From: owner-runequest-rules@lists.ient.com (RuneQuest Rules Digest) To: runequest-rules-digest@lists.ient.com Subject: RuneQuest Rules Digest V4 #96 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, July 16 2001 Volume 04 : Number 096 RuneQuest is a trademark of Hasbro/Avalon Hill Games. All Rights Reserved. TABLE OF CONTENTS Other Suns (was Re: [RQ-RULES] Re: Stormbringer) [RQ-RULES] Regaining Power [RQ-RULES] New Humakti Magic [RQ-RULES] New Issaries and Heroes Magic 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, 15 Jul 2001 10:09:44 EDT From: MurfNMurf@aol.com Subject: Other Suns (was Re: [RQ-RULES] Re: Stormbringer) - --part1_d8.90a1466.2882fe28_boundary Content-Type: text/plain; charset="US-ASCII" Content-Transfer-Encoding: 7bit In a message dated 7/14/01 9:38:39 PM Stephen and Steve comment on Other Suns: > > > There's another RQ in Space set of rules called, I belive, the Black > Watch, > > around in photocopies form (I'm not sure it ever was formally published). > > Some good stuff in that, too. What? How interesting :) > In case anyone's interested, I came across a Web site for Other Suns: > > http://www.macrophile.com/~ermine/html/other_suns.html > > There's evidently plans for a second edition. > > I also came across what appears to be a playtest version (of > undetermined age and veracity) here: > > http://www.hoboes.com/pub/Role-Playing/Future/Other%20Suns/ And if you go to the FGU site, there's a Cold/Snow/Arctic World set of rules available for download in the Other Suns section. After finding we were going to be trudging through an Ice Age, having gone through some sort of Portal (note: _DON'T go through Portals) in our current RQ game, I decided to be helpful, and foolishly pointed our GM to these rules. Serves me right I guess; last episode we were all almost killed in an avalanche :) -Ken- - --part1_d8.90a1466.2882fe28_boundary Content-Type: text/html; charset="US-ASCII" Content-Transfer-Encoding: 7bit In a message dated 7/14/01 9:38:39 PM Stephen and Steve comment on Other Suns:

> There's another RQ in Space set of rules called, I belive, the Black
Watch,
> around in photocopies form (I'm not sure it ever was formally published).
> Some good stuff in that, too.


  What? How interesting :)

In case anyone's interested, I came across a Web site for Other Suns:

 http://www.macrophile.com/~ermine/html/other_suns.html

There's evidently plans for a second edition.

I also came across what appears to be a playtest version (of
undetermined age and veracity) here:

 http://www.hoboes.com/pub/Role-Playing/Future/Other%20Suns/



  And if you go to the FGU site, there's a Cold/Snow/Arctic World set of
rules available for download in the Other Suns section.
  After finding we were going to be trudging through an Ice Age, having gone
through some sort of Portal (note: _DON'T go through Portals) in our current
RQ game,  I decided to be helpful, and  foolishly pointed our GM to these
rules. Serves me right I guess; last episode we were all almost killed in an
avalanche :)
 -Ken-

- --part1_d8.90a1466.2882fe28_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, 16 Jul 2001 01:22:40 -0500 From: pare_jf@juno.com Subject: [RQ-RULES] Regaining Power Hi, I am new on here, but I need to know exactly how power is regained. the book talks about it briefly, but I was wondering if there is an expanded or house rule on this. We play Tal Quest, but currently rendering the Warhammer fantasy Old World... really cool world. THANKS TALMETA John ________________________________________________________________ GET INTERNET ACCESS FROM JUNO! Juno offers FREE or PREMIUM Internet access for less! Join Juno today! For your FREE software, visit: http://dl.www.juno.com/get/tagj. *************************************************************************** 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, 16 Jul 2001 13:17:12 +0100 From: "Nikk Effingham" Subject: [RQ-RULES] New Humakti Magic Here's some more Hero Wars conversions for the Orlanthi. I'll post the conversions, then a small article on how I think you can put them into your game. Obviously, I wouldn't expect anyone to just simply give their players access to all these new goodies : ) I'm working on a Drogarsi conversion, but it will be at the same time as the Donandor conversion. ____________________________________ HUMAKTI MAGIC Some new spells and skills genreally available to the Humakti cult at large are listed here. Remember, whilst they are open to all Humakti they may not be widely known or available from a local temple. Sense Lie (New Skill) Communication Skill; Base 00% This skill allows a Humakti to detect lies without the use of rune magic. This skill is available only to Humakti, and is preternatural in the same way as Sense Chaos is for Uroxi. When the Humakti wishes to use this skill in a conversation the GM secretly rolls the dice for the player. At the same time, this is matched against the target's Fast Talk skill. The if the Sense Lie roll succeeds, the Fast Talk roll must be at least a level of success higher than the Sense Lie roll to prevent the Humakti from determining whether he is lying or not. For example, if a Humakti made a normal Sense Lie roll his target must make a special Fast Talk roll or better. If unsuccessful the Humakti may not try again during that conversation, and remains unsure about whether his target is lying or not. If successful he will know whether his target is lying or telling the truth for certain, and may continue to use the skill again until he fails. A fumble gives a reverse result. Bless Corpse (Rune Magic) Acts just like the Ty Kora Tek spell Bless Grave. Sever Relationship (Rune Magic) 2 points ritual ceremony, reusable This ritual severs a willing creatures relationships to clan, community and family, leaving him devoid of dependents and devoid of support. In Orlanthi society the character will be treated as a foreigner, when this ritual becomes known. In other socities, this ritual has no special significance, however it will become obvious that the affected man is different, he will not meld well into society, and will not help communually. In game terms, this spell does not excommunicate him from cults, which must be conducted seperately, but does reduce all Loyalty and Love passions (see my HeroQuest Rules) to zero. Efrodar Blackhands Supplies various spells pertaining to battle. As I don't have a decent mass combat system, I decline to make spells for this sub-cult. Efrodar does however grant the following gift and geas pair: Gift: When involved in a large battle, will not perish until reduced to negative hit pointd equal to POW. Geas: Never leave a battle whilst it is being fought. Hiia Swordsman Fight to the Death (Spirit Magic) 2 points ranged, temporal, passive Whilst under the affect of this spell the Humakti will not fall unconscious until dead. Cut [material] (Rune Magic) 1 point ranged, temporal, nonstackable, reusable This spell imbues a sword with the ability to cut through a certain material. Once cast the weapon has enhanced abilities against damaging objects (but not penetrating armour, or cutting through flesh) although a Cut Stone would increase effectiveness against Jolanti and Cut Ice would increase effectiveness against Hollri. Whilst in affect all damage in excess of half the object's ap's are applied as damage to it's ap's. Slay Spirit (Rune magic) 2 points ranged, instant, nonstackable, reusable This spell can send a spirit to the Land of the Dead, where all spirits gathered in the Underworld in the Godtime. The Humakti must be able to see the spirit, either with Soul Sight or because it is visible. The Humakti must then overcome it's magic points with his own, and if successful it is immediately banished to walk the path of the dead. This cannot be used on the spirits of the recently dead, which are still in the Grey Barrier between being alive and being dead. If used on a disembodied shaman or other such spirit, it merely sends them back to their own body. Hu the Sword Teches the following spells. Decapitate Foe (Rune Magic) 3 points ranged, temporal, nonstackable, reusable This spell may only be cast upon a sword. For the duration of the spell, the sword will only ever hit the head of an opponent. If they do not have a head, or if the head cannot be reached, then roll randomly. However, in any other circumstance it will only ever hit the head. The sword cannot be used for other aimed blow shots, or disarm chances etc... Also, the sword will strike the wielders head if such a roll is called for on the fumble table. Great Blow (Rune Magic) 1 point ranged, temporal, stackable, reusable This spell must be cast on a sword. For every point in this spell the sword will inflict an additional 6 points of damage. The spell lasts until the duration expires, or a blow is struck, whichever comes first. [Weapon] Destroyer (Rune Magic) 1 point ranged, temporal, stackable, reusable This spell is available in many forms, such as Shield Destroyer, Maul Destroyer, Axe Destroyer, but there is no Sword Destroyer (or rapier, dagger, shortsword, or any other holy Humakti weapon). Should the weapon this spell is cast upon connect with the weapon named by the spell, either by being parried or the attacker aiming for his weapon, roll a d6 for every point in the spell. Should any come up a 6, the weapon is destroyed. Indrodar Greydog and Inginew Redson Described in Tales of the Reaching Moon. Kargan the Warrior Gives Panic, Shield Destroyer, Great Blow and the following spells and the following gift/geas pair: Gift: Bless a specific non-sword weapon to do double damage to any opponent once armour is penetrated. Geas: Never sleep anywhere other than within a temple sacred to Humakt. Disarm Foe (Rune Magic) 2 points ranged, temporal, nonstackable, reusable Must be cast on a specific weapon. When this weapon connects with any other weapon, such as through parrying, any immediate disarm attempt can be made as per the usual rules (except no roll to hit will be necessary). This costs no actions. Humakt the [weapon] (Rune Magic) 2 points self only, temporal, nonstackable, reusable This spell names a specific weapon, such as Humakt the Maul or Humakt the Spear. When cast the warrior is capable of wielding the named weapon with equal proficiency as his/her best weapon skill. Li Phanquann Rarely a temple well connected to Li Phanquann will teach Wound Vampire. Wound Vampire (Rune Magic) 1 point self only, temporal, nonstackable, reusable When cast any blows inflicted by the caster can become terrible and lethal to a vampire. Any damage inflicted by the wielder during the spell's effect cannot be healed by the vampire in mist form. This spell does not prevent a vampire from turning to mist either at his will, or automatically upon being incapacitated by something other than a head or chest hit. Makla Mann All worshippers of Makla Mann must take the geas of never receive healing from worshippers of Chalana Arroy. They receive the spell Stop Ressurection (see ToTRM#5), Find Healer, Fight to the Death (see Hiia) and the following spell. Inspire [Loyalty] (Rune Magic) 1 point ranged, temporal, nonstackable, reusable This spell comes in a variety of forms, such as Loyalty to the King, Loyalty to the Family, Loyalty to the Cult etc... It may only be cast on an individual who already has some rating in the relevant passion. So casting Inspire Loyalty to Liege on a Humakti with a Liege will work, but not on a troll who has no such passion. For every point in the spell, the target (who gets no resistance) increases that passion by 5 points if it is under 20 or 2 points if it is 20 or over. Note: The above spell only works if you use my HeroQuest rules. Yan Starcere Teaches the spirit magic spell parry, and some rare shrines dedicated to him, such as one in Tarsh where his broken second sword lies, teach Great Parry. _________________________________ Nikk Effingham University E-mail:phl0nje@leeds.ac.uk Permanent E-mail: nikk@MailAndNews.com Webpage: http://members.nbci.com/wakboth/ *************************************************************************** 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, 16 Jul 2001 13:17:40 +0100 From: "Nikk Effingham" Subject: [RQ-RULES] New Issaries and Heroes Magic LHANKOR MHY New Lhankor Mhy Magic Unfading Letters (Spirit Magic) 1 point ritual ceremony This ritual, known to certain sects of Lhankor Mhy, allows the sage to scribe a document that will never fade, never suffer from age or bad condition, a document to remain for all time. Such documents are also scribed at the same time in the Great Library of the Grey Tower on the HeroPlane. This will enchant one normal size piece of paper, which will become immune to the effects of age, and environmental effects. The only way to destroy it is via magical means (such as an unholy fire of Thanatar or tossed into a chaos maw). It offers no protection to anything else however (no scribes in paper armour). It costs 1 POW per piece of paprer thus enchanted, making it a rarely cast ritual. New Lhankor Mhy Subcults Chernan the Seeker Recieves Darksee and the following spells: Dodge Hazard (Rune Magic) 2 points self only, duration 1 day, nonstackable, reusable This is cast before heading into hazardous territory. For the day after it is cast, the caster will receive a bonus to his ability to avoid dangerous, physical hazards, such as traps, falling objects etc... When the caster tries to dodge such obstacles, he may make a re- roll afterwards if he so wishes. He must take the re-roll no matter what. This is of no use in combat. Waterproof Pack (Spirit Magic) 1 point ranged, temporal, passive This spell must be cast on a backpack or satchel. Once cast, the pack will become waterproof, not allowing any liquids within whilst it is closed over. The Grey Ones In some areas where the Grey Ones are highly venerated they can grant magic. They can grant Precision Read/Write [language] and the following spells: Dry Ink (Spirit Magic) 1 point ranged, instant This is cast on a piece of newly penned parchment.When cast the ink dries instantly, not allowing any smudging or smearing. Once dried, the ink has no further magical properties. This spell will affect once piece of paper. Find the Way (Rune Magic) 4 points ritual summon, reusable This spell summons one of the ancient Grey Ones, who will come from the Heroplane to the Spirit Plane and become visible. The spirit will then lead the character out of their current location via the safest route, and will act as if affected by a permanent Path Watch, telling them of the dangers and hazards ahead. The Grey One has INT 12+1d6 POW 12+2d6. They will not engage in active combat, and will flee back to the HeroPlane if they lose more than half of their magic points. Any Sage who has a Grey One destroyed or captured during his use of this spell will suffer terrible consequences (inactive status as an initiate, spirits of reprisal etc...) until recompense is made. Hevduran the Sword Sage Sword Sages learn a reasonably useful skill, have access to Bladesharp, Protection and Parry as well as the following spells. Talk Whilst Fighting (New Skill) Communication (Base 00%) This is a skill taught to the Hevduran Sword Sages. It allows them to talk fluently amongst themselves during combat, allowing them to actively co-ordinate tactics and activities, although technically a Sword Sage could carry out any conversation independent of fighting, such as a debate about theology, philosophy etc... Many famous Sword Sages have debated indepth scholastic knowledge whilst fighting, rather than stopping their important debates when the enemy comes. Make a roll at the beginning of the round, if it is under this skill, the character can carry out a full conversation, unhindered by the combat environment around him. If you use skill training rules from RQIV or other such sources, this is an Easy skill to learn. Distract with Words (Rune Magic) 1 point ranged, instant, nonstackable, reusable This spell allows a Sword Sage to distract his opponent during combat by boggling their mind with puzzles, quips and general trivia. It only works if the Sage can communicate with the being, who must not have fixed INT. It must overcome magic points, and then the Sage must match his INT vs. his foe's. If successful, the foe loses his next action. Artful Blade (Rune Magic) 2 points ranged, temporal, nonstackable, reusable Once cast, this spell gives knowledge of the great fighting techniques of Hevduran to the target. Such techniques stem from learning, not from training, just as Hevduran teaches. The target, for the duration of the spell, may substitute his attack and parry sword skills with the highest out of their read/write or Lores if they so wish. Defend Knowledge (Rune Magic) 2 points ranged, temporal, nonstackable, reusable This spell may only be cast when the Sword Sage is attempting to defend sources of knowledge. Such sources include books, parchments, scrolls, any individual who has 90%+ in a Lore skill and Temples dedicated to Lhankor Mhy. It only works against foes who are actively seeking to take or destroy such sources of knowledge. For the duration of the spell, the casters attack and parry skill is doubled. This spell ends if the source the Sage is defending is destroyed. Lhankor Knowing I'm not too keen on giving spells like the feats in Hero Wars for Lhankor Knowing. It just doesn't seem like RuneQuest to hurl around rune magic like Impress Jurors. I suggest that in places where Lhankor Knowing is highly venerated, he simply teaches Precision Lawspeaking. Some Heroes At a later date I will include some comprehensive conversions for Heroforming, based upon my HeroQuest rules. Listed here, however, are some Hero Cults and their powers. Alakoring Dragonbreaker Those dedicated to Alakoring Dragonbreaker can learn Slay Dragon. Those who have proved themselves as Dragon Fighters can be taught the following heroic skill: Avoid Dragon's Best Attack (New Skill) Agility (Base 00%) This skill gives the character one additional dodge action against a draconic foe. This can either be used when the character has run out of dodges, or has failed a dodge and wishes to use this skill to try again. In all other respects it works exactly like dodge. Gorangi Vak His cult teaches Lassoo and stick attack, as well as stick parry. Teaches the following spell: Knock Out Uroxi (Rune Magic) 1 point self only, temporal, stackable, reusable For the duration of the spell the character has an enhanced ability to knock out Uroxi. When attempting to knock out an Uroxi the caster no longer needs to make an aimed blow to knock the Uroxi out, their attack will always strike the head (note, this only applies if the attempt is also a knock out attempt). Plus, when damage is rolled the character rerolls any 1 that comes up. For every point in the spell, this increased the reroll level by one, so a Knock Out Uroxi 3 means damage is rerolled on 1, 2 or 3. Harmast Barefoot See Harmast Barefoot on my webpage for the description of this Hero Cult. Renvald Meldekbane Teaches the following skill and spell: Recognise Sorceror (New Skill) Perception (Base 00%) This skill allows the character to recognise sorcerors, and those who wield the power of the Meldek. It is a semi-magical intuition, akin to Sense Chaos. Once used it will detect anyone in 15m who has Presence and actually has spells using Presence at that time. It will not detect someone who has Presence but is not actually using any of it. If you use the old RuneQuest sorcery system (an act punishable by whipping, so I hear) then it will detect anyone who has cast a spell that is still active. Block Spell (Rune Magic) 1 point ranged, temporal, stackable, reusable This spell blocks the evil magics of the Meldeks. Once cast, for every point in the spell, it provides 5 points of Countermagic versus Sorcery only. _________________________________ Nikk Effingham University E-mail:phl0nje@leeds.ac.uk Permanent E-mail: nikk@MailAndNews.com Webpage: http://members.nbci.com/wakboth/ *************************************************************************** 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 #96 ************************************ *************************************************************************** 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. 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.