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Jens

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Everything posted by Jens

  1. I'm most looking forward to Home of the Bold recaps.
  2. Unless you can see in the dark, or are peering out from the shadows into better lit areas, IMHO you'd need some additional magical assistance (Catseye, Darksee, Soul Sight, Second Sight) to see.
  3. Lunar Sorcerers (via Irripi Ontor) are likely more common than Lunar Sorcery (via the Red Goddess).
  4. I can’t speak about astronomy in general, but the Red Moon is straightforward enough. She floats in the Middle Air, 3,000km above The Crater (although she appears larger and closer the more you approach). She slowly rotates, taking one week to complete her cycle, showing different phases depending where in Genertela you’re observing her from https://wellofdaliath.chaosium.com/the-size-of-the-red-moon/ . More about cosmology here https://wellofdaliath.chaosium.com/understanding-gloranthan-cosmology/ , and the sun and the sky here https://wellofdaliath.chaosium.com/lightfore-and-the-sun/
  5. The sorcery spells for Irippi Ontor are listed as well- https://wellofdaliath.chaosium.com/home/catalogue/publishers/chaosium/cha4034-the-red-book-of-magic/sorcery-spell-list/
  6. This handy animated GIF shows the Red Moon's rotation, and the different phases for different regions. Not sure if anyone has compiled a complete set of phases per day outside of Dragon Pass.
  7. Enter Dino Vercotti, Master Thief and Luigi Vercotti, Rune Priest of Lanbril. "You've got a nice temple here, Padre. We wouldn't want anything to happen to it."
  8. I’ve generally ruled that death from general HP<1 doesn’t occur until the end of the next round rather than the current one to allow for emergency healing, but over 3x damage to the head, chest, or abdomen from a single blow means that part is severed/destroyed and you’re instantly dead. Limb wounds, head and torso under 3x, and multiple blows already take longer to kill.
  9. Engagement is not gated by attacking or defending, but on focus- if you're paying close attention to someone else, and would be able to react to their actions, you're engaged. "Attack" and "defend" are simply examples of things that can happen during a melee combat. IMHO unless there's no chance someone could be impacted by or impact someone else (e.g. they're far away from combat, and doing unrelated activities), I'd skip phase 2 and move straight into phase 3, SRs.
  10. Chaotic beings are explicitly excluded from CA vows to never harm an intelligent being, and they are under no obligation to heal them. That doesn't mean an individual Healer will attack Chaotic beings on sight, or chose not to heal a chaotic individual, just that they are not compelled by their usual vows.
  11. Zooming in on the PDFs works well, especially on the Map Pack, but I suppose that doesn't help if you only bought the hardcover.
  12. IMHO the use of Alter Creature by Morokanth to turn humans into herd men is mostly a tall tale told to frighten children and ignorant outsiders. Not only does it only impact members of Waha’s covenant, but it takes 2 points of permanent POW- effectively costing the Morkanth 400L to turn a skilled slave they could sell for 300L into a dumb beast for a net loss of 700L... I’d assume it is only done for particularly important social/mythological reasons, not as a matter of course or out of spite.
  13. Disarm rules were added in Rune Fixes #1 - https://wellofdaliath.chaosium.com/wp-content/uploads/2020/03/RQ-Rune-Fixes-1-8th-December-2019.pdf
  14. I find in invaluable in finding where to look in my sprawling paper and PDF collection- the index I never knew I needed as my grey matter fades with age. Plus it’s handy in answering Facebook and Discord questions 😉 On top of that, it’s just a fun read, particularly the Things That Never Were (as @jajagappa mentioned).
  15. Divide the skills by 5 instead and you have the basis of Hero Wars 😉
  16. Between the Guide, Guidebook, and KOS there are useful descriptions for most years. I pulled out a spreadsheet to map the years- ended up removing the earliest grandparent years, and shifting some of the PC event years to parent years (with reduced outcomes). Only needed to figure out 4 years' worth of events for the PCs.
  17. I used this timeline to do the same, basing the results on equivalent events in earlier years https://wellofdaliath.chaosium.com/home/gloranthan-documents/history-of-glorantha/timeline-dragonpass/1625-1630-the-liberation-of-sartar/
  18. Good news- a reliable source* tells me they'll be released next year! (* the reliable source being an ad from 1980. Of course we'll all be thrilled when the Gamemaster book for RQ:G, which should finally include those rules, is published.)
  19. From memory he was fine with the RQ3 rules (other than sorcery) up until characters started to Heroquest- that was the point where he was never able to create cohesive rules that meshed with RQ3 while enabling Heroquesting, which was part of where the inspiration for HW/HQ came in.
  20. Spell Matrix Enchantment explicitly mentions that in addition to increasing variable matrices a point at a time, you can also create other matrices over the course of weeks or even seasons- the matrix just doesn't work until you sacrifice all of the required POW (page 265 core rules). This applies to other types of enchantments as well- you can either collabourate to create them, or just slowly enchant them over time.
  21. We ran it as 2d3, and no need for a POW vs POW roll.
  22. It's only your Rune Point pool (per cult) that is restricted by your CHA- while the normal way of learning a rune spell is to sacrifice a point of POW and both increase your pool while learning a new spell, it is possible to learn a new rune spell without increasing your rune points, and vice versa.
  23. The Well has some good clarifications on this (search for learning spirit magic)- https://wellofdaliath.chaosium.com/home/catalogue/publishers/chaosium/runequest-roleplaying-in-glorantha/cha4028-runequest-roleplaying-in-glorantha-qa-by-chapter/cha4028-runequest-roleplaying-in-glorantha-chapter-15-shamans/#ib-toc-anchor-40 It also talks about restricting spells by size and rarity (based on RBoM page 107), and has a suggestions on how to modify search rolls for finding appropriate spirits. If you want to limit the spells available to a spirit cult, you could say that shamans of that cult only know of Spirit Vortices related to their spirit entity; that would restrict the spells the shamans could teach unless they went on more dangerous trips into the spirit world.
  24. Which is later contradicted in that same document- Along with the switch to using CHA to determine how many spirit magic spells you can learn, there has been an overall shift to the description of how spirit magic works in RQ:G. It's not learning a formula, like you do with Sorcery; instead you attract a spirit helper that from then on causes the magical effect. To quote Jeff- To bring this back to the subject of rune levels teaching spirit magic spells, it would then seem that in RQ:G RAW, Rune Lords and Priests learn the secret of how to reproduce any spirit helpers they themselves have attracted, and attach them to a student. Whether this is part of their training, or a benefit of being blessed by their God, is unclear, as is whether anyone else (other than a shaman) can learn to do the same.
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