES] Neophytes: was Familiars [RQ-RULES] new Spirit Combat suggested to me 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: Tue, 2 Jan 2001 08:14:31 +1100 From: "Jim & Peta Lawrie" Subject: Re: [RQ-RULES] Familiars >>Leon Kirshtein >>Ok, here is a question for you: Can a familiar make/have a familiar? > > This begs the question "can a familiar become an adept"? Making a >familiar is a required step in the advancement to adept. I find the >whole idea rather silly, but I am tempted to say that it is possible. >Robert Stancliff If the familiars Adept is is still around, I'd say no. The study of magic requires single minded dedication, and familiars are an extension of the Adepts mind, in our campaign they take on facets of the Adepts personality. While the Adept may well allow his familiar to learn sorcery spells (from matrices, if s/he has any brains), how can the familiar have that arrogant certitude of mastery that is the stamp of a sorceror, when it is a mere adjunct of another? : ) Jim Lawrie *************************************************************************** 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: Tue, 02 Jan 2001 14:53:51 From: "Leon Kirshtein" Subject: RE: [RQ-RULES] Familiars > >Leon Kirshtein > >Ok, here is a question for you: Can a familiar make/have a familiar? > > This begs the question "can a familiar become an adept"? Making a >familiar is a required step in the advancement to adept. I find the >whole idea rather silly, but I am tempted to say that it is possible. > Ok, now lets assume the following: - - A familiar makes its own familiar. - - The sorcerer (orginal master) dies (gets killed) His familiar losses his intelegence over a period of time, assuming that is the stat that was freed. But what happens to its familiar? As far as I can tell it is still fine just that it has a very dumb master. Hmmm there is beginings of a story here I think ... Leon Kirshtein www.geocities.com/leonbk/ "No good deed shall go unpunished." _________________________________________________________________ Get your FREE download of MSN Explorer at http://explorer.msn.com *************************************************************************** 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, 4 Jan 2001 13:31:04 +0000 (GMT) From: =?iso-8859-1?q?Ian=20Gordon?= Subject: RE: [RQ-RULES] Familiars I'm a neophtye as far as RQ is concerned so please bear with me if I sound dumb. However I have a question. If a character belongs to two cults simultaneously, which one takes precedence? Should he obey the cult strictures of both or just the one? If only one; which one? Also I am trying to put an RQ pbem game together loosely based on Guy Gavriel Kay's Tigana novel. I am not sure where to begin exactly. Any guides as to begin a PBEM would be appreciated. Also the main opponents to the PCs are sorcerer Kings who can destroy armies. Given that I've only ever seen Runelords played, well how do you create sorcerers that powerful? They'd have to be heroes at least. On another point I am about to begin DMing for a bunch of friends in the UK (I am in Korea though I am Scots) and some of them know the system much better than me? Any tips on abuses of the system that I shouldn't allow? Yours (at length) Ian Gordon ____________________________________________________________ Do You Yahoo!? Get your free @yahoo.co.uk address at http://mail.yahoo.co.uk or your free @yahoo.ie address at http://mail.yahoo.ie *************************************************************************** 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, 04 Jan 2001 11:59:06 -0500 From: Tal Meta Subject: Re: [RQ-RULES] Familiars Ian Gordon wrote: > > I'm a neophtye as far as RQ is concerned so please Neophytes are always welcome. :) > If a character belongs to two cults simultaneously, > which one takes precedence? Should he obey the cult > strictures of both or just the one? If only one; which > one? There is no precedence; both cults must be at least neutral to one another, not have conflicting constraints, and the character in question has to live by all the rules of both cults. This presumes the character is an initiate in both; you can be a lay member of 30 cults, if you like, but you don't get any magic that way. - -- 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: Thu, 04 Jan 2001 12:31:19 -0500 From: trentfs@ix.netcom.com Subject: RE: [RQ-RULES] Familiars Ian Gordon wrote: >I'm a neophtye as far as RQ is concerned so please >bear with me if I sound dumb. However I have a >question. >If a character belongs to two cults simultaneously, >which one takes precedence? Should he obey the cult >strictures of both or just the one? If only one; which >one? If the character is an Initiate in both cults, then all strictures apply equally. If the character is an Acolyte in one and an Initiate in others, strictures for all still apply, but presumably the Acolyte cult would take precedence. If the character is a Priest or Rune Lord in the first cult, he can be an Initiate in Associated cults without the 10% Time/Income requirement (though other strictures would still apply). In all cases (except, I suppose, for Illuminates) characters should only be allowed to 'cross-Initiate' in cults with compatible views and strictures. This is all spelled out in the Introductory chapter of the Cults Book in 'Gods of Glorantha,' and may or may not also be dealt with somewhere in the main rulebook. As always, exact implementation should be tempered with common sense and the judgment and discretion of the individual GM. Trent *************************************************************************** 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, 04 Jan 2001 17:44:24 From: "Leon Kirshtein" Subject: Re: [RQ-RULES] Familiars > > If a character belongs to two cults simultaneously, > > which one takes precedence? Should he obey the cult > > strictures of both or just the one? If only one; which > > one? > >There is no precedence; both cults must be at least neutral to one >another, not have conflicting constraints, and the character in question >has to live by all the rules of both cults. There are execeptions offcourse such as illumination. Generally speaking if you are an initiate in more than one cult, then these cults are allied cults and some things could be worked out in regards to tithes and time (if you are lets say Rune Lord, 90% time and money, in one cult and and Acolyte, 30% time and money, in an other). There are no compromises on cult ethics and/or geases. If you somehow do manage to get yourself into a situation there your cult obligations are in conflict ... Well, then you are shit out of luck. The gods do not want to hear excuses. Leon Kirshtein www.geocities.com/leonbk/ "No good deed shall go unpunished." _________________________________________________________________ Get your FREE download of MSN Explorer at http://explorer.msn.com *************************************************************************** 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, 4 Jan 2001 19:43:04 +0000 From: Michael Cule Subject: [RQ-RULES] Neophytes: was Familiars In message <20010104133104.73770.qmail@web11503.mail.yahoo.com>, Ian Gordon writes > >I'm a neophtye as far as RQ is concerned so please >bear with me if I sound dumb. However I have a >question. You have several. > >If a character belongs to two cults simultaneously, >which one takes precedence? Should he obey the cult >strictures of both or just the one? If only one; which >one? It depends on how you want things to run in your world. Normally, a character should only belong to cults that are friendly or at least neutral to each other. When you want to join a new cult you have to have the permission of the one(s) you already belong to. Since the religious and magical mysteries of the cults are the core of their power they don't want people with 'divided loyalties' spreading their magical knowledge too thinly or even (perhaps not intentionally) betraying the cult to its enemies. You should figure out how friendly each cult is to the rest of them and then work out the odds of the priests letting you go and join a new one. > >Also I am trying to put an RQ pbem game together >loosely based on Guy Gavriel Kay's Tigana novel. I am >not sure where to begin exactly. Any guides as to >begin a PBEM would be appreciated. Also the main >opponents to the PCs are sorcerer Kings who can >destroy armies. Given that I've only ever seen >Runelords played, well how do you create sorcerers >that powerful? They'd have to be heroes at least. Sorcerers with the unmodified rules can get pretty gross pretty quickly. Think of the effect of spells cast over continent spanning distances.... > >On another point I am about to begin DMing for a bunch >of friends in the UK (I am in Korea though I am Scots) >and some of them know the system much better than me? >Any tips on abuses of the system that I shouldn't >allow? It's a pity you can't just thump them.... Take no shit and tell them: "It's my universe and it works the way I say it does." And be certain you have a clear idea of why it works the way it does. Don't be afraid to modify the rules or the default RQ3 setting if it makes the world come out the way you want it to. And have fun! - -- 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: Fri, 2 Feb 2001 13:09:17 -0800 From: Brad Furst Subject: [RQ-RULES] new Spirit Combat suggested to me This house rule for Spirit Combat was recently suggested for our campaign. It looks easier for playability. I am not sure whether it is more or less valid for portraying Spirit Combat...? >Each PC gets 2 actions per round. A single action can >be used for melee attacks or defenses, to move X >amount of spaces, to cast a spell of 6 MP or less or >to attack or defens in spirit combat. > >Your spirit magic attack is = to your MP x 5, >so [the spirit's POW of] 10 x 5 is a 50% attack. >[Cormac's] defense is POW x 5 or 12 x 5 = 60% defense. >[Cormac] and the spirit role like you would [roll for] combat >and the loser loses POW/20 d3's. "loses POW/20 d3's" from which parameter? >There are modifications for special, crit and fumble. > >You can go until some one is reduced to "0", >or in some cases a fumble or critcal leads >to automatic victory (according to some RQer's). "according to some RQer's"? Who? Has this been published before? Where have I missed it? >This way spirit combat flows melee combat and >it flows quite well. Brad Furst Esoteric [A Working Title] esoteric@criticalpath.com *************************************************************************** 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 V4 #1 *********************************** *************************************************************************** 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.