From: owner-runequest-rules@lists.ient.com (RuneQuest Rules Digest) To: runequest-rules-digest@lists.ient.com Subject: RuneQuest Rules Digest V4 #100 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 Tuesday, July 31 2001 Volume 04 : Number 100 RuneQuest is a trademark of Hasbro/Avalon Hill Games. All Rights Reserved. TABLE OF CONTENTS [RQ-RULES] Chalana Arroy and Ana Gor Magic Re: [RQ-RULES] Chalana Arroy And dark aspect? 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, 31 Jul 2001 15:24:49 +0100 From: "Nikk Effingham" Subject: [RQ-RULES] Chalana Arroy and Ana Gor Magic More conversion stuff. Sorry absout the dodgy formattting, I can't figure out how to get it right in Pegaus Mail! : ) ________________________________ Chalana Arroy Magic New Subcults Arroin Whilst not strictly a conversion from Thunder Rebels I suggest the following addition to the cult of Chalana Arroy. Members of the subcult of Arroin gain no magic from being members, although often POW is sacrificed to him as a sign of piety. They may however be affected by different cult strictures than a normal Healer. They may learn weapon parry skills if they so wish (but still may not learn attacks) and may learn the following new skill, available only to the subcult. Protect Ally (New Skill) Agility Skill (Base 00%) This skill is only taught by the subcult of Arroin. It allows the character to use a parry action to parry a blow aimed at someone else. The person the Arroini wishes to defend must be within their Move in metres for this to be attempted. The parry is carried out as normal, but is rolled against either Protect Ally skill or the appropraite [weapon] parry skill, whichever is lower. If successful, the blow is parried, and if unsuccessful it is not. The GM should not apply any modifiers to the parry skill, nor are fumbles affected, if the Arroini fumbles just roll normally and apply the results given by the table. If you use the RQIV training rules, this is an easy skill to learn if you are an Arroini, or a Hard skill otherwise. Ferace the Wild Healer Teaches the skills March and World Lore, in addition to the following spells. Also, Issaries does not grant Create Neutral Ground, but grants Path Watch instead. Flee Safely (Rune Magic) 2 points ranged, temporal, nonstackable, reusable This spell acts exactly like the spell Conceal, except it can only be cast in an attempt to flee from pursuers, and is ineffectual should someone come within 10m of the target. Refreshing Rest (Rune Magic) 1 point ritual ceremony, reusable This spell requires a small ceremony to be held to Ferace, involving a simple offering of a drink and food gathered from the land, which is then eaten by the supplicant (Ferace has never accepted such sacrifices) and the land is then kissed. The target of this spell can rest for a single hour and is so refreshed it is just as if they have slept. They regain any and all lost fatigue points over the course of the hour. If cast on consecutive days there is chance that the character may instead fall into a deep sleep for eight hours instead, although again they will awaken refreshed. There is a cumulative 20% chance of this happening for every consecutive day this ceremony is used. Tireless Gait (Rune Magic) 1 point ranged, duration 1 day, nonstackable, reusable For the duration of this spell, the target will find themselves capable of quick, solid long distance travel. Whilst their Move rate does not increase, they can travel twice the distance of a normal individual with no additional fatigue loss and no need to stop for rest during the course of the trip (normally eight or nine hours of travel). At best this spell can only double movement, it cannot be cast multiple times in one day to try and increase movement further, and should the character try and exert themselves too much (beyond even a forced march) this spell will no longer aid their efforts. However, combined with Refreshing Rest, the character can travel up to four times the normal distance by casting Tireless Gait, walking for eight hours, stopping for a Refreshing Rest and then onwards with another Tireless Gait. Calm Predator (Spirit Magic) 3 points ranged, temporal, active This spell can be cast on any aggressive predator. Once cast the caster must overcome the target;s magic points in a resistance contest. If successful, the predator becomes less aggressive but not exactly friendly. It will, however, leave quite quickly given gentle persuassion. Natyrsa the Chaos Foe Teaches Chaos Lore and the following new skill and spells: Dodge Chaos Attack (New Skill) (Agility skill; Base 00%) This skill gives the character an additional action a round against chaotic enemies. This action is a dodge, based upon their Dodge Chaos Attack skill. It is, in all other respects, just like Dodge. This is a medium difficulty skill. Abort Broo Larvae (Spirit Magic) 3 points ritual ceremony This spell requires a ritual preparation of someone who has been impregnated by a broo and wishes to abort the larvae before it becomes viable. The ritual takes an hour to carry out, and must be carried out with the aid of herbs and medicine bundles (normal equipment for a Healer). Once cast the Healer must succeed in a POW versus POW with the broo fetus (normally, the unborn fetus will have 1d6 POW) to force to to abort. A successful First Aid roll must then be made or the victim suffers the normal affects of Broo birth (normally death). Alleviate Madness (Rune Magic) 2 points ranged, temporal, nonstackable, reusable This can be cast upon anyone suffering from the effects of insanity, either induced by magic or by natural causes. For the duration of the effect, such mental problems do not affect the character. Exorcise Chaos Spirit (Rune Magic) 1 point ritual ceremony, stackable, reusable This spell can be cast upon anyone possessed by a chaotic spirit. It takes one hour to cast. Once case the spirit must resist it's magic points against an effective POW of 10 for every point in the spell. So a 3 points version of this ritual means the spirit must resist against an effective POW of 30. If successful, the chaos spirit is sent to the Valley of the Hateful Healers on the HeroPlane where various Chaos Foe Healers are, with the spirits of dead Uroxi, hunting for chaos spirits. If necessary, then spirit has a chance of escaping the valley equal to it's POWx3%. Heal Gorp Burn (Spirit Magic) variable touch, instant For every point in this spell, five points of damage is healed. This is only effective against damage inflicted specifically by gorp. Resist Chaos Magic (Rune Magic) 1 point ranged, temporal, stackable, reusable For every point in this spell, the character receives eight points of countermagic effective only against chaos magic. Stop Chaos Panic (Rune Magic) 1 point ranged, temporal, nonstackable, reusable This spell is akin to Face Chaos. It relieves the target of any undue distress or fear they have relating to chaos. It will remove the demoralising effects of chaos features such as Hideous Appearance (but not the effects of a ghoul's demoralise or other such effects). Unlike Face Chaos it does not force someone to face the chaos foe, any normal mortal will still flee, just calmly. Pranjala Teaches the following new skill and spells. Sense Disease (New Skill) (Perception skill; Base 00%) This skill works just like Sense Chaos. It will detect the presence of disease, disease spirits and diseased individuals within 15m. It is a medium difficulty skill to learn. See Disease (Spirit Magic) 1 point self only, temporal, passive Once cast this spell allows the caster to see disesaes, disease spirits, diseased individuals and disease taint within normal visual range. Prevent Infection (Spirit Magic) variable ranged, temporal, passive For every point of this spell, the character's effective CON is increased by 6 for the purposes of resisting disease contracted from infection. It gives no benefit to resisting disease spirits. Pranjala's Sickbed (Rune Magic) 1 point ritual ceremony, reusable This spell can only be cast within an area sanctified to Chalana Arroy or Pranjala. The ritual involves setting up a sick bed which the patient is placed upon, and they are mystically transported partially to the Heroplane to lie upon Pranjala's Sickbed. This ritual lasts one day for every point of the spell. Whilst on the bed, all Recovery Rolls for recovering from the sickness of disease are doubled. During that day, the character cannot leave the sickbed. Ana Gor Magic The following is a short form cult write-up for Ana Gor. Initiate Requirements: Any human may join Ana Gor as an initiate merely by sacrificing 1 POW. Initiates cannot learn rune magic from Ana Gor. Spirit Magic: Second Sight. Passions: Loyalty Ana Got Cult 4. Runes: Death 4, Harmony 4. Priesthood Requirements: In most areas Ana Gor is not worshipped as a cult in its own right, but as a smaller part of a larger cult. Therefore, the normal requirement is to be an acolyte or rune priest of one of the following cults Humakt, Ty Kora Tek, Babeester Gor, Kanak Gor, Maran Gor and Esrola with the highest ceremony skill. Common Rune Magic: Excommunication, Initiation, Sanctify, Soul Sight, Worship Ana Gor. Special Rune Magic: Appease [problem], Great Sacrifice. Spells: Appease [problem] (Rune Magic) 1 point ritual ceremony, reusable This spell is aimed at appeasing a particular problem such as plague, curses, infertile land etc... It requires a number of sacrifices of Ana Gor initiates dependent upon the size of the problem. I leave it open to the GM to determine how many people must be sacrificed to appease the appropriate problem. Not that a priest knows how many, they have to use their best guess, and if they don't sacrifice enough people there is no effect whatsoever. As a guideline, one person will get rid of a minor community problem, five will get rid of a major community problem and ten will avery a catastrophe on a small community level. Great Sacrifice (Rune Magic) 1 point ritual ceremony, one-use This spell is used to grant Hero Points for use on HeroQuests or empowering the most deadly, grave and powerful magics that require Hero Points to work. Again it requires sacrifices, which must be sacrificed immediately prior to the casting of the spell or the beginning of the HeroQuest. Only initiates of Ana Gor may be sacrificed. Ten initiates grant one hero point, modified by spiritual quality, one hundred initiates grant two hero points modified by spiritual quality, a thousand initiates grants three hero points modified by spiritual quality etc... See my HeroQuest rules for information on Hero Points and spiritual quality. _________________________________ 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: Tue, 31 Jul 2001 18:43:21 +0200 From: "Paul.S:Sommer" Subject: Re: [RQ-RULES] Chalana Arroy And dark aspect? Hi Just an idea that I have put into being in my pavis campaign , Could it be possible that Chalana Arroy has a darks side ??? i.e along the line of the hindi godess Parvati and her dark side Kali. The idea being that even Gods have more than one aspect and this Dark Chalana arroy sub-cult would extist within the Main chalana Arroy Cult and yet not be mentioned .The main motive behind the dark aspect of Chalana Arroy Would be detect those who commit violence ,cause injuries or spread disease BEFORE they get a chance and ......cough .....eliminate the problem before it arises. Any thoughts on such a sub-cult? In pavis and pavis county area there are just 5 members most of them Initiates. Ciao Paul Sommer Copenhagen Danmark Nikk Effingham wrote: > More conversion stuff. Sorry absout the dodgy formattting, I can't > figure out how to get it right in Pegaus Mail! : ) > > ________________________________ > > Chalana Arroy Magic > > New Subcults > > Arroin > > Whilst not strictly a conversion from Thunder Rebels I suggest the > following addition to the cult of Chalana Arroy. Members of the > subcult of > Arroin gain no magic from being members, although often POW is > sacrificed > to him as a sign of piety. They may however be affected by different > cult > strictures than a normal Healer. They may learn weapon parry > skills if they > so wish (but still may not learn attacks) and may learn the > following new > skill, available only to the subcult. > > Protect Ally (New Skill) > Agility Skill (Base 00%) > > This skill is only taught by the subcult of Arroin. It allows the > character > to use a parry action to parry a blow aimed at someone else. The > person the > Arroini wishes to defend must be within their Move in metres for > this to be > attempted. The parry is carried out as normal, but is rolled against > either > Protect Ally skill or the appropraite [weapon] parry skill, whichever > is > lower. If successful, the blow is parried, and if unsuccessful it is > not. > The GM should not apply any modifiers to the parry skill, nor are > fumbles > affected, if the Arroini fumbles just roll normally and apply the > results > given by the table. If you use the RQIV training rules, this is an > easy > skill to learn if you are an Arroini, or a Hard skill otherwise. > > Ferace the Wild Healer > > Teaches the skills March and World Lore, in addition to the > following > spells. Also, Issaries does not grant Create Neutral Ground, but > grants > Path Watch instead. > > Flee Safely (Rune Magic) > 2 points > ranged, temporal, nonstackable, reusable > This spell acts exactly like the spell Conceal, except it can only be > cast > in an attempt to flee from pursuers, and is ineffectual should > someone come > within 10m of the target. > > Refreshing Rest (Rune Magic) > 1 point > ritual ceremony, reusable > This spell requires a small ceremony to be held to Ferace, involving > a > simple offering of a drink and food gathered from the land, which is > then > eaten by the supplicant (Ferace has never accepted such > sacrifices) and the > land is then kissed. The target of this spell can rest for a single hour > and is so refreshed it is just as if they have slept. They regain any > and > all lost fatigue points over the course of the hour. If cast on > consecutive > days there is chance that the character may instead fall into a > deep sleep > for eight hours instead, although again they will awaken refreshed. > There > is a cumulative 20% chance of this happening for every consecutive > day this > ceremony is used. > > Tireless Gait (Rune Magic) > 1 point > ranged, duration 1 day, nonstackable, reusable > For the duration of this spell, the target will find themselves capable > of > quick, solid long distance travel. Whilst their Move rate does not > increase, they can travel twice the distance of a normal individual > with no > additional fatigue loss and no need to stop for rest during the > course of > the trip (normally eight or nine hours of travel). At best this spell can > only double movement, it cannot be cast multiple times in one day > to try > and increase movement further, and should the character try and > exert > themselves too much (beyond even a forced march) this spell will > no longer > aid their efforts. > > However, combined with Refreshing Rest, the character can travel > up to four > times the normal distance by casting Tireless Gait, walking for eight > hours, stopping for a Refreshing Rest and then onwards with > another > Tireless Gait. > > Calm Predator (Spirit Magic) > 3 points > ranged, temporal, active > This spell can be cast on any aggressive predator. Once cast the > caster > must overcome the target;s magic points in a resistance contest. If > successful, the predator becomes less aggressive but not exactly > friendly. > It will, however, leave quite quickly given gentle persuassion. > > Natyrsa the Chaos Foe > > Teaches Chaos Lore and the following new skill and spells: > > Dodge Chaos Attack (New Skill) > (Agility skill; Base 00%) > This skill gives the character an additional action a round against > chaotic > enemies. This action is a dodge, based upon their Dodge Chaos > Attack skill. > It is, in all other respects, just like Dodge. This is a medium > difficulty > skill. > > Abort Broo Larvae (Spirit Magic) > 3 points > ritual ceremony > This spell requires a ritual preparation of someone who has been > impregnated by a broo and wishes to abort the larvae before it > becomes > viable. The ritual takes an hour to carry out, and must be carried > out with > the aid of herbs and medicine bundles (normal equipment for a > Healer). Once > cast the Healer must succeed in a POW versus POW with the > broo fetus > (normally, the unborn fetus will have 1d6 POW) to force to to abort. > A > successful First Aid roll must then be made or the victim suffers the > normal affects of Broo birth (normally death). > > Alleviate Madness (Rune Magic) > 2 points > ranged, temporal, nonstackable, reusable > This can be cast upon anyone suffering from the effects of insanity, > either > induced by magic or by natural causes. For the duration of the > effect, such > mental problems do not affect the character. > > Exorcise Chaos Spirit (Rune Magic) > 1 point > ritual ceremony, stackable, reusable > This spell can be cast upon anyone possessed by a chaotic spirit. > It takes > one hour to cast. Once case the spirit must resist it's magic points > against an effective POW of 10 for every point in the spell. So a 3 > points > version of this ritual means the spirit must resist against an effective > POW of 30. If successful, the chaos spirit is sent to the Valley of > the > Hateful Healers on the HeroPlane where various Chaos Foe > Healers are, with > the spirits of dead Uroxi, hunting for chaos spirits. If necessary, > then > spirit has a chance of escaping the valley equal to it's POWx3%. > > Heal Gorp Burn (Spirit Magic) > variable > touch, instant > For every point in this spell, five points of damage is healed. This is > only effective against damage inflicted specifically by gorp. > > Resist Chaos Magic (Rune Magic) > 1 point > ranged, temporal, stackable, reusable > For every point in this spell, the character receives eight points of > countermagic effective only against chaos magic. > > Stop Chaos Panic (Rune Magic) > 1 point > ranged, temporal, nonstackable, reusable > This spell is akin to Face Chaos. It relieves the target of any undue > distress or fear they have relating to chaos. It will remove the > demoralising effects of chaos features such as Hideous > Appearance (but not > the effects of a ghoul's demoralise or other such effects). Unlike > Face > Chaos it does not force someone to face the chaos foe, any normal > mortal > will still flee, just calmly. > > Pranjala > > Teaches the following new skill and spells. > > Sense Disease (New Skill) > (Perception skill; Base 00%) > This skill works just like Sense Chaos. It will detect the presence of > disease, disease spirits and diseased individuals within 15m. It is a > medium difficulty skill to learn. > > See Disease (Spirit Magic) > 1 point > self only, temporal, passive > Once cast this spell allows the caster to see disesaes, disease > spirits, > diseased individuals and disease taint within normal visual range. > > Prevent Infection (Spirit Magic) > variable > ranged, temporal, passive > For every point of this spell, the character's effective CON is > increased > by 6 for the purposes of resisting disease contracted from infection. > It > gives no benefit to resisting disease spirits. > > Pranjala's Sickbed (Rune Magic) > 1 point > ritual ceremony, reusable > This spell can only be cast within an area sanctified to Chalana > Arroy or > Pranjala. The ritual involves setting up a sick bed which the patient > is > placed upon, and they are mystically transported partially to the > Heroplane > to lie upon Pranjala's Sickbed. This ritual lasts one day for every > point > of the spell. Whilst on the bed, all Recovery Rolls for recovering > from the > sickness of disease are doubled. During that day, the character > cannot > leave the sickbed. > > Ana Gor Magic > > The following is a short form cult write-up for Ana Gor. > > Initiate Requirements: Any human may join Ana Gor as an initiate > merely by > sacrificing 1 POW. Initiates cannot learn rune magic from Ana Gor. > > Spirit Magic: Second Sight. > Passions: Loyalty Ana Got Cult 4. > Runes: Death 4, Harmony 4. > > Priesthood Requirements: In most areas Ana Gor is not > worshipped as a cult > in its own right, but as a smaller part of a larger cult. Therefore, the > normal requirement is to be an acolyte or rune priest of one of the > following cults Humakt, Ty Kora Tek, Babeester Gor, Kanak Gor, > Maran Gor > and Esrola with the highest ceremony skill. > > Common Rune Magic: Excommunication, Initiation, Sanctify, Soul > Sight, > Worship Ana Gor. > Special Rune Magic: Appease [problem], Great Sacrifice. > > Spells: > > Appease [problem] (Rune Magic) > 1 point > ritual ceremony, reusable > This spell is aimed at appeasing a particular problem such as > plague, > curses, infertile land etc... It requires a number of sacrifices of Ana > Gor > initiates dependent upon the size of the problem. I leave it open to > the GM > to determine how many people must be sacrificed to appease the > appropriate > problem. Not that a priest knows how many, they have to use their > best > guess, and if they don't sacrifice enough people there is no effect > whatsoever. As a guideline, one person will get rid of a minor > community > problem, five will get rid of a major community problem and ten will > avery > a catastrophe on a small community level. > > Great Sacrifice (Rune Magic) > 1 point > ritual ceremony, one-use > This spell is used to grant Hero Points for use on HeroQuests or > empowering > the most deadly, grave and powerful magics that require Hero > Points to > work. Again it requires sacrifices, which must be sacrificed > immediately > prior to the casting of the spell or the beginning of the HeroQuest. > Only > initiates of Ana Gor may be sacrificed. Ten initiates grant one hero > point, > modified by spiritual quality, one hundred initiates grant two hero > points > modified by spiritual quality, a thousand initiates grants three hero > points modified by spiritual quality etc... See my HeroQuest rules > for > information on Hero Points and spiritual quality. > > _________________________________ > 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. *************************************************************************** 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 #100 ************************************* *************************************************************************** To unsubscribe from this list send mail to majordomo@lists.ient.com with the line 'unsubscribe runequest-rules' as the body of the message. 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