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polemikus

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    Playing form 32 too short years
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  1. Hi all, I hope I didn't overlook the question (and answer) to the following: You can have Heal 1 - 3 (Spirit Magic). If you (e.g.) have Heal 2, can you - just spend 1 Magic Point to just give 1 HP back? - use 3 Magic Points to give 3 Hit Points? - Use 5 Magic Points to give 5 Hit Points? For me the spell (p. 262) reads as if you can heal as much HP per Round as you have a rating in Heal (i.e. a fixed 2 if you have Heal 2). But can you spend less? And it says on p 256 (grey box) that you can boost the spell. Or is that only regarding resistance? The question ( Have Heal 3 - can I give the Lunar only 1 HP?) came up today. Finally, if you CAN'T spend less - can you learn all Heal 1, Heal 2 and Heal 3? Thanks!
  2. 1. You take two double digit dice and take the better one. Sorry, my bad 🙄 2. Thanks, thought so. I just thought I had overread a mechanical advantage/disadvantage.
  3. Hi All, two questions regarding shields: 1. I figured that shields in my experience are a bit too weak to carry around if you have are better in your "normal" weapon. So I thought to improve shields with a simple method: the bonus die from Call of Cthulhu. What do you think about that? I haven't figured out the statistics yet, but I think it would give an ok improvement without being too overpowered (and they really help you a lot once the skill gets down which is how I see shields). 2. There are three different kinds of shields, Wicker, Wood and Hide. They seem to have the exactly same effects, so why pay loads of money for wood when wicker has the same effect?
  4. Thanks a lot for those quick and thorough replies. Regarding the specific suggestion by the player, can he ask Stone Spirits to hurl themselves at an opponent? Or is this "represented" by the Spriti Magic spells?
  5. Hi All! I am a new RQ GM and we started off with the Starter Set and played some Apple Lane Stuff from the GM Pack. The players got into a fight and we had Vishi Dunn with us. During the fight, his player asked me: "What can I do with him in combat... you know... as a Shaman?" I was stumped. So I replied that he could call some spitrits to aid him, but I wasn't entirely sure myself. Can you do that by using spells? Or do you have special Shaman Powers which make spell use unnecessary? With Waha - what is his Cult Spirit? Can he just ask rock spirits to hurl themselves at the opponents? Cool suggestion - but how, rulewise? Is a shaman in constant contact with spirits? Or does he have to use a spell? He is an assistant, so he has no fetch (yet). But if he gets one - does he have to use spells, or can he ask them for help by using his fetch? I love the concept of spirits, of all the msyticism with it - to be hones, it was THE main reason that I fell in love with the RQ:G edition. It's something you don't get in ANY other RPG. But there is no "manual" how to use it. Any ideas?
  6. Hi All, short question: 1. if you get hit in a location for more than the hp in that location, do you go to negative hp or to 0? (With regard to healing) 2. if you heal a location to 1+, are all debilitating effects gone?
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