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David Scott

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David Scott last won the day on November 27 2020

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About David Scott


  • RPG Biography
    Played my first RPG in 1977, moved to RuneQuest very quickly. Ran the Convulsion Convention 1992 to 2002 with a large Chaosium presence. I have writing credits for HQ2 Glorantha Publications, the Guide to Glorantha, notably in the Wastelands chapter and am one of the co-authors of HeroQuest Glorantha, and credits in RQG. Have run a weekly RPG club since 1989. My favourite games are HeroQuest Glorantha, Traveller (MegaTraveller engine), Torg 1ed, Exalted 2ed, Pendragon, 3:16, DramaSystem and various campaigns using HeroQuest 2. I'm slowly writing a Prax book, which is turning out to be more complex than I thought.
  • Current games
    RQG Apple Lane
  • Location
    Northolt, Greater London, UK.
  • Blurb
    I've two accounts on BRPcentral. This is my fan account, my work account is @scotty. I've played most, maybe all of the Chaosium era BRP based games, my favourites are: RuneQuest, Ringworld and Call of Cthulhu. I also enjoyed Stormbringer, Elric and Future World, less so ElfQuest and SuperWorld...

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  1. Making it a three rune spell, water, summon, harmony instead of Fire summon. The idea being that harmony makes it possible to use water instead of fire. Then use man then, I believe there are many ways of producing the same effect. It would be the school or cult that determines which one. Depends on your school. You might be a member of a school that prohibits the use of the fire rune.
  2. Exactly where Nick's article said it would be: https://wellofdaliath.chaosium.com/?s=yelmalio+march+2000
  3. adding to Phil's statement, the section is clearly called and then goes on to state Enhance INT is Fire and Summon - Summon calls a specific manifestation of a rune. Fire being the rune of INT, but it could IMO just as easily be Moon for Magic, and then cyclic. Or even the Magic rune and command. As it stands you can always use Water or Earth as they are Fire's minor runes, so a version specifically based on those perhaps with harmony to decrease the minor rune cost.
  4. I think that's certainly a possibility. However it comes down to a duty of care and what level you expect the captors to maintain. In a world where heal 6 can reattach a limb, heal body is common, and there's are two major healing cults (Ernalda & Chalana Arroy) and that the captives are part of the same culture, I would expect the Orlevings to look after the thane. A clan that keeps slaves or traffics them, would also want to keep them well as they would have no work value. The local tusk riders, however will not bother to ransom or care for their captives so they can sacrifice them
  5. Without descending in to maths (my group likes it simple). Given that a normal warrior earn 60L / year, it would need to be very "special" service. Don't forget that some cults offer reduced cost or free training, and you get 1 pt free per 5 years too.
  6. As I said, the rules do not specify any particular requirements other than you pay. If you have the rules, I suggest reading the learning spirit magic section on page 253 (repeated and expanded in RBM page 106). It takes a week of teaching as usual. My players usually pay in goods such as cattle, sheep or apples. "Loot" isn't that useful in most cases. As spell teaching is an out of game activity (because of the week involved), I usually skip over it. If a player misses a season they get to use their three adventuring weeks for training if they want and have the resources. If you
  7. I doubt there is just one, I would have detect stone, clay, copper, gems, etc. Trees aren't a substance, wood is. Plant rune cults can likely teach detect wood. But realistically most of these are useless. That's how I see it. The only cults that teach Detect (substance) though are Lhankor Mhy, & Yelmalio.
  8. That's entirely up to you. Remember we now have a further clarification in RBM, that "the subject of that spell is inevitably based on the cult it is provided by and should be defined when listed" so elemental cults will likely teach Detect (fire, water, etc) and related substances defined under their runes. So Earth would have the widest range of substance, where water cults might give you Detect Blood, or Darkness cults, Detect Chitin. Storm Bull might The dictionary provides a very straight forward description IMO.
  9. You learn cult spirit magic spells by either going to a shaman, godtalker, rune priest or rune lord (or associate cult's equivalent). Learning Spirit Magic on page does not mention any other prerequisites. What is clear is that you pay what is asked, as states clearly that "Spell teaching is an important source of income for the cult" (page 277). They aren't greedy or heedless, they just doing their job. That isn't disputed. Page 417 states: Learning Rune magic, is a very different requirement (page 275):
  10. There are seven. I'd treat Detect (substance) as generic, so if you know one substance, it's straight forward to teach another, otherwise finding teachers for some substances will become onerous. This likely to be one of those things where you either know spirit magic or sorcery. The sorcerers in my game don't memorise spirit magic at all, they do use matrixes though. The non-sorcerers know all the cult sprit magic and the sorcerers teach sorcery. There's likely a few exceptions like this.
  11. Of course, it's in the rules, Variable/Nonvariable Spell, page 248.
  12. Looking at the Ransom box on page 64, and the ransom section on page 407, two things jump out at me: The ransom is set by custom. The ransom is paid by the captive. The captive tries to avoid payment by others as they then owes a life debt to the community. Asking more sounds like "we are ignoring custom, come and get them, or start a vendetta. It's going to destabilise the system. eg If the Orlevings capture the Thane of Apple Lane during an adventure and demand the customary 1200 L (60 cattle). That is against custom. When this gets back to Queen Leika, she's goin
  13. The wording is, as usual ambiguous and does not include any "level" text. As I choose to have rune levels know all their cult spells, this is how I interpret it for my games. I only include allied spirits as they are sent specifically by the deity. I allow a rune level to forget a few spells their allied spirit knows. Bladesharp 1, Demoralize (2), Detect Enemies (1), Disruption (1), Fanaticism (1), Heal 1, Mobility (1), Protection 1, Strength (2) Comes to 11 CHA. I'd give them Heal 2 at a minimum as it stops bleeding, so 12 CHA. They could learn Bladesharp / Heal up to their CHA i
  14. Most cults have 4 (Eiritha) to 9 (Orlanth) cult spirit magics. An Orlanth rune lord with a CHA of 18 should have no problem knowing all of them. As you said, an allied spirit would certainly help.
  15. They are both, as covered in HQG page 45 The traits associated with each rune start on page 14: Just as the rules say, it lets you treat them as general umbrella terms and breakout specific abilities (specialist magics) from them. Both. It's in the rules: You can use them as flaws broken out from the Rune if you want. I've had players use: Air 5M +1 unpredictable I've used them as augments and negative modifiers as well Just do a search for Personality Traits in the RQG pdf.
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