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Psullie

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Everything posted by Psullie

  1. Can anybody tell me the name of the two villages on the shores of Kjartan Lake (not the EWF ruins in the lake) Cheers
  2. Hi Kloster, Roll20 is a virtual tabletop that facilities RPG's online. roll20.net
  3. Adventures and their ilk are an anomaly, your average farmer, labourer would only know those magics related to their profession. I'd imagine that there is a micro economy in casting Spirit Magic. Even if others in the local area know other spells, community conscience would dictate payments of some sort, either barter, coin of some LET scheme. It has often been said that Chalanna Arroy demand payments for even the simplest services. There is also the whole 'balance of payment' concept with magic, someone who excessively draws on spirit magic without some kind of reparations may attract the ire of the spirit world (but in this YGWV).
  4. Hi all. I'm going to be running a play test of my Cult of Chaos scenario on Sunday Jan. 6th at 2pm UK time. I'll be using Vasana & Co. and it has to run less than four hours. We'll be use Roll20 and Discord. Beginners and grognards welcome. Happy Sacred Time to you all! Psullie
  5. I think that is you answer. 1 L per MP spent. Obviously much more for non-cultists.
  6. First off welcome. 1. Don't worry about the lore, it can seem overwhelming but stick with Dragon Pass for starters and wing the rest until you are ready. If you haven't already have a look here: http://www.glorantha.com/glorantha/ the site is no longer active but it is a gold mine of info. If your are still looking for more then the Glornantha Sourcebook link is great, it it pure lore with no game mechanics so it can be used with any system. 2. The Glorantha link above also has links to the Tales podcasts. Not all are what you are looking for but entertaining nonetheless. 3. For the most part those living in Dragon Pass are polytheists. But it is much simpler for you as a GM and your players for them to focus one cult each, and keep them overall limited just a few. It is easier if your players share a background and therefore more likely share beliefs. Try to avoid very diverse groups until you get the hang of your campaign. Enjoy,
  7. ohh I missed that distinction, cheers. these are full Shaman abilities, did your GM allow rolling up a full Shaman?
  8. Spirits are a better source of MP's in crystals as they regenerate theirs independently. A crystal can be either/or. It can have a spirit or storage (unless its a very rare double crystal). you can have as many crystals as you want but a character can only attune to one at a time. It's also not clear if you can put multiple spirits in one crystal, though I'd be include to limit them to 1 each. Which, as Darius pointed out, could be more economic.
  9. Well first off no-one said that the three schools of magic are equally powerful or effective. In fact Spirit Magic is generally considered the weakest of the three. Also, Control (Entity) is not used to send the beaten spirit into the crystal (I believe I miss typed that in an earlier post), that's what Spirit Binding is for. However each time a Shaman wishes to release the spirit she must first cast Control (Entity), which will always work, otherwise the spirit will perform 1 action then depart.
  10. While I agree with that, it raises the question, who is the Binder for the sake of access to extra MP and spells (assuming its that sort of spirit)?
  11. I agree that if you wanted a less-lethal punch up then additional rules are needed, such as all damage is temporary or halving the damage modifier. Without gloves, punching someone can lead to broken knuckles, fractured wrists etc.
  12. Yes, that would be the safer option. As it takes a round to impart the commands to the entity, you would do that then release.
  13. Yes, only the binder (the one that spent the POW and cast the Enchantment spell) gets the MP bonus and cast spells. But unless a Condition is placed on the container anyone touching it can communicate with the bound spirit and release it. You should be very careful who touches your baubles. It's not the Spirit that casts the spell, but the binder. So If my shaman binds a Spirit that knows Disruption 3, the shaman can cast that spell, using his own skill level but without needing to know that spell. This allows character to collect more spells than their CHA. Alternatively he could release it, cast Command (entity) which is automatic, and ask it to cast the spell.
  14. P366 RQG: "The binder of a spirit can use any spirit magic the spirit possesses and the magic points of the spirit to fuel spells." My though's on the other points. You use different approaches for different spirits. If, for example, you wish to bind an elemental. Sacrifice POW during the Binding Enchantment, Summon the appropriate Elemental (requires roll), Cast Command (roll req.), overcome POW v POW roll to force elemental into receptacle. For a spell spirit or other entity. Sacrifice POW during a Binding Enchantment. Cast Summon Entity (roll req.) or enter the Spirt World and find entity. Reduce the entity to 0 MP in spirit combat then cast Control (Entity) Spirit Binding (roll req. but if successfully cast the spirit is bound, no POW roll).
  15. 2x 1d3 v's 1d6+2, I don't follow the math. If you add a damage bonus to both, sure it starts to balance out - 2x(1d3+1d4) v's 1d6+2+1d4 with a chance that two bare knuckle sucker punches will inflict more damage. People have been killed by less. Weapons take damage if parried, the same goes for unarmed combat. As most folks have 4-6 HP per arm, deliver too high damage and you risk harm.
  16. As a starting off point the three scenarios in the GM pack make for a very good introduction to RQG. As they are written for the new edition little work is required to get started. Once the players have saved apple lane they would be ready to venture forth to either Prax or Balazar. ISS1606-PDF is the Moon Design edition that contains the original plus additional materials. CHA4013-PDF is a reproduction of the original.
  17. One of the regular hiccups I encounter is getting concept of Sorcerer across to players. Some coming from other games want to throw fireballs and fight balrogs and think that you need to be a Wizard class to do so, but with RQ anybody can do that. So I generally say that in RQ a sorcerer is more like a university professor than Gandalf (including Dr. Jones) and that clears up the expectation. That said I'm really looking forward to future supplements that gives us full sorcery schools etc.
  18. Sure, default values would override this, I was just quoting as an example. So you would use an untrained weapon at the highest ability score for Base+Agility Mod+Culture or half your highest related weapon. Lets say your broadsword is 90%, and short sword is 35%, you could use short sword at half your broadsword (45%) or it's actual skill of 35%, but any experience checks would go to your short sword skill regardless of which you use so why penalise yourself. Once your Short sword skill reaches 46% you can start use that.
  19. Keep it simple, related weapons are half your highest skill, see the Harmast example. So in your case Broadsword 40% would be all other 1H swords at 20%
  20. I actually prefer this as a draw which requires additional effort to resolve as not all opposed actions result in a binary outcome. If I do need a win/lose outcome I go with single rolls.
  21. I was and I did see the book, and a most impressive tome it was. I also got to meet Martin for the first time and as they say in my homeland he is a gentlemen, scholar and judge of fine porter, though I didn't get the chance to truly test the latter. Very nice to meet you Martin and to finally see the results of all your efforts, soltakss, Pity missed meeting you, or perhaps I did, how was your day?
  22. I think just keep it simple, perhaps a loose string of connected adventures that build a nice narrative that highlights the end of the 3rd age and the start of the Hero Wars. I do like the concept of focusing on regions that are developed with Chaosium, right now it's Dragon Prax and we have a couple of Sartar focused games (hidden tower, a darkness at Runegate, plus the GM pack scenarios) with more to come. A convention scenarios primary goal is to showcase what is special about the world and the rules so as to invite new players. I just got back from Dragonmeet in London where I ran one of only three other RuneQuest games (with another HeroQuest game on offer) out of 75 planned RPG's not including the organised Pathfinder & D&D games. RuneQuest is still a niche market with relatively few players (while hanging out at the Chaosium stand I saw a lot of people looking for the new rules though, so that may change) and my table of 7 players filled up at once with people very eager to play, easily another 3-4 tables could of been filled, so we really need GM's to organise local games.
  23. So would you suggest then that Summon Elemental is required as a second spell if you wanted to summon elementals?
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