From: owner-runequest-rules@lists.ient.com (RuneQuest Rules Digest) To: runequest-rules-digest@lists.ient.com Subject: RuneQuest Rules Digest V4 #118 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, October 10 2001 Volume 04 : Number 118 RuneQuest is a trademark of Hasbro/Avalon Hill Games. All Rights Reserved. TABLE OF CONTENTS [RQ-RULES] Spirit Project - Hearth Spirit [RQ-RULES] Spirit Magic extension [RQ-RULES] Weapon damage and fumbles [RQ-RULES] Re: Extending spirit spells Re: [RQ-RULES] Weapon damage and fumbles [RQ-RULES] FW: RuneQuest: Slayers -- A Curiosity Re: [RQ-RULES] FW: RuneQuest: Slayers -- A Curiosity Re: [RQ-RULES] Spirit Magic extension Re: [RQ-RULES] FW: RuneQuest: Slayers -- A Curiosity Re: [RQ-RULES] Spirit Magic extension [RQ-RULES] Gloranthan Auction Re: [RQ-RULES] Spirit Magic extension Re: [RQ-RULES] Golems,etc 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, 07 Oct 2001 22:03:49 -0400 From: Tal Meta Subject: [RQ-RULES] Spirit Project - Hearth Spirit Hearth spirits are typically found in homes or lodges where a particular family or clan has dwelled for more than a single generation. When they choose to manifest, they usually appear as translucent members of the family they have under their care. Most hearth spirits go unnoticed in a home, preferring to help in small ways. They typically aid those who live under their protection find lost items, make small repairs, or drive out unwelcome vermin. Their most useful function, however, is in driving out unwelcome spirits. Any disease or passion spirit attempting to enter their domain is instantly attacked by the hearth spirit. If defeated, the hearth spirit will recover it's magic points and seek out the invader anew, attempting to cast it out of any member of it's household that it might have affected. Each such failed attempt, however, costs the spirit 1 POW in order to reform. Characteristics Roll Average INT 3d6 11 POW 4d6 14 All hearth spirits possess the following innate abilities: Repair (spell level equal to POW/6), Extinguish (spell level equal to POW/6) and Disruption. They can also add their POW to the percentage chance of any member of their household performing any of the following skills: Craft (any normal household craft, such as cooking, etc.), First Aid, or Search. - -- talmeta@optonline.net - Heretic, Dilettante, & God-Machine AIM - talmeta ICQ - 12594453 Homepage - You will inherit millions of dollars. *************************************************************************** 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, 7 Oct 2001 23:21:31 -0400 From: "Alan Chambers" Subject: [RQ-RULES] Spirit Magic extension I'm new to this list and would like to say hello and ask a question or two. I was wondering if anyone has used a extension spell for Spirit spells. In RQ3 they last 5 minutes, I can't count the number of times a bladesharp has expired during a long fight. I was thinking of using a spell that doubles the duration for 1 mp. Since I have an arbitrary 6 mp limit on stackable spells that would limit the maximum duration to 3 hours and 20 minutes. Does this sound reasonable? "The right to be heard does not automatically include the right to be taken seriously." --- Hubert H. Humphrey, 1911-1978 *************************************************************************** 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, 8 Oct 2001 11:22:27 +0100 From: "Tom Zunder" Subject: [RQ-RULES] Weapon damage and fumbles I love weapon damage, it makes PCs feel vulnerable in a way hit points don't seem to. 'Oh my god, my sword, my lovely sword, what do I do now? Oh crap why do I carry a knife if I can't use it, aaaargh!' Fumbles are as Peter suggested but I prefer using 99-00 on skills below 100 and 00 above. Fumbles happened too often in RQ. - --- T H Zunder tom@zunder.org.uk ICQ:1521799 *************************************************************************** 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, 8 Oct 2001 11:45:39 EDT From: AAlanrichards@aol.com Subject: [RQ-RULES] Re: Extending spirit spells I stole the Elric! rules for 'Battle Magic' style spells a long time ago. Basically such low level spells (Spirit Magic in RQIII) have a duration of the caster's POW in rounds and a range of either touch or POW in meters. *************************************************************************** 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, 09 Oct 2001 07:55:50 +0800 From: Jeremy Martin Subject: Re: [RQ-RULES] Weapon damage and fumbles Yeah, I like weapon damage, too. We've had characters with 2-handed weapons trying to Dodge (at 25%, when they parry at 80%) to save the last couple of AP and keep fighting. I also double AP loss to wood-hafted weapons as I think they should break faster than metal items. And I created a new fumble chart: d20 - skill/10. If the modified roll is under 1, the weapon only loses an AP. 1 and higher starts to risk missed future rolls, -1d6 AP, hit self, etc. Jeremy Tom Zunder wrote: > > I love weapon damage, it makes PCs feel vulnerable in a way hit points don't seem to. > > 'Oh my god, my sword, my lovely sword, what do I do now? Oh crap why do I carry > a knife if I can't use it, aaaargh!' > > Fumbles are as Peter suggested but I prefer using 99-00 on skills below 100 and 00 > above. Fumbles happened too often in RQ. > > --- > T H Zunder > tom@zunder.org.uk > ICQ:1521799 > *************************************************************************** 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, 8 Oct 2001 18:14:31 -0700 From: Brad Furst Subject: [RQ-RULES] FW: RuneQuest: Slayers -- A Curiosity >------ Forwarded Message >From: thalcos@hotmail.com (J.C. Connors) >Organization: Steve Jackson Games Pyranews >Newsgroups: sjgames.roleplaying >Date: Wed, 3 Oct 2001 00:02:09 +0000 (UTC) >Subject: RuneQuest: Slayers -- A Curiosity > > >A few of you may remember that several years back (1997), Avalon Hill >announced a new version of RuneQuest. In a deal with Chaosium, AH >purchased the name RuneQuest, leaving Chaosium with Glorantha and the >original RQ system. > >The RPG was at the printers when Hasbro bought Avalon Hill months >later. The presses were shut down, and RuneQuest: Slayers faded away >into obscurity just a week before its Gencon debut. > >As one of the designers, I managed to recover and reconstruct the >project. It's now available in Adobe .pdf format: > >http://www.threefates.com/rq.html > >Two Cautions: > >Some of the chapters are BIG, ranging from about 500k to 1mb apiece, >because they contain a great deal of the original color artwork (even >at 72 dpi it's big!) > >RQ: Slayers bears little to no resemblence to the original RQ game or >Chaosium's Glorantha setting. This was largely due to contractual >reasons... see above. > >-J.C. > >------ End of Forwarded Message 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: Mon, 08 Oct 2001 21:23:22 -0400 From: Tal Meta Subject: Re: [RQ-RULES] FW: RuneQuest: Slayers -- A Curiosity Brad Furst wrote: > > >As one of the designers, I managed to recover and reconstruct the > >project. It's now available in Adobe .pdf format: > > > >http://www.threefates.com/rq.html Ooooo. Many thanks, even if 90% of it turns out to be useless drivel, it's still another bit of apocrypha for my collection. :) - -- talmeta@optonline.net - Heretic, Dilettante, & God-Machine AIM - talmeta ICQ - 12594453 Homepage - "---I'll just lie back and think pleasant thoughts. *************************************************************************** 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, 8 Oct 2001 18:32:03 -0700 From: Brad Furst Subject: Re: [RQ-RULES] Spirit Magic extension >I'm new to this list and would like to say hello and ask a question or two. >I was wondering if anyone has used a extension spell for Spirit spells. In >RQ3 they last 5 minutes, I can't count the number of times a bladesharp has >expired during a long fight. Longer than 25 rounds!? Our combat usually is ended before that, but even if not, most spells would have ended via Dispel Magic or unconsciousness or something else. >I was thinking of using a spell that doubles >the duration for 1 mp. Since I have an arbitrary 6 mp limit on stackable >spells that would limit the maximum duration to 3 hours and 20 minutes. Does >this sound reasonable? No, these spells are intended to be short duration, like a "fight or flight" adrenalin rush. 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: Mon, 8 Oct 2001 21:39:48 -0400 From: "Joseph Elric Smith: Servant of Arioch: Lord of the Seven Darks" Subject: Re: [RQ-RULES] FW: RuneQuest: Slayers -- A Curiosity it is days like this I love my cable modem dl the whole thing in no time at all Ken Gygax is to Gaming what Kirby was to comics. Alas poor Elric I was a thousand times more evil then you. - ----- Original Message ----- From: "Brad Furst" To: Sent: Monday, October 08, 2001 9:14 PM Subject: [RQ-RULES] FW: RuneQuest: Slayers -- A Curiosity > >------ Forwarded Message > >From: thalcos@hotmail.com (J.C. Connors) > >Organization: Steve Jackson Games Pyranews > >Newsgroups: sjgames.roleplaying > >Date: Wed, 3 Oct 2001 00:02:09 +0000 (UTC) > >Subject: RuneQuest: Slayers -- A Curiosity > > > > > >A few of you may remember that several years back (1997), Avalon Hill > >announced a new version of RuneQuest. In a deal with Chaosium, AH > >purchased the name RuneQuest, leaving Chaosium with Glorantha and the > >original RQ system. > > > >The RPG was at the printers when Hasbro bought Avalon Hill months > >later. The presses were shut down, and RuneQuest: Slayers faded away > >into obscurity just a week before its Gencon debut. > > > >As one of the designers, I managed to recover and reconstruct the > >project. It's now available in Adobe .pdf format: > > > >http://www.threefates.com/rq.html > > > >Two Cautions: > > > >Some of the chapters are BIG, ranging from about 500k to 1mb apiece, > >because they contain a great deal of the original color artwork (even > >at 72 dpi it's big!) > > > >RQ: Slayers bears little to no resemblence to the original RQ game or > >Chaosium's Glorantha setting. This was largely due to contractual > >reasons... see above. > > > >-J.C. > > > >------ End of Forwarded Message > > 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. > *************************************************************************** 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, 09 Oct 2001 09:44:40 +0800 From: Jeremy Martin Subject: Re: [RQ-RULES] Spirit Magic extension I kind of agree with Brad. I've just been running fights of at least 20 on a side. They take sometimes up to two hours to roll out (real time), but are almost always under 3 minutes game time. And Spirit Magic really is supposed to be cantrips everyone has access to. If you want a longer duration, make Divine versions of the spells (something the party should have access to if they're considering 12-point SM spells...). Or a Common Divine Magic spell that lets a SM spell become Divine Magic. Divine Favor 1 Point Ranged, Temporal, Stackable, Reusable If the number of points Stacked in Divine Favor are equal to the points of a Spirit Magic spell still in effect, the Spirit Magic spell becomes a Divine Magic spell for purposes of Dispelling, duration, etc. This means, among other things, that the spell will last 15 minutes from the original casting time and can be manipulated by Extension. Or is that too costly? Just 1 point, no matter the points of the SM? Thoughts? Jeremy Alan Chambers wrote: > > I'm new to this list and would like to say hello and ask a question or two. > I was wondering if anyone has used a extension spell for Spirit spells. In > RQ3 they last 5 minutes, I can't count the number of times a bladesharp has > expired during a long fight. I was thinking of using a spell that doubles > the duration for 1 mp. Since I have an arbitrary 6 mp limit on stackable > spells that would limit the maximum duration to 3 hours and 20 minutes. Does > this sound reasonable? > "The right to be heard does not automatically include the right > to be taken seriously." > --- Hubert H. Humphrey, 1911-1978 > > *************************************************************************** > 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, 9 Oct 2001 16:47:09 +1000 From: "Ian Thomson" Subject: [RQ-RULES] Gloranthan Auction Hi Folks Just letting you know that there is an auction of old Gloranthan material now at: http://home.primus.com.au/arkat/auction.html cheers Ian *************************************************************************** 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, 09 Oct 2001 23:09:18 -0400 From: Eric Leventhal Subject: Re: [RQ-RULES] Spirit Magic extension At 11:21 PM 10/7/01, Alan Chambers wrote: >I'm new to this list and would like to say hello and ask a question or two. I am relatively new to the list as well, this is my first posting. I play RQ3 with various in-house additions and adjustments, esp. to the magic system. >I was wondering if anyone has used a extension spell for Spirit spells. In >RQ3 they last 5 minutes, I can't count the number of times a bladesharp has >expired during a long fight. I was thinking of using a spell that doubles >the duration for 1 mp. Since I have an arbitrary 6 mp limit on stackable >spells that would limit the maximum duration to 3 hours and 20 minutes. Does >this sound reasonable? We have a spirit magic spell like that called "Lengthen" - a variable spell that is cast simultaneously with another spirit magic spell. For each point, it doubles the duration, just as you suggest. We make this an uncommon spell but not too rare spell. Usually only powerful shaman or spirits would have high enough to keep their spells up for days at a time. In our case, this is partly to balance the power that sorcerers have with their long duration spells. Also, we have a spirit magic spell called "Farther" - each point doubles the range of the spirit magic spell it is cast with. Eric - ------ Eric Leventhal Arthen ericla@ultranet.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, 10 Oct 2001 16:10:33 -0400 From: "Alan Chambers" Subject: Re: [RQ-RULES] Golems,etc This is a multi-part message in MIME format. - ------=_NextPart_000_00B0_01C151A6.16E7DE40 Content-Type: text/plain; charset="iso-8859-1" Content-Transfer-Encoding: quoted-printable What kind of Golem are you making? The only Golems I have used in my = game were made of Rock and required a human sacrifice to be entombed = within it. A Ritual was then used to bind the persons spirit to the rock = and to the Cult's will. During the Ritual the sacrifices attributes are = redistributed with additional power provided to make up the differences = in Size and Strength. Prep work for the Ritual took months. I'll try to = dig up the Stats if you're interested. Alan - ----- Original Message -----=20 From: MurfNMurf@aol.com=20 To: runequest-rules@lists.ient.com=20 Sent: Sunday, October 07, 2001 5:08 PM Subject: [RQ-RULES] Golems,etc Hey gang,=20 Been kind of quite lately...Too quiet :)=20 Is anyone out there?=20 Anyway, as I was going over my Sorcery stuff (which were Sandy's at = one time), I got to thinking about Automatons/Golems, etc. They're a = fairly popular bit of modern fantasy, and I'm curious as to just how = someone would have a Sorcerer (who else would, huh?) going about making = one?=20 I don't think Animate by itself would really work it right, as the = one's I've run across previously (assorted media, including games = themselves) have an INT ranging from light-switch level to about = chimp-smart... Maybe something more along the lines of the Create = Familiar spell? I'm not sure.=20 Any input would, of course, be appreciated :)=20 -Ken-=20 =20 - ------=_NextPart_000_00B0_01C151A6.16E7DE40 Content-Type: text/html; charset="iso-8859-1" Content-Transfer-Encoding: quoted-printable
What kind of Golem are you = making? The=20 only Golems I have used in my game were made of Rock and required a = human=20 sacrifice to be entombed within it. A Ritual was then used to bind the = persons=20 spirit to the rock and to the Cult's will. During the Ritual the = sacrifices=20 attributes are redistributed with additional power provided to make = up the=20 differences in Size and Strength. Prep work for the Ritual took months. = I'll try=20 to dig up the Stats if you're interested.
Alan
 
----- Original Message -----
From:=20 MurfNMurf@aol.com
To: runequest-rules@lists.ient= .com=20
Sent: Sunday, October 07, 2001 = 5:08=20 PM
Subject: [RQ-RULES] = Golems,etc

 Hey = gang,=20
  Been kind of quite lately...Too quiet :) =
  Is=20 anyone out there?
  Anyway, as I was going over my = Sorcery stuff=20 (which were Sandy's at one time), I got to thinking about = Automatons/Golems,=20 etc. They're a fairly popular bit of modern fantasy, and I'm curious = as to=20 just how someone would have a Sorcerer (who else would, huh?) going = about=20 making one?
  I don't think Animate by itself would = really work=20 it right, as the one's I've run across previously (assorted media, = including=20 games themselves) have an INT ranging from light-switch level to about = chimp-smart... Maybe something more along the lines of the Create = Familiar=20 spell? I'm not sure.
  Any input would, of course, be=20 appreciated :)
 -Ken-
  
=20
- ------=_NextPart_000_00B0_01C151A6.16E7DE40-- *************************************************************************** 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 #118 ************************************* *************************************************************************** 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.