Subject: RQ Discussions 10 ====================================================================== From: oshaughj@p4.cs.man.ac.uk Subject: Kralorela I am writing a Kralorean campaign, if anyone has *any* material that would be of help I would be grateful if they'd e-Mail it to me or the Digest. Thanks Jamie >>> oshaughj@uk.ac.man.cs.p4 [Jamie sent me this in the message where he also requested a back issue. A word of advice: I put submissions and requests into different files, and thus submitting them both in the same message may result in delays in handling one or the other depending on where I put it. -ACB] ====================================================================== From: millerl@wharton.upenn.edu (Loren J. Miller) Subject: RuneQuest point based character generation Warning, Long and Dry post ahead As a result of popular demand (well, two people demanded it) I have reluctantly agreed to post the barest beginning of a RuneQuest point generation system. Note that RuneQuest only has attributes and skills, there are no such things as advantages and disadvantages, so I have for the most part avoided the apples and oranges syndrome (I ignore it, so far). The idea behind it was to duplicate the curve supplied by RuneQuest III's own training system. Note that RQ3 has three different methods by which characters may increase skills: experience, with the d100 roll to miss your chance and 1d6% increase; training, where the character spends skill hours in training with an instructor in order to gain a 1d4-1% increase; and research, where the character spends skill hours alone, doing research, in order to gain a 1d4-2% increase. Attributes may be increased in a similar way, but take quite a bit more time. Size and Intelligence may never be increased, by training, after initial character generation. All these systems have a similar curve/plateau effect. I decided to make up a point system based on training times. Each "point" in the system represents 100 hours of training under a qualified instructor. I took a few liberties with attribute costs. First, the average SIZ and INT are 3 higher than the average of the other attributes. I took that into account in the point system. Since SIZ and INT are not normally increasable after starting the game, I arbitrarily decided they are exactly twice as important as the other attributes, and increasing/decreasing them should cost/award twice as much. I gotta run now, here are the tables I got after doing the math. Sorry they're so disorganized. RuneQuest Point Cost system Each Point is approximately 100 hours of training under the tutelage of a qualified instructor in the skill. RQ Skill Point costs -----------------------cut here----------------------- Point costs for attributes score ----------------------- costs --------------------------- Str Con Siz Int Pow Dex Cha 0 -14 -14 -46 -46 -14 -14 -14 1 -14 -14 -45 -45 -14 -14 -14 2 -13 -13 -44 -44 -13 -13 -13 3 -12 -12 -43 -43 -12 -12 -12 4 -11 -11 -41 -41 -11 -11 -11 5 -10 -10 -38 -38 -10 -10 -10 6 -9 -9 -35 -35 -9 -9 -9 7 -7 -7 -32 -32 -7 -7 -7 8 -5 -5 -28 -28 -5 -5 -5 9 -3 -3 -23 -23 -3 -3 -3 10 0 0 -18 -18 0 0 0 11 3 3 -13 -13 3 3 3 12 6 6 -7 -7 6 6 6 13 9 9 0 0 9 9 9 14 13 13 7 7 13 13 13 15 16 16 15 15 16 16 16 16 20 20 23 23 20 20 20 17 25 25 31 31 25 25 25 18 29 29 40 40 29 29 29 19 34 34 50 50 34 34 34 20 39 39 60 60 39 39 39 21 44 44 70 70 44 44 44 22 50 50 81 81 50 50 50 23 55 55 93 93 55 55 55 24 61 61 105 105 61 61 61 25 68 68 117 117 68 68 68 26 74 74 130 130 74 74 74 27 81 81 144 144 81 81 81 28 88 88 158 158 88 88 88 29 95 95 172 172 95 95 95 30 103 103 187 187 103 103 103 31 110 110 203 203 110 110 110 32 118 118 219 219 118 118 118 33 127 127 235 235 127 127 127 34 135 135 252 252 135 135 135 35 144 144 270 270 144 144 144 36 153 153 288 288 153 153 153 37 162 162 306 306 162 162 162 38 172 172 325 325 172 172 172 39 181 181 345 345 181 181 181 40 191 191 365 365 191 191 191 Point costs for skills %-age cost 0 0 1 0 2 0 3 0 4 0 5 0 6 0 7 0 8 0 9 0 10 0 11 0 12 0 13 0 14 1 15 1 16 1 17 1 18 1 19 1 20 1 21 1 22 1 23 1 24 2 25 2 26 2 27 2 28 2 29 2 30 2 31 3 32 3 33 3 34 3 35 3 36 3 37 4 38 4 39 4 40 4 41 4 42 5 43 5 44 5 45 5 46 6 47 6 48 6 49 6 50 7 51 7 52 7 53 7 54 8 55 8 56 8 57 8 58 9 59 9 60 9 61 10 62 10 63 10 64 11 65 11 66 11 67 12 68 12 69 12 70 13 71 13 72 13 73 14 74 14 75 14 76 15 77 15 78 16 79 16 80 16 81 17 82 17 83 18 84 18 85 18 86 19 87 19 88 20 89 20 90 21 91 21 92 22 93 22 94 23 95 23 96 24 97 24 98 25 99 25 100 26 101 26 102 27 103 27 104 28 105 28 106 29 107 29 108 30 109 30 110 31 111 31 112 32 113 32 114 33 115 34 116 34 117 35 118 35 119 36 120 37 121 37 122 38 123 38 124 39 125 40 126 40 127 41 128 42 129 42 130 43 131 44 132 44 133 45 134 46 135 46 136 47 137 48 138 48 139 49 140 50 141 50 142 51 143 52 144 53 145 53 146 54 147 55 148 56 149 56 150 57 151 58 152 59 153 59 154 60 155 61 156 62 157 62 158 63 159 64 160 65 161 66 162 66 163 67 164 68 165 69 166 70 167 71 168 71 169 72 170 73 171 74 172 75 173 76 174 77 175 77 176 78 177 79 178 80 179 81 180 82 181 83 182 84 183 85 184 86 185 86 186 87 187 88 188 89 189 90 190 91 191 92 192 93 193 94 194 95 195 96 196 97 197 98 198 99 199 100 -----------------------cut here----------------------- Loren Miller internet: MILLERL@wharton.upenn.edu ====================================================================== From: Martin Crim Subject: Where's the ambiguity? Over there, in a box Answers to "Stump the sage?": >What strike rank(s) do spirit combats take place? Why do you want to know? That's not just a flippant answer. The SR system is supposed to be abstract. In RQ II, if I recall correctly, it occurred on SR 1. I'd make a case in RQ III that it takes the whole melee round and should be resolved on SR 10. Everyone has modified spirit combat to make it more interesting. One way to do this is to increase the amount of MR destroyed by big spirits. Another is to allow critical and special hits (figure the chances based on the number from the resistance table). Under that system, a critical gives a free attack at full chance and a special gives a free attack at half chance (round up). A critical or special with a free attack gives another free attack, recursively without end. Both these systems speed up spirit combat and make it less mechanical. To answer your second question, no, in orthodox RQ, there is only one set of attacks per round. >Form/Set (substance) - What's the range of the lance? Ten meters seems right, and you could probably increase the range and skill, but why would you want to? In my college (the One True Holy Universal School of Saints Malkion, Arkat, and Valastar), the "lance" attack is looked down upon as unsubtle. >Shouldn't you tire from damage? One FP per point of damage is how I've been running it. I don't increase base FP, either. Of course, the fatigue system is unrealistic and incomplete, so everyone has a fix. Choose your own, or, if you like, I'll send you mine. It's on disk. >I remember reading something about Jaldon somewhere, but can't remember where. Probably in Cults of Prax, p. 26. There's one paragraph there, as much as in Dragon Pass. >As an aside, how common should special magical sites be in the various places in Glorantha? I prefer placing these sites as appropriate for the campaign. Some of them are on the maps, of course. You can figure out the temples by reference to the population charts, figuring that 3/4 of the population are adults and therefore initiates, and dividing them up appropriately. The Magic Book gives overlapping sizes; I assume that the high end is where you move up to the next higher level, and the low end is the minimum you can sink to without falling to the next lower level. ====================================================================== From: evan richard franke Subject: Re: RQ discussion 9 Some answers about WHITE BEAR and RED MOON Argrath raised his army in Prax, I am unsure of the exact composition of it. Jaldon Toothmaker is well described in the historical background of the PAVIS boxed set. I think there is also information about him in CULTS of PRAX. That's about all I know, I'm not sure if information on the other details has been published. Not at least in anything I own. ====================================================================== From: s917@cs.utexas.edu (Classroom Account) Subject: New Sorcery spell for RuneQuest III Here's a Sorcery spell for RuneQuest III which I made up. In my world it's only known by the Brithini, in Arolanit. Tappers like it, though it doesn't protect them from the Storm Bull sense chaos ability. MYSTIC CLOAK - touch (self only), passive, temporal This spell conceals spells cast on the sorceror or his possessions. It prevents any such spells from being detected by Mystic Vision, Detect Magic, or any Divine detection magic. It has no effect on divination. All spells of equal or less intensity than the mystic cloak spell will be concealed. A mystic vision spell of intensity 10 or greater will reveal the presence of the mystic cloak spell, but no other magic will detect it. What do you guys think? [Guys? We actually do have (I believe) three female subscribers out of the 185 or so subscribers to the Digest...:-) -ACB] Ok, here's another new RuneQuest III sorcery spell. SUMMON OBJECT ranged, instant This spell summons an object which has been placed in a homing circle to the spellcaster. The range of the summon object spell must be equal to or greater than the distance between the spellcaster and the homing circle, and the intensity of the spell must be equal to the SIZ of the object to be summoned. The item appears in the hand of the spellcaster, or on the ground at his/her feet, at the spellcasters discretion. This spell should be at least as rare as teleport. In a gloranthan game, it would make a good spell to round out one of the Malkioni schools of magic with. If you feel really mean, you could allow the caster to specify the destination of the object to be anywhere within 10m or so, including in the air. This would allow pc's and npc's to drop anvil's on each other's heads (-: . If you decide that allowing homing circles to function for both this spell and teleport isn't restrictive enough, you can make another ritual enchant spell like homing circle for this spell. If you go this way, it might be interesting to say that for each extra point of POW in the enchantment, another 5 SIZ of stuff can be summoned for free (i.e. w/o allocation of extra intensity). Thoughts, anyone? Ken McKinney (s917@cs.utexas.edu) [I made this as a discussion article because of the trailing comments. Ken, when you're satisfied with the discussion response, resubmit it and I'll put it in the Digest itself. -ACB] ====================================================================== From: David Gadbois Subject: French Broos I have copies of a couple of articles from the French RQ fanzine Broos. Unfortunately, I know no French. If anyone is interested in translating them, send me your snail mail address or fax number and I'll send you copies. If the articles turn out to be any good, they may be reprinted in Tales of the Reaching Moon, in which case the translators would get credit and a free copy of the issue in which they appear. --David Gadbois ====================================================================== From: Mark C. Wallace Breah Sullivan Subject: Re: RQ discussion 9 >> What strike rank(s) do spirit combats take place? 1? Are there more than >> 1 attack (from both combatants) per round? In my game, spirit combat takes place at SR 0 (10) for convenience. I only permit spirit combat to take place once per round, otherwise it dominates the combat round. If spirit combat takes place each strike rank, it also takes up too much play time. >> 9. The rules don't say what a magic spirit's chance of casting spells is. The chance for a magic spirit to cast a spell is 100%. I believe that this is mentioned in either the rules or the errata. > All the material available on Snodal indicates that he was a person of good > character who would have only brought about the suffering and poverty imposed > by the Ban in order to protect people from something even worse. Snodal is Greg Stafford's original alter ego in Glorantha. >> When using extension on battle magic, I feel it should be harder to dispel. >> eg. having extension II on protection 4 could take an 8pt dispel magic to >> remove (4 for the extension and 4 for the protection). Comments? (dispel >> magic is one of my favourite spells..:-)) I disagree completely; extension is a tradeoff with intensity. You can't buy both with the same coin. ====================================================================== The RuneQuest(tm) mailing list is a courtesy of Andrew Bell (bell@cs.unc.edu). All opinions and material above are the responsibility of the originator, and copyrights are held by them. 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