From: owner-rq-rules-digest To: rq-rules-digest@hops.wharton.upenn.edu Subject: RQ Rules Digest: V3 #16 Reply-To: rq-rules Errors-To: owner-rq-rules-digest Precedence: bulk Content-Return: Prohibited Return-Path: owner-rq-rules-digest RQ Rules Digest: Tuesday, 6 August 1996 Volume 03 : Number 016 TABLE OF CONTENTS SPerrin@aol.com RQ in Medieval Spain Robert McArthur enchantments Delecti@aol.com RQ4 info Lewis Jardine Shadow Cats Simon D. Hibbs New Sorcery Spell : Reverse Missile David Boatright RQ Rules Digest: V3 #13 Guy Hoyle RQ in Medieval Spain Hugh Foster E-Mail game AM Jackson Campaign gcowling@ix.netcom.com Yup.. it's a rules question... Glenn Glazer New Sorcery Spell : Reverse Missile Glenn Glazer So this is a dead sorta list Glenn Glazer enchantments Whitewolf whitewlf@computek. E-Mail game 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. When paraphrasing you demonstrate exactly how well you understand the point someone was trying to make. 4. There is no number 4. ---------------------------------------------------------------------- From: SPerrin@aol.com Date: Tue, 6 Aug 1996 00:57:21 -0400 Subject: Re: RQ in Medieval Spain In a message dated 96-08-06 00:36:49 EDT, you write: Hmm, Looking over the background I sent, I can see that there are several things missing. These must be old files. If anyone want to hear about just who San Horhai was, and some other interesting items (many of which are contradictory, I find) let me know. Steve ------------------------------ From: Robert McArthur Date: Tue, 6 Aug 96 14:59:15 EST Subject: enchantments Given the RQ3 enchantment rules, is it possible to have someone else do the ceremony and cast the enchantment spell while you, who wants to receive the enchantment, simply puts in the POW? ie. Fred wants an armouring enchantment but dosen't know the spell and dosen't want to spend soooo long getting his enchantment skill to the point where he can cast the spell with reasonable success. Can he go to a priest/shaman/dodgy-brothers and get them to cast the spell, using there much higher skill. Fred puts in 2 POW and gets the enchantments, pays the silvers, and leaves happy. Possible? Usual? Ta, Robert ------------------------------ From: Delecti@aol.com Date: Tue, 6 Aug 1996 04:23:44 -0400 Subject: Re: RQ4 info << Does anyone have the latest info on RQ4 (i.e. release date)? >> and <> This is from Arcane Magazine (Online) From Jul 96 issue: "The classic fantasy RPG is set for a make-over later this year... One of the most successful fantasy roleplaying games ever released is going to be updated and massively upgraded for its re-issue later in the year. Work on RuneQuest IV: Adventures in Glorantha continues at pace, with dozens of players now participating in an extensive playtesting campaign. The new version of RuneQuest, as the sub-title would indeed suggest, is dropping the dark-ages Europe setting used in the third edition, and getting back to its roots, with the campaign world being Greg Stafford's Glorantha - the setting for the first two editions. There are a few major changes to the system planned, though the majority are aimed at making the already excellent RuneQuest rules clearer, especially for newcomers to the game. There are new rules for the creation of characters, especially as far as the calculation of attributes is concerned, and the combat rules have been trimmed down to make a larger mêlée faster in real-world time (which, in our opinion, is a good thing). It looks like the magic system is going to remain largely unchanged - a case of 'if it ain't broke...' - though there are some changes to the Sorcery system which are again designed to make using sorcery faster and easier. Also, the creation of familiars will now be based entirely on the sacrifice of POW points instead of a range of characteristics. There's no fixed release date as yet, though most of the draft script has been written and some of the artwork is in progress. You can rest assured that the moment we manage to lay our hands on a finished copy, you'll be the first to find out what we think of this major gaming release." Thats kind of vague and no source is mentioned. It could have come from a copy of Oliver Jovanovic's RQ4:AIG rules summary dated 1994, it has nothing different in it execpt the "dozens of players playtesting" part. With Oliver's summary you could practicaly do all the changes yourself (I have made some) and adapt some of Sandy's new magic systems. At least until it does come out. Remember to keep the pressure up though, bug AH etc. Aloha, Scott Knowles aka Delecti@aol.com Try Delecti's Lore Library in the Upland Marsh (WEB) at: ftp://members.aol.com:/delecti/Upland_Marsh/Lore_Library Also, add your voice to other RPGer's as a Runequest player! Post your name on the gamers page at: http://nic2.hawaii.net/~doyle/Avatar_Ind.html ------------------------------ From: Lewis Jardine Date: Tue, 06 Aug 1996 11:28:20 -0700 Subject: Shadow Cats Hi All As you can see from Simon & David's postings the most common system for a Wind Lord with his (almost compulsory) shadow cat familiar is for the Wind Lord to play the up front fighting machine who attracts all the attention. Meanwhile, the dangerous half of the partnership is sculking around with POW 25+ waiting to cast the Windlord's spells on any powerful opposition. This system is horribly leathal and one of the reasons why Windlord's are fun to play. The Windlord can be very effective at clearing standard opposition (when he has his shield, bladesharp, strength, vigor, protection/shimmer up). However, if some nasty magic type tries to blow him away they find that the hidden shadow cat (with the crystal encrusted collar) has just detonated their brain with an impossibly boosted spell and too much POW(MP) for a human to resist... Cheers Lewis (Who's wife plays the Wind Lord, but I get to play the shadow cat!!!) ------------------------------ From: "Simon D. Hibbs" Date: Tue, 6 Aug 1996 14:19:24 +0100 (BST) Subject: New Sorcery Spell : Reverse Missile Reverse Missile (Sorcery) This spell reverses the course of missiles approaching the caster, sending them back the way they came. The missiles are actualy rotated in mid-air, so arrows, javelins and such like go back point-first. When a missile hits a target protected by this spell, compare the damage rolled for the missile against the intensity of the spell on the resistance table. If the damage overcomes the intensity of the spell, it strikes the target as normal. If the intensity of the spell overcomes the damage rolled for the missile, the missile is reversed back along it's flight path. Several factors can affect whether the missile will arrive back at it's point of origin. Strong winds may deflect the missile. If the missile is travelling slower when it reaches its target than when it was fired, it will fall short on the way back. The referee may rule that either of these cases apply. If the missile was fired (or thrown, or whatever) from less than half it's range, then the firer may make either a DEXx3% roll to avoid the missile, OR a POWx3% luck roll. If the missile was fired from between half and it's full range, the firer may make either a DEXx6% roll, or a POWx6% roll to avoid being hit. At further than it's effective range, the missile will always fall short. Reverse Missile only works against missiles with an ENC less than or equal to the intensity of the spell. Reverse Missile may be Multispelled with Damage Resistance, BUT the same percentile roll made against the Reverse Missile spell is used for the resistance roll to overcome the Damage Resistance spell. Thus only higher intensity Damage Resistance spells will provide added protection against missiles. Simon Hibbs ------------------------------ From: "David Boatright" Date: Thu, 8 Aug 1996 14:57:50 +0000 Subject: Re: RQ Rules Digest: V3 #13 << If anyone is interested, I'll send them the rules I'm using for my upcoming Medieval Spain RQ campaign. >> I would be nterested also Steve. I tried to mail you direct but AOL bounced it. - ----------------------------------------------------------- Better Dead than Red RQ RIP - ----------------------------------------------------------- ------------------------------ From: Guy Hoyle Date: Tue, 06 Aug 1996 09:27:48 -0500 Subject: Re: RQ in Medieval Spain At 12:57 AM 8/6/96 -0400, you wrote: >In a message dated 96-08-06 00:36:49 EDT, you write: > >Hmm, > >Looking over the background I sent, I can see that there are several things >missing. These must be old files. If anyone want to hear about just who San >Horhai was, and some other interesting items (many of which are >contradictory, I find) let me know. I'm a sucker for hagiographies and contradictory information. Yes, please! Send it on, either here or to the list. Guy Guy Hoyle (guyhoyle@chrysalis.org) Overworked and Underemployed ------------------------------ From: Hugh Foster <100326.446@compuserve.com> Date: 06 Aug 96 13:49:02 EDT Subject: E-Mail game >> Also, I was thinking about running an E-mail RQ[non-glorantha] campaign. Are there any takers? << Interested. Where would it be set? HWF ------------------------------ From: AM Jackson Date: Tue, 6 Aug 1996 10:52:01 +0100 Subject: RE: Campaign >Also, I was thinking about running an E-mail RQ[non-glorantha] campaign. >Are there any takers? > Brad As my local group has dried up I would be interested. Brian Jackson. ------------------------------ From: gcowling@ix.netcom.com Date: Tue, 06 Aug 1996 16:26:12 -0600 Subject: Re: Yup.. it's a rules question... At 11:16 PM 8/4/96 -0700, you wrote: >Does a sufficiently strong dispel/dismiss magic targeted at the >control/command spell on a controlled/commanded creature remove that control? > >What do folks think will result? The creature will continue to carry out >it's last command until completed, or vanish back to wherever it came from, >or turn in wrath on the caster of the control spell? > >Currently we're playing it that it dispels the control and the creature >makes the best exit available to it. > >I imagine, if it *does* work, that casting a protection spell on the same >creature would work as a 'soak', unless the caster knew the exact type of >control/command spell used... whether spirit or divine, whether control >salamander (for instance) or control cult spirit... (one can only target a >spell specifically when one knows what it is)... > >Thoughts? With some exceptions, it ought to be fairly obvious most of the time what sort of command/control spell was used, simply from observing the creature/entity you're confronted with! The spell descriptions are fairly detailed in describing the required spell potencies, etc. If one did _not_ specify a particular targeted spell, then protection would indeed act as a "soak" (A player I know likes to do this!). In my group's play, the GM has always decided on a case-by-case basis what the previously-controlled creature does - a lot depends on the type of creature, and whether it has the means of sustaining itself on the local plane. Most creature escape or wander off. Some remain a hostile threat. In one case a powerful creature continued to hammer the group for a while (they had pissed him off!) and then went to pay his summoner back for his inconvenience as well! ------------------------------ From: Glenn Glazer Date: Tue, 6 Aug 1996 16:32:28 -0700 Subject: Re: New Sorcery Spell : Reverse Missile At 14:19 08/06/96 +0100, Simon wrote: > >Reverse Missile >(Sorcery) (snip) Cute. I like it. Actually, besides being a new spell, I like the way it is balanced in terms of range effects and the weight of incoming missles and damage vs. intensity. This is by no means a "reflect everything" spell and thus, less susceptible to abuse. Best, Glenn \/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\ A man who keeps his ear to the ground has lost sight of the sky. /\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/ ------------------------------ From: Glenn Glazer Date: Tue, 6 Aug 1996 16:32:13 -0700 Subject: Re: So this is a dead sorta list At 00:44 08/06/96 -0400, you wrote: >In a message dated 96-08-05 23:42:21 EDT, you write: > >>I would LOVE to see your Spain stuff. As I think I mentioned elsewhere, I >>am warming up to running a post-Conquest Aztec game, so any related >>materials on Spain would be great (and much appreciated!). >> >>Best, >> >>Glenn > >I think the background stuff I posted to the list is more what you are >looking for. If you want the actual rules I use, let me know. > >Steve > Actual, there is a subset of the rules mods you may have done that would be helpful - "cult" write-ups, occupational tables and other specializations for the Spanish. Thanks again, Glenn P.S. I am printing out your background right now. I'll write back when I have read it through (probably over tomorrow's coffee!). \/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\ A man who keeps his ear to the ground has lost sight of the sky. /\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/ ------------------------------ From: Glenn Glazer Date: Tue, 6 Aug 1996 16:32:15 -0700 Subject: Re: enchantments At 14:59 08/06/96 EST, you wrote: >Given the RQ3 enchantment rules, is it possible to have someone else >do the ceremony and cast the enchantment spell while you, who wants to >receive the enchantment, simply puts in the POW? > >ie. Fred wants an armouring enchantment but dosen't know the spell >and dosen't want to spend soooo long getting his enchantment skill to the >point where he can cast the spell with reasonable success. Can he go to >a priest/shaman/dodgy-brothers and get them to cast the spell, using there >much higher skill. Fred puts in 2 POW and gets the enchantments, pays the >silvers, and leaves happy. > >Possible? >Usual? > >Ta, Robert > Depends. For sorcery, I would say this would be a common arrangement. For cult enchantments, there might be all sorts of extra baggage involved. Is Fred in good standing with the cult? Will he have to perform some extra duties besides providing the POW? Given that the POW is sacrificed to the deity, there may be some interesting spins on this. I could see a god getting REALLY upset about a follower who sacrifices his POW to a sorcerer this way! Best, Glenn P.S. From a strictly rules perspective, I don't see a real problem with it. \/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\ A man who keeps his ear to the ground has lost sight of the sky. /\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/ ------------------------------ From: Whitewolf Date: Tue, 06 Aug 1996 19:45:48 -0500 Subject: Re: E-Mail game At 01:49 PM 8/6/96 EDT, you wrote: > >>> Also, I was thinking about running an E-mail RQ[non-glorantha] campaign. Are >there any takers? << > >Interested. Where would it be set? > >HWF > > More info - ---------------------------- The Whitewolf of Immyrr - ---------------------------- ------------------------------ End of RQ Rules Digest: V3 #16 ****************************** This is the bottom of the RuneQuest Rules Digest. RuneQuest is a trademark of Avalon Hill, and Glorantha is a trademark of Chaosium. 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. Send electronic mail to Majordomo@hops.wharton.upenn.edu with "help" in the body of the message for subscription information on this and other mailing lists. WWW material at http://hops.wharton.upenn.edu/~loren/rolegame.html