From: owner-runequest-rules@lists.ient.com (RuneQuest Rules Digest) To: runequest-rules-digest@lists.ient.com Subject: RuneQuest Rules Digest V4 #19 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 Sunday, April 8 2001 Volume 04 : Number 019 RuneQuest is a trademark of Hasbro/Avalon Hill Games. All Rights Reserved. TABLE OF CONTENTS Re: [RQ-RULES] House Rules Re: [RQ-RULES] House Rules Re: [RQ-RULES] House Rules [RQ-RULES] Elementals part1(was House 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: Sun, 8 Apr 2001 15:21:06 EDT From: SPerrin@aol.com Subject: Re: [RQ-RULES] House Rules - --part1_43.133f3bfc.28021422_boundary Content-Type: text/plain; charset="US-ASCII" Content-Transfer-Encoding: 7bit In a message dated 4/8/01 11:28:36 AM Pacific Daylight Time, jellenmassage@earthlink.net writes: > Any suggested sites of links to RQ house rules ? Have you seen mine? Steve Perrin - --part1_43.133f3bfc.28021422_boundary Content-Type: text/html; charset="US-ASCII" Content-Transfer-Encoding: 7bit In a message dated 4/8/01 11:28:36 AM Pacific Daylight Time,
jellenmassage@earthlink.net writes:


Any suggested sites of links to RQ house rules ?


Have you seen mine?

Steve Perrin

- --part1_43.133f3bfc.28021422_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, 09 Apr 2001 00:47:20 -0700 From: Brad Furst Subject: Re: [RQ-RULES] House Rules At 09:45 PM 4/8/01 +0800, Jeremy Martin wrote: >BTW, what do most of you do for special hits? This is one of the things we retained from RQ4:AiG: Specials (and Criticals) simply roll weapon damage twice, regardless of the weapon. Criticals further allow choice of - select the hit location, but suffer usual armor reductions, or - roll random hit location, but ignore armor (and ignore protective magics) ____ Brad *************************************************************************** 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, 09 Apr 2001 00:50:40 -0700 From: Brad Furst Subject: Re: [RQ-RULES] House Rules At 12:57 PM 4/8/01 -0500, you wrote: >I'm in the process of compiling a master document out of all the scraps of >house rules that I use (mostly RQ3 & 4 with Sandy's magic rules, a dash of >RQ2 & some Elric! rules to taste). I'm very interested in seeing ANYONE's >house rules. > >Any suggested sites of links to RQ house rules ? Don't forget to examine http://www.crashbox.com/andrew/rq/RQStuff/rqrules.html ____ Brad esoteric@teleport.com esoteric@criticalpath.com While Teleport's mail server is so snarled, you should probably include both my home and work addresses into your address books and personal posts to me (if you want me to have a chance to read your message in a timely opportunity). The typical time lag, based on posts addressed to both, is one to three days (!) later for the Teleport address. *************************************************************************** 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, 8 Apr 2001 16:27:50 EDT From: MurfNMurf@aol.com Subject: [RQ-RULES] Elementals part1(was House Rules) - --part1_20.1494073a.280223c6_boundary Content-Type: text/plain; charset="US-ASCII" Content-Transfer-Encoding: 7bit Hi gang, I'd never been too happy with Elementals the way they'd been presented in the various editions of RQ; the final straw coming when, a couple of months ago, I was playing in a game and my 3 m3 bound Elemental was killed in only 3 Melees. So I decided to work something up that I'd be happy with; swiping bits from just about every BRP-related source; Magicworld, RQ2, RQ3 (I haven't had RQ1 in years), Elric and Stormbringer; various folks' House Rules (both Web-based and in the RW), bits-n-pieces of Elemental-related stuff from the old RQ ML Archives; and a new way of classifying/ Summoning Elementals based on their POWs rather than their volumes found in the Darkness volume of the Book of Drastic Resolutions. I also scoured assorted Divine spell compilations in an effort to find element-related spells that I could attribute to the various Elementals as cool new abilities. The CoC monsters even got the once-over in an effort to shake loose any interesting element-related powers. Note that while I've lifted little pieces from various sources, its done in the name of House Rules for a Very Dead System, so there's certainly no profit motive there. I don't think there should be any problems with any sort of copyright infringement :) -Ken- As its pretty big, I'm gonna have to drop it onto the mail in pieces. So here's the intro to Elementals, written pretty closely to that provided in the RQ3 entry on Elementals: Elementals Elementals are Otherworld entities; not particularly bright Spirits which manifest themselves in bodies supplied by the local environment. The most common Elementals are Gnomes, Lunes, Rimes, Salamanders, Shades, Sylphs, and Undines; forming their bodies from earth, moonlight, ice, fire, darkness, air, and water, respectively. Elementals are generally categorized as Small, Medium, Large, or Huge, based upon POW. POW Type 10 and below Small 11 to 20 Medium 21 to 30 Large 31 to 40 Huge 41+ Gigantic. Contacting one of these is normally beyond the scope of the usual Summoning spells. Elementals are incomplete; possessing only STR, INT, POW, DEX, and SIZ. STR and SIZ are usually derived from the material used. INT is 1D6. POW is 1D6 per m3 of volume. Hit Points vary between different species of Elemental, but are ultimately dependant on volume. Since most Elementals tend to be insubstantial, their SIZ is usually expressed as a volume rather than an actual number to be found on the SIZ Table. An Elemental would be described as having a SIZ of, say, 3 cubic meters (m3). Elementals lack Fatigue Points, and are tireless. If a value is needed for an insubstantial Elemental's SIZ, the Elemental's Hit Points may be used as its SIZ. Thus, if a Sylph with 10 HP climbed inside a trunk and was lifted, its SIZ would be treated as if it were 10. Elementals with substance, however, such as the Gnome or Undine, have SIZ depending on the weight of a specific volume of material. When left on their own, Elementals act solely on the basis of physical tropisms, simply doing whatever is natural: Gnomes crystalize, Lunes illuminate, Rimes frost surfaces, Salamanders burn flammable materials within reach, Shades flee light, Sylphs breeze around, and Undines pool after flowing to the lowest possible point. Many Elementals are god-servants, and Priests of certain Deities learn to control appropriate Elementals. Once Summoned and properly controlled, an entity of the correct species is evoked which obeys its Summoner until it is either physically destroyed, or, in the case of Divine magic, 15 minutes has passed; whichever comes first. Whenever the Summoning spell is cast, the entity that was originally Summoned forms on SR 1 of the next Melee at any point within 60m of the Summoner. The Elemental's characteristics will always be the same, regardless of how many times it might have been physically destroyed previously. If the Elemental is actually reduced to zero POW, however, it is permanently destroyed and will never return; the Character having to re-sacrifice POW if he wants another Elemental. The Summoning Character is in Mindlink with the Elemental and may give it orders, or change those orders at any time; taking 1 Melee to do so; during which neither the Elemental nor Summoner may do anything else. Since no Elemental has more than INT 6, complicated orders are likely to be confusing. An Elemental will not move or attack unless ordered to do so. However, it will automatically attack anything caught within or on top of it, which may include the Summoner. Any number of Elementals may be Summoned and controlled at one time by a Character, as they fight independently of one another. Unless an Elemental has been bound into an item, it cannot be Summoned without sufficient quantities of the appropriate material present for it to manifest. For example, a 10 m3 Salamander would require an extremely large fire, while a 1 m3 Undine would need a large tub of liquid. Regardless of the amount of material available, no Elemental may initially be larger than its SIZ. If sufficient material is unavailable, the Elemental will not form, rather than forming at less than its normal, full size. Elementals, having both physical and spirit aspects, are vulnerable to magic, and some may even be affected by weapons; breaking up their physical construction, and eventually disrupting them. Elementals are immune to all poisons. Elementals have only a single Hit Location, and, in most cases, no armor. When an Elemental has been reduced to zero HP, it dissolves, and its Spirit returns to the Otherworld, from where it may be summoned again to inhabit another volume of the appropriate material. Regardless of the generally large SIZ of most Elementals, a successful attack roll is still required to hit an Elemental, even if the attacker is engulfed by it. Elementals have 1AP per m3 of volume, from which points of magical damage are subtracted. These AP also protect against normal physical damage; assuming the Elemental is susceptible to such. Elementals regenerate 1HP per m3 of volume per Melee at SR1. Elementals may attack one another in combat. In cases where it seems a specific Elemental would be ineffective attacking another, both their highly magical natures and the conflicting natural forces involved make it possible. If an Elemental overcomes its opposite's MPs, the loser has 2 m3 of its volume, and a roll of 2D6 MP and HP ripped away. Attempting to block or move another Elemental by force requires a successful STR vs STR roll; leaving the blocking Elemental unable to attack while doing so. The opponent may attack or attempt to escape with a STR vs STR roll. Elementals takes no damage from falls. Elementals usually attack by engulfing opponents. Any targets so engulfed must overcome the Elemental's STR with their own to shake free of its influence. In the case where an Elemental is unable to entirely envelope a target, the Hit Location held is trapped, and actions taken using these parts have the Elemental's STR subtracted from their chance of success. - --part1_20.1494073a.280223c6_boundary Content-Type: text/html; charset="US-ASCII" Content-Transfer-Encoding: 7bit  Hi gang,
  I'd never been too happy with Elementals the way they'd been presented in
the various editions of RQ; the final straw coming when, a couple of months
ago, I was playing in a game and my 3 m3 bound Elemental was killed in only 3
Melees.
  So I decided to work something up that I'd be happy with; swiping bits
from just about every BRP-related source; Magicworld, RQ2, RQ3 (I haven't had
RQ1 in years), Elric and Stormbringer; various folks' House Rules (both
Web-based and in the RW), bits-n-pieces of Elemental-related stuff from the
old RQ ML Archives; and a new way of classifying/ Summoning Elementals based
on their POWs rather than their volumes found in the Darkness volume of the
Book of Drastic Resolutions. I also scoured assorted Divine spell
compilations in an effort to find element-related spells that I could
attribute to the various Elementals as cool new abilities. The CoC monsters
even got the once-over in an effort to shake loose any interesting
element-related powers.
  Note that while I've lifted little pieces from various sources, its done
in the name of House Rules for a Very Dead System, so there's certainly no
profit motive there. I don't think there should be any problems with any sort
of copyright infringement :)
 -Ken-
  
  As its pretty big, I'm gonna have to drop it onto the mail in pieces.
  So here's the intro to Elementals, written pretty closely to that provided
in the RQ3 entry on Elementals:

  Elementals
  Elementals are Otherworld entities; not particularly bright Spirits which
manifest themselves in bodies supplied by the local environment. The most
common Elementals are Gnomes, Lunes, Rimes, Salamanders, Shades, Sylphs, and
Undines; forming their bodies from earth, moonlight, ice, fire, darkness,
air, and water, respectively.
  
  Elementals are generally categorized as Small, Medium, Large, or Huge,
based upon POW.

POW                         Type

10 and below             Small
11 to 20                   Medium
21 to 30                   Large
31 to 40                   Huge
41+                          Gigantic. Contacting  one of these is normally
beyond the scope of the usual Summoning spells.

  Elementals are incomplete; possessing only STR, INT, POW, DEX, and SIZ.  
STR and SIZ are usually derived from  the material used. INT is 1D6. POW is
1D6 per m3 of volume. Hit Points vary between different species of Elemental,
but are ultimately dependant on volume.
  
  Since most Elementals tend to be insubstantial, their  SIZ is usually
expressed as a volume rather than an actual number to be found on the SIZ
Table. An Elemental would be described as having a  SIZ of, say, 3 cubic
meters (m3). Elementals lack Fatigue Points, and are tireless.
  
  If a value is needed for an insubstantial Elemental's SIZ, the Elemental's
Hit Points may be used as its SIZ. Thus, if a Sylph with 10 HP climbed inside
a trunk and was lifted, its SIZ would be treated as if it were 10.
  
  Elementals with substance, however, such as the Gnome or Undine, have SIZ
depending on the weight of a specific volume of material.
  
  When left on their own, Elementals act solely on the basis of physical
tropisms, simply doing whatever is natural: Gnomes crystalize, Lunes
illuminate, Rimes frost surfaces, Salamanders burn flammable materials within
reach, Shades flee light, Sylphs breeze around, and Undines pool after
flowing to the lowest possible point.
  
  Many Elementals are god-servants, and Priests of certain Deities learn to
control appropriate Elementals.
  
  Once Summoned and properly controlled, an entity of the correct species is
evoked which obeys its Summoner until it is either physically destroyed, or,
in the case of Divine magic, 15 minutes has passed; whichever comes first.
  
  Whenever the Summoning spell is cast, the entity that was originally
Summoned forms on SR 1 of the next Melee at any point within 60m of the
Summoner. The Elemental's characteristics will always be the same, regardless
of how many times it might have been physically destroyed previously. If  the
Elemental is actually reduced to zero POW, however, it is permanently
destroyed and will never return; the Character having to re-sacrifice POW if
he wants another Elemental.
  
  The Summoning Character is in Mindlink with the Elemental and may give it
orders, or change those orders at any time; taking 1 Melee to do so; during
which neither the Elemental nor Summoner may do anything else.  Since no
Elemental has more than INT 6, complicated orders are likely to be confusing.
  
  An Elemental will not move or attack unless ordered to do so. However, it
will  automatically attack anything caught within or on top of it, which may
include the Summoner.
  Any number of Elementals may be Summoned and controlled at one time by a
Character, as they fight independently of one another.
  
  Unless an Elemental has been bound into an item, it cannot be Summoned
without sufficient quantities of the appropriate material present for it to
manifest. For example, a 10 m3 Salamander would require an extremely large
fire, while a 1 m3 Undine would need a large tub of  liquid. Regardless of
the amount of material available, no Elemental may initially be larger than
its SIZ. If sufficient material is unavailable, the Elemental will not form,
rather than forming at less than its normal, full size.
  
  Elementals, having both physical and spirit aspects,
are vulnerable to magic, and some may even be affected by weapons; breaking
up their physical construction, and eventually disrupting them.
  
  Elementals are immune to all poisons.
  
  Elementals have only a single Hit Location, and, in most cases, no armor.
When an Elemental has been reduced to zero HP, it dissolves, and its Spirit
returns to the Otherworld, from where it may be summoned again to inhabit
another volume of the appropriate material.
  
  Regardless of the generally large SIZ of most Elementals, a successful
attack roll is still required to hit an Elemental, even if the attacker is
engulfed by it.
  
  Elementals have 1AP per m3 of volume, from which points of magical damage
are subtracted. These AP also protect against normal physical damage;
assuming the Elemental is susceptible to such.
  
  Elementals regenerate 1HP per m3 of volume per Melee at SR1.
  
  Elementals may attack one another in combat. In cases where it seems a
specific Elemental would be ineffective attacking another, both their highly
magical natures and the conflicting natural forces involved make it possible.
If an Elemental overcomes its opposite's MPs, the loser has 2 m3 of its
volume, and a roll of 2D6 MP and HP ripped away.   
  
  Attempting to block or move another Elemental by force requires a
successful STR vs STR roll; leaving the blocking Elemental unable to attack
while doing so. The opponent may attack or attempt to escape with a STR vs
STR roll. Elementals takes no damage from falls.

  Elementals usually attack by engulfing opponents. Any targets so engulfed
must overcome the Elemental's STR with their own to shake free of its
influence. In the case where an Elemental is unable to entirely envelope a
target, the Hit Location held is trapped, and actions taken using these parts
have the Elemental's STR  subtracted from their chance of success.   


- --part1_20.1494073a.280223c6_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. ------------------------------ End of RuneQuest Rules Digest V4 #19 ************************************ *************************************************************************** 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.