From: owner-runequest-rules@lists.ient.com (RuneQuest Rules Digest) To: runequest-rules-digest@lists.ient.com Subject: RuneQuest Rules Digest V4 #7 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 Wednesday, March 7 2001 Volume 04 : Number 007 RuneQuest is a trademark of Hasbro/Avalon Hill Games. All Rights Reserved. TABLE OF CONTENTS Re: [RQ-RULES] Drogarsi [RQ-RULES] Lycanthropy Re: [RQ-RULES] Lycanthropy Re: [RQ-RULES] Lycanthropy Re: [RQ-RULES] Lycanthropy Re: [RQ-RULES] Drogarsi Re: [RQ-RULES] Drogarsi Re: [RQ-RULES] Drogarsi Re: [RQ-RULES] Lycanthropy RE: [RQ-RULES] Drogarsi [RQ-RULES] Create Water RE: [RQ-RULES] Create Water [RQ-RULES] Re: Sword-Dance, Drogarsi 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: Mon, 5 Mar 2001 21:20:00 -0500 From: "Jim Bickmeyer" Subject: Re: [RQ-RULES] Drogarsi Meirion Hopkins > I've never heard of the skill blade dancing, but you could make it a spell (perhaps a form of > berserk or whatever that the sub-cult teaches), or perhaps the cult members can use their dance to > dodge (again, this could be through a spell). If I was to invent a Sword Dance skill I would make it something like the counter dodge skill in RQ4 Draft. Is this too powerful? If the dodge is made against a sword attack the defender gets a free sword attack as the counter dodge. If that is too powerful, then if the dodge roll is less than the attack roll, the defender gets a counter dodge *************************************************************************** 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, 06 Mar 2001 22:36:31 +0100 From: epon0608 Subject: [RQ-RULES] Lycanthropy Hi, I have a few questions about Lycanthropy and werewolves. Is this a disease? can soneone get infected and become a Lycanthrope? or is this just Telmori? is this related to Chaos? Is this a kind of 'chaotic feature'? Is there other kind of lycanthropes than the wolves? Cheers Manu *************************************************************************** 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, 06 Mar 2001 18:22:40 -0500 From: trentfs@ix.netcom.com Subject: Re: [RQ-RULES] Lycanthropy epon0608 wrote: > I have a few questions about Lycanthropy and werewolves. Is this a >disease? can soneone get infected and become a Lycanthrope? or is this >just Telmori? is this related to Chaos? Is this a kind of 'chaotic >feature'? Is there other kind of lycanthropes than the wolves? Are you asking in general or specific to Glorantha? In the former case the answers are: yes, yes, no, depends on how you define 'Chaos' but I'd tend to say no, see above, and yes. I don't recall any specific rules for lycanthropy in RQ, but I know there are also werewolves in Call of Cthulhu, so you might be able to find an adaptable system in one of those books. In the latter case, I hesitate to give answers seeing as how 'truth' re: Glorantha tends to shift wildly over time and depending on whom you ask, but to the best of my recollection (from sources 10+ years old) the answers are: no, no, yes (however, see below), yes (specifically, a Curse from Gbaji), yes in a manner of speaking (in that it's a culturally-inherited trait, not 'random'), and 'maybe' -- all hsunchen have shape-changing magics, and ISTR other types of shapechangers in RQ2, but AFAIK the Telmori (because of Gbaji's curse) are the only ones to have an involuntary shapechanging cycle like terrestrial werewolves; others only change shape voluntarily, by using spells. Once again, be sure to take all of the above with a grain of salt, as they depend on my hazy memory and don't take into account any recent developments re: Hero Wars, King of Dragon Pass, and such. The experts on the Glorantha Digest can surely give more complete and up-to-date answers. 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: Wed, 07 Mar 2001 10:22:44 +1100 From: Bruce Probst Subject: Re: [RQ-RULES] Lycanthropy On Tue, 06 Mar 2001 22:36:31 +0100, epon0608 wrote: >I have a few questions about Lycanthropy and werewolves. Is this a >disease? can soneone get infected and become a Lycanthrope? or is this >just Telmori? is this related to Chaos? Is this a kind of 'chaotic >feature'? Is there other kind of lycanthropes than the wolves? Depends which version of the rules you prefer, I guess. Under RQ2, lycanthropy was *not* a disease, it's a genetic trait, and had a chaotic taint. In addition to werewolves, there were boars (tusk brothers), bears (err ... I forget) and tigers (tiger sons). All were required to assume animal form on nights of the full moon, which of course in Glorantha is once a week. They could voluntarily change at other times. RQ3, non-Glorantha, only describes werewolves, and these are pretty much "classic" werewolves, like in the movies. RQ3, Glorantha, the Hsunchen tribes were first described in detail. Almost *any* type of animal could have a tribe associated with it, and that tribe knows magic that changes them into "were" versions of the basic animal. The Telmori are the most famous, the guys who change into wolves. It's no longer "genetic" *or* chaotic (but see below). It's magic. They can partially change or, if an individual knows *all* the "change" divine spells, they can do the full transformation. But each tribe is an island; they don't teach their magics to anyone not of the tribe, and while it's theoretically possible to join the tribe from outside, in practice it's very rare. It's not something PC-types would likely want to do any way. The Telmori from the Dorastor region *are* partially tainted with chaos; those affected must transform into their wolf forms, like the original RQ2 werewolves. Full details are in "Dorastor". So far as I am aware they're the only Hsunchen who are associated with chaos in any way. There's more about the Hsunchen way of life in the orange "Genertela" box. Hope that helps. - ---------------------------------------------------------------- Bruce Probst bprobst@netspace.net.au ICQ 6563830 Melbourne, Australia MSTie #72759 "Kids come a-runnin' for the great taste of raw goat." ASL FAQ http://users.senet.com.au/~mantis/ASLFAQ *************************************************************************** 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, 06 Mar 2001 17:02:21 -0500 From: Tal Meta Subject: Re: [RQ-RULES] Lycanthropy epon0608 wrote: > > Hi, > > I have a few questions about Lycanthropy and werewolves. Is this a > disease? can soneone get infected and become a Lycanthrope? or is this > just Telmori? is this related to Chaos? Is this a kind of 'chaotic > feature'? Is there other kind of lycanthropes than the wolves? The easy answer is YES. The harder one depends on whether you're playing in Glorantha or some other world. In Glorantha, IB, there are both Telmori werewolves and non-Telmori werewolves. The non-Telmori were cursed by Chaos (Gbaji ) and are beholden to the moon, so you could consider it a chaos feature of a sort. IM(R)C, we played on Greyhawk (of AD&D fame) and lycanthropy was both a curse and a disease, requiring special magics/rituals to cure. Lycanthropes came in many forms, as well, though only werewolves made an appearance in the game. - -- 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: Mon, 05 Jun 2000 08:43:15 +0800 From: Jeremy Martin Subject: Re: [RQ-RULES] Drogarsi Hmm... I've been making a lot of skills to compliment combat attack/parry, roughly based on the ideas in the Ninja sourcebook. I would think that Sword Dancing would be a movement skill, combining dancing and combat, so: Sword Dancing (Agility) - cannot be higher than character's Dance skill. And either: If the character's Dodge roll is also under her Sword Dancing skill, it counts as one step better for the Dodge (ie - Success becomes Special, Special becomes Crit; this would make it easier to dodge opponent's Special success...) Or If the character chooses to use Sword Dance and her first Attack roll is under both her Attack skill and her Sword Dance skill, she may make a second attack 3 strike ranks later at half her original skill. If, for her first attack, she misses either the Attack or SD skill, she misses and doesn't get the second attack. The latter is a little powerful, but I'm giving many skills like it in my world, so it would work here. Think about it before you let it into yours... And now, my question: A character has 120% Broadsword, casts Bladesharp 4 and wants to split his attacks. Is the Bladesharp 4 added, then divided by two, or does the Bladesharp add to each swing? Would he attack at 70% or 80% for the two attacks? Also, if he had 90% and cast Bladesharp 2, could he split his attacks? Thanks, Jeremy Jim Bickmeyer wrote: > Meirion Hopkins > > I've never heard of the skill blade dancing, but you could make it a spell (perhaps a form of > > berserk or whatever that the sub-cult teaches), or perhaps the cult members can use their dance to > > dodge (again, this could be through a spell). > > > If I was to invent a Sword Dance skill I would make it something like the counter dodge skill in RQ4 Draft. Is this too powerful? If the dodge is made against a sword attack the defender gets a free sword attack as the counter dodge. > > If that is too powerful, then if the dodge roll is less than the attack roll, the defender gets a counter dodge > > *************************************************************************** > 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. ------------------------------ Date: Tue, 06 Mar 2001 20:57:32 -0500 From: trentfs@ix.netcom.com Subject: Re: [RQ-RULES] Drogarsi Jeremy Martin wrote: >The latter is a little powerful, but I'm giving many skills like it >in my world, so it would work here. Think about it before you let >it into yours... One way to counter this would be to make it into a spell-like effect, costing 1 (or more?) MP to use in addition to the skill roll. ISTR the Ki powers in the aforementioned Land of Ninja had some sort of cost like this but (as I never actually used those rules in play) my memory fails. >A character has 120% Broadsword, casts Bladesharp 4 and wants to >split his attacks. Is the Bladesharp 4 added, then divided by two, >or does the Bladesharp add to each swing? Would he attack at 70% or >80% for the two attacks? Also, if he >had 90% and cast Bladesharp 2, could he split his attacks? I suspect you'll get varying answers, as I don't know of an Official Line on this. In practice, I used to add the spell once -- both attacks @ 70, but yes to allowing the 90% character to split; but thinking about it now the other way actually makes more sense (both @ 80/no split). I'd say go with whichever you prefer, but make sure to be consistent, and not to allow your players the 'best of both worlds.' 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: Mon, 05 Mar 2001 10:04:10 +0800 From: Jeremy Martin Subject: Re: [RQ-RULES] Drogarsi trentfs@ix.netcom.com wrote: > Jeremy Martin wrote: > > > >The latter is a little powerful, but I'm giving many skills like it > >in my world, so it would work here. Think about it before you let > >it into yours... > > One way to counter this would be to make it into a spell-like effect, costing 1 (or more?) MP to use in addition to the skill roll. ISTR the Ki powers in the aforementioned Land of Ninja had some sort of cost like this but (as I never actually used those rules in play) my memory fails. I also forgot to mention you could turn it into a 'Lore' style skill, so you could only increase it with Research or Training - it really seems to limit our Sorcerors... Jeremy *************************************************************************** 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, 6 Mar 2001 22:47:38 +0000 From: Michael Cule Subject: Re: [RQ-RULES] Lycanthropy In message <3AA5585F.767D439C@freebel.net>, epon0608 writes >I have a few questions about Lycanthropy and werewolves. Is this a >disease? can soneone get infected and become a Lycanthrope? or is this >just Telmori? is this related to Chaos? Is this a kind of 'chaotic >feature'? Is there other kind of lycanthropes than the wolves? Really a Glorantha question. In any other world RQ werewolves work the way the GM wants them to. In Glorantha there are werewolves among the Telmori who don't have to use divine magic to become big, virtually invulnerable wolves. But they have to change on the day of the full moon and they are tainted with chaos. Not all Telmori are so tainted but that's not what outsiders believe... There are other shapeshifters but none have the gift of the tainted Telmori. They have to use divine magic to change. Look at the Glorantha Digest Archives for more discussion on this. - -- 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: Wed, 7 Mar 2001 12:47:09 -0500 From: Robert Stancliff Subject: RE: [RQ-RULES] Drogarsi > A character has 120% Broadsword, casts Bladesharp 4 and wants > to split his attacks. Is the Bladesharp 4 added, then > divided by two, or does the Bladesharp add to each swing? > Would he attack at 70% or 80% for the two attacks? Also, if he > had 90% and cast Bladesharp 2, could he split his attacks? > Jeremy Historically, the final attack percentage was computed first and then divided. the problem with this is that there is no hierarchy to the modifiers to determine the correct order of application. It is possible to get different final results based on initial assumption which are not based on rules. In my game we do all multiply/divide modifiers before all add/subtract modifiers. This means that you would divide the base skill percent before category modifiers and spell adds. Yes, we keep unmodified skills on our character sheets and add the category bonus after we know what stat spells will be affecting them. It is faster to do the recomputing that way, and skill checks are a simple task of rolling over the unmodified skill number (until you are approaching 100%). Doing modifiers this way is more player friendly since you get higher final results, but the rule is equally applied to the bad guys, so it is 'fair'. 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: Wed, 7 Mar 2001 10:12:44 -0800 From: Brad Furst Subject: [RQ-RULES] Create Water One of the characters, a land-bound Triolina initiate, in my campaign is seeking access to a Create Water spell. I am guessing that she wants to provide the matter necessary to take advantage of her bound undine(s), so she may want to conjure one or two or three cubic meters of water. I am not remembering such a spell, whether spirit magic or divine. I believe RQ4:AiG showed something like this in sorcery. Sandy's sorcery has Evoke Water, which also causes damage. Is there a spirit magic version published already? Brad Furst esoteric@teleport.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: Wed, 7 Mar 2001 13:19:48 -0500 From: Robert Stancliff Subject: RE: [RQ-RULES] Create Water > One of the characters, a land-bound Triolina initiate, in my campaign > is seeking access to a Create Water spell. I am guessing that she > wants to provide the matter necessary to take advantage of her bound > undine(s), so she may want to conjure one or two or three cubic > meters of water. I am not aware of any create spells, but there is another issue that seems to need resolving. The Magic Book says that the physical substance of a bound creature is stored in the bind with it. A quantity of the substance is only needed when the original summons occurs. Thus if you bind an undine, it will be released as a large volume of water and will start to die if it is released on dry land. That will take several rounds, though, and the undine can take actions in the meantime. Note that this is a simple way to get many gallons of fresh water into a desert area without pack animals. 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: Wed, 7 Mar 2001 11:16:20 -0800 From: Brad Furst Subject: [RQ-RULES] Re: Sword-Dance, Drogarsi >If I was to invent a Sword Dance skill I would make it something >like the counter dodge skill in RQ4 Draft. Is this too powerful? >If the dodge is made against a sword attack the defender gets a free >sword attack as the counter dodge. > >If that is too powerful, then if the dodge roll is less than the >attack roll, the defender gets a counter dodge Not too powerful, since advantage occurs only on special success or better *and* is balanced by replacing/eliminating the advantages or Special Dodge and Critical Dodge. In our campaigns here in Portland, OR, USA, we successfully use the RQ4:AiG Special Combat Tactics: Feint, Flurry, Steady, Disarm, Guard, Riposte, Standfast, Counter, and Evade. In fact, we loosened the restrictions imposed by the RQ3:AiG authors who required that characters using such Tactics needs to track skill percentages and specific training for each Tactic. Instead we allow any character to choose to use any Tactic in any round. The Special Combat Tactics rules are so well "balanced" that there is no need to restrict as the authors worried. The benefit attached to each Tactic occurs only on a Special Success (or better). The usual Special and Critcal benefits of an "unTactical" action, such as twice-rolled damage for a weapon attack, are demoted to the value of a normal success. See? The parameters balance. So, we would allow Sword Dance to operate, for example, as a Counter (Why choose Counter? Why not Evade? Why not Riposte?) such that it is declared as an action (instead of ordinary Dodge). normal success = normal dodge. special success = normal dodge *plus* additional successful attack which must be allowed to be parried or dodged by the original attacker critical success = normal dodge *plus* additional special attack (twice-rolled damage) which must be allowed to be parried or dodged by the original attacker. Brad Furst esoteric@teleport.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 #7 *********************************** *************************************************************************** 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.