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Jens

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Everything posted by Jens

  1. 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.
  2. We ran it as 2d3, and no need for a POW vs POW roll.
  3. 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.
  4. 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.
  5. 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.
  6. Clearly a key difference between recovering and publishing old drafts after the author has died, and actively collabourating with them on a project.
  7. As long as the spirit’s POW is less than the Shaman’s Fetch’s POW (minus any already captured spirits), the spirit is automatically captured in the Fetch as soon as its MPs are reduced to zero. No spirit binding or control spell is required. While captured in the fetch, the spirits act as if they are bound (cast spells, provide MP, or release them to perform a single task unless you cast a control spell first).
  8. If Allabeer is present for the encounter/when the loot is discovered, it’s him. If he’s not…
  9. There are people still living that met the Seven Mothers when they were human; some even saw them ascend. YT fought Humakt to prove his godhood, and Humakt is uniquely Hostile to 7M and no other cult. While some of those shenanigans may have happened with the same being in God Time, the Great Compromise would have to be frayed indeed for them to happen as they did WITHIN time.
  10. IMHO when you learn a new rune spell, you are actually engaging in a minor heroquest, guided by the local priest, that shows your god performing or embodying that new spell. This should handily satisfy all 3 of your requirements. Those are fundamentally different examples. Buserian and Lhankor Mhy are names/masks/manifestations of the same divine entity. The Seven Mothers may have worshipped those other gods initially, but they transcended (or transgressed) that origin and became new gods in their own right.
  11. I thought of Glue first, but then the body falls apart every 2 minutes. Repair OTOH is permanent.
  12. Clearly Repair would do the trick as long as all the pieces are present 😉
  13. In the big table in the Cult Compendium LM is Neutral to AA while AA is Friendly to LM, so dual initiation shouldn't be a problem.
  14. Raises the interesting question of whether spirits can participate in worship ceremonies, and in particular contribute MP.
  15. Allocation your unconscious life- https://wellofdaliath.chaosium.com/allocating-your-unconscious-life-i/ , https://wellofdaliath.chaosium.com/allocating-your-unconscious-life-ii/ , https://wellofdaliath.chaosium.com/jar-eel-again/ .
  16. True, but Blueface is also a centuries old heroquester from a previous edition, so RQ:G rules don’t apply for many reasons. For me it comes down to MGF- unless you commit to the seasonal model, or retire Rune level characters (including Shamans)/use some kind of character rotation/troupe play system, it’s just less fun if they’re occupied most of the time- especially if you also follow the RAW around one experience and POW check per season.
  17. No worries- it’s a dense book! You can also learn a spell if you defeat a spirit in spirit combat, but generally only shamans use that route (normal people can’t initiate spirit combat, and wouldn’t know what spells a spirit might carry).
  18. According to the core rules (page 253), it takes a week of instruction to learn a spirit magic spell, with the exception of certain cult spirit magic that may be learned during holy day ceremonies. No other training can occur during the week you learn a new spell.
  19. Shamans are very much tied to physical locations in RQ:G, as well as to their tribes- they must lead weekly worship ceremonies at any spirit shrines they establish. In the RAW, they couldn't be on the road for more than a few days without their spirit cult dissolving, unless they can find someone else to lead those weekly worship ceremonies. This is not dissimilar from Priests now that more cults are getting weekly minor holy days- they'd need to spend a whole day leading those ceremonies every week. RQ:G tries to square this through the seasonal play model- if you're only spending a week "on-screen" in each season, you can easily fulfil your tribal/cult duties during the days you are "off screen". Of course, many of us do not follow the seasonal play model, so need either GM permission or house rules that vary that 90% commitment. Either that, or everyone's just a God Talker 😉
  20. Kuschile is a cult secret, likely discovered on a heroquest by the Yelmalian hero Kuschile, which allows you to practice without a horse. It lets your normal infantryman become a mounted skirmisher if there's a horse available during a campaign- borrowed from allies, captured, etc. They ride badly so wouldn't engage the enemy with a charge, but can stay far away and shoot arrows at them, encouraging the enemy to bring the fight to your phalanx.
  21. It’s not redundant, the 4 on Orlanth indicates that 4. Orlanth is the offspring of Umath and 4. Kero Fin (unlike 1. Kolat from 1. MoS or 2. Storm Bull from 2. Mikyh). Where it gets extra confusing is that 1 and 2 are then reused for Ernalda and Fralar/Himile- should likely be A/B or I/II for the additional instances. Might also be clearer if the parent number came after the name and the child number in front.
  22. As MOB has pointed out, the beauty of Kuschile is you don’t need an animal to practice, but your skill works if you ever find yourself on one. It’s like how the Canadian army has almost no attack or transport helicopters, but trains our troops to use them in case we ever “borrow” some from the US.
  23. I’ll now forever picture Argrath as Cleopatra in Asterix and Cleopatra…
  24. You clearly put your gorillas on boats, not mounts- then you have a gorilla flotilla.
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