From: owner-runequest-rules@lists.ient.com (RuneQuest Rules Digest) To: runequest-rules-digest@lists.ient.com Subject: RuneQuest Rules Digest V4 #51 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 Wednesday, May 9 2001 Volume 04 : Number 051 RuneQuest is a trademark of Hasbro/Avalon Hill Games. All Rights Reserved. TABLE OF CONTENTS [RQ-RULES] Adapting HW levels to RQ RE: [RQ-RULES] New Sorcery Spell - Soul Burn [RQ-RULES] Slave Bracelets RE: [RQ-RULES] Slave Bracelets [RQ-RULES] Control Gnome RE: [RQ-RULES] Slave Bracelets [RQ-RULES] INT 3 Re: [RQ-RULES] Slave Bracelets RE: [RQ-RULES] Control Gnome RE: [RQ-RULES] INT 3 RE: [RQ-RULES] Control Gnome RE: [RQ-RULES] Control Gnome Re: [RQ-RULES] Slave Bracelets Re: [RQ-RULES] New Sorcery Spell - Soul Burn 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: 09 May 2001 10:52:38 +0200 From: Alain RAMEAU Subject: [RQ-RULES] Adapting HW levels to RQ I never made such calculation but I like your conclusions. Divide RQ% by 3 to get approximately HW level, and reverse. Interesting. The online synopsis of the rules of HW says that starting skills start at 13 (not 12), so it is roughly a 50/50 chance to succeed an action versus standard difficulty (14). A 21 skill character would have a much better chance in HW. With your calculation, in RQ this would translate into a 65% skill, so a better chance as well. The main problem is really for high levels, 15W (i.e. 35) is failry common in HW for major characters, so a basic 1HW=5%RQ is not working (there is not that much of characters with 175% !). With your calculation, this would turn into 105%, a much better level in RQ : not rare, but generally associated with som Runelordship or similar level. I think I could use it for adapting HW characters into RQ, as well as Anaxial's Roster creatures. Alain. Date: Mon, 7 May 2001 12:55:06 -0400 From: Robert Stancliff Subject: RE: [RQ-RULES] RQ to HW > > If he had a decent skill that wasn't represented, then I added > > a Hero Wars type ability for it. > Alain wrote: > What do you call a "decent" skill, i.e. what percentage range? Since we are dividing RQ skills by 3 to get HW skills, the minimum is between 30% and 36%. It needs to be a skill the character is interested in improving, or at least going to use, otherwise you are wasting space transferring it to HW. > I think any skill that would entitle a HW 13 level (starting > level for most abilities) could be eligible? A new skill starts at 12. 13 is generally only the starting level for a cultural keyword. The initial value for a profession or religion keyword is 17. Starting levels can be changed to match the power level chosen by the referee, so these are not absolute. > I am not sure HW 13 convert automatically to 65%, but I guess > this is the range? Why do you say this? Do you think 21 in HW equals 90% in RQ just because they are both called mastery? Once you play the game you will see that starting characters with skills between 12 and 17 with one at 25 and two at 21 are not any better than an average initiate in RQ with a bunch of skills between 35% and 50% and a couple near 60% with one at 70%. The main difference is the access to feats instead of battle magic, but your ability to use feats isn't any better than RQ battle magic. In the beginning they are only used to augment damage, armor, and attack values... can you say Bladesharp, Protection, and Shimmer? It is hard to directly compare RQ skills and HW abilities since RQ is an absolute percentage and HW is a sliding scale that compares an ability to it's resistance ability. If both are equal, you have slightly less than a 50% chance since ties are possible. What RQ calls Mastery is much closer to 30 or 40 in HW. For our game we set the conversion value at 3 so HW 30 <=> RQ 90%. Most RQ category bonuses need to be increased noticeably to approximate the HW ability to continue increasing without limit. This makes starting character in RQ slightly tougher, which doesn't hurt anyone, and with a bonus between 10 and 20, unlimited progression becomes feasible, though still difficult. 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, 9 May 2001 09:03:42 -0400 From: Robert Stancliff Subject: RE: [RQ-RULES] New Sorcery Spell - Soul Burn > It is not meant not to be a poor man's Tap, but a poor > man's "Slave Bracelets" > Leon Kirshtein Just for the record, Slave Bracelets drain MP only. They keep you from casting spells because you can't power them and because it is hard to move your hands while bound. *************************************************************************** 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, 09 May 2001 10:46:28 -0400 From: "Leon B Kirshtein" Subject: [RQ-RULES] Slave Bracelets - ---- Robert Stancliff wrote: > Just for the record, Slave Bracelets drain MP only. They keep > you > from casting spells because you can't power them and because it is > hard to > move your hands while bound. I would have to check the exact description when I get home, but if memory serves me right they did a lot more than just drain magic points. I believe the magic point level could be set any amount, although 1 is the most common. The Slave Bracelets also blocked Divine Intervention and/or the link between the initiate and his diety. The Slave Bracelets did not have to be physically restraning, although they could be, and could only be removed by the owner or cut off with iron which caused damage to the wearer every round an attempt was made. There may be over thing which I do not remeber at the moment. Thanks everybody for your comments on 'Soul Burn' I will rewrite the spell somewhat based on feedback you gave and flesh it out 'colorful special effects' and repost it in a day or two. Leon Kirshtein ___________________________________________________________________ To get your own FREE ZDNet Onebox - FREE voicemail, email, and fax, all in one place - sign up today at http://www.zdnetonebox.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, 9 May 2001 11:47:21 -0400 From: Robert Stancliff Subject: RE: [RQ-RULES] Slave Bracelets > I believe the magic point level could be set any amount, > although 1 is the most common. I remember this. > The Slave Bracelets also blocked Divine Intervention > and/or the link between the initiate and his deity. The > Slave Bracelets did not have to be physically restraining, > although they could be, and could only be removed by the > owner or cut off with iron which caused damage to the > wearer every round an attempt was made. Interesting, I wonder what god provided these abilities for enchanting. I don't remember any of this since I don't own the book that describes them. I haven't read the description in about 20 years. I simply found it ironic that you were comparing a spell that drains POW with an item that drains MP, yet claiming it was weaker. After all, long term effects that wear off eventually don't mean much if you lose the fight. Of course, the same can be said of Befuddle and several other incapacitating spells, so this one doesn't corner the market by any means. I guess I'm not so opposed to Soul Burn after all. There is plenty of competition for spells that knock a person out of a fight in one shot. 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, 9 May 2001 10:47:09 -0700 From: Brad Furst Subject: [RQ-RULES] Control Gnome If we have a sample shaman (or whoever) who wants to have a gnome to accomplish some excavation, the basic process is Summon Gnome, Control Gnome, excavate, then release gnome, yes? Isn't Control Gnome (again I don't have my texts handy) the spell that RQ3 shows to require initiation and victory in spirit combat (driving the elemental into zero-MP-unconsciousness?), rather than a single resistance roll? 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, 09 May 2001 14:02:45 -0400 From: "Leon B Kirshtein" Subject: RE: [RQ-RULES] Slave Bracelets > > The Slave Bracelets also blocked Divine Intervention > > and/or the link between the initiate and his deity. The > > Slave Bracelets did not have to be physically restraining, > > although they could be, and could only be removed by the > > owner or cut off with iron which caused damage to the > > wearer every round an attempt was made. > Interesting, I wonder what god provided these abilities for > enchanting. In the RQ4 rules I have, there is an enchantment for makeing Slave Bracelets under the cult of Danfive Xaron. There is no detailed description however. > After all, long term effects > that wear off eventually don't mean much if you lose the fight. Of > course, > the same can be said of Befuddle and several other incapacitating spells, > so > this one doesn't corner the market by any means. This spell is not really meant to knock somebody out. I changed the line so a person can not be reduced below POW 1 (since it was pointed out that at 0 POW the person is dead.) It is more of a 'lets lower the targets resistance and magical ability' so he may be captured and contained spell. One of the problems in RQ that I came across is what it is very difficult to capture someone with an access to a DI. Soul Burn provides a simple, temporary solution. Leon Kirshtein ___________________________________________________________________ To get your own FREE ZDNet Onebox - FREE voicemail, email, and fax, all in one place - sign up today at http://www.zdnetonebox.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, 09 May 2001 20:38:21 +0200 From: epon0608 Subject: [RQ-RULES] INT 3 Hi, One of my PC just got Soul Attacked and his INT = 3 for many days. But they are in the middle of a fight and I need to know what a PC (a Uz) can do and not do with INT 3? Can he fight? can he parry or dodge? Thanks 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: Wed, 09 May 2001 14:45:00 -0400 From: Tal Meta Subject: Re: [RQ-RULES] Slave Bracelets Leon B Kirshtein wrote: > > One of the problems in RQ that I came across is what it is very difficult > to capture someone with an access to a DI. Soul Burn provides a simple, > temporary solution. PROSCRIBE [cult] Ranged, Maintained The chance of the target successfully casting spirit or divine magic from the named cult is reduced by 5% per Intensity. The Target cannot resist, but defensive magic may block the spell. Forget who originally created this one (Sandy?), but it could easily be expanded to affect DI rolls, as 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: Wed, 9 May 2001 14:43:22 -0400 From: Robert Stancliff Subject: RE: [RQ-RULES] Control Gnome > If we have a sample shaman (or whoever) who wants to have a gnome to > accomplish some excavation, the basic process is Summon Gnome, > Control Gnome, excavate, then release gnome, yes? > > Isn't Control Gnome (again I don't have my texts handy) the spell > that RQ3 shows to require initiation and victory in spirit combat > (driving the elemental into zero-MP-unconsciousness?), rather than a > single resistance roll? > Brad Furst The process would be discorporate, find gnome, defeat gnome in spirit combat, control gnome, order gnome into bind. Note that this also makes you immune to the normal elemental nature of the spirit since you have no body present to be damaged. This same process works for any spirits that can't be engaged in spirit combat after being summoned. Most Control spells are worthless in the physical world if the spirit is in any way corporeal and can't attack in spirit combat unless the spirit is already in a bind. If the spirit -is- in a bind, you don't have to defeat it in spirit combat again: the control spell works automatically. You can control the spirit for the duration of the spell, including calling it back into the bind. When the spell ends, you can cast it again and continue using the spirit. 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, 9 May 2001 14:49:56 -0400 From: Robert Stancliff Subject: RE: [RQ-RULES] INT 3 > One of my PC just got Soul Attacked and his INT = 3 for many days. But > they are in the middle of a fight and I need to know what a PC (a Uz) > can do and not do with INT 3? Can he fight? can he parry or dodge? > Manu Hmm, recompute all bonuses based on INT and adjust the skills. Drop him to three points of spirit magic. Treat him like a small child, since he can't understand complex plans. Watch him so that he doesn't wander away and forget where he belongs. Try not to upset him, since he is still dangerous but doesn't realize what a threat he is. He is going to become very reactive to his surrounding and physical outbursts are very likely. 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, 9 May 2001 12:03:55 -0700 From: Brad Furst Subject: RE: [RQ-RULES] Control Gnome >The process would be discorporate, find gnome, defeat gnome in >spirit combat, control gnome, order gnome into bind. The player's character doesn't have a binding enchantment available yet. But perhaps it could go into the fetch of a shaman.... And, if the spirit is defeated in spirit combat, if it has zero MP, is it unconscious? Can spirits be "unconscious?" If an embodied material elemental has zero MP, can it manipulate its elemental body? 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, 9 May 2001 15:30:03 -0400 From: Robert Stancliff Subject: RE: [RQ-RULES] Control Gnome > And, if the spirit is defeated in spirit combat, if it has zero MP, > is it unconscious? Can spirits be "unconscious?" If an embodied > material elemental has zero MP, can it manipulate its elemental body? The rules never tried to resolve the ambiguity. Consider the spirit to be dazed and unable to act on it's own volition. There has been a certain tendency to interchange 'unconscious' with 'incapacitated'. I consider it necessary to have the needed volume of material available when the controlled spirit is ordered into a bind since the rules consider the material to be stored in the bind with the spirit. This saves the need to have the material available when the spirit is ordered out of the bind. An elemental could be stored under a fetch, but then the material would be needed at the time the spirit manifests. 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, 09 May 2001 15:40:18 -0400 From: "Leon B Kirshtein" Subject: Re: [RQ-RULES] Slave Bracelets - ---- Tal Meta wrote: > PROSCRIBE [cult] > Ranged, Maintained > The chance of the target successfully casting spirit or divine > magic > from the named cult is reduced by 5% per Intensity. The Target cannot > resist, but defensive magic may block the spell. > > Forget who originally created this one (Sandy?), but it could easily > be > expanded to affect DI rolls, as well... It's ok if your opponents are all of the same cult, but how does it translate from one place to another? What if the god is called differently where? This is certainly a 'Jihad' type of spell. Leon Kirshtein ___________________________________________________________________ To get your own FREE ZDNet Onebox - FREE voicemail, email, and fax, all in one place - sign up today at http://www.zdnetonebox.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, 09 May 2001 18:47:35 +0200 From: St=?ISO-8859-1?B?6Q==?=phane FRANCOIS Subject: Re: [RQ-RULES] New Sorcery Spell - Soul Burn >> It is not meant not to be a poor man's Tap, but a poor >> man's "Slave Bracelets" >> Leon Kirshtein > > Just for the record, Slave Bracelets drain MP only. They keep you > from casting spells because you can't power them and because it is hard to > move your hands while bound. I remember of a slave collar in a RQ scenario (in french, maybe inexistant in english) that restricted the wearer to his racial minimum POW and prevented DI by "jamming" the connexion with the deity. Both effects disappearing as soon as the collar (magically locked) was removed. *************************************************************************** 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 #51 ************************************ *************************************************************************** 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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