From lancelot at inetnebr.com Mon Feb 2 01:35:17 2004 From: lancelot at inetnebr.com (lance dyas) Date: Sun, 01 Feb 2004 14:35:17 -0000 Subject: [RQ-Rules] Non-Gloranthan Bestiaries In-Reply-To: <000601c2f85c$b9070580$df0a0a0a@dohealth.com> References: <000601c2f85c$b9070580$df0a0a0a@dohealth.com> Message-ID: <3E89C54F.4080603@inetnebr.com> Rich Allen wrote: > When I played RQ, we played it as a fantasy game. Isn't that >what it was intended to be? To me, that means anything is possible, in >any setting you happen to play it in. Why does a Jack O'Bear fit into >Glorantha but not in another world? Or Gorp, or Broo, etc. That line >of thinking just doesn't make sense to me. Fantasy creatures belong in >pretty much any fantasy setting, and even cross-genre creatures don't >look out of place. Bring on the Aliens, the Cthulhu, etc. > The above statement does not fit with the following one... it's just not consistant.... (ie. what exactly have you moved beyond?) > I'm not >going to touch that D&D comment. I thought we had all moved beyond >that. > > The rich plethora of creatures which do not in anyway fit together and which can be labeled monster and hacked and slashed to get at its treasure.. is a D&D "cough cough" feature. The problem is they so vaguely described creatures in old dnd... that a system that they didnt convert well. Lance Dyas From carpgachair at yahoo.com Tue Feb 3 09:13:46 2004 From: carpgachair at yahoo.com (Paul Cardwell) Date: Mon, 2 Feb 2004 14:13:46 -0800 (PST) Subject: [RQ-Rules] Non-Gloranthan Bestiaries In-Reply-To: <3E89C54F.4080603@inetnebr.com> Message-ID: <20040202221346.69587.qmail@web12408.mail.yahoo.com> --- lance dyas wrote: > Rich Allen wrote: > > > When I played RQ, we played it as a fantasy game. > Isn't that > >what it was intended to be? To me, that means > anything is possible, in > >any setting you happen to play it in. Why does a > Jack O'Bear fit into > >Glorantha but not in another world? Or Gorp, or > Broo, etc. That line > >of thinking just doesn't make sense to me. Fantasy > creatures belong in > >pretty much any fantasy setting, and even > cross-genre creatures don't > >look out of place. Bring on the Aliens, the > Cthulhu, etc. The only reason I can think of is copyright, and that just applies to publishing articles about them, not about playing them. And even there, Mythworld has the Gloranthan critters, thanks to permission granted by Greg regarding confusion over who did what in developing RQ3. I got permission for the critters, he got me not to bother him about anything I might have developed. Considering the untimly death of RQ, I came out far ahead. Thanks again, Greg. Paul Cardwell __________________________________ Do you Yahoo!? Yahoo! SiteBuilder - Free web site building tool. Try it! http://webhosting.yahoo.com/ps/sb/ From leonbk at yahoo.com Mon Feb 9 08:43:16 2004 From: leonbk at yahoo.com (Leon Kirshtein) Date: Sun, 8 Feb 2004 13:43:16 -0800 (PST) Subject: [RQ-Rules] Wights In-Reply-To: Message-ID: <20040208214316.21424.qmail@web41108.mail.yahoo.com> This is my write up/ convertion of a Wight for BFR/RQ: Wight Wights are undead creatures created through the darkest sorcery. A wight?s appearance is a weird and twisted reflection of the form it had in life. A wight is about the height and weight of a human. Characteristics Average Attributes Average Area d20 roll AP/HP STR 6d6 21 DB 2d6 R Leg 01-04 2/.33 CON 6d6 21 HP 17 L Leg 05-08 2/.33 SIZ? 2d6+6 13 MV 7 Abd 09-11 2/.33 INT 2d6+6 13 MSR 3 Chest 12 2/.40 POW - - DSR 1 R Arm 13-15 2/.25 DEX 6d6 21 MP 5d6 L Arm 16-18 2/.25 APP 2d6 7 Head 19-20 2/.33 CHA - - Weapon SR Att% Damage Notes R Claw 6 50% 1d6+DB + 1d4 MP drain L Claw 6 50% 1d6+DB + 1d4 MP drain Skills: Climb 65%, Hide 55%, Listen 65%, Sneak 105%, Search 60%, Scan 65% Wights can attack with both claws simultaneously, on the same strike rank. They can be damaged only by magic and magical weapons. As all undead, wights are immune to mind-influencing effects, poison, sleep, paralysis, stunning, and disease. Ghoul spirits are attracted to these monsters and a ready to enter the bodies of any how are slain by these creatures. Thus anyone slain by a wight is likely to rise up as a ghoul in the next 1d4 rounds. Leon ===== Leon Kirshtein www.godlearner.d2g.com __________________________________ Do you Yahoo!? Yahoo! Finance: Get your refund fast by filing online. http://taxes.yahoo.com/filing.html From leonbk at yahoo.com Mon Feb 9 09:01:37 2004 From: leonbk at yahoo.com (Leon Kirshtein) Date: Sun, 8 Feb 2004 14:01:37 -0800 (PST) Subject: [RQ-Rules] Divine Grace In-Reply-To: <20040208214316.21424.qmail@web41108.mail.yahoo.com> Message-ID: <20040208220137.56982.qmail@web41107.mail.yahoo.com> Here is a new spell I am going to add to the Common Divine spell list (thus available to most cults). Divine Grace 1pt, Stackable, Instant, Self Divine Grace must be stacked with any other spell. Each point of Divine Grace provides 1d6 magic points for a spell stacked with it. Divine Grace and the spell to be affected must be cast by one person in the same melee round, and are considered to be cast simultaneously for game purposes. This spell is an exceptions to the rule that just one divine spell may be cast per round. If the magic points provided by Divine Grace are not enough to complete the spell the caster may provide them from other sources or all of the spells will fizzle. ===== Leon Kirshtein www.godlearner.d2g.com __________________________________ Do you Yahoo!? Yahoo! Finance: Get your refund fast by filing online. http://taxes.yahoo.com/filing.html From leonbk at yahoo.com Wed Feb 11 10:49:23 2004 From: leonbk at yahoo.com (Leon Kirshtein) Date: Tue, 10 Feb 2004 15:49:23 -0800 (PST) Subject: [RQ-Rules] Convert a monster for charity In-Reply-To: Message-ID: <20040210234923.31212.qmail@web41101.mail.yahoo.com> I am working on converting Module A1 (SLAVE PITS OF THE UNDERCITY) to RQ. I have started with a D&D3 conversion I found online. I am hoping to get some help from this list in converting some of the monsters. When finished I will post the conversion to on the list as well as make it available on my website. Leon These are the ones I have not done so far: Ghast (Medium Undead); CR 4; HD 4d12; hp 26 ;Init +2; (Dex); Spd 30; AC 14; (+2 Dex, +2 Natural) Att Bite +4 Melee; 2 claws +1 melee; Dmg Bite 1d8+1+ paralysis; claw 1d4 + paralysis; Face 5 x 5; Reach 5 ft; SA Stench, Paralysis (Stench - The stink of death & corruption that surrounds these creatures is sickening. Those within 10 ft. must make a fort. Save (DC 15) or be racked with nausea, suffering a -2 morale penalty to all attacks, saves, & skill checks, for 1d6+4 minutes. Paralysis - Those hit by a ghoul's touch must succeed at Fortitude save (DC 14) or be paralyzed for 1d6+2 minutes. Elves are immune to this paralysis.); SQ Undead (Undead - Immune to mind-influencing effects, poison, sleep, paralysis, stunning, and disease. Not subject to critical hits, sub dual damage, ability damage, energy drain, or death from massive damage.); Fort 1; Refl 3; Will 6; S-13 D-15 C-- I-13 W-14 Ch-16; Climate/Terrain any land & underground; Organization Solitary, gang (2-4), pack (2-4, plus 7-12 ghouls); Treasure Standard; Alignment Always Chaotic Evil; Advancement Range 3-6 HD (Medium); Skills: Climb +6, escape artist +8, Hide +8, Intuit direction +3, Jump +6. Listen +8, Move Silently +7, Search +6, Spot +8 Feats: Multiattack, weapon Finesse (bite) Gelatinous Cube (Huge Ooze); CR 3; HD 4d10 +36; hp 58 ;Init -5; (Dex); Spd 15; AC 2; (-2 size, -5 Dex) Att Slam +1 melee; Dmg slam 1d6+4 + acid 1d6; Face 10 x 10; Reach 10; SA Engulf, paralysis, acid (Engulf - can move over opponents and suck them in; opponents can either make an attack of opportunity OR make a save (DC 13) or be engulfed. Engulfed opponents are considered to be grappled and trapped inside the cube. Paralysis - Target hit by the cube's melee or engulf attack must make a fort. Save (DC 16) or be paralyzed for 3d6 rounds. The cube an automatically engulf a paralyzed opponent. Acid - any melee hit by the cube deals acid damage. It cannot harm metal or stone.); SQ Blind sight, transparent, electricity immunity, ooze (Blind sight - the cube is blind, but detects prey by scent and vibration within 60 feet. Transparent - The cube is hard to see. It takes a spot check (DC 15) to notice one. Creatures who fail to notice a cube and walk into it are automatically engulfed. Ooze - immune to mind-influencing effects, poison, sleep, paralysis, stunning, and polymorph. Not subject to critical hits.); Fort 5; Refl -4; Will 1; S-10 D-1 C-19 I-- W-11 Ch-1; Climate/Terrain Underground; Organization Solitary; Treasure 1/10th coins; 25% goods (metal & stone), 25% items; Alignment TN; Advancement Range 5-12 HD (Huge); 13-24 HD (Gargantuan). Dire Rat (Small Animal); CR 1/3; HD 1d8+1; hp 5 ;Init +3; (Dex); Spd 40 Climb 20; AC 15; (+1 size +3 DEX, +1 natural) Att +2 bite; Dmg bite 1d4; Face 5 x 5; Reach 5; SA Disease (Disease: those hit by rat bite save Fort DC 11, or get disease with incubation of 1d3 days. Initial damage 1 CON, secondary 1 Dex, 1 CON.); SQ Scent (Track by Scent DC 10.); Fort 3; Refl 5; Will 3; S-10 D -17 C-12 I-1 W-12 Ch-4; Climate/Terrain any land & underground; Organization Solitary, pack (11-20); Treasure 2d6 silver, 1d4 gold; Alignment Always Neutral; Advancement Range 2-3 HD (Small), 4-6 HD (Medium); Skills: Climb +11, Hide +11, and Spot +6. Feats: Weapon Finesse (bite). Ogre (Large Giant); CR 2; HD 4d8+8; hp 26 ;Init -1; (DEX); Spd 30; AC 16; (-1 size -1 Dex +5 natural +3 hide) Att Huge great club +8 melee; huge long spear +1 ranged; Dmg huge great club 2d6+7; huge long spear 2d6+7; Face 5 x 5; Reach 10; SA (); SQ (); Fort 6; Refl 0; Will 1; S-21 D-8 C-15 I-6 W-10 Ch-7; Climate/Terrain Any land, aquatic, and underground; Organization Solitary, pair, gang (2-4) or band (5-8); Treasure Standard; Alignment Chaotic Evil; Advancement Range By character class; Skills: Climb +5, Listen +3, Spot +3 Feats: Weapon Focus (Great club) Troll (Large Giant); CR 5; HD 6d8+36; hp 63 ;Init +2; (+2 Dex); Spd 30 ft; AC 18; (-1 size, +2 Dex, +7 natural) Att 2 claw +9 melee, bite +4 melee; Dmg Claw 1d6+6, Bite 1d6+3; Face 5 x 5; Reach 10 ft.; SA Rend 2d6+9 (If both claw attacks hit then the troll automatically rends target for an additional 2d6+9 points of damage.); SQ Regeneration 5, scent, Darkvision 90 ft. (Fire & acid do normal damage. All others are subdual damage. Lost body parts regrow in 3d6 min, or reattach instantly.); Fort +11; Refl +4; Will +3; S- 23 D-14 C-23 I-6 W-9 Ch-6; Climate/Terrain Any land, aquatic, & underground; Organization Solitary or gang (2-4); Treasure Standard; Alignment Always Chaotic Evil; Advancement Range By Character Class; Skills: Listen +5, Spot +5 Feats: Alertness, Iron Will. Dire Weasel (Medium -size Animal); CR 2; HD 3d8; hp 13 ;Init +4; (+4 Dex); Spd 40 ft.; AC 16; (+4 Dex, +2 natural) Att Bite +6;Dmg Bite 1d6+3; Face 5 x 5; Reach 5 ft; SA Attach, Blood drain (Latch on & get -4 to AC, then drain 2d4 points of Temp CON each round attached.); SQ Scent (Track by Scent DC 10.); Fort +3; Refl +7; Will +4; S-14 D -19 C-10 I-2 W-12 Ch-11; Climate/Terrain any land & underground; Organization Solitary or Pair; Treasure 1d4 x20gp Gems; Alignment Always Neutral; Advancement Range 4-6 HD (Large), 7-9 HD (Huge); Skills: Hide +9, Move Silently +10, Spot +5. Feats: Weapon Finesse (bite) Stirges (Tiny Beast); CR 1/2; HD 1d10; hp 5 ;Init +4; (+4 Dex); Spd 10, Fly 40 (average); AC 16; (+2 size, +4 Dex) Att touch +6;Dmg Touch 1d3-4; Face 2.5 x 2.5; Reach 0; SA Attach, Blood Drain (Latch on & get -4 to AC, then drain 1d4 points of Temp CON each round attached, up to 4 points, then it will detach and fly away.); SQ (); Fort +2; Refl +6; Will +1; S-3 D-19 C-10 I-1 W-12 Ch-6; Climate/Terrain Temperate & underground; Organization Clutch 2-4, Swarm 5-8, or flock 9-13; Treasure none; Alignment Always Neutral; Advancement Range ---; Skills: Hide +14 Feats: Weapon Finesse (touch) Green Slime (Varies Slimes); CR 4; HD 1d8 by size category; hp ;Init; (); Spd 1; AC; (as per target) Att 1d6 Temp CON per rd; Dmg; Face; Reach; SA See DMG pg 117 (); SQ (); Fort; Refl; Will; S- D- C- I- W- Ch-; Climate/Terrain Underground; Organization; Treasure nil; Alignment neutral; Advancement Range 1-9 HD; Sundew Giant (1): CR 4; Large Plant; HD 8/40 hp Avg; Init +0; Spd 5ft; AC 13(-1 Size, 14 Natural); Atk +9 Roots (1-3) See Below; Face/Reach 5ft by 5ft/10ft; SA Entangle and Improved Grab, Acid on Tenticles; SQ Camouflage, Fire Resistance 20, Tremor Sense, Blind Sight; AL N; Fort +7; Ref +0; Wil +0; Str 20; Dex 10; Con 16; Int 1; Wis 10; Cha 9; Skills: none; Feats: none; SA- See Monster Description for full details. Possessions: Standard Treasure Type Doppleganger (Medium-sized Shape changer); CR 3; HD 4d8+4; hp 22 ;Init +1; (Dex); Spd 30; AC 15; (+1 Dex, +4 natural) Att 2 Slams +4; Dmg Slam 1d6+1; Face 5 x 5; Reach 5; SA Detect Thoughts (Continuously detect thoughts, (Will save DC 13)); SQ Alter self, Immunities. (Assume shape of any small or med humanoid. Immune to all sleep and charm effects.); Fort +5; Refl +5; Will +6; S-12 D-13 C-12 I-13 W-14 Ch-13; Climate/Terrain Any land & underground; Organization Solitary, pair, or gang (3-6); Treasure Double standard; Alignment Usually Neutral; Advancement Range By Character Class; Skills: Bluff +12, Disguise +12, Listen +11, Sense Motive +6, and Spot +8. Feats: Alertness, Dodge. __________________________________ Do you Yahoo!? Yahoo! Finance: Get your refund fast by filing online. http://taxes.yahoo.com/filing.html From tiberius at runequest.za.org Wed Feb 11 16:32:33 2004 From: tiberius at runequest.za.org (tiberius at runequest.za.org) Date: Wed, 11 Feb 2004 07:32:33 +0200 (SAST) Subject: [RQ-Rules] Character Names Message-ID: <9805.196.8.104.31.1076477553.squirrel@mail.wack.co.za> Recently bought a copy of Conan The Swordsman (De Camp, Carter Nyberg). I see the last few pages of the book are dedicated to names usedn in the various Conan novels and short stories. Most of you have prob read this book but for those that havent and sometimes struggle to find a decent PC/NPC name, give iot a try. Tony -- Vacca Foeda! From ulo at metrocast.net Tue Feb 17 16:53:57 2004 From: ulo at metrocast.net (Christopher E. Fasulo) Date: Tue, 17 Feb 2004 00:53:57 -0500 Subject: [RQ-Rules] Stolenbjorns hit location rules References: <185975719C549A4B9961C0D59A48027302508386@ECOWV04M.Telewest.Internal> Message-ID: <004001c3f51a$6f238720$0100a8c0@Beowulf> I've been trying to meld together TROS locations with RQ3 strike ranks and attacks and Harnmasters wound system, and I think I just might of got it to work. I did a trial run with the combat and it seemed to go well, of course I'll have to do a few more tests before I actually use it, but I do think I'm on the right track. I was partly inspired by Stolenbjorns post. Has anyone else combined different systems? ----- Original Message ----- From: To: "RuneQuest rules discussion." Sent: Wednesday, January 21, 2004 12:17 PM Subject: RE: [RQ-Rules] Stolenbjorns hit location rules > Did you never look at the Harnmaster hit location table? > > Personally its too detailed for me but there are 38 hit locations (if I remember correctly) I'll have a look see if I can reproduce the table for you. > > -----Original Message----- > From: rq-rules-bounces at crashbox.com on behalf of Bjorn Stolen > Sent: Wed 21/01/2004 15:52 > To: rq-rules at crashbox.com > Cc: > Subject: [RQ-Rules] Stolenbjorns hit location rules > > > > > > > >From: grogthing > >Reply-To: "RuneQuest rules discussion." > >To: "RuneQuest rules discussion." > >Subject: RE: [RQ-Rules] Another arbitary rule of thumb question > >Date: Thu, 15 Jan 2004 06:24:58 -0800 (PST) > > > >It soundes interesting, I would like to see more > >details. > > > >Greg > > > >--- Bjorn Stolen wrote: > > > >Has anyone developed a rule of thumb or houserule > > > for partial armour. > > > > > > > > > I've made a horrendously detailed armoursystem that > > > is based on my own > > > experiences with fighting (I'm into WMA) > > OK, here it comes (the short version:) > > (When I refer to the original system, I mean RQ3) > > I divide the humanoid body into 28 sections. I keep the original hit > locations and total hit points, though, and any damage hitting in the four > Right arm hit locations will all do damage to the original Right arm hit > points. The 28 hit locations are only used for determining how much damage > that was stopped, and for giving the GM some directions as to where the hit > strikes, and what the consiquenses are conserning describingpurposes. > The 28 locations are: > > Original: "Head" > Scull > Eyes/nose region > Chins > Mouth region > > Original:"Chest" (Front/back is logic; it depends on wether you have the > back or the front exposed) > Throat/neck > Torso front/back (This is a large zone, i decided to not split this location > up more than nessecary) > > Original: "R/L Arm" > Shoulder > Overarm > Elbow > Underarm > Hand > > Original: "Abdomen" > Upper abdomen (from ribcage to navel) > Lower abdomen (from navel to groin) > L/R upper thigh (hip area) > > Original: "R/L Leg" > Lower thigh > Knee > Leg > Foot > > The "TO HIT ROLL" is increased from a d20 to a d100 roll, and the %to hit > which of theese 28 parts is outlined acording to my own experiences when > sparring in WMA The ratio is altered a bit from the original d20 system, I > haven't just multiplied with 5 and divided to each main/original hit > location. > > I've allso had to work on the armor encumbrance to make it fit the smaller > and more detailed hit locations table of mine. I cannot remember the exact > propotions, but here I was more true to the original RQ rules conserning > armor: (F.instance head armor is 1/10 = 10% of total suit enc. (In my system > i state that covering scull counts as 6% Eyes/nose as 1% Mouth as 1% and > chins as 2%) > > I've allso altered the armor points -rules for RQ-3 (Dividing between > piercing/bashing and cuttingdamage, and introducing two importaint > armortypes; gambersons and Linothoraxes(textile paddings), damage done by > weapons, and the fatigue system, but I don't want to troubble you with that! > > _________________________________________________________________ > Hotmail snakker ditt spr?k! > http://www.hotmail.msn.com/cgi-bin/sbox?rru=dasp/lang.asp - F? Hotmail p? > norsk i dag > > _______________________________________________ > RQ-Rules mailing list > RQ-Rules at crashbox.com > http://www.crashbox.com/rq-rules > http://www.crashbox.com/mailman/listinfo.cgi/rq-rules > > > ---------------------------------------------------------------------------- ---- > _______________________________________________ > RQ-Rules mailing list > RQ-Rules at crashbox.com > http://www.crashbox.com/rq-rules > http://www.crashbox.com/mailman/listinfo.cgi/rq-rules > From dragons_heart at earthlink.net Wed Feb 18 01:23:14 2004 From: dragons_heart at earthlink.net (Dragons Heart) Date: Tue, 17 Feb 2004 09:23:14 -0500 Subject: [RQ-Rules] Conan Hyboria References: <185975719C549A4B9961C0D59A48027302508386@ECOWV04M.Telewest.Internal> <004001c3f51a$6f238720$0100a8c0@Beowulf> Message-ID: <003201c3f561$94f3bbe0$744a4a43@myamvdb4b6f65c> Hi, I am new. Has anyone tried to adapt Runequest to Hyborea, the world of Conan? I am trying to give that a shot, and I am looking for other ideas from people. If you have, or know someone who has, please let me know. I want to post it on a site. Thanks DH. PS I think this is a perfect setting for RQ3. From grogthing at yahoo.com Wed Feb 18 02:05:40 2004 From: grogthing at yahoo.com (grogthing) Date: Tue, 17 Feb 2004 07:05:40 -0800 (PST) Subject: [RQ-Rules] Stolenbjorns hit location rules In-Reply-To: <004001c3f51a$6f238720$0100a8c0@Beowulf> Message-ID: <20040217150540.59814.qmail@web41507.mail.yahoo.com> Yes I had started on a combat system that was amix of RQ % system, with Skyrealms of Jorune type weapon damage and attack ranks, with a bit a harnmaster hit locations. I never finished it though. Greg --- "Christopher E. Fasulo" wrote: > I've been trying to meld together TROS locations > with RQ3 strike ranks and > attacks and Harnmasters wound system, and I think I > just might of got it to > work. I did a trial run with the combat and it > seemed to go well, of course > I'll have to do a few more tests before I actually > use it, but I do think > I'm on the right track. I was partly inspired by > Stolenbjorns post. Has > anyone else combined different systems? > ----- Original Message ----- > From: > To: "RuneQuest rules discussion." > > Sent: Wednesday, January 21, 2004 12:17 PM > Subject: RE: [RQ-Rules] Stolenbjorns hit location > rules > > > > Did you never look at the Harnmaster hit location > table? > > > > Personally its too detailed for me but there are > 38 hit locations (if I > remember correctly) I'll have a look see if I can > reproduce the table for > you. > > > > -----Original Message----- > > From: rq-rules-bounces at crashbox.com on behalf of > Bjorn Stolen > > Sent: Wed 21/01/2004 15:52 > > To: rq-rules at crashbox.com > > Cc: > > Subject: [RQ-Rules] Stolenbjorns hit location > rules > > > > > > > > > > > > > > >From: grogthing > > >Reply-To: "RuneQuest rules discussion." > > > >To: "RuneQuest rules discussion." > > > >Subject: RE: [RQ-Rules] Another arbitary rule of > thumb question > > >Date: Thu, 15 Jan 2004 06:24:58 -0800 (PST) > > > > > >It soundes interesting, I would like to see more > > >details. > > > > > >Greg > > > > > >--- Bjorn Stolen wrote: > > > > >Has anyone developed a rule of thumb or > houserule > > > > for partial armour. > > > > > > > > > > > > I've made a horrendously detailed armoursystem > that > > > > is based on my own > > > > experiences with fighting (I'm into WMA) > > > > OK, here it comes (the short version:) > > > > (When I refer to the original system, I mean RQ3) > > > > I divide the humanoid body into 28 sections. I > keep the original hit > > locations and total hit points, though, and any > damage hitting in the four > > Right arm hit locations will all do damage to the > original Right arm hit > > points. The 28 hit locations are only used for > determining how much damage > > that was stopped, and for giving the GM some > directions as to where the > hit > > strikes, and what the consiquenses are conserning > describingpurposes. > > The 28 locations are: > > > > Original: "Head" > > Scull > > Eyes/nose region > > Chins > > Mouth region > > > > Original:"Chest" (Front/back is logic; it depends > on wether you have the > > back or the front exposed) > > Throat/neck > > Torso front/back (This is a large zone, i decided > to not split this > location > > up more than nessecary) > > > > Original: "R/L Arm" > > Shoulder > > Overarm > > Elbow > > Underarm > > Hand > > > > Original: "Abdomen" > > Upper abdomen (from ribcage to navel) > > Lower abdomen (from navel to groin) > > L/R upper thigh (hip area) > > > > Original: "R/L Leg" > > Lower thigh > > Knee > > Leg > > Foot > > > > The "TO HIT ROLL" is increased from a d20 to a > d100 roll, and the %to hit > > which of theese 28 parts is outlined acording to > my own experiences when > > sparring in WMA The ratio is altered a bit from > the original d20 system, > I > > haven't just multiplied with 5 and divided to each > main/original hit > > location. > > > > I've allso had to work on the armor encumbrance to > make it fit the smaller > > and more detailed hit locations table of mine. I > cannot remember the exact > > propotions, but here I was more true to the > original RQ rules conserning > > armor: (F.instance head armor is 1/10 = 10% of > total suit enc. (In my > system > > i state that covering scull counts as 6% Eyes/nose > as 1% Mouth as 1% and > > chins as 2%) > > > > I've allso altered the armor points -rules for > RQ-3 (Dividing between > > piercing/bashing and cuttingdamage, and > introducing two importaint > > armortypes; gambersons and Linothoraxes(textile > paddings), damage done by > > weapons, and the fatigue system, but I don't want > to troubble you with > that! > > > > > _________________________________________________________________ > > Hotmail snakker ditt spr??k! > > > http://www.hotmail.msn.com/cgi-bin/sbox?rru=dasp/lang.asp > - F?? Hotmail p?? > > norsk i dag > > > > _______________________________________________ > > RQ-Rules mailing list > > RQ-Rules at crashbox.com > > http://www.crashbox.com/rq-rules > > > http://www.crashbox.com/mailman/listinfo.cgi/rq-rules > > > > > > > > > ---------------------------------------------------------------------------- > ---- > > > > _______________________________________________ > > RQ-Rules mailing list > > RQ-Rules at crashbox.com > > http://www.crashbox.com/rq-rules > > > http://www.crashbox.com/mailman/listinfo.cgi/rq-rules > > > > _______________________________________________ > RQ-Rules mailing list > RQ-Rules at crashbox.com > http://www.crashbox.com/rq-rules > http://www.crashbox.com/mailman/listinfo.cgi/rq-rules __________________________________ Do you Yahoo!? Yahoo! Finance: Get your refund fast by filing online. http://taxes.yahoo.com/filing.html From aelarsen at mac.com Wed Feb 18 02:12:04 2004 From: aelarsen at mac.com (Andrew Larsen) Date: Tue, 17 Feb 2004 09:12:04 -0600 Subject: [RQ-Rules] Re: RQ-Rules Digest, Vol 2, Issue 1 In-Reply-To: <20040217042259.346AC2226F3@boomstick.screwheads.net> Message-ID: > Date: Wed, 28 Jan 2004 10:44:06 +0000 > From: "Bjorn Stolen" > Subject: RE: [RQ-Rules] Stolenbjorns hit location rules > To: rq-rules at crashbox.com > Message-ID: > Content-Type: text/plain; format=flowed > > Here it comes, Use it as you see fit! > > Original name of location, %to hit-melee(d100), %enc weight and finally > "notes": > (Head) (10%) > Eyes region 00 2% > Mouth region 99 2% > Scull 95-98 4% > R. Chin 93-94 1% > L.chin 91-92 1% > > (R.Arm) (10%) > R.Hand 85-90 2% > R.Underarm 79-84 2% > R.Elbow 76-78 2% > R.Overarm 72-75 2% > R.Shoulder 70-71 2% > > (L.Arm) (10%) > L.Hand 64-69 2% > L.Underarm 58-63 2% > L.Elbow 55-57 2% > L.Overarm 51-54 2% > L.Shoulder 49-50 2% > > (Chest) (18%) > Throat/Neck 48 2%/2% Wether you're hit in front or back is up > to the GM > RibchageF/B 41-47 7%/7% Wether you're hit in front or back is up > to the GM > > (Abdomen) (18%) > Upper abdomenF/B36-40 4%/4% Wether you're hit in front or back is up to the > GM > Lower abdomen 31-35 2% ="Trouser-line" Private parts+"tail-bone" and ass > R. Hip/upper tigh 26-30 4% = Hip joint + bottoks+as far down the tigh > as"boxertrousers"goes. > L. Hip/upper tigh 21-25 4% = Hip joint + bottoks+as far down the tigh > as"boxertrousers"goes. > > (R.Leg) (17%) > R.Lower Tigh 16-20 4% > R.Knee 14-15 4% > R.Leg 12-13 4% > R.Foot 11 5% > > (L.Leg) (17%) > L.Lower Tigh 06-10 4% > L.Knee 04-05 4% > L.Leg 02-03 4% > L.Foot 01 5% This is certainly more detailed, but I'm not sure what the real point of this is, other than allowing the GM a bit of extra detail for narrative color. As a game mechanic, it seems too much detail. In all role playing games, there is a tension between simulation (how 'realistic' and detailed the mechanics are) and playability (how easily the rules systems operate and how much time is spent managing rules in comparison to time spent doing story and character stuff). Early D&D was way toward the playability end to the point that it had all sorts of arbitrary rules that made little sense (magic users can only carry daggers and can't wear armor), while Chivalry and Sorcery was so far toward simulation as be almost unplayable. What I like about RQ is that it strikes a very good balance between simulation and playability. So anytime someone offers new game mechanics for the rules, I always think about how this balance is affected. And this more detailed hit location chart seems to move more toward simulation, but with no real clear benefit. Is it really necessary to be able to say that you hit the broo on the chin instead of in the mouth? Isn't this a detail that a GM could simply provide as color? Andrew E. Larsen From stolenbjorn at hotmail.com Wed Feb 18 03:19:50 2004 From: stolenbjorn at hotmail.com (Bjorn Stolen) Date: Tue, 17 Feb 2004 16:19:50 +0000 Subject: [RQ-Rules] Re: RQ-Rules Digest, Vol 2, Issue 1 Message-ID: > This is certainly more detailed, but I'm not sure what the real point >of >this is, other than allowing the GM a bit of extra detail for narrative >color. As a game mechanic, it seems too much detail. In all role playing >games, there is a tension between simulation (how 'realistic' and detailed >the mechanics are) and playability >What I >like about RQ is that it strikes a very good balance between simulation and >playability. So anytime someone offers new game mechanics for the rules, I >always think about how this balance is affected. And this more detailed >hit >location chart seems to move more toward simulation, but with no real clear >benefit. Is it really necessary to be able to say that you hit the broo on >the chin instead of in the mouth? Isn't this a detail that a GM could >simply provide as color? > >Andrew E. Larsen > Very good points, and I'm tempted to quote one of my earlier statements on this houserule: "A horrendously detailed system" Me too love RQ for the gamebalance, and I only introduced this houserule after long and hard thoughts (-about 2 years of thinking) I'm not saying this is perfect, I'm rather saying that what is gamebalance is not an objective issue, rather a subjective one, and that this system makes the rules even more finetuned on "the perfect balance" for me. This doesn't mean that it is the perfect balance for all of us, and I totally respect that:) By the way, I wanted this system so that the armor locations corresponded more to the actual pieces of armor around. (Very few pieces of arm-guards cover the entire RQ-3"hand"-location, for instance...) -So wether the broo is hit on the chin or the temple is quite relevant if he's wearing a plate pot helmet inlayed with hide. With my system what really takes time is buying and "calibrating" armor for the caracters (the NPC's is a pain in the ***) Once made, the combat flows just as good as with the original system (doesn't take much more time to roll d100 than d20!) With my system, the Broo get's to choose between the lighter pot helmet and the fully covered german knights-helmet, but that pot helmet isn't going to help him much if he's hit in the throat/jaw/nose! _________________________________________________________________ Last ned MSN Messenger gratis http://www.msn.no/computing/messenger - Den raskeste veien mellom deg og dine venner From slposey at concentric.net Wed Feb 18 05:06:36 2004 From: slposey at concentric.net (Stephen Posey) Date: Tue, 17 Feb 2004 10:06:36 -0800 Subject: [RQ-Rules] Conan Hyboria In-Reply-To: <003201c3f561$94f3bbe0$744a4a43@myamvdb4b6f65c> References: <185975719C549A4B9961C0D59A48027302508386@ECOWV04M.Telewest.Internal> <004001c3f51a$6f238720$0100a8c0@Beowulf> <003201c3f561$94f3bbe0$744a4a43@myamvdb4b6f65c> Message-ID: <4032582C.6010501@concentric.net> Dragons Heart wrote: > Hi, I am new. > Has anyone tried to adapt Runequest to Hyborea, the world of Conan? > I am trying to give that a shot, and I am looking for other ideas from > people. > If you have, or know someone who has, please let me know. I want to post it > on a site. > Thanks > DH. > PS I think this is a perfect setting for RQ3. You may care to have a look at the set of Hyborian rules for the BaSIC rules system (the European version of BRP) I was translating from the French available here: http://www.concentric.net/~slposey/Gamelinks.htm Based on the work of JeePee from the BaSIC mailing list (http://www.basicrps.com) It is still a work in progress, I haven't had time to work on it lately I fear :-( Stephen Posey slposey at concentric.net From dragons_heart at earthlink.net Wed Feb 18 07:36:54 2004 From: dragons_heart at earthlink.net (Dragons Heart) Date: Tue, 17 Feb 2004 15:36:54 -0500 Subject: [RQ-Rules] Conan Hyboria References: <185975719C549A4B9961C0D59A48027302508386@ECOWV04M.Telewest.Internal> <004001c3f51a$6f238720$0100a8c0@Beowulf><003201c3f561$94f3bbe0$744a4a43@myamvdb4b6f65c> <4032582C.6010501@concentric.net> Message-ID: <000601c3f595$c85b3a60$ea494a43@myamvdb4b6f65c> THANK YOU! From MurfNMurf at aol.com Wed Feb 18 10:53:56 2004 From: MurfNMurf at aol.com (MurfNMurf at aol.com) Date: Tue, 17 Feb 2004 18:53:56 EST Subject: [RQ-Rules] Conan Hyboria Message-ID: <6b.2298109c.2d640394@aol.com> Hi, There's also a somewhat thick Marvel comics edition (like the old "Giant Size" ones I'm familiar with from the late 70s) from the early to mid 90's dealing with Conan's world (and notable characters maybe? Its been a while). A good comicbook store'd likely know what it is you're looking for. -Ken- From dragons_heart at earthlink.net Wed Feb 18 13:36:43 2004 From: dragons_heart at earthlink.net (Dragons Heart) Date: Tue, 17 Feb 2004 21:36:43 -0500 Subject: [RQ-Rules] Conan Hyboria References: <6b.2298109c.2d640394@aol.com> Message-ID: <000801c3f5c8$11e12d20$d6cfd63f@myamvdb4b6f65c> [SNIP] > There's also a somewhat thick Marvel comics edition (like the old "Giant > Size" ones I'm familiar with from the late 70s) from the early to mid 90's > dealing with Conan's world (and notable characters maybe? Its been a while). > [UNSNIP] Thanks, I have the Gurps Conan, as well as the D20 Conan game from Mongoose. What Steven Posey sent a link for was exactly what I was looking for. I already had all the gods made up for RQ, and the weapons and armor. What I was not sure how to do was the spells for the magic societies, which those docs covered. Thanks again, Steve DH From slposey at concentric.net Wed Feb 18 17:13:49 2004 From: slposey at concentric.net (Stephen Posey) Date: Tue, 17 Feb 2004 22:13:49 -0800 Subject: [RQ-Rules] Conan Hyboria In-Reply-To: <000801c3f5c8$11e12d20$d6cfd63f@myamvdb4b6f65c> References: <6b.2298109c.2d640394@aol.com> <000801c3f5c8$11e12d20$d6cfd63f@myamvdb4b6f65c> Message-ID: <4033029D.9080900@concentric.net> Dragons Heart wrote: > [SNIP] > >> There's also a somewhat thick Marvel comics edition (like the old > > "Giant > >>Size" ones I'm familiar with from the late 70s) from the early to mid 90's >>dealing with Conan's world (and notable characters maybe? Its been a > > while). > > [UNSNIP] > > Thanks, > I have the Gurps Conan, as well as the D20 Conan game from Mongoose. > What Steven Posey sent a link for was exactly what I was looking for. > I already had all the gods made up for RQ, and the weapons and armor. What > I was not sure how to do was the spells for the magic societies, which those > docs covered. > Thanks again, Steve > DH You're welcome. Thank JeePee really, all I did was translate. Have you actually created RQ-style cult write ups for the Hyborian dieties? I'd actually like to see what you've come up with if you'd care to share. Stephen Posey slposey at concentric.net From tiberius at runequest.za.org Wed Feb 18 18:40:45 2004 From: tiberius at runequest.za.org (tiberius at runequest.za.org) Date: Wed, 18 Feb 2004 09:40:45 +0200 (SAST) Subject: [RQ-Rules] Conan Hyboria Message-ID: <62026.196.8.104.31.1077090045.squirrel@mail.wack.co.za> Dragon Heart wrote about using RQ on the Hyborean World. I very much agree that th Hyboreran world lends itself to RQ3 very well. And yes, the Conan books and comics are excellent background material. One of the first RQ sessions I ever ran was based in Tauran and went down pretty well. Whats nice is monsters in the hyborean world are real monsters, solitary (most of the time) throwbacks to more ancient times. And a good sword arm and iron will are decent protection against foul sorcery:) Another great reference is the Hyborian War PBM. If yyou participate tey give you a great colour (relativly speraking) map of the entire world and some decent backgroungd material. You can also get detailed maps at reality simulations web site. (I don't have the url but searching for Hyborian War, Reality Simulations or RSI should get you there). Ciao Tony -- Vacca Foeda! From tiberius at runequest.za.org Wed Feb 18 19:22:20 2004 From: tiberius at runequest.za.org (tiberius at runequest.za.org) Date: Wed, 18 Feb 2004 10:22:20 +0200 (SAST) Subject: [RQ-Rules] Advanced Hit Location Table Message-ID: <31659.196.8.104.31.1077092540.squirrel@mail.wack.co.za> I have just published my own take on a simple to use yet effective advanced hit location table for RQ 3 on my site. As always comments and suggestions most welcome. www.runequest.za.org (just check teh latests articles sidebar or search under rules) -- Vacca Foeda! From MurfNMurf at aol.com Thu Feb 19 04:11:43 2004 From: MurfNMurf at aol.com (MurfNMurf at aol.com) Date: Wed, 18 Feb 2004 12:11:43 EST Subject: [RQ-Rules] Conan Hyboria Message-ID: <45.5957ac2.2d64f6cf@aol.com> In a message dated 2/18/2004 12:14:14 AM Central Standard Time, slposey at concentric.net writes: I'd actually like to see what you've come up with if you'd care to share. I think a lot of us would enjoy such write ups :) -Ken- From MurfNMurf at aol.com Thu Feb 19 04:13:32 2004 From: MurfNMurf at aol.com (MurfNMurf at aol.com) Date: Wed, 18 Feb 2004 12:13:32 EST Subject: [RQ-Rules] Conan Hyboria Message-ID: <11f.2ae14144.2d64f73c@aol.com> IIRC, the Marvel book I spoke of earlier was perhaps one of the Handbooks of the Marvel Universe? Wish I could find my copy to be sure :( -Ken- From dragons_heart at earthlink.net Thu Feb 19 04:16:49 2004 From: dragons_heart at earthlink.net (Dragons Heart) Date: Wed, 18 Feb 2004 12:16:49 -0500 Subject: [RQ-Rules] Conan Write ups References: <45.5957ac2.2d64f6cf@aol.com> Message-ID: <000801c3f642$ff674be0$f6444a43@myamvdb4b6f65c> Thanks for the interest. I will post them to this thread. I still have some tweeks I want to get worked out of them. Does anyone else want to do a joint effort on a Hyborean RQ Setting. If so, please let me know. DH From dragons_heart at earthlink.net Thu Feb 19 04:24:17 2004 From: dragons_heart at earthlink.net (Dragons Heart) Date: Wed, 18 Feb 2004 12:24:17 -0500 Subject: [RQ-Rules] Hyborean Rules (Low Magic) References: <45.5957ac2.2d64f6cf@aol.com> <000801c3f642$ff674be0$f6444a43@myamvdb4b6f65c> Message-ID: <001301c3f644$0abd4110$f6444a43@myamvdb4b6f65c> One thing I want to get some input on is my understanding of this world. It is LOW magic. So, to date, here are the ideas I am going with: All three magic types will exist. NOT everyone will have access to magic, as in Standard RQ. The player (on character creation) needs to roll an exact roll for Shaman or Assistant Shaman, Initiate, or Sorcerer from the Cultural charts. This is to expand on the LOW Magic setting. Another alternative I have not really worked out the bugs for is having a percentage chance of being able to use magic. Such as rolling INT (Sorcery) or POW (Shaman or Divine) or less on d100. If I use this option, those that are not lucky enough to roll for the magical professions, will still get a chance to use it... DH From grogthing at yahoo.com Thu Feb 19 04:51:08 2004 From: grogthing at yahoo.com (grogthing) Date: Wed, 18 Feb 2004 09:51:08 -0800 (PST) Subject: [RQ-Rules] Hyborean Rules (Low Magic) In-Reply-To: <001301c3f644$0abd4110$f6444a43@myamvdb4b6f65c> Message-ID: <20040218175108.58343.qmail@web41503.mail.yahoo.com> The Hyborian wolrd of Conan is not really low magic. Magic appears in every Conan story, thats pretty common. And the level of power that appears is almost mythic, Ie..calling up world ruling demons, awakening gods, killing large groups of people, controlling non-magic people at will. It just seems that magic is balanced by being costly in prep time, and corruption to the magic user, and requiring sacrifices or other costly items. Magic is a corrupting influence. Sought after by the power hungry. And access is limited by hard to find research materials. Lost books of Skelos and such. Greg --- Dragons Heart wrote: > One thing I want to get some input on is my > understanding of this world. It > is LOW magic. So, to date, here are the ideas I am > going with: > All three magic types will exist. NOT everyone will > have access to magic, > as in Standard RQ. The player (on character > creation) needs to roll an > exact roll for Shaman or Assistant Shaman, Initiate, > or Sorcerer from the > Cultural charts. This is to expand on the LOW Magic > setting. > Another alternative I have not really worked out the > bugs for is having a > percentage chance of being able to use magic. Such > as rolling INT (Sorcery) > or POW (Shaman or Divine) or less on d100. If I use > this option, those that > are not lucky enough to roll for the magical > professions, will still get a > chance to use it... > DH > > _______________________________________________ > RQ-Rules mailing list > RQ-Rules at crashbox.com > http://www.crashbox.com/rq-rules > http://www.crashbox.com/mailman/listinfo.cgi/rq-rules __________________________________ Do you Yahoo!? Yahoo! Mail SpamGuard - Read only the mail you want. http://antispam.yahoo.com/tools From slposey at concentric.net Thu Feb 19 05:06:01 2004 From: slposey at concentric.net (Stephen Posey) Date: Wed, 18 Feb 2004 10:06:01 -0800 Subject: [RQ-Rules] Conan Hyboria In-Reply-To: <62026.196.8.104.31.1077090045.squirrel@mail.wack.co.za> References: <62026.196.8.104.31.1077090045.squirrel@mail.wack.co.za> Message-ID: <4033A989.4060208@concentric.net> tiberius at runequest.za.org wrote: > Dragon Heart wrote about using RQ on the Hyborean World. > > I very much agree that th Hyboreran world lends itself to RQ3 very well. > And yes, the Conan books and comics are excellent background material. There's a lovely on-line reference for the entire comics line to be found here you can follow links to find out pretty much anything you want to know about the Marvel Conan and Red Sonja stories: http://www.marvunapp.com/Appendix/appconan.htm http://www.marvunapp.com/Appendix/apphybgod.htm Here's a few other web sites with Hyborian related materials that folks may find of interest: http://hyboria.xoth.net/index.htm http://home.thezone.net/~jgillard/ http://www.dodgenet.com/~moonblossom/kull.htm http://www.dodgenet.com/~moonblossom/hyborian.htm http://www.tarkan.4mg.com/gods.html http://www.reality.com/hwpcont.htm http://www.angelfire.com/sk/darthreiko/index8.html http://www.rehupa.com/index.htm http://www.conan.no/ HTH Stephen Posey slposey at concentric.net From jurrubin at earthlink.net Sat Feb 28 07:20:24 2004 From: jurrubin at earthlink.net (David Smart) Date: Fri, 27 Feb 2004 14:20:24 -0600 (GMT-06:00) Subject: [RQ-Rules] New BRP Game Finally Released! Message-ID: <9557778.1077913224651.JavaMail.root@ernie.psp.pas.earthlink.net> Just an FYI..a new product has been released by Chaosium. 2398 Cthulhu Dark Ages (Softcover) retail $23.95 David Smart From steve at perrinworlds.com Sat Feb 28 14:03:43 2004 From: steve at perrinworlds.com (Steve Perrin) Date: Fri, 27 Feb 2004 19:03:43 -0800 Subject: [RQ-Rules] New BRP Game Finally Released! References: <9557778.1077913224651.JavaMail.root@ernie.psp.pas.earthlink.net> Message-ID: <011601c3fda7$8957bc20$68417442@wizard> Has anyone picked this up? Any reviews? I was thinking about doing such a project, but was told this was in the offing so I forbore. It might be just what I'm looking for. Steve Perrin ----- Original Message ----- From: "David Smart" To: Sent: Friday, February 27, 2004 12:20 PM Subject: [RQ-Rules] New BRP Game Finally Released! > Just an FYI..a new product has been released by Chaosium. > > 2398 Cthulhu Dark Ages (Softcover) retail $23.95 > > David Smart > _______________________________________________ > RQ-Rules mailing list > RQ-Rules at crashbox.com > http://www.crashbox.com/rq-rules > http://www.crashbox.com/mailman/listinfo.cgi/rq-rules > > From slposey at concentric.net Sat Feb 28 17:46:00 2004 From: slposey at concentric.net (Stephen Posey) Date: Fri, 27 Feb 2004 22:46:00 -0800 Subject: [RQ-Rules] New BRP Game Finally Released! In-Reply-To: <011601c3fda7$8957bc20$68417442@wizard> References: <9557778.1077913224651.JavaMail.root@ernie.psp.pas.earthlink.net> <011601c3fda7$8957bc20$68417442@wizard> Message-ID: <40403928.4000409@concentric.net> Steve Perrin wrote: > Has anyone picked this up? > > Any reviews? I was thinking about doing such a project, but was told this > was in the offing so I forbore. It might be just what I'm looking for. > > Steve Perrin I haven't seen the actual printed result, but having corresponded with the author Stephane Gesbert (who seems a sterling character) and examined the preceding on-line alpha versions in some detail I can only imagine it's a wonderful product. It's no mere redressing of CoC with with swords and armor instead of guns and grenades, nor is it D&D warmed over. Stephane has gone to some pains to provide an authentic historical medieval setting, though with a Mythos spin natch! ;-) It's on the top of MY want list. Stephen Posey slposey at concentric.net From nshapero at ix.netcom.com Sun Feb 29 03:15:27 2004 From: nshapero at ix.netcom.com (Niall Campbell Shapero) Date: Sat, 28 Feb 2004 08:15:27 -0800 Subject: [RQ-Rules] Advanced Hit Location Table Message-ID: <410-220042628161527870@ix.netcom.com> Tiberius -- I tried to access your hit location table on your site, and failed. I tried sending you e-mail at your posted e-mail address in your message, and got a bounce reply. Perhaps you could post the article to this list? Sincerely, Niall C. Shapero -- Original Message -- Date: Wed, 18 Feb 2004 10:22:20 +0200 (SAST) From: tiberius at runequest.za.org Subject: [RQ-Rules] Advanced Hit Location Table To: preatorianguard at runequest.za.org, rq-rules at crashbox.com Message-ID: <31659.196.8.104.31.1077092540.squirrel at mail.wack.co.za> Content-Type: text/plain;charset=iso-8859-1 I have just published my own take on a simple to use yet effective advanced hit location table for RQ 3 on my site. As always comments and suggestions most welcome. www.runequest.za.org (just check teh latests articles sidebar or search under rules) From wbcreighton at yahoo.ca Sun Feb 29 05:43:23 2004 From: wbcreighton at yahoo.ca (Warren Creighton) Date: Sat, 28 Feb 2004 13:43:23 -0500 (EST) Subject: [RQ-Rules] Conan Hyboria Message-ID: <20040228184323.42031.qmail@web12408.mail.yahoo.com> Would you be posting the information that you have come up with ? re: gods, weapons and armor Message: 1 Date: Tue, 17 Feb 2004 21:36:43 -0500 From: "Dragons Heart" Subject: Re: [RQ-Rules] Conan Hyboria To: "RuneQuest rules discussion." [SNIP] > There's also a somewhat thick Marvel comics edition (like the old "Giant > Size" ones I'm familiar with from the late 70s) from the early to mid 90's > dealing with Conan's world (and notable characters maybe? Its been a while). > [UNSNIP] Thanks, I have the Gurps Conan, as well as the D20 Conan game from Mongoose. What Steven Posey sent a link for was exactly what I was looking for. I already had all the gods made up for RQ, and the weapons and armor. What I was not sure how to do was the spells for the magic societies, which those docs covered. Thanks again, Steve DH ______________________________________________________________________ Post your free ad now! http://personals.yahoo.ca From jurrubin at earthlink.net Sun Feb 29 04:34:41 2004 From: jurrubin at earthlink.net (D. Smart) Date: Sat, 28 Feb 2004 11:34:41 -0600 Subject: [RQ-Rules] Advanced Hit Location Table References: <410-220042628161527870@ix.netcom.com> Message-ID: <4040D131.6030503@earthlink.net> Hmmm. And hitting any sidebar link on the website just brings up the "Welcome Visitor" page. David Niall Campbell Shapero wrote: >Tiberius -- > >I tried to access your hit location table on your site, and failed. I >tried sending you e-mail at your posted e-mail address in your message, and >got a bounce reply. Perhaps you could post the article to this list? > >Sincerely, > >Niall C. Shapero > >-- Original Message -- >Date: Wed, 18 Feb 2004 10:22:20 +0200 (SAST) >From: tiberius at runequest.za.org >Subject: [RQ-Rules] Advanced Hit Location Table >To: preatorianguard at runequest.za.org, rq-rules at crashbox.com >Message-ID: <31659.196.8.104.31.1077092540.squirrel at mail.wack.co.za> >Content-Type: text/plain;charset=iso-8859-1 > >I have just published my own take on a simple to use yet effective >advanced hit location table for RQ 3 on my site. As always comments and >suggestions most welcome. > >www.runequest.za.org (just check teh latests articles sidebar or search >under rules) > > > >_______________________________________________ >RQ-Rules mailing list >RQ-Rules at crashbox.com >http://www.crashbox.com/rq-rules >http://www.crashbox.com/mailman/listinfo.cgi/rq-rules > > >