From leonbk at yahoo.com Mon Apr 1 15:06:46 2002 From: leonbk at yahoo.com (Leon Kirshtein) Date: Sun, 31 Mar 2002 21:06:46 -0800 (PST) Subject: [RQ-Rules] Resonant - An Atlantean Magi for RQ In-Reply-To: <3C457544.6096EC87@earthlink.net> Message-ID: <20020401050646.43383.qmail@web14501.mail.yahoo.com> Resonant Magic is a science to the Atlanteans. In many ways, it defines their perception of reality. Atlantean wizards study the magic inherent in many disciplines. Only a rare few, however, possess the depth of understanding needed to reach out to touch the Resonance: the current of magic itself. By understanding the Resonance, such a character learns to affect it directly. Requirements to be accepted as a Resonant: Intensity 75% Magic or Sorcery Lore 50% Ceremony 50% Enchant 50% Craft Gems 25% Must know at least two Sorcery Manipulation skills in addition to Intensity, Range, Duration. Must know at least seven Sorcery Spells. Arcane Understanding - Hard, Rare The Resonant's understanding of the arcane arts enhances his or her ability to cast spells. The Resonant gains a special skill of Arcane Understanding. This special skill cannot be improved by normal means, Instead, when the Resonant is first initiated, he gains a score in this skill equal to his (Int+Pow)-20. No category modifiers apply. This skill may be increased only by research on the part of the student himself. This skill allows the caster to enhance his spells at a rate of 1 point per every 10% in this skill. The enhancement takes form of ever spell boosting (at no magic point cost) or power enhancement for purposes of overcoming target's Pow. Enchant Metaprism. Ritual (Enchant), Hard, Rare This ritual allows its caster to expend Pow to create an object(gem) capable of storing sorcery manipulations. A single gem is capable of handling 1pt point of enchantment per 1000L of base value and must be flawless. The chance to succeed is based on the caster's Enchant Metaprism skill. Each point of Pow expended in the ritual creates a metaprism that adds 5% to a specific sorcery manipulation. One cannot create a matrix that adds more to a manipulation skill than the skill one has in that manipulation. If the individual using the metaprism does not know the manipulation at all, it allows him to use that manipulation at a percentage equal to the bonus given by the metaprism. Multiple metaprisms of the same type do not combine their bonuses. Skills of Ceremony, Enchant, and Summon can not be enchanted into a metaprism. Leon Kirshtein ===== "No good deed shall go unpunished." __________________________________________________ Do You Yahoo!? Yahoo! Greetings - send holiday greetings for Easter, Passover http://greetings.yahoo.com/ From vesper at libra.seed.net.tw Wed Apr 3 12:00:51 2002 From: vesper at libra.seed.net.tw (Jeremy Martin) Date: Wed, 03 Apr 2002 10:00:51 +0800 Subject: [RQ-Rules] Role playing References: <26.252d31ad.29d25061@aol.com> <3CA29029.71E2ADC0@earthlink.net> Message-ID: <3CAA6253.AC3CB70C@libra.seed.net.tw> David Smart wrote: > FireDrakeK at aol.com wrote: > > > > We have a player in my group. And not that he's a bad player, or anything ... > > but he is. he has trouble with tactics, and introduces new monsters in the > > middle of a battle because we've slaughtered all the others, but he makes the > > last monster too powerful and almost kills us. We took away GMing from him > > till he can figure it out, but he doesn't know how to role play. any general > > suggestions that i can give him? he plays the char like a robot > > Try having him script an adventure with a specified number of > encounters, > including monsters and loot. Have him first consider what he wants to > accomplish with each encounter. Also, when he's running a specific > character, suggest he make the character act like someone he knows. > > David Or have him build a character based on a someone in a movie or a book. You know the person pretty well and have an idea about how they will act, but still have a lot of leeway. Mouse from Ladyhawk; Silk from the Belgariad books; Boromir from LOTR... Once they can play him/her in character, tell them to start making small changes to 'personalize' their character. Good luck. Jeremy From jurrubin at earthlink.net Thu Apr 4 23:02:07 2002 From: jurrubin at earthlink.net (David Smart) Date: Thu, 04 Apr 2002 07:02:07 -0600 Subject: [RQ-Rules] Role playing References: <26.252d31ad.29d25061@aol.com> <3CA29029.71E2ADC0@earthlink.net> <3CAA6253.AC3CB70C@libra.seed.net.tw> Message-ID: <3CAC4ECF.9D1B1F92@earthlink.net> Jeremy Martin wrote: > > Or have him build a character based on a someone in a movie or a book. You know > the person pretty well and have an idea about how they will act, but still have a > lot of leeway. Mouse from Ladyhawk; Silk from the Belgariad books; Boromir from > LOTR... > > Once they can play him/her in character, tell them to start making small changes to > 'personalize' their character. > > Good luck. > > Jeremy Heheh. I've done that too. My favorite player reaction to the name of an enemy was: Player: What's his name!?! Isn't that from ? Me: Yep. Player: That was a great movie! That guy really kicked some serious butt! Player: Oh sh... David From northerndm at hotmail.com Sat Apr 6 08:50:33 2002 From: northerndm at hotmail.com (Northern DM) Date: Fri, 05 Apr 2002 15:50:33 -0700 Subject: [RQ-Rules] Control (species) Message-ID: Question on the Control (species) battlemagic spell. Does it allow the caster to control a living creature (ie: a dog) if you beat it in spirit combat if you take Control (dog). The spell descriptions says that it is usually used for spirits. That means to me that it can be used for living creatures as well. Thanks, Northern DM _________________________________________________________________ Get your FREE download of MSN Explorer at http://explorer.msn.com/intl.asp. From steve at perrinworlds.com Sat Apr 6 11:30:44 2002 From: steve at perrinworlds.com (Steve Perrin) Date: Fri, 5 Apr 2002 17:30:44 -0800 Subject: [RQ-Rules] Control (species) References: Message-ID: <003c01c1dd0a$ac8b3420$6401a8c0@surfcity.net> Intent of "usually used for spirits" was to possibly include things like demons, elementals, etc. Generally anything that can engage the user in spirit combat. Steve Perrin, who guarantees nothing. ----- Original Message ----- From: "Northern DM" To: Sent: Friday, April 05, 2002 2:50 PM Subject: [RQ-Rules] Control (species) > Question on the Control (species) battlemagic spell. > > Does it allow the caster to control a living creature (ie: a dog) if you > beat it in spirit combat if you take Control (dog). The spell descriptions > says that it is usually used for spirits. That means to me that it can be > used for living creatures as well. > > Thanks, > > Northern DM > > _________________________________________________________________ > Get your FREE download of MSN Explorer at http://explorer.msn.com/intl.asp. > > _______________________________________________ > RQ-Rules mailing list > RQ-Rules at crashbox.com > http://www.crashbox.com/rq-rules > http://www.crashbox.com/mailman/listinfo/rq-rules > From paul.s.sommer at get2net.dk Mon Apr 8 08:39:32 2002 From: paul.s.sommer at get2net.dk (Paul.S:Sommer) Date: Mon, 08 Apr 2002 00:39:32 +0200 Subject: [RQ-Rules] Re: RQ-Rules shield ideas References: <20020326104403.CFE8D4BD46@thinbits.com> Message-ID: <3CB0CAA4.8D019565@get2net.dk> A very worthwhile idea here tony ....I'll see what I can patch together and send you.......some that I can remember off the top over my head are ian thomsens spell fumble table general fumble tables......movement distance reminders.......percentage tables large........characteristic multipier table (if someone has 17 pow and you give them a times 4 chance on a roll for luck what is the % they must roll under?---- answer during a mellee in less than 0.5 seconds------a rather handy table I made)...jane williams archery rules.......horse ride fumble rules.............BIG resistance table......100% detailed area to hit table ..........any other table ideas are welcome Ciao Paul sommer Copenhagen danmark From: "Den, Tony T" To: "'rq-rules at crashbox.com'" Date: Wed, 13 Mar 2002 11:58:31 +0200 Subject: [RQ-Rules] GM's shield Reply-To: rq-rules at crashbox.com Hi there. I have started a new project on my web page - to create a Rune Quest Gamesmasters shield. I am aware that Judges Guild once published such an item years back, but have not seen any attempts for RQ3. Any suggestions would be appreciated. At present the project just contains a few tables from the rules which I have transcribed into word. any ideas for custom stuff to make a GM/Players life easy would be appreciated. You can view the project at my web page: (under projects) http://www.angelfire.com/realm/runequest/ Ave atque vale T?ny Den From vesper at libra.seed.net.tw Fri Apr 12 00:57:25 2002 From: vesper at libra.seed.net.tw (Jeremy Martin) Date: Thu, 11 Apr 2002 22:57:25 +0800 Subject: [RQ-Rules] Extension? References: <20020326104403.CFE8D4BD46@thinbits.com> <3CB0CAA4.8D019565@get2net.dk> Message-ID: <3CB5A455.4F2416BE@libra.seed.net.tw> Hey, How do you play Extension? If I want to cast 5 points of Shield (stackable), also stacked with Extension, will1 point lengthen the duration of all 5 points of Shield? Will I have to cast Extension x 5 to make the Shield 5 last 30 minutes or would that last for 8 hours? Seems a little strong one way and a little weak the other... Thoughts? Especially from the esteemed Mr. Perrin? Thanks, Jeremy From atg.atg at verizon.net Fri Apr 12 01:11:32 2002 From: atg.atg at verizon.net (Anthony Gremo) Date: Thu, 11 Apr 2002 11:11:32 -0400 Subject: [RQ-Rules] Extension? In-Reply-To: <3CB5A455.4F2416BE@libra.seed.net.tw> Message-ID: <000001c1e16b$2ca22a60$0100a8c0@xphost> By the rules, extension is cast on the spell and has the same effect regardless of how many point were cast into the extended spell. So if you wanted a spell to last 8 hours it would take 5 points of Shield, regardless of the fact that is was Shield 1 or Shield 5 (although the effect of the Shield spell would be dertmined by the points of Shield). If that seems "weak" consider that it would take something like 26 magic points of Sorcery magic (or Lunar Spirit Magic) to duplicate the effect of the ten points of divine magic used by Shield 5/Entension 5. And that option would require a very high FreeInt, and good skills in Intensity, Duration and mutltispell. Message----- From: rq-rules-admin at crashbox.com [mailto:rq-rules-admin at crashbox.com] On Behalf Of Jeremy Martin Sent: Thursday, April 11, 2002 10:57 AM To: rq-rules at crashbox.com Subject: [RQ-Rules] Extension? Hey, How do you play Extension? If I want to cast 5 points of Shield (stackable), also stacked with Extension, will1 point lengthen the duration of all 5 points of Shield? Will I have to cast Extension x 5 to make the Shield 5 last 30 minutes or would that last for 8 hours? Seems a little strong one way and a little weak the other... Thoughts? Especially from the esteemed Mr. Perrin? Thanks, Jeremy _______________________________________________ RQ-Rules mailing list RQ-Rules at crashbox.com http://www.crashbox.com/rq-rules http://www.crashbox.com/mailman/listinfo/rq-rules --- Incoming mail is certified Virus Free. Checked by AVG anti-virus system (http://www.grisoft.com). Version: 6.0.343 / Virus Database: 190 - Release Date: 3/22/2002 --- Outgoing mail is certified Virus Free. Checked by AVG anti-virus system (http://www.grisoft.com). Version: 6.0.343 / Virus Database: 190 - Release Date: 3/22/2002 From atg.atg at verizon.net Fri Apr 12 01:15:27 2002 From: atg.atg at verizon.net (Anthony Gremo) Date: Thu, 11 Apr 2002 11:15:27 -0400 Subject: [RQ-Rules] Extension? In-Reply-To: <000001c1e16b$2ca22a60$0100a8c0@xphost> Message-ID: <000101c1e16b$b64acbf0$0100a8c0@xphost> Oops, I meant that if you wanted a spell to last 8 hours it would take 5 points of EXTENSION. Sorry. --- Outgoing mail is certified Virus Free. Checked by AVG anti-virus system (http://www.grisoft.com). Version: 6.0.343 / Virus Database: 190 - Release Date: 3/22/2002 From leonbk at yahoo.com Fri Apr 12 01:15:30 2002 From: leonbk at yahoo.com (Leon Kirshtein) Date: Thu, 11 Apr 2002 08:15:30 -0700 (PDT) Subject: [RQ-Rules] Extension? In-Reply-To: <3CB5A455.4F2416BE@libra.seed.net.tw> Message-ID: <20020411151530.11939.qmail@web14505.mail.yahoo.com> According to RQ3 rules, Shield 5, Extension 1 will give you Shield 5 for 30 minutes. Leon Kirshtein --- Jeremy Martin wrote: > Hey, > > How do you play Extension? If I want to cast 5 > points of Shield (stackable), also stacked with > Extension, will1 point lengthen the duration of all > 5 points of Shield? Will I have to cast Extension x > 5 to make the Shield 5 last 30 minutes or would that > last for 8 hours? > > Seems a little strong one way and a little weak the > other... > > Thoughts? Especially from the esteemed Mr. Perrin? > > Thanks, > > Jeremy ===== "No good deed shall go unpunished." __________________________________________________ Do You Yahoo!? Yahoo! Tax Center - online filing with TurboTax http://taxes.yahoo.com/ From MurfNMurf at aol.com Fri Apr 12 01:59:51 2002 From: MurfNMurf at aol.com (MurfNMurf at aol.com) Date: Thu, 11 Apr 2002 11:59:51 EDT Subject: [RQ-Rules] Extension? Message-ID: <168.beb6e85.29e70cf7@aol.com> Well, I don't have _either_ rulebook handy right now (going through a Traveller ship building phase right now), but IIRC, _Extension_ operates differently under RQ2 than it does in RQ3. Not being able to remember the particulars, I _do_ remember chucking RQ3's somewhat limited version in favor of the better RQ2 definition :) -Ken Murphy- We don't just borrow words; on occasion, English has pursued other languages down alleyways to beat them unconscious and rifle their pockets for new vocabulary. --James D. Nicoll --- StripMime Report -- processed MIME parts --- multipart/alternative text/plain (text body -- kept) text/html --- From kruch7 at cox.net Fri Apr 12 02:04:20 2002 From: kruch7 at cox.net (Joseph Elric Smith) Date: Thu, 11 Apr 2002 12:04:20 -0400 Subject: [RQ-Rules] Extension? References: <168.beb6e85.29e70cf7@aol.com> Message-ID: <012401c1e172$8a1f1a20$8cfbfea9@hr.cox.net> Well glad to see I am not the only one going through a traveler experience. ken Gygax is to Gaming what Kirby was to comic Alas poor Elric I was a thousand times more evil than you ----- Original Message ----- From: To: Sent: Thursday, April 11, 2002 11:59 AM Subject: Re: [RQ-Rules] Extension? > Well, I don't have _either_ rulebook handy right now (going through a > Traveller ship building phase right now), but IIRC, _Extension_ operates > differently under RQ2 than it does in RQ3. Not being able to remember the > particulars, I _do_ remember chucking RQ3's somewhat limited version in favor > of the better RQ2 definition :) > > -Ken Murphy- > > We don't just borrow words; on occasion, English has pursued other > languages down alleyways to beat them unconscious and rifle their > pockets for new vocabulary. --James D. Nicoll > > > > --- StripMime Report -- processed MIME parts --- > multipart/alternative > text/plain (text body -- kept) > text/html > --- > _______________________________________________ > RQ-Rules mailing list > RQ-Rules at crashbox.com > http://www.crashbox.com/rq-rules > http://www.crashbox.com/mailman/listinfo/rq-rules From leonbk at yahoo.com Fri Apr 12 02:12:19 2002 From: leonbk at yahoo.com (Leon Kirshtein) Date: Thu, 11 Apr 2002 09:12:19 -0700 (PDT) Subject: [RQ-Rules] Extension? In-Reply-To: <168.beb6e85.29e70cf7@aol.com> Message-ID: <20020411161219.63575.qmail@web14504.mail.yahoo.com> In RQ2 Extension worked on Spirit Magic (Battle Magic) spells instead of Divine. Leon Kirshtein --- MurfNMurf at aol.com wrote: > Well, I don't have _either_ rulebook handy right > now (going through a > Traveller ship building phase right now), but IIRC, > _Extension_ operates > differently under RQ2 than it does in RQ3. Not being > able to remember the > particulars, I _do_ remember chucking RQ3's somewhat > limited version in favor > of the better RQ2 definition :) > > -Ken Murphy- > > We don't just borrow words; on occasion, English > has pursued other > languages down alleyways to beat them unconscious > and rifle their > pockets for new vocabulary. > --James D. Nicoll > > > > --- StripMime Report -- processed MIME parts --- > multipart/alternative > text/plain (text body -- kept) > text/html > --- > _______________________________________________ > RQ-Rules mailing list > RQ-Rules at crashbox.com > http://www.crashbox.com/rq-rules > http://www.crashbox.com/mailman/listinfo/rq-rules ===== "No good deed shall go unpunished." __________________________________________________ Do You Yahoo!? Yahoo! Tax Center - online filing with TurboTax http://taxes.yahoo.com/ From MurfNMurf at aol.com Fri Apr 12 04:13:00 2002 From: MurfNMurf at aol.com (MurfNMurf at aol.com) Date: Thu, 11 Apr 2002 14:13:00 EDT Subject: [RQ-Rules] Extension? Message-ID: <191.5463890.29e72c2c@aol.com> In a message dated 4/11/02 11:13:14 AM Central Daylight Time, leonbk at yahoo.com writes: > In RQ2 Extension worked on Spirit Magic (Battle Magic) > spells instead of Divine. > > Oh ya? Now I'm gonna _have_ to look it up now, huh? lol! -Ken- --- StripMime Report -- processed MIME parts --- multipart/alternative text/plain (text body -- kept) text/html --- From MurfNMurf at aol.com Fri Apr 12 05:55:11 2002 From: MurfNMurf at aol.com (MurfNMurf at aol.com) Date: Thu, 11 Apr 2002 15:55:11 EDT Subject: [RQ-Rules] Extension? Message-ID: <42.256a73ce.29e7441f@aol.com> Hmmm, now I'm unsure just what I used as a source, I _thought_ it'd been a pretty straighforward swipe from RQ2, but I might've also cadged some stuff off of one of the many RQ list archives? I dunno... Anyhow, here's the modified (with tiny, sanity-blasting scrawl in the margins, as well as numerous cross-outs) _Extension_ spell as listed in my RQ3 rules :) Extension 1 Point No Range, Temporal, Stackable, Reusable 1 Point Common, others less so. This spell extends the duration of any temporal Spirit Magic, or Divine magic spell with a normal duration of 15 minutes. The Extension and the spell to be Extended must be cast by one person in the same melee round, but not necessarily the same SR, and are considered to be cast simultaneously for all game functions. Reusable spells that are extended cannot be regained at a temple until the spell's duration expires. 1 Point increases Spirit duration to 1 hour, and Divine to 30 minutes. 2 Points increase Spirit duration to 6 hours, and Divine to 1 hour. 3 Points increase Spirit duration to 1 week, and Divine to 6 hours. There you go :) -Ken Murphy- --- StripMime Report -- processed MIME parts --- multipart/alternative text/plain (text body -- kept) text/html --- From ghoyle1 at airmail.net Fri Apr 12 06:10:29 2002 From: ghoyle1 at airmail.net (Guy Hoyle) Date: Thu, 11 Apr 2002 15:10:29 -0500 Subject: [RQ-Rules] Alternate Earth References: <20020411200502.7D5B94BD46@thinbits.com> Message-ID: <003601c1e194$edd0ad50$8f14960a@us.nextel.com> Did anybody here ever do much with the Alternate Earth setting for RQ3? I gather that it was supposed to be like our Earth but with magic included and different time periods co-existing simultaneously. Guy From leonbk at yahoo.com Fri Apr 12 06:46:34 2002 From: leonbk at yahoo.com (Leon Kirshtein) Date: Thu, 11 Apr 2002 13:46:34 -0700 (PDT) Subject: [RQ-Rules] Alternate Earth In-Reply-To: <003601c1e194$edd0ad50$8f14960a@us.nextel.com> Message-ID: <20020411204634.35272.qmail@web14508.mail.yahoo.com> I currently have a group in Atlantis and they just came from a raid into the Aztec Empire and are likely to go back there again. Several people stated they wanted to play a whole campaing around this. Does this count as Alternate Earth.? Leon Kirshtein --- Guy Hoyle wrote: > Did anybody here ever do much with the Alternate > Earth setting for RQ3? I > gather that it was supposed to be like our Earth but > with magic included > and different time periods co-existing > simultaneously. > > Guy > > _______________________________________________ > RQ-Rules mailing list > RQ-Rules at crashbox.com > http://www.crashbox.com/rq-rules > http://www.crashbox.com/mailman/listinfo/rq-rules ===== "No good deed shall go unpunished." __________________________________________________ Do You Yahoo!? Yahoo! Tax Center - online filing with TurboTax http://taxes.yahoo.com/ From sneadj at mindspring.com Fri Apr 12 07:39:23 2002 From: sneadj at mindspring.com (sneadj at mindspring.com) Date: Thu, 11 Apr 2002 14:39:23 -0700 Subject: [RQ-Rules] Alternate Earth In-Reply-To: <003601c1e194$edd0ad50$8f14960a@us.nextel.com> Message-ID: On 11 Apr 02, at 15:10, Guy Hoyle wrote: > Did anybody here ever do much with the Alternate Earth setting for > RQ3? I gather that it was supposed to be like our Earth but with magic > included and different time periods co-existing simultaneously. Not exactly, but I did run a RQ3 campaign for several years set in 12th century West Africa (the Kingdom of Ghana, around Timbuktu). That was a great era, when African kingdoms has regular visits by Arab traders. The PCs included: A Ghanan warrior An Arabian sorcerer A manticore (I ruled that the Muslims would accept *anyone* who converted to Islam) A hunter from the jungle south of Ghana (where the gold that sparked all the trade with the Arab world as found). Since that region was pretty mysterious and subject to many legends, I made the folk there the cynocephali (dog-headed people) of legend. -John Snead sneadj at mindspring.com From sneadj at mindspring.com Fri Apr 12 07:39:23 2002 From: sneadj at mindspring.com (sneadj at mindspring.com) Date: Thu, 11 Apr 2002 14:39:23 -0700 Subject: [RQ-Rules] Alternate Earth In-Reply-To: <20020411204634.35272.qmail@web14508.mail.yahoo.com> References: <003601c1e194$edd0ad50$8f14960a@us.nextel.com> Message-ID: On 11 Apr 02, at 13:46, Leon Kirshtein wrote: > I currently have a group in Atlantis and they just > came from a raid into the Aztec Empire and are likely > to go back there again. Several people stated they > wanted to play a whole campaing around this. > > Does this count as Alternate Earth.? Yes, and I'd love to hear more about it. Could you post more about Atlantis (culture, magic, weird rules...)? -John Snead sneadj at mindspring.com From MurfNMurf at aol.com Fri Apr 12 11:27:45 2002 From: MurfNMurf at aol.com (MurfNMurf at aol.com) Date: Thu, 11 Apr 2002 21:27:45 EDT Subject: [RQ-Rules] Alternate Earth Message-ID: <73.1de948b5.29e79211@aol.com> Well, I've been running a campaign off-n-on set on a _decidedly_ Alternate Earth for the last 20yrs or so; having never been one to run any games actually set in Glorantha. The main focus of the campaign in the past has been on pre-Christian Celtic Ireland, with occasional side trips to the Goblin-filled woods and hills of Prydain, as well as to the wilds of Alba to trade with the Cruithni. The Greeks are in what you'd probably figure; City States, trade, almost-continuous warfare, as well as Harryhausenesque high adventure. While reading through The Anead, I discovered that, as far as legend was concerned, Trojan refugees fleeing the fall of Troy wound up settling in what'd eventually become Rome. History-wise, I like the Greeks better than the Romans (I don't know why), so I have the Italian peninsula having been settled for only about 80 years. The Norse do the usual trading, raiding, discovering, etc. Icelnad has been settled only 30 or 40 years, while Vineland, loaded with assorted tribes of non-too-friendly Skraelings has had a few tenacious settlements for the last 10yrs. Aside from the Gauls, and the occasional tribe of gigantic Germanic tribesmen, Continental Europe is almost entirely covered by a large forest in an effort to save me from having to hassle with mapping. India and Asia are pretty stereotypically what you'd think, as I haven't done more than vauge research. China is the big power there, all Wuxia and Martial Arts, and, while having had much success with their sail-powered vehicles, and blackpowder technology, a recent catastrophic explosion at the Imperial Alchemist's Enclave located on the grounds of the Emperor's Summer Palace has halted _all_ such research. Latin America is made up of the usual Aztec, Toltec, Mayan,Empires, etc. Deep within Machu Pichu can be found a crashed Alien spacecraft :) The Middle East is prettywell documented, historywise. The Sahara is still a lush forest, and Egypt isn't a big power. I wanted to intentionally steer away from Egyptian drag and all, so I have _Kush_ as the big power down there. No pyramids, no Sphinx, no mummies, etc... :) Other cultures, etc to follow as needed. Characters in the game came from _all_ over; sometimes requiring some clever (or not-so-clever) GM fenageling to get everyone up to speed :) -Ken- --- StripMime Report -- processed MIME parts --- multipart/alternative text/plain (text body -- kept) text/html --- From steve at perrinworlds.com Fri Apr 12 11:28:41 2002 From: steve at perrinworlds.com (Steve Perrin) Date: Thu, 11 Apr 2002 18:28:41 -0700 Subject: [RQ-Rules] Extension? References: <20020326104403.CFE8D4BD46@thinbits.com> <3CB0CAA4.8D019565@get2net.dk> <3CB5A455.4F2416BE@libra.seed.net.tw> Message-ID: <00a301c1e1c1$61384560$6401a8c0@surfcity.net> The esteemed Mr. Perrin gets a headache thinking about Extension. FWIW, I think one point of Extension extends 1 point of other Rune Magic. A further point of Extension either extends the original point further, or covers another point of some other Rune Magic (or a second point of Shield, or whatever). If you think this makes Extension too costly for the result, extend the time it works over and call it a house rule. Steve ----- Original Message ----- From: "Jeremy Martin" To: Sent: Thursday, April 11, 2002 7:57 AM Subject: [RQ-Rules] Extension? > Hey, > > How do you play Extension? If I want to cast 5 points of Shield (stackable), also stacked with Extension, will1 point lengthen the duration of all 5 points of Shield? Will I have to cast Extension x 5 to make the Shield 5 last 30 minutes or would that last for 8 hours? > > Seems a little strong one way and a little weak the other... > > Thoughts? Especially from the esteemed Mr. Perrin? > > Thanks, > > Jeremy > > > _______________________________________________ > RQ-Rules mailing list > RQ-Rules at crashbox.com > http://www.crashbox.com/rq-rules > http://www.crashbox.com/mailman/listinfo/rq-rules > From vesper at libra.seed.net.tw Fri Apr 12 11:38:07 2002 From: vesper at libra.seed.net.tw (Jeremy Martin) Date: Fri, 12 Apr 2002 09:38:07 +0800 Subject: [RQ-Rules] Alternate Earth References: <20020411200502.7D5B94BD46@thinbits.com> <003601c1e194$edd0ad50$8f14960a@us.nextel.com> Message-ID: <3CB63A7F.2B1B9BE3@libra.seed.net.tw> Not yet. But I just finished Bard by Morgan Llywelyn (about the Irish coming to Ireland) and The Temple & The Crown by Katherine Kurtz & Deborah Turner Harris (about Templars in Scotland just after the time of Braveheart - I guess they covered that territory in The Temple & The Stone). Both are alternative Earth, with a touch of the mythical and magical - I really want to set up a world like that. I'd recommend both. But we're in the middle of an involved Glorantha campaign right now, so... Someday... Jeremy Guy Hoyle wrote: > Did anybody here ever do much with the Alternate Earth setting for RQ3? I > gather that it was supposed to be like our Earth but with magic included > and different time periods co-existing simultaneously. > > Guy > > _______________________________________________ > RQ-Rules mailing list > RQ-Rules at crashbox.com > http://www.crashbox.com/rq-rules > http://www.crashbox.com/mailman/listinfo/rq-rules From jurrubin at earthlink.net Fri Apr 12 13:35:56 2002 From: jurrubin at earthlink.net (David Smart) Date: Thu, 11 Apr 2002 22:35:56 -0500 Subject: Traveller! (was Re: [RQ-Rules] Extension?) References: <168.beb6e85.29e70cf7@aol.com> Message-ID: <3CB6561C.D05C4E97@earthlink.net> MurfNMurf at aol.com wrote: > > Well, I don't have _either_ rulebook handy right now (going through a > Traveller ship building phase right now), Traveller!?! Which rules set are you using for ship design, Ken? David S. From MurfNMurf at aol.com Fri Apr 12 13:43:04 2002 From: MurfNMurf at aol.com (MurfNMurf at aol.com) Date: Thu, 11 Apr 2002 23:43:04 EDT Subject: Traveller! (was Re: [RQ-Rules] Extension?) Message-ID: <2d.1b76474e.29e7b1c8@aol.com> In a message dated 4/11/02 10:38:07 PM Central Daylight Time, jurrubin at earthlink.net writes: > Traveller!?! Which rules set are you using for ship design, Ken? > > Why a somewhat nonstandard MegaTraveller, of course :) You? -Ken- --- StripMime Report -- processed MIME parts --- multipart/alternative text/plain (text body -- kept) text/html --- From MurfNMurf at aol.com Fri Apr 12 13:46:44 2002 From: MurfNMurf at aol.com (MurfNMurf at aol.com) Date: Thu, 11 Apr 2002 23:46:44 EDT Subject: Traveller! (was Re: [RQ-Rules] Extension?) Message-ID: Sorry, I'd meant to reply off-list :( -Ken- --- StripMime Report -- processed MIME parts --- multipart/alternative text/plain (text body -- kept) text/html --- From jurrubin at earthlink.net Fri Apr 12 21:12:02 2002 From: jurrubin at earthlink.net (David Smart) Date: Fri, 12 Apr 2002 06:12:02 -0500 Subject: Traveller! (was Re: [RQ-Rules] Extension?) References: <2d.1b76474e.29e7b1c8@aol.com> Message-ID: <3CB6C102.8B395883@earthlink.net> MurfNMurf at aol.com wrote: > > In a message dated 4/11/02 10:38:07 PM Central Daylight Time, > jurrubin at earthlink.net writes: > > > Traveller!?! Which rules set are you using for ship design, Ken? > > > > > > Why a somewhat nonstandard MegaTraveller, of course :) > You? > -Ken- The same! David From jurrubin at earthlink.net Fri Apr 12 21:13:04 2002 From: jurrubin at earthlink.net (David Smart) Date: Fri, 12 Apr 2002 06:13:04 -0500 Subject: Traveller! (was Re: [RQ-Rules] Extension?) References: Message-ID: <3CB6C140.1FACEDA1@earthlink.net> MurfNMurf at aol.com wrote: > > Sorry, I'd meant to reply off-list :( > -Ken- Ouch. So did I. :P Apologies, all. David From leonbk at yahoo.com Fri Apr 12 23:50:04 2002 From: leonbk at yahoo.com (Leon Kirshtein) Date: Fri, 12 Apr 2002 06:50:04 -0700 (PDT) Subject: [RQ-Rules] Alternate Earth - Atlantis In-Reply-To: Message-ID: <20020412135004.94975.qmail@web14510.mail.yahoo.com> --- sneadj at mindspring.com wrote: > Yes, and I'd love to hear more about it. Could you > post more about > Atlantis (culture, magic, weird rules...)? > > -John Snead sneadj at mindspring.com I have posted some of this recently, but it is short so here it is again at the end of the post. I am using a D&D3 supplement called "Twilight of Atlantis" by Avalanche Press (can you say Avalon Hill Press in a new reincarnation. I knew you could.) as the basis for my Atlantis. I have currently made/converted 2 sorcery spells for Atlantean sorcerers(Resonants) and one special sorcery skill. I am also planning to convert the following information: Spellbane - Martial Arts School Orichalcum - Rune Metal More spells including sorcerous Resurrect based on infusion of Orichalcum into the body. -------------------------------------------------------------------------------- Atlantean sorcerers are traditionally weak in in elemental type magic, with exception of water, but are very strong in most other areas excelling in Enchantment due to access to Orichalcum. Their Magi are called the Resonant. Resonant Magic is a science to the Atlanteans. In many ways, it defines their perception of reality. Atlantean wizards study the magic inherent in many disciplines. Only a rare few, however, possess the depth of understanding needed to reach out to touch the Resonance: the current of magic itself. By understanding the Resonance, such a character learns to affect it directly. Requirements to be accepted as a Resonant: Intensity 75% Lore 50% Ceremony 50% Enchant 50% Craft Gems 25% Must know at least two Sorcery Manipulation skills in addition to Intensity, Range, Duration. Must know at least seven Sorcery Spells. Arcane Understanding - Hard, Rare The Resonant+'s understanding of the arcane arts enhances his or her ability to cast spells. The Resonant gains a special skill of Arcane Understanding. This special skill cannot be improved by normal means, Instead, when the Resonant is first initiated, he gains a score in this skill equal to his (Int+Pow)-20. No category modifiers apply. This skill may be increased only by research on the part of the student himself. This skill allows the caster to enhance his spells at a rate of 1 point per every 10% in this skill. The enhancement takes form of ever spell boosting (at no magic point cost) or power enhancement for purposes of overcoming target's Pow. Astral Guide Ritual (Ceremony), Easy, Common Atlantean spell-casters developed this spell to help guide their ships across the open sea without relying on landmarks for navigation. This simple spell has enabled Atlantean explorers to cross vast stretches of open sea without fear of getting lost. Combined with their knowledge of advanced mathematics and cartography, this spell has had a significant impact on Atlantean expansion. For the duration of the spell, anyone on board the vessel will see a trail of brightly-lit stars, which leads unerringly to the voyages destination. These stars remain visible under any weather conditions and during the day. Astral Guide gives crew +5% to all Navigation checks per Intensity of the spell. Enchant Metaprism. Ritual (Enchant), Hard, Rare This ritual allows its caster to expend Pow to create an object(gem) capable of storing sorcery manipulations. A single gem is capable of handling 1pt point of enchantment per 1000L of base value and must be flawless. The chance to succeed is based on the caster's Enchant Metaprism skill. Each point of Pow expended in the ritual creates a metaprism that adds 5% to a specific sorcery manipulation. One cannot create a matrix that adds more to a manipulation skill than the skill one has in that manipulation. If the individual using the metaprism does not know the manipulation at all, it allows him to use that manipulation at a percentage equal to the bonus given by the metaprism. Multiple metaprisms of the same type do not combine their bonuses. Skills of Ceremony, Enchant, and Summon can not be enchanted into a metaprism. ===== "No good deed shall go unpunished." __________________________________________________ Do You Yahoo!? Yahoo! Tax Center - online filing with TurboTax http://taxes.yahoo.com/ From slposey at concentric.net Sat Apr 13 01:55:15 2002 From: slposey at concentric.net (Stephen Posey) Date: Fri, 12 Apr 2002 09:55:15 -0600 Subject: Traveller! (was Re: [RQ-Rules] Extension?) References: <3CB6C140.1FACEDA1@earthlink.net> Message-ID: <3CB70363.1F7D295F@concentric.net> David Smart wrote: > > MurfNMurf at aol.com wrote: > > > > Sorry, I'd meant to reply off-list :( > > -Ken- > > Ouch. So did I. :P Apologies, all. Well, to turn it around back on topic, I recently re-accessed my set of the old Gamelords Traveller supplements: The Desert Environment, The Mountain Environment, and The Undersea Environment; which provide some really interesting environmental background information that could be used in ANY RPG. I'd particularly like to do a mountain climb adventure at some point. Does anyone have any sort of Traveller->RQ/BRP conversion rules/suggestions to help in that effort? Stephen Posey slposey at concentric.net From MurfNMurf at aol.com Sat Apr 13 02:13:12 2002 From: MurfNMurf at aol.com (MurfNMurf at aol.com) Date: Fri, 12 Apr 2002 12:13:12 EDT Subject: Traveller! (was Re: [RQ-Rules] Extension?) Message-ID: <18d.652e63f.29e86198@aol.com> In a message dated 4/12/02 10:55:48 AM Central Daylight Time, slposey at concentric.net writes: > I recently re-accessed my set of > the old Gamelords Traveller supplements: The Desert Environment, The > Mountain Environment, and The Undersea Environment; which provide some > really interesting environmental background information that could be > used in ANY RPG. I'd particularly like to do a mountain climb adventure > at some point. > > Does anyone have any sort of Traveller->RQ/BRP conversion > rules/suggestions to help in that effort? > Well, if you want BRpish mechanics for a mountain climbing adventure, you can always pick up the ponderous (yet at the same time Very Cool) _Beyond The Mountains of Madness_ for CoC. Another alternative is to try FGU's homepage. Under the_Other Suns_ section there's a link to some sort of Arctic Worldbook that's just chockfull of all sorts of Arctic/Mountainous mechanics and hazards in a very BRPish set of rules. -Ken- May your villages remain ignorant of tax collectors, and may your sons be many and ugly and strong and willing workers, and may your daughters be few and beautiful and excellent providers of love gifts from eminent families that live very far away, and may your lives be blessed by the beauty that has touched mine. ? ? ? ?? - Number Ten Ox, Bridge of Birds --- StripMime Report -- processed MIME parts --- multipart/alternative text/plain (text body -- kept) text/html --- From leonbk at yahoo.com Sat Apr 13 04:36:03 2002 From: leonbk at yahoo.com (Leon Kirshtein) Date: Fri, 12 Apr 2002 11:36:03 -0700 (PDT) Subject: [RQ-Rules] Spellbane Martial Arts (Atlantean) In-Reply-To: <3C457544.6096EC87@earthlink.net> Message-ID: <20020412183603.34557.qmail@web14502.mail.yahoo.com> The Spellbane style : ? A successful dodge roll which is also lower than the martial arts score of the character has the same effect that a special dodge roll (IE: it will dodge special attack successes). ? A special martial arts roll has the same effect that a critical dodge roll (IE: it will dodge a critical attack successes). ? A critical martial arts roll has the same effect that a critical dodge roll and allows the user to make a free Jump or Maneuver roll. ? Damage from fist and kick attacks are doubled if the attack roll his equal or lower than the martial arts score. - A special martial arts hit will do regular damage and may prevent (damage done vs CON) the target from casting spells for 1d4 rounds by effecting the nerve centers of the caster. - A critical martial arts hit will do regular damage and may prevent((damage done x2) vs CON) the target from casting spells for 2d4 rounds by effecting the nerve centers of the caster, as well as making the target suffer a -50% to his chances to cast spells for the next 20 - CON hours. ? By drawing upon the Resonance to scatter magical energy, the Spellbane master can attempt to dispel a spell with a Fist Attack instead of normal attack. A character must declare a Dispelling attack before a roll is made. The Dispelling attack does regular damage and works exactly like a targeted Neutralize Magic spell with an intensity equal to the damage done by the blow. A character may use this type of attack the number of time equal to 1/2 his Pow. This is a secret school based in a sorcery using society and as such does not have a special Spirit spell associated with it. ===== "No good deed shall go unpunished." __________________________________________________ Do You Yahoo!? Yahoo! Tax Center - online filing with TurboTax http://taxes.yahoo.com/ From leonbk at yahoo.com Sat Apr 13 04:56:09 2002 From: leonbk at yahoo.com (Leon Kirshtein) Date: Fri, 12 Apr 2002 11:56:09 -0700 (PDT) Subject: [RQ-Rules] Orichalcum - Rune Metal (Atlantean) In-Reply-To: <20020412183603.34557.qmail@web14502.mail.yahoo.com> Message-ID: <20020412185609.25405.qmail@web14503.mail.yahoo.com> Orichalcum - Rune Metal This rare metal, found only in mines deep beneath the surface of Atlantis, is reddish-gold in color. It is as easy to work as bronze but much harder in consistency. Armor an weapons made of it have +1AP over items made of bronze. Orichalcum's true value is in its innately magical nature. Atlantean enchanters use the metal as the bases for many items they plan to enchant. Every Enc point of Orichalcum used in creating an item has an effect of substituting for a point of POW used in making the enchantment. Orichalcum is also used in the creation of Orpheans, a term used to refer to the Resurrected. The base price for an Enc point of Orichalcum is 1500sp (or price of Iron x2). ===== "No good deed shall go unpunished." __________________________________________________ Do You Yahoo!? Yahoo! Tax Center - online filing with TurboTax http://taxes.yahoo.com/ From ghoyle1 at airmail.net Sat Apr 13 05:43:27 2002 From: ghoyle1 at airmail.net (Guy Hoyle) Date: Fri, 12 Apr 2002 14:43:27 -0500 Subject: [RQ-Rules] Re: RQ-Rules digest, Vol 1 #30 - 16 msgs References: <20020412184503.09A6E4BD43@thinbits.com> Message-ID: <026f01c1e25a$51057250$8f14960a@us.nextel.com> > Well, I've been running a campaign off-n-on set on a _decidedly_ Alternate > Earth for the last 20yrs or so; having never been one to run any games > actually set in Glorantha --snip-- That sounds very cool! It certainly gets my brain working, too. I don't know that I'd exclude Egypt (mummies and pyramids are too cool), but I would like to include a recognizable Rome. Maybe have Carthage too, and some Punic Wars as well! I guess the Pirates of the Caribbean and King Arthur get shoved aside for other campaigns. Vikings of the Caribbean, however... Guy From atg.atg at verizon.net Sat Apr 13 07:52:28 2002 From: atg.atg at verizon.net (Anthony Gremo) Date: Fri, 12 Apr 2002 17:52:28 -0400 Subject: [RQ-Rules] Re: RQ-Rules digest, Vol 1 #30 - 16 msgs In-Reply-To: <026f01c1e25a$51057250$8f14960a@us.nextel.com> Message-ID: <000001c1e26c$57936f70$0100a8c0@xphost> I ran a mythic Celtic-based campaign using RQ. Worked out really well, especially the Formorians. I've also been working on putting together a RQ Roman Campaign. Haven't quite got the time period nailed down (so much time to choose from). --- Outgoing mail is certified Virus Free. Checked by AVG anti-virus system (http://www.grisoft.com). Version: 6.0.343 / Virus Database: 190 - Release Date: 3/22/2002 From steve at perrinworlds.com Sat Apr 13 15:02:16 2002 From: steve at perrinworlds.com (Steve Perrin) Date: Fri, 12 Apr 2002 22:02:16 -0700 Subject: [RQ-Rules] Re: RQ-Rules digest, Vol 1 #30 - 16 msgs References: <20020412184503.09A6E4BD43@thinbits.com> <026f01c1e25a$51057250$8f14960a@us.nextel.com> Message-ID: <00d801c1e2a8$63247000$6401a8c0@surfcity.net> You might look into the Fafhrd and Grey Mouser stories by Fritz Leiber. Among the hazards in that world were the dread Sea Mingols... And for that matter, Avram Davidson's Phoenix and the Mirror has some similar sea-borne hazards. Don't remember exactly what they were. Steve Perrin ----- Original Message ----- From: "Guy Hoyle" To: Sent: Friday, April 12, 2002 12:43 PM Subject: [RQ-Rules] Re: RQ-Rules digest, Vol 1 #30 - 16 msgs > > Well, I've been running a campaign off-n-on set on a _decidedly_ > Alternate > > Earth for the last 20yrs or so; having never been one to run any games > > actually set in Glorantha > > --snip-- > > That sounds very cool! It certainly gets my brain working, too. I don't > know that I'd exclude Egypt (mummies and pyramids are too cool), but I > would like to include a recognizable Rome. Maybe have Carthage too, and > some Punic Wars as well! > > I guess the Pirates of the Caribbean and King Arthur get shoved aside for > other campaigns. Vikings of the Caribbean, however... > > Guy > > _______________________________________________ > RQ-Rules mailing list > RQ-Rules at crashbox.com > http://www.crashbox.com/rq-rules > http://www.crashbox.com/mailman/listinfo/rq-rules > From jurrubin at earthlink.net Sat Apr 13 21:56:34 2002 From: jurrubin at earthlink.net (David Smart) Date: Sat, 13 Apr 2002 06:56:34 -0500 Subject: Traveller! (was Re: [RQ-Rules] Extension?) References: <18d.652e63f.29e86198@aol.com> Message-ID: <3CB81CF2.75594F84@earthlink.net> MurfNMurf at aol.com wrote: > > Well, if you want BRpish mechanics for a mountain climbing adventure, you > can always pick up the ponderous (yet at the same time Very Cool) _Beyond The > Mountains of Madness_ for CoC. > Another alternative is to try FGU's homepage. Under the_Other Suns_ > section there's a link to some sort of Arctic Worldbook that's just chockfull > of all sorts of Arctic/Mountainous mechanics and hazards in a very BRPish set > of rules. Excellent! Just keep in mind the history of mountain climbing using "modern" equipment and techniques dates back only to the 18th century, I believe. The luxury of not being hungry most of the time also helped; mountainous terrain isn't known in most of the world as being conducive to easy living. I envision bronze age metallurgy knowledge and lack of free time limiting PCs to mainly route-selecting (i.e. Mixed Climbing skill) with a few rock-climbing techniques. No climbing of sheer faces. Ice climbing would very likely be unheard of. David From steve at perrinworlds.com Sun Apr 14 00:29:53 2002 From: steve at perrinworlds.com (Steve Perrin) Date: Sat, 13 Apr 2002 07:29:53 -0700 Subject: [RQ-Rules] Re: How fantastic is it? References: <18d.652e63f.29e86198@aol.com> <3CB81CF2.75594F84@earthlink.net> Message-ID: <004a01c1e2f7$add80720$6401a8c0@surfcity.net> While a lot of the support technology for serious mountain climbing is pretty modern, a lot of the actual materials used for making a climb, like rope and pitons and even cleats on shoes, could be approximated with Bronze-to-Iron-Age technology, even if no one ever did so in those periods. Magic is also important. A mountain-dwelling culture may well have folk magic (to use a Quest Rules designation) meant to deal with going up and down a lot. Not sure what is meant by "ice climbing." Keep also in mind that climbing sheer faces is supposedly, in a fantasy world, what thieves do all the time. Doing it at 15,000 feet might be a bit much, but the techniques are there, almost by definition. When dealing with a fantasy setting, at least, sometimes the genre conventions have to overwhelm the real life limitations. Steve Perrin ----- Original Message ----- From: "David Smart" To: Sent: Saturday, April 13, 2002 4:56 AM Subject: Re: Traveller! (was Re: [RQ-Rules] Extension?) > MurfNMurf at aol.com wrote: > > > > Well, if you want BRpish mechanics for a mountain climbing adventure, you > > can always pick up the ponderous (yet at the same time Very Cool) _Beyond The > > Mountains of Madness_ for CoC. > > Another alternative is to try FGU's homepage. Under the_Other Suns_ > > section there's a link to some sort of Arctic Worldbook that's just chockfull > > of all sorts of Arctic/Mountainous mechanics and hazards in a very BRPish set > > of rules. > > Excellent! Just keep in mind the history of mountain climbing using > "modern" > equipment and techniques dates back only to the 18th century, I believe. > The luxury of not being hungry most of the time also helped; mountainous > terrain isn't known in most of the world as being conducive to easy > living. > > I envision bronze age metallurgy knowledge and lack of free time > limiting PCs > to mainly route-selecting (i.e. Mixed Climbing skill) with a few > rock-climbing > techniques. No climbing of sheer faces. > > Ice climbing would very likely be unheard of. > > David > _______________________________________________ > RQ-Rules mailing list > RQ-Rules at crashbox.com > http://www.crashbox.com/rq-rules > http://www.crashbox.com/mailman/listinfo/rq-rules > From jurrubin at earthlink.net Sun Apr 14 04:14:45 2002 From: jurrubin at earthlink.net (David Smart) Date: Sat, 13 Apr 2002 13:14:45 -0500 Subject: [RQ-Rules] Re: How fantastic is it? References: <18d.652e63f.29e86198@aol.com> <3CB81CF2.75594F84@earthlink.net> <004a01c1e2f7$add80720$6401a8c0@surfcity.net> Message-ID: <3CB87595.F0CE558B@earthlink.net> Steve Perrin wrote: > > While a lot of the support technology for serious mountain climbing is > pretty modern, a lot of the actual materials used for making a climb, like > rope and pitons and even cleats on shoes, could be approximated with > Bronze-to-Iron-Age technology, even if no one ever did so in those periods. > > Magic is also important. A mountain-dwelling culture may well have folk > magic (to use a Quest Rules designation) meant to deal with going up and > down a lot. Arrgh. Magic. Right. Duh. Sorry, all..I'm deep into a local Traveller campaign and a job search right now so I've hi-tech and reality on the brain. The use of spells for rune metal would easily make soft iron tough enough for some uses. Bronze-strength tie-on cleats wouldn't be a problem nor would the nekade (ne KAH deh) used by ninja in the 16th century. And there's all the wonderful material manipulation spells. Use them for setting rope and other climbing aids (Spiderman anyone?) Want to justify the higher tech items used by experts on mountains? One word..dwarves. > Not sure what is meant by "ice climbing." Climbing up the shear face of a frozen waterfall, climbing glaciers, etc. Personally, I think it a form of insanity. > Keep also in mind that climbing sheer faces is supposedly, in a fantasy > world, what thieves do all the time. Doing it at 15,000 feet might be a bit > much, but the techniques are there, almost by definition. > > When dealing with a fantasy setting, at least, sometimes the genre > conventions have to overwhelm the real life limitations. Absolutely. Conan could easily climb the cliffs and mountains of his homeland using bare-hand/-foot rock climbing techniques. Heck, I'VE done it and I'm no pro in any sense of the word. Heck, I'm not even a dedicated amateur. For me it's more a matter of leg strength and flexibility to go up than arm strength but the average veteran sword-swinger should be able to handle it just fine with some instruction as to placement/grip/jam techniques. Heaven knows they're in much better shape than I've ever been. David From DenT at scmb.co.za Mon Apr 15 16:41:39 2002 From: DenT at scmb.co.za (Den, Tony T) Date: Mon, 15 Apr 2002 07:41:39 +0100 Subject: [RQ-Rules] Alternate Earth Message-ID: <90C55DFA4C0AD611B4BE00D0B746FDBD0997FD@scmbjhbmsg02.scmb.co.za> I quite like the idea of adventuring on Alternate Earth, but to date have only had some players briefly visit during a campaign and once I ran Hyborian age adventure, which I suppose could qualify as alternate earth. I am a bit of a stickler for timelines, so would prob agree with Ken in that going Roman Empire would be a bit too modern. Rome city state just before they conquered Veii would be good, or even Italy as Etruscian lands and Troy still standing could be entertaining. Astecs - I once read a rumour that an Astecs box was planned but never reached production (Avalon Hill)? I know the Egyptians explored south, to the fabled land of Punt. Also south in Africa is the Zimbabwe Ruins, which could be supposed as a one time capital of amythical kingdom. Eqypt would have to eb there and powerful, as it was the most powerful kingdom in the ancient world. Remember that at times their borders stretched to Turkey! don't forget babylon and the other more eastern lands, including India, whose civilisation was also ancient. I have also read of diving teams finding Roman Amphorae in the harbour of Rio De Janero! This would point to intercontinental travel in ancient days. Depending on the time period,l lots of fun could be had. Suggested reading woudlk have to be on myths and legends of the various lands. Homers oddesy etc and Virgils Aenid are good. alos a book called the Mobigon (spelling?) short stories about ancient pre christian britian. (Many actually written in pre christian times!) Also a good book to set the pace for Viking times is Tigers of the sea by Robert E Howard. Remember that on an alternate earth, people like the Kurgan (who did exist) can be as evil and barbaric as the movie Highlander painted them. Ave atque vale T?ny From peter at maranci.net Wed Apr 17 10:45:46 2002 From: peter at maranci.net (Peter Maranci) Date: Tue, 16 Apr 2002 20:45:46 -0400 Subject: [RQ-Rules] New future RQer In-Reply-To: <20020412184503.09A6E4BD43@thinbits.com> References: <20020412184503.09A6E4BD43@thinbits.com> Message-ID: RuneQuester and RQ site owner Tony Den has just had a baby! Please help push his site (http://angelfire.com/realm/runequest/ ) up on the Die-Roller's Top 50 list by giving him a vote of "5". Here's a link for quick voting: http://www.rpggateway.com/cgi-bin/wyrm/rate.cgi?ID=6634 Thanks! ->Peter ---------------------------------------------------------------------- Peter Maranci peter at maranci.net Woonsocket, RI Pete's RuneQuest & Roleplaying! Adventures, art, an online game, NPCs, magic items, sheets, rules & much more: http://www.maranci.net/rq.htm From northerndm at hotmail.com Tue Apr 23 04:43:32 2002 From: northerndm at hotmail.com (Northern DM) Date: Mon, 22 Apr 2002 11:43:32 -0700 Subject: [RQ-Rules] Spirit Magic Spells Message-ID: Hello All, I'm running a basic fantasy campaign and I'm looking for new spirit/battle magic spells. If anybody has a website that has any new spells, would you mind sending me your link so I can take a look. Thanks for any assistance, The Northern DM northerndm at hotmail.com _________________________________________________________________ Chat with friends online, try MSN Messenger: http://messenger.msn.com From gavinmcintyre at blueyonder.co.uk Fri Apr 26 06:17:13 2002 From: gavinmcintyre at blueyonder.co.uk (Gavin McIntyre) Date: Thu, 25 Apr 2002 21:17:13 +0100 Subject: [RQ-Rules] Basic question Message-ID: <003b01c1ec96$30303600$0240180a@gavspc> Hi, I have a few basic questions so please bear with me on this. It covers combat and I cant see the it explained in the rules. Missile attacks v shields 1. A shield covers 1 to 3 body areas depending on size. If I do a special or critical hit does it sneak past the shield or not. Melee a special /critical hit v a normal parry ( shield or weapon). Do you subtract the AP of the parrying item and then onto the body location ( after armour unless they choice to ignore armour as there special / critical). If this is the case then a good shield with a normal parry and average armour will stop even good special hits. If parried v special do you knock down the APs ( assume exceeded) by one or by the excess. e.g. Shield 16AP damage 20....reduce shield to 15 or to 12AP Thanks for helping a homer Gavin From andrew at crashbox.com Fri Apr 26 08:01:06 2002 From: andrew at crashbox.com (Andrew O. Mellinger) Date: Thu, 25 Apr 2002 15:01:06 -0700 Subject: [RQ-Rules] Basic question In-Reply-To: <003b01c1ec96$30303600$0240180a@gavspc> References: <003b01c1ec96$30303600$0240180a@gavspc> Message-ID: >Hi, > >I have a few basic questions so please bear with me on this. It >covers combat and I cant see the it explained in the rules. > >Missile attacks v shields > >1. A shield covers 1 to 3 body areas depending on size. If I do a >special or critical hit does it sneak past the shield or not. I say no, it doesn't sneak past. The missile does extra damage which will help penetrate the shield. >Melee > >a special /critical hit v a normal parry ( shield or weapon). Do >you subtract the AP of the parrying item and then onto the body >location ( after armour unless they choice to ignore armour as >there special / critical). Yes. >If this is the case then a good shield >with a normal parry and average armour will stop even good >special hits. This is true. Even a critical dagger will have trouble penetrating a fighter with good shield. This is one reasons people like Stever Perrin and myself have switched to "success cancelling" RQ. >If parried v special do you knock down the APs ( assume exceeded) >by one or by the excess. > >e.g. Shield 16AP damage 20....reduce shield to 15 or to 12AP It is reduced by 1 AP if the person was attacking the defender. The shield is reduced by 1 AP for every point over the shield if the attacker was attacking *the shield.* This is a real useful trick if you are having trouble hurting a guy with his shield and armor. Attack the shield for a few rounds to reduce it's AP then switch back to normal attacks. -Andrew -- /*----------------------------------------------------------------- mailto:andrew at crashbox.com http://www.crashbox.com -----------------------------------------------------------------*/