From: owner-rq-rules-digest To: rq-rules-digest@hops.wharton.upenn.edu Subject: RQ Rules Digest: V1 #88 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, 14 February 1995 Volume 01 : Number 088 RULES OF THE ROAD 1. Do not include large sections of a message in your reply. Especially not to say "Yeah, I agree." Those who do will be lynched. 2. Use an appropriate Subject line. RQR: will be prepended to it. 3. Do not engage in a point-by-point analysis or rebuttal of another person's message. It is too confusing for others to follow, qualifies as nit-picking, and it usually leads to flame wars. 4. There is no number 4. TABLE OF CONTENTS owner-rq-rules@hops.wharton. RQR: +20% healing self Majordomo RQR: Reilly Vessel 1/4 Majordomo RQR: Reilly Vessel 3/4 ---------------------------------------------------------------------- From: owner-rq-rules@hops.wharton.upenn.edu Date: Fri, 10 Feb 1995 17:38:03 -0500 Subject: Re: RQR: +20% healing self Actually, there could be a justification for making Healing and perhaps some other body-altering spells easier to cast. Assume that the caster is just naturally more "in tune" with his own body/aura and therefore has an easier time casting spells to help it. I don't have a spelllist in front of me, so I can't say what other spells would be affected, but if all self-enhancing spells had the same advantage, it would be reasonable. This would NOT include spells cast "outside" the body but helpful to the body, like Protection or Bladesharp. It the spirit of justifying rules after the fact... Steve Perrin ------------------------------ From: Majordomo Date: Tue, 14 Feb 1995 12:26:15 -0500 Subject: RQR: Reilly Vessel 1/4 Received: from netcom7.netcom.com (netcom7.netcom.com [192.100.81.115]) by hops.wharton.upenn.edu (8.6.9/8.6.9) with ESMTP id TAA29043 for ; Sat, 11 Feb 1995 19:38:47 -0500 Received: by netcom7.netcom.com (8.6.9/Netcom) id QAA07871; Sat, 11 Feb 1995 16:41:13 -0800 Date: Sat, 11 Feb 1995 16:41:13 -0800 >From: akuma@netcom.com (Steven E Barnes) Message-Id: <199502120041.QAA07871@netcom7.netcom.com> To: RQ-Rules@hops.wharton.upenn.edu Subject: Paul Reilly's Vessel Stuff At Paul's request, here's the draft I have. I liked it lot, and I am stealing several ideas from it... - -steve - ----------------------------- OK. I will send you stuff from last summer, version 2. I have recently begun working on another version. In September last year I was told that RQ4 was basically dead in the water and became depressed and stopped working on it. This system is due to me and Mike Holliday, not a net.person. If you read German, I have a Runic Sorcery article in Free INT 5 as well. NOTES 2 (C) Paul Reilly and Mike Holliday 1993 Second Release: This is a second experimental version of our sorcery rules, it's merged to some extent with the Gang of Four draft. Major changes: The concept of "Presence" is replaced with that of a "Vessel of Power". This is a bit of a God Learner term but unfortunately such terms are the only ones which can cover several Gloranthan cultures. In any case this is usually a better way to think of it. A Rokari sorcerer thinks of his Staff as an entity that aids him in sorcery, with its own Power and mana (magic points.) The total Power that has been invested in a Vessel will be termed "Vested Power". Ritually cast long duration spells need 1 point of Power to maintain them per point of intensity, rather than 1 per spell. This Power is usually drawn from the sorcerer's Vessel but may be supplemented by other sources through special Rituals. Major features cribbed from RQ4 draft: Spell manipulations are limited by skill as in the RQIV Draft and spell descriptions have been rebalanced to go with this lower Intensity level. Textual notes We offer options at a couple of points and will be looking for feedback. Optional sections will begin and end with a double line of '*'s: *********** *********** Option 1 is described here. *********** Option 2 goes here. *********** Option 3, etc. ************ ************ A single line of ############'s will bracket sections that could get left out entirely if there is no positive response on them. Curly braces with *'s {* like this *} will indicate our comments. {* GENERAL NOTE We're trying to reverse engineer much of the system from what we know about Glorantha, filling in with general stuff from Earth magic where our Glorantha knowledge falls short. Anyone with knowledge about sorcery using cultures in Glorantha that is not in the RQ 3 publications or Cults of Terror, please contact Paul. Also feel free to try to shoot down the system or suggest ideas. Pronoun choice: The majority of Gloranthan sorcerers seem to be male, hence the use of "he" in this work. *} We assume that there are laws of nature in Glorantha and that the different magic systems (Divine, Spirit, Sorcery) have some underlying similarities that reflect these laws. Of course the enormous cultural differences often mask these. (for the Introductory section of the Magic Book) WHAT THE SHAMAN SAYS Sorcerers are men who might have been shamans had they been born in a natural society instead of among the Termite people who live in dead cities of stone. Without the guidance of nature spirits they live in an unnatural way and when their fetch awakens to help them they poison it instead of listening and leave it a crippled and blinded slave. By doing so they have killed the best part of themselves and are doomed to a fruitless and grey existence. Instead of treating spirits with respect they condemn them to heartless slavery and are deaf and blind to the suffering they inflict. Having killed the feeling part of themselves they are callous to the feelings of all beings, whether man, spirit, animal, plant, or stone. Sorcerers have not earned their power fairly but in a cowardly way. As all know, those who would walk the spirit worlds must prove their worth by facing the Bad Man but instead of doing so and thus gaining the freedom of the spirit world the cowardly sorcerer avoids this confrontation by willingly crippling his fetch. This evil deed scars the wizard for life, and perhaps beyond. WHAT THE PRIESTESS SAYS Before the Great Darkness the Celestial Court ruled the world and set the pattern for all existence. Aether ruled the sky realm, and all his children long to return to it. This is why fires rise up; they seek the sphere of their Ultimate Ancestor. Similarly the other Celestial Deities set the patterns for the foundations of our world: the shape of the Earth and Sky, the qualities of the Elements, the Forms of creatures, and the Powers and Conditions of our lives. Lesser Deities followed in their footsteps and set their pattern for humbler things. These deities gave freely of themselves to build a world we might live in. Most generous was Ernalda, who gave of herself so that all might live. Sorcerers have learned to exploit these patterns, drawing on the gifts of the gods but giving them nothing in return. They fuel their tawdry magics with their own souls, and when this fails to satisfy their appetite for power, they draw on the souls of others. ############# (About Malkioni) They manage this by an evil trick, a false religion without true piety. Given a standard of comparison, anyone would see through the lies of their sects, and so they suppress worship of Ernalda and other deities who would protect the common people against their exploitation. ################# WHAT THE SORCERER SAYS Shamans are typically superstitious primitives who are born with magical talent but fail to learn to control their own impulses. At best they resemble children fixed in a world of imaginary friends, at worst they are dangerous madmen. When their magic awakens, usually around the age of adulthood but sometimes earlier or later, they lack the training to control it with their conscious minds. Instead the subconscious impulses of the shaman have free rein and the shaman, unable to control his magic, attributes it to an external being, the "fetch". The fetch is not truly a separate being - it is the uncontrolled magic of the shaman manifesting his underlying desires and fears. It often appears as an animal because these impulses are bestial in nature. The shaman also unconsciously and inefficiently produces many other magical effects and attributes them to his "spirit helpers". While some of these are in fact due to demons or wild spirits, in many cases the shaman is unconsciously producing the effect himself. This may even include imaginary "spirit enemies" who "attack" the shaman. However, do not underestimate these primitives if you are forced to deal with them. They are untutored and their powers seem almost random, but can be devastating. They may have the strength of madness in their magic. Perhaps the greatest danger they present is actually unintentional: through their clumsy rituals, they may inadvertently open the way for a demon of true power to cross into our plane. ########################### {* This will need to get rewritten as we get more info from Greg. *} UNDERLYING PRINCIPLES (Introductory section within Sorcery section) (What the Rokari sorcerer says in a quick lecture to Lords) Magic is performed by manipulation of mana through skill and the authority of the Soul. Such a manipulation is called a spell. One manipulates mana with Power. Beings with Power tend to collect all the mana that they can hold over the course of their natural cycle, which is for humans a day. The largest spell that can be shaped is limited by one's total Power, and also by one's skill. Such a mana construction tends to wash away quickly in the tides of mana which flow through Glorantha. The spell structure slowly weakens. When it starts to crumble it usually decays quickly. This is a natural function of the Universe; we call this principle of decay Entropy. It also applies in the mundane world. The skill of creating and maintaining spells that will withstand the ravages of Entropy is called Duration. We use it to craft both spells that stand up better in the short term and to maintain spells indefinitely. In both cases the skill is that of crafting mana so well that it will longer retain its form and purpose. With constant attention an operating spell may be maintained indefinitely. If a spell is not maintained with Power and skill the mana loses its form and the spell will soon end. Thus ordinary folk who are not taught Duration can use only ephemeral magics. Apprentice Sorcerers learn Duration but can usually maintain but one spell. ***** Trained sorcerers learn to Awaken the Higher (or Deeper) Magic. When this happens our Apprentices will attempt to construct a Staff or Wand to house their magic. This allows us to bind and control the power which otherwise might run dangerously wild. Certain holy men seem to need no Staff to perform the Higher Magic, instead they find that a Holy Guardian Angel assists them. In other lands sorcerers find other ways to house their magic, even in low forms such as weapons or animals. These are heretical ways not worthy of true Wizards, yet in their twisted practioners find them effective. Beware the heretical Hrestoli and their Swords of Power. Once the Staff has been made (Note: other cultures have their own equivalents) the Apprentice may graduate to the status of Journeyman. Many Journeymen stay with their masters for a few years. Some choose ordination in the Holy Church. A few strike out on their own. Many will want to enter the service of a Lord, it is this class which is of most interest to this audience. Power Invested in a Vessel such as a Staff or Wand will allow a Wizard to maintain a certain amount of magic indefinitely; with more Invested Power this amount will increase. You should see to it that Wizards in fealty to you have sufficient time for meditation and worship. They also must obey many strictures of the Church and you should try to provide an austere and holy environment for them, free of the temptations of this world. This will aid them in their spiritual growth but will also foster the growth of their magic, allowing them to be of greater service to you. You may wish Wizards in your service to maintain useful magic for you. Remember that Wizards who are maintaining spells are not at their full magical strength. If you wish to employ them on the battlefield you cannot expect them to maintain kitchen spells for you as well. This apportioning of magical energies is an important decision that you should make in consultation with your court Wizard; he knows intimately his own strength and that of his Apprentices and can offer you good advice in this matter. To use one's powers properly one needs to develop one's magical skills as well. Those with much power but inadequate training will be able to maintain many spells but unable to use their full potential to accomplish the greater magics. Thus as the Wizards in fealty to you grow in power it behooves you to allow them time for further training and research. In this way they will serve you better in the long term. ################# ############### VESSELS IN VARIOUS CULTURES (may go in individual College sections): In Seshnela this is typically a staff, in Safelster a staff or wand. (Although splinter groups may use more exotic objects.) Kralorelans use various types of Mandala. In Fronela a staff is most often used but the Grand Knights (Wizard-Knights) of Loskalm normally use a sword but a few may use a shield or even armor (as for example the famous Knight of the Pentacle, uses a Pentacle shield). East Isles sorcerers often use an animal, as do the Wizards of Maniria. The choice of Focus often reflects the nature of the sorcerer or his school. ############### A quick description of the basic system: Learning Sorcery FOREIGNERS Most sorcerers are reluctant to teach foreigners their special magics. The only Brithini known to do so are those at Sogolotha Mambrola. The Rokari Masters of Seshnela teach only those of their own sect and are suspicious even of converts. The Hrestoli of Loskalm welcome converts but typically insist on conversion for those who wish training. Carmanians will teach Low Sorcery to Lunar citizens for a fee, usually at least 50 Lunars a week for the simplest of magics. Most of the rest of Western sorcerers live in city states with less overall political control than in the kingdoms mentioned above and a sorcerer willing to teach may be found with a season or two of searching. Fees begin around 100 pennies per week. Eastern sorcerers rarely teach foreigners as they are typically interested in maintaining the established social order in a harmonious way. Foreigners are typically disruptive. Exceptions to this rule may exist but this is best handled by GM discretion. often more interested in the dedication and potential of the student than in crass monetary recompense. To support the established social order they will accept students in order to teach them magic appropriate to their station in society. Eastern society is complex and in this as in many other matters it is difficult to establish general criteria. ------------------------------ From: Majordomo Date: Tue, 14 Feb 1995 12:26:38 -0500 Subject: RQR: Reilly Vessel 3/4 Received: from netcom7.netcom.com (netcom7.netcom.com [192.100.81.115]) by hops.wharton.upenn.edu (8.6.9/8.6.9) with ESMTP id TAA29043 for ; Sat, 11 Feb 1995 19:38:47 -0500 Received: by netcom7.netcom.com (8.6.9/Netcom) id QAA07871; Sat, 11 Feb 1995 16:41:13 -0800 Date: Sat, 11 Feb 1995 16:41:13 -0800 >From: akuma@netcom.com (Steven E Barnes) Message-Id: <199502120041.QAA07871@netcom7.netcom.com> To: RQ-Rules@hops.wharton.upenn.edu Subject: Paul Reilly's Vessel Stuff Serfs, Knights, and Lords as well as Apprentices before the Trial. ################ __________________________________________________________ Low Magic This includes magic designed for Serfs (or Peasants), Knights, and Lords as well as beginner Wizard magic. Instant or Active magic: These descriptions work just as they do in RQ III (Or in RQ IV). There is no Duration skill: Active spells last until they are released. They may cost additional MPs to use in certain ways, as in the Lance effect from Form/Set. They may also cost additional magic points to maintain for long periods. Rote Spells Much Peasant, Knight and Lord magic is designed to accompany specific tasks and while the task is being performed normally requires no additional concentration. That is, the spell may automatically be maintained while the task is being successfully performed. Plow Prayer, for example, can be maintained while plowing, Sheep Song while herding, etc. No concentration roll is needed unless the workman is distracted or interrupted. Similar spells, prayers, and chants exist in other cultures under various names. A knight can fight while maintaining a Knight spell and only needs to make a concentration roll if hit or otherwise surprised. (Like the old Fireblade spell from RQ II.) Lord magic goes with Lordly tasks such as making speeches, etc. Peasant magics typically cost one MP per hour per point of Intensity to maintain. Wizards can also maintain certain spells in the same way. MANIPULATING SPELLS Manipulation is measured in Points. The effects of one point of manipulation are different for Quick Casting and Ritual Casting and will be described below under these headings. Skill Limits The total points manipulation on a spell is limited by the effective spell skill: Maximum Total Points of Manipulation <= (Spell Skill + Ceremony bonus) / 10. Always round up when calculating limits. {* The effect of including Ceremony means that an Apprentice will almost always want to cast a spell out of a cookbook, using many spell diagrams, chants, etc. He is still limited by his skills with individual manipulations. This seems right to me: the experienced Wizard can rattle off a spell with the same effect (or better) as the Apprentice's carefully prepared spell. *} Individual manipulations are limited by skills: Maximum Points of Manipulation = Manipulation Skill / 10. Example: A sorcerer with Neutralize Magic 75%, Intensity 64%, Duration 38%, and Range 51% can cast Neutralize Magic and add up to 8 total levels of manipulation (7.5 rounded), using up to a maximum of 6 levels of Intensity (6.4 rounded), 4 levels of Duration (3.8 rounded), and 5 levels of Range (5.1 rounded). A typical high-powered spell might be Intensity 7 and Range 2. (Remember that a base spell is Intensity 1.) The chance to successfully cast the spell is 75%, regardless of the amount of manipulation used. QUICK CASTING Calculate manipulation limits as above. The sorcerer determines which manipulations to use within these limits. Effects of Manipulations on quick casting: A base sorcery spell with no added manipulation has Intensity 1, Range 1, and Duration 1. duration of 10 minutes, and a range of 25 meters. It costs 1 MP to cast. The three most common manipulations are Intensity, Duration, and Range. Each level of these three manipulations added to a spell costs 1 MP. Normally, manipulation has a linear effect, that is, each point adds the same additional effect as the previous one. When used in a ritual, each point of Duration or Range adds more than the one before it. (See below.) INTENSITY - Each additional point of Intensity adds a point of intensity. The exact effect of this varies with the spell. DURATION - The Duration of a spell is the Duration rating times the base duration. The base duration for a spell is 10 minutes except where otherwise noted in the spell description. RANGE - The range of a spell is the Range rating times the base range. The base range for a spell is 25 meters except where otherwise noted. Time for Ceremony: {* For now, as in RQ3 *} Casting chance is the minimum skill among all spell skills (including Cermony modifiers) and manipulations used. Results of Casting: fumble: lose all magic points and/or have funny magical effects. failure: abort spell, lose 1 MP success: normal Special - add 1d3 free manipulation to spell? or half cost? Critical - add 1d6 free manipulation to spell or MP cost =1 ? TYPES OF SPELLS Instant spells Instant spells cost magic points to cast. The ************************************************8 ________________________________ MAINTAINING SPELLS: A sorcerer may maintain a total Intensity of long duration spells equal to his Sorcery Pool. SP which is used for this purpose is 'commited' and is not available for other purposes, such as strengthening the sorcerer's attack and defense. THE VESSEL OF POWER In most Gloranthan traditions, an Apprentice who is deemed ready by his teacher is guided in the creation of a Vessel of Power. (Those who do not use a Vessel often make many small Enchantments to aid them instead.) As the Vessel is completed, the Apprentice invests some of his Power into the Vessel. This will be referred to as his Vested Power. Vested POW may be increased through sacrificing Power in much the same manner as a shaman increases the Power of his fetch or priests their Rune Magic. Vested Power is kept separate from the sorcerer's personal Power, even if he uses himself as a Vessel. In this case the sorcerer may perceive his Vested POW as an awakened inner presence (thought of as a new Chi energy center in the East or as a Holy Guardian Angel in some Malkioni cultures.) There are benefits and drawbacks to using various Vessels. If a Vessel is taken the sorcerer may be denied access to Higher Magic; if it is destroyed the sorcerer may fashion a new Vessel. Vested POW is not lost if a Ve It contains both Power and mana, or magic points. The Power in a Sorcery Pool is 'detachable' and may be assigned to certain tasks. The Power in one's Sorcery Pool may be employed in several ways: Presence has several uses: MARK1 1. Invested POW can act as normal POW, holding Magic Points equal to itself and regenerating once per day. 2. Invested POW can be left on a spell to stabilize it. This requires one point per point of intensity in the spell. It can be used top maintain such spells as Sense Projection or Telepathy which require conscious attention to use; in this case the spell remains dormant until the sorcerer returns his attention to the spell. The point of Presence used to maintain a spell is not available to the sorcerer for other uses such as shaping spells. 3. Invested POW not used for other purposes may strengthen the magical offense and defense of the sorcerer. Suggested rate: Offense: +1 effective POW per ten points of Invested POW on POW vs. POW tests. Defense: +1 effective POW per five points of Invested POW on POW vs. POW tests. Round upwards in both cases. (May have different powers for different types of Vessel.) Note: All spells are thus magically connected to their casters and as such may be used to target sympathetic magic back at the caster. Presence may be used to shape mana into spells with total points (intensity + range) equal to the available Presence. 3 Vessel: When a sorcerer gains access to High Magic he starts to build up a Sorcery Pool as described below. Often a sorcerer will Invest his Sorcery Pool in a creature or object, with certain effects described later under Investiture Ritual. This power object will be called a Vessel. A sorcerer who does not Invest his Sorcery Pool experiences it as an awakened inner presence (thought of as a new Chi energy center in the East or a Holy Guardian Angel in some Malkioni cultures.) In this case the term "Vessel" is understood to mean the sorcerer's own body. Sorcery Pool (SP): The sorcerer's Sorcery Pool is built up with Power in much the same fashion as a shaman builds up his fetch or priests buy Rune Magic. It contains both Power and mana, or magic points. The Power in a Sorcery Pool is 'detachable' and may be assigned to certain tasks. The Power in one's Sorcery Pool may be employed in several ways: 1. It may hold 'raw' or uncommited magic points just like any other Power. If a sorcerer is in contact with his Vessel he has access to this mana for spells and it also boosts his magical and spiritual attacks and defenses. The vessel's (MPs / 5) are added to the sorcerer's MPs for defensive POW vs. POW tests; its (MPs/10) are added to the sorcerer's for offensive POW vs. POW tests. Magical attacks on the Vessel itself are calculated as if they were attacks on the sorcerer if the sorcerer is in contact with the Vessel; otherwise they must overcome only the Vessel's own MP. 2. Power not otherwise employed collects mana (regains magic points) at the usual human rate of 1 MP / Power / day. This goes into the pool of raw MPs described above. 3. Through ritual magic, Power may be detached from the Sorcery Pool and set to maintaining spells indefinitely. This is described under "Ritual Casting" below. Note that this normally requires one point of Power per point of Intensity of the spell. ################## (Exception: with the Transfer Maintainence ritual, most of the necessary Power may be supplied by the spell's target. ################## The Power used to maintain a spell is not available to the sorcerer for other uses such as holding and regaining magic points. The Power used in maintaining a spell returns to the SP when the spell ends. No magic points return, but the Power begins regaining magic points as usual. Ending spells: Sorcerers may automatically draw their SP Power back into the SP by touching the ensorcelled object or creature with the Vessel and willing it to return. This ends the spell. The spell may also be ended by Dispell, Dismiss, or Neutralize Magic. Sorcerers have a double chance to Neutralize their own magic due to their detailed understanding of the spell's structure. _________________________________________ NEW HIGH SORCERY SKILLS AND RITUALS These may be learned only after a Sorcerer has begun to develop his Sorcery Pool. These are skills which may be available only to some schools of magic. *************** *************** Preparation (Skill and Ritual) A sorcerer uses this skill both to Prepare spells in a Preparation Ritual and to cast Prepared Spells. The caster Prepares a spell in a ritual in which the total manipulation is limited by his Preparation skill as well as the ordinary limits on manipulating ritual spells. If successful he may then Commit points of his SP equal to the magic points of the Prepared spell in order to hold it until he wishes to release it. The Prepared spell may be cast at DEX Strike Rank with a successful Preparation roll. Note that Sorcery Pool used to hold Prepared spells is unavailable for other purposes. A sorcerer may hold any number of Prepared spells as long as he has the SP to do so. *************** Preparation (Ritual) A sorcerer may uses this skill to Prepare spells in a Preparation Ritual. The caster Prepares a spell in a ritual in which the total manipulation is limited by his Preparation skill as well as the ordinary limits on manipulating ritual spells. If successful he may then Commit points of his SP equal to the magic points of the Prepared spell in order to hold it until he wishes to release it. The Prepared spell may be cast automatically at the Sorcerer's DEX Strike Rank. Note that Sorcery Pool used to hold Prepared spells is unavailable for other purposes. A sorcerer may hold any number of Prepared spells as long as he has the SP to do so. *************** *************** {Balance notes: Remember that this instant casting comes at the cost of a spell that otherwise would be always on. A guy with 6 SP could hold a battlefield-ready Palsy 6 with his Pool. Or he could have on a Ward Missiles 6 or some such. Without this ritual the guy who is purely defensive is at a big advantage. I like Preparation a lot, it gives you another option for what to do with your SP. Also I like the image of a Wizard casting a quick emergency spell out of his Staff.} _____________________________________________ TRANSFER OWNERSHIP (Ritual) aka Parasite Spell Ritual Certain Colleges* teach this ritual as a means of extending the Sorcery Pool of the sorcerer with the mana of other creatures. It is used when casting long duration spells on a willing target. It can be used on an unwilling target but the target Power must be overcome and the target must be somehow constrained throughout the ritual. The sorcerer first ritually casts a long duration spell as usual. Now he begins the Transfer Ownership Ritual. This ritual, if successful, will transfer most of the burden of spell maintainence to the target creature. ************** ************** The sorcerer must leave one point of his Sorcery Pool, which has the 'spell instructions', committed to the spell as if he were maintaining a one point spell. ************** For every (Duration Skill / 10) points of Intensity in the spell, the sorcerer must leave one point of his SP committed to the spell in order to maintain it. ************** ************** The spell will now be maintained by the target, automatically draining the target of magic points at the rate of one point per day per point of Intensity in the spell. For a complete creature such as a human, this means that the creature will effectively lower its Magic Point recovery rate from (POW MP's per day) to (POW - Maintained Intensity) MP's per day. Note that it costs no initial MPs from the target as the cost to start the spell is paid by the caster. This ritual is abhorred by shamans and some priests, who see the spell as a parasitic spirit. They may consider it their duty to 'save' the spell recipient from this parasite by Dispelling or Dismissing his ------------------------------ End of RQ Rules Digest: V1 #88 ****************************** This is the bottom of the RuneQuest Rules Digest. RuneQuest is a trademark of Avalon Hill, and Glorantha is a trademark of Chaosium. 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