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Zalain

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About Zalain

  • Birthday June 30

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  • RPG Biography
    Playing RQ since 1992. Cyberpunk, Call of Cthullu, Vampire, MERP, and RuneQuest 3rd Edition.
  • Current games
    Roleplaying Glorantha.
  • Location
    Spain
  • Blurb
    Not so good at english! Patience, please.

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  1. But to recover Lanbrils Rune Points, doesnt the thief need a consecrate place to Lanbril himself? (well, could be a great idea that a Lanbril thief could use shrines from other gods and the bonus he takes to "Worship Lanbril" comes from the things the thief steals of objects/animals sacrified to their gods)
  2. Hello all, In pg 115 of Lightbringers book, Rune Magic: the cult provides all common rune magic except "consecrate": does it implies the thief has to return to his haunt (assuming its a shrine/temple) to recover his Rune Points? And: the only rune spells avaiable for thieves are Divination Block and Dismiss (elemental)? WHat sense does it have dissmiss a elemental and not be able to summon it? (what sense does it have a thief can be summon/dismiss elemental?) Maybe those questions seems a bit silly, but im creating a Lanbril thief, and maybe its not a good choice if the campaing is in other cites different of his own. thank you in advance!!!
  3. In my Hunter (follower of foundchild) player background i told him he never knew his mother and his father never talked about her. In the campaign, the group of adventurers succesfully evacuated a town from an Crimsom Bat (and its followers) attack. (Well, some villagers were rapped or eaten by the demon, but not enought to make it to stay, so it had to leave to another place to satisfy its hunger). But the red glow affected this hunter in some way. He began having nightmares with wolves, red moon, blood. And after several games, he suddenly transformed in a "out of control werewolf". He doesnt know: His mother was a telmori who couldn't take care of his child. So this character had a sleeping chaos that suddenly woke up. Here is where "A short Detour" book comes into game. That character is a werewolf, not a telmori, he doesnt know how to handle the chaos in him. And he is trying to understand what is happening. Just an idea im having about is the Telmoris skin in wolf (or half-wolf) shape are like a "bulletproof fullbody vest". They will avoid lots of damage from slash or impalant. But still can be damaged by some blunt damage. In game terms, the non runic weapon cant damage them, but they could get the FUE+TAM damage modifier from the attacker... And could be affected by the push. Thrown weapons could still affect them (because they have half of damage modifier), but not projectile weapons (bows, sling, crossbow). As i said, just an idea. Happy to read your opinions.
  4. So, if a Telmori falls from a ridge, cliff, etc... or a tall tower to the ground, he/she would get up as nothing?
  5. hello all, again i got a new question about telmoris, weapons and transformations: could a telmori have an involuntary transformation, a different day of Wild-Day? Could his taint chaos indice that transformation? Or maybe be the Red Moon glow (being inside of the Lunar Empire frontiers ro too close of the Crimsom Bat ?? How to use A short Detour guide in this case? Does this refer to the involuntary transformation on wold day ONLY? or could a telmori transform in the other cases wroten before? thank you in advance!!!
  6. Hello all i come back again with a pile of new questions! This time is about Telmoris. As Gloranthta´s bestiary say in Pg.85, Telmori are inmune to all damage excepting Enchanted rune metals, Magic, poison, and another Telmori. Are they inmune to blunt weapons? Fire? Fallings? When Human shaped Telmori transform into wolves, would they do it in 4 legs wolf or 2 legs werewolf? Could they choose? As "Because of their magical nature, one Wolfbrother can wound another", so their bite could be considerated themselves as "magical weapons" when attacking other creatures as Spirits, or Are they conscient of their acts, when transforming on wildday nights? -they do instinctive acts instead of intelligence - (i wonder that they keep self-awarenes if transform using rune magic) thank you in advance aaaand.... Happy and Merry Christmas everybody!
  7. Hello all, does Critical hits ignores protection magic such Shield (rune spell) or Protection (spirit magic)? What would happen if objetive has a Ward Against weapons (Sorcery Spell) on him/her? what would happen if the weapon affected by the sorcery spell Dampen Damage (pg.394) does a critical hit? thank you in advance
  8. Thank you all for your answers. I took the decision to allow him join the cult of Lhankor mhy, but thanks of your answers i see there are some extra counterparts the Yelmalian player has to accept. Most of the players of my group doesnt like worship or play as fanatic follower of the gods they follow. I had a orlanthi/storm bull character that wasnt impulse or violent at all. (The player was unable to play an aggressive character so now is a silver dwarf). I had Lhankor Mhy initiate that didnt like to investigate... Emmm... Nothing. And now is the sorcerer tainted by chaos that i mentioned in other post). i had a shaman follower of Daka Fal, that NEVER became incorporate, used axis mundi or or talked to his ancestors...). And now my Yelmalio warrior wants to join Lhankor Mhy... ... Im about to cry. The fact is the magic of lhankor mhy would be welcome in future games where knowledge and adivination spells could give extra clues to mysteries.
  9. Hello all, i got a player which chracater is an initiated of Yelmalio. The adventures put the group in a small city with several temples of wind gods (one of them is from Lhankor mhy). Well this player, surprising all, (characters, players and gamemaster -me-), manifested being interested joining Lhankor Mhy cult. i played this this way: At first, the chief of the temple decline him. FOr weraing weapons, armor, marks and symbol of sun cult, and arguing any warrior doesnt have ANY knowledge to contribute with. But (character) player replied about a couple of knowledge skills he has over 50%. He meet the requirements to join Lhankor Mhy cult, in addition of Yelmalio. Both cults are Neutral. i thought admit him, but not allowing (for faith issues) sorcery spells. or should i keep negate him??
  10. hello hello! i´m using A Short Detour as a guide to manage a character tainted by chaos, but with some little changes. well, the tainted character keeps his chaos hide for the momment, but one of the other sorcery user characters are asking him to teach, steal breath (spell that was learnt from a chaos tainted book). If the first sorecerer teach the spell to his mates, will they be able to get tainted too? ...or maybe trigger the spelll against them during the lesson?
  11. I´m so sorry but neither me or my players understand the difference between them. after reading and reading, once and another the spells and looking for examples and discussing to the death. In fact, this confusion is one of the causes 3 of 5 of my players prefer sorcery. the only of the examples given in Well of daliath that we agree, is that if a Zorak zoran follower sends a Fire elemental against a yelm adventurer, he CANT control it with Command Cult spirit rune spell, because that fire elemental hasnt been sent by zorak zoran. what spirits can summon a Orlanthi with Summon Cult Spirit what could help adventurers? anything excepting an Air Elemental? can he choose? or exclusively it depends of the rune points and the rune used? ...or can i use Summon air elemental rune spell but control it with command cult spirit?? can a Foundchild initiate, summon a Dryad of the woods? or only animal spirits? any (already dead) hunter spirit? and how it may help? Could a fisical animal be summoned by summon spirit cult rune spell? Or would it be the ethereal one? (Following Glorantha bestiary animal spirits list) please, need clarification because we lost precious time in our last game discussing this (and we only can meet once a month). it drove me crazy. it DRIVES me crazy
  12. ...And if you are in range but not in sight?
  13. Hello again! After discussing with my sorecerer players your answers... i (we) have a new question about active/pasive spells: If a sorcerer make an active spell in other character (for example, disappear), but that character gets further than the spell range from the concentrated sorcerer, what would happen?? Would the spell remain active until the sorcerer keeps concentration despite of going further of the spell range? Or Would the spell stop as soon as the character leaves the spell range? salutes and thank you in advance
  14. Its a great idea, but i would use the Separate technique instead of command, making the spell more difficult to learn/use. So your player created a sorcery spell based on a runic spell? thinking its a great idea too, i imagine that the runes and techniques are same than Animate dead? But shouldnt the character know in any way those Runic spells? or at least be able to study them (any other character in the group who have them?) Good point: Need to concentrate to maintain it where is no fuel. If he loses concentration, the fire expires, but if he concentrates again, the fire burns up again?? (until the spell duration, of course) One of my players has conflagration spell: wants to make it passive, to maintain the fire without being concentrate. i told him INTx4 difficult, because its a "small" change for that spell. He had another idea to change the spell making able of moving the flame, and i told him to be INTx3, maybe X2. Because create a fireball (like D&D spell) would be a X1 Other of the sorcerers (the one who knows the Dampen damage) wants to make it passive, and i told him INTx4 of difficulty too, because i thought its a logical change which i dont understand isnt in the spell description, like neutralize armor (for example). true, my fault!
  15. Hello all, i think sorcery in RQG has been misstreated. There are some spells that the sorcerer wont be able to use on himself because they are active, as for example: -Dampen damage (if he is concentrated in enemy´s weapon, he cant fight against it) -Neutralize armor (if he is concentrated in his own weapon, he cant fight against the enemy) -Dissapear (if he is concentrated in the spells, he cant move freely, just slowly) -Conflagration (what sense has to be "active", if the summoned fire is steady?) -Animate dead (the sorcerer only would be able to animate a single dead). Of course, i engourage to my sorcereres (3 of my 6 players are sorcery users) to create new or modify known spells. Did i miss something? or simply those spells arent designed for self use? thank you in advance for your answers
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