From: owner-runequest-rules@lists.ient.com (RuneQuest Rules Digest) To: runequest-rules-digest@lists.ient.com Subject: RuneQuest Rules Digest V4 #120 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 Thursday, October 18 2001 Volume 04 : Number 120 RuneQuest is a trademark of Hasbro/Avalon Hill Games. All Rights Reserved. TABLE OF CONTENTS [RQ-RULES] Those Pesky Sorcerous Vows [RQ-RULES] Sandy's Sorcery Rules and Munchkins 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: Sat, 13 Oct 2001 02:00:57 EDT From: MurfNMurf@aol.com Subject: [RQ-RULES] Those Pesky Sorcerous Vows - --part1_11c.5d8ab34.28f93299_boundary Content-Type: text/plain; charset="UTF-8" Content-Transfer-Encoding: quoted-printable Content-Language: en Hi gang, While I think Sandy's Sorcery Rules are quite good, I've never cared for=20 the way Vows are related to the acquisition of Presence.=20 So I did a little fiddling and separated the two. My modifications follow= .=20 Having cadged stuff from just about everywhere, I also use both the=20 Bllodblade Art, and that of Immersion (though Immersion was reworked it to b= e=20 a creepy bathe-in-blood kinda Art). -Ken- Acquiring Presence Having forsworn the use of both Spirit and Divine magic upon becoming an= =20 Apprentice, the Character receives 4 Presence. Upon acquiring some knowledge of the Art of Intensity, an Apprentice=20 receives Presence equal to his Magic modifier (not counting any magical=20 boosts). If the bonus is 0 or less, he still receives 1 Presence. Students d= o=20 not receive Presence. Upon acquiring some knowledge of the 2 remaining Basic Arts, an Apprentic= e=20 gains Presence equal to his Free INT. Only the user's personal INT counts.=20 Should he forget a spell (and free up some INT), this Free INT-based Presenc= e=20 will increase.=20 For each Art learned after the Basics, he receives 1D3 Presence.=20 For each Sorcery spell he Masters, he receives 1D3 Presence. For each Familiar acquired, and which remains active, the Sorcerer=20 receives 1D3 Presence. =20 Upon acquiring Lore Mastery, he receives 1 Presence per each appropriate= =20 skill. Note that Specialists usually receive 2 or more Presence per Mastered= =20 skill (not including spells). Qualified skills include:=20 All Read/Write skills Any Lore Ceremony Enchant Summon If the Sorcerer is on his own property, or within his Sanctum Sanctorum=20 (can you tell I've read a lot of Doc Strange?), he receives 5 Presence. Some Sorcerers learn how to increase Presence by taking extra time=20 performing Rituals before the casting of any spells. Once learned, the=20 Sorcerer must _always_ cast spells in this manner, or lose the Presence=20 associated with the technique: The Sorcerer must spend 1 Melee performing a short Ritual before casting= =20 any spell, and receives 4 Presence. The Sorcerer must spend 1 Hour performing a Great Ritual before casting=20 any spell, and receives Presence equal to his Magic Modifier.=20 The Sorcerer must spend 1 Year performing a Mighty Ritual before casting=20 any spell, and receives Presence equal to 3x his Magic Modifier. Should the Sorcerer consume any of a victim=E2=80=99s blood while bathing= in it=20 (using Immersion), or using a Bloodblade, he receives 2 Presence the first=20 time he does so. The first time the Sorcerer bathes in a victim=E2=80=99s blood (using Imm= ersion),=20 or kills a victim using Bloodblade, he receives 1 Presence. =20 If the victim killed is one of the Sorcerer=E2=80=98s followers, the Sorc= erer=20 receives (once per year) 9 Presence instead. If the victim killed is a member of the Sorcerer=E2=80=99s family, he rec= eives=20 (once per year) 12 Presence instead. - --part1_11c.5d8ab34.28f93299_boundary Content-Type: text/html; charset="UTF-8" Content-Transfer-Encoding: quoted-printable Content-Language: en  Hi gang,
  While I think Sandy's Sorcery Rules are quite good, I've ne= ver cared for the way Vows are related to the acquisition of Presence.=20
  So I did a little fiddling and separated the two. My modifi= cations follow.=20
  Having cadged stuff from just about everywhere, I also use=20= both the Bllodblade Art, and that of Immersion (though Immersion was reworke= d it to be a creepy bathe-in-blood kinda Art).
 -Ken-

  Acquiring Presence
  Having  forsworn the use of both Spirit and Divine mag= ic upon becoming an Apprentice, the Character receives 4 Presence.
  Upon acquiring some knowledge of the Art of Intensity, an A= pprentice receives Presence equal to his Magic modifier (not counting any ma= gical boosts). If the bonus is 0 or less, he still receives 1 Presence. Stud= ents do not receive Presence.
  Upon acquiring some knowledge of the 2 remaining Basic Arts= , an Apprentice gains Presence equal to his Free INT. Only the user's person= al INT counts. Should he forget a spell (and free up some INT), this Free IN= T-based Presence will increase.=20
  For each Art learned after the Basics, he receives 1D3 Pres= ence.=20
  For each Sorcery spell he Masters, he receives 1D3 Presence= .
  For each Familiar acquired, and which remains active, the S= orcerer receives 1D3 Presence.
  
  Upon acquiring Lore Mastery, he receives 1 Presence  p= er each appropriate skill. Note that Specialists usually receive 2 or more P= resence per Mastered skill (not including spells).
  Qualified skills include:=20
  All Read/Write skills
  Any Lore
  Ceremony
  Enchant
  Summon

  If the Sorcerer is on his own property, or within his Sanct= um Sanctorum (can you tell I've read a lot of Doc Strange?), he receives 5 P= resence.

  Some Sorcerers learn how to increase Presence by taking ext= ra time performing Rituals before the casting of any spells. Once learned, t= he Sorcerer must _always_ cast spells in this manner, or lose the Presence a= ssociated with the technique:
  The  Sorcerer must spend 1 Melee performing a short Ri= tual before casting any spell, and receives 4 Presence.
  The Sorcerer must spend 1 Hour performing a Great Ritual be= fore casting any spell, and receives Presence equal to his Magic Modifier.=20
  The Sorcerer must spend 1 Year performing a Mighty Ritual b= efore casting any spell, and receives Presence equal to 3x his Magic Modifie= r.

  Should the Sorcerer consume any of a victim=E2=80=99s blood= while bathing in it (using Immersion), or using a Bloodblade, he receives 2= Presence the first time he does so.

  The first time the Sorcerer bathes in a victim=E2=80=99s bl= ood (using Immersion), or kills a victim using Bloodblade, he receives 1 Pre= sence.
  
  If the victim killed is one of the Sorcerer=E2=80=98s follo= wers, the Sorcerer receives (once per year) 9 Presence instead.
  If the victim killed is a member of the Sorcerer=E2=80=99s=20= family, he receives (once per year) 12 Presence instead.



- --part1_11c.5d8ab34.28f93299_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: Thu, 18 Oct 2001 13:59:47 +0100 From: "N.J. Effingham" Subject: [RQ-RULES] Sandy's Sorcery Rules and Munchkins Hiya, I was wondering if anyone has faced a specific problem with Sandy's sorcery rules, or indeed the normal RQIII sorcery rules. The problem is this, sorcery spells last a long time. I mean, a really long time, especially under Sandy's rules when they last until you drop them (more or less). This is a problem when it comes to fights. Firstly, a medium level sorcery group cannot be caught "with its pants down" because they don't have to spend time casting spells to fight, they're already on their weapons. Also they can beat the crap out of a bunch of runelords who still have to take ages trying to cast the magic to make themselves good. Worse still, at high levels if a sorcery magic using party attacks an enemy who relies primarily on rune magic, you attack, get the enemy to cast their rune magic, and then run away (using Fly, Haste or Teleport). Return a little while later and most, if not all, of their spells will be gone (unless they stacked it with Extension, which might, and i say MIGHT save a spell or two). Any ideas on how to level out this immensly unfair advantage? Nikk *************************************************************************** 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 #120 ************************************* *************************************************************************** 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.