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Psullie

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Everything posted by Psullie

  1. I once created photogrammetry 3d models of some of the NMS collection of the chessmen, along with some Skara Brae artefacts. The pieces biting their shields are referred to as berserkers 😄
  2. Psullie

    New Stuff!!!

    Or just Command+Shift+4 and drag the crosshairs around your graphic 😉
  3. the map on p29 Hill Pear to the East of Wilmskirk, should this be Hill Pearl Inn?
  4. Just thumbed through this, and it looks great!
  5. thank you both for the clarification
  6. For the duration of the spell. Nowhere does it say that Boosted MP's fade, in fact by saying in the example that they effectively become higher value spells, suggests to me that they stick around. For Dismiss Magic could you not Boost with 10 MP plus the 1 RP? But that does open the possibility for Boosting Dismiss Magic 1 with MP's rather than needing Dismiss Magic x? I'm not so sure... In your Axe Trance example do these boosted MP's count for defence as they are consumed by the spell effect? If, as you suggest, these extra MP's don't count against Dispel, then it only takes a Dispel Magic 2 to cancel, the extra MP's don't count.
  7. I don't see anywhere where this is supported. Adding 5 MP to Bladesharp 1 "making it effectively a 6-point spell" (p248), would by my interpretation make that casting of the spall a 6 point spell for it's duration, therefore requiring a Dispel Magic 6
  8. Boosting a spell is not the same as going from Bladesharp 1 to 2. You have to know the higher value spell to get the more powerful effect. Boosting allows you to overcome magical defences. For example, adding 3 MP to Bladesharp 1 still only gets you +5%, but counts as a 3MP spell for resisting dispel magic etc,
  9. and 131+ pages too, I love the pic of Zhoulshia - using a great troll as shade!
  10. yes combat is brutal, but survivable with planning. It really pays to think and act tactically - use magic and Passions to boost skills and damage, use ranged weapons when possible and alway have an exit strategy.
  11. Oops, yes. However, Opposed contests are different from melee combat in that it's the level of success - not the attack/parry table. If both get the same level of success then "the situation is temporarily unresolved [...] Both parties do spirit combat damage to the other." so spirits could actually do damage. As they would also get their own Spirit Attack at the end of the round, attacking a spirit with a weapon essentially gives it a second attack, albeit your melee attack is likely better then your Spirit Combat skill. I agree though that it is not clear. It would really of benefited from an example.
  12. Absolutely, given that Rune Magic is, by its nature obvious, it would be an clear target for a 2 Point Dispel Magic; and having spirit magic is something spirits are known for
  13. P369 of RQG explicitly states that you can hit spirit with enchanted material weapons using the relevant skill. But the attack is not parried or dodged but an opposed roll v's the attacking spirits Spirit Combat (yes this is a contradiction of the bolded statement on P143). The spirit then fights back on SR12 with a Spirit Combat v's Spirit Combat opposed roll.
  14. Also Spirit Combat uses its own skill, a Humakti who drops 10 MPs into a Sword Trance may attack at 200% but defends with their regular Spirit Combat Skill at the end of each round and with 10 less MP's. A handful of spirts could make short work of a humakti with only 5-8 MPs remaining.
  15. My scenario from last years conventions, Remembering Caroman, benefits a lot from having a shaman - its available in the Cult of Chaos sub forum: link
  16. Chen Durel, from the Guide: "It is dotted with ruins dating far back to the God Time, most notably massive pyramids covered with strange picture-writing." I've been tempted for years to port the D&D campaign Desert of Desolation to the Kingdom of Ignorance. (I see that dumizid also mentions here, but I always felt that this was more Egyptian than Mayan)
  17. Here's my take on all this: 1. A written, according to P248, it's Variable because you can have Summon (Entity) 2 or Summon (Entity) 6. A caster can only cast as high as the spell they know, if you know Summon (Entity) 6, that's most you can spend. This would limit most casting of this spell to summoning small animal or plant spirits, for more powerful entities you will need Rune Magic or Sorcery. Does Summon (Entity) 8 or 12 exist? Stackable/Non-Stackable only apples to Rune Spells. So you are limited to one entity 2. The spell is not listed as Temporal, so what the entity does is entirely based on the entity, it could stick around or not. Without a control spell the caster is at the mercy of the whim of the entity, though friendly entities are likely to be helpful etc. It's Active because if you want it do something you must communicate with it. If you stop concentrating the entity will do whatever the entity feels to do. 3. My reading of point 1 makes this moot, that type of energy channelling is reserved for Rune Magic (Heal for example). This may make the spell seem too weak, but remember this is Spirit Magic and doesn't cost POW like other rituals. 4. Dispelling doesn't effect the results of magic, just like you cannot Dispel or Dismiss the hit points received from a Healing spell. 5. See 4. 6. Why not? There is a reasonable chance of hostile spirits who will attack anyway. Attacking friendly spirits may earn the caster a reputations and find fewer friendlies available.
  18. YGMY but I play that an unconscious individual cannot resist, just like they cannot dodge or parry.
  19. This Fertile Ground, just be honest and constructive
  20. As one of the contributors, I'd appreciate more feedback. Pookie's reviews are great but I was surprised how few reviews and/or ratings were actually left on DTRPG. So if you liked what you read please say so and rate the publication. This will only improve the quality of future publications, increase sales which will encourage more contributions.
  21. It's actually the other way around, your sacrifice POW to get Rune Points, you can know a numbers of Special Cult spells equal to their Rune Points. Once you know all the cults spells you can still increase your Rune Points. This actually supports David' statement about 'forgetting' the Rune Spell, you can't know more Special Cult spells than you have RP... may have to rethink my original view! I was simply stating that to get the Rune Point cost you 1 POW in the first place,
  22. I feel that forgetting the spell is a double penalty. None of the 3 one-use spells in the book are common, so you either select it a char gen, or sacrifice POW to learn it later on. In effect casting a one-use spell costs 1 POW and 1 Rune Point and the latter is non regenerative. I don't think that p316 suggests that the spell is forgotten.
  23. I thinks so too, they share love of intrigue and, if I recall, have unique family & inheritance laws
  24. Hello all Just to let you know that I run an open RGQ game once a month in Edinburgh, Scotland. The next game is Sun, 9th between 13.00 and 18.00 at the Geek Retreat in Nicolson Sq. New players and beginners are welcome. Paul
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