[Rq-rules] Re: Poison/Funny chaotic critters

Bjorn Stolen stolenbjorn at hotmail.com
Wed Jan 11 03:05:34 PST 2006


I usually let the badies overwhelm people that make powerful 
armouringenchantments of their skin, then skinning them to make 
"Edgar-suits" for the baddies. That makes the players think twise before 
enchanting their body with 10 aps...


>From: Tom Cantine <tcantine at incentre.net>
>Reply-To: "Discussion of RuneQuest rules." <rq-rules at crashbox.com>
>To: "Discussion of RuneQuest rules." <rq-rules at crashbox.com>
>Subject: Re: [Rq-rules] Re: Poison/Funny chaotic critters
>Date: Mon, 9 Jan 2006 17:56:20 -0700
>
>In a related gimmick, I once played in a game where the GM got a bit tired 
>of the powergamers in the group sacrificing for Armouring enchantments to 
>their skin to a rather ridiculous degree. His solutions was to create a 
>sort of Form/Set Gorp spell for one of the baddies we fought, and use it to 
>make a few sets of strong but light magical armour. When the spell wore 
>off, the first thing to get digested was the runes for the Armouring 
>enchantments...
>
>
>>3. Gorps, who are always funny, but especially against Yelmalians who 
>>can't
>>cast Fireblade to damage them (one of the abiding memories of a ancient
>>campaign was someone running from Bigclub in Snakepipe Hollow and deciding 
>>to
>>jump into a pile of ashes to hide, only to jump out again minus ALL his
>>armour and a nice all-over burn)
>
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