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Psullie

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Everything posted by Psullie

  1. Summon Cult Spirit is a common rune spell so anyone can cast it. The description states: "Summon Elemental is a specific example of this spell but many other variations exist." and Summon Elemental is then listed. So my question is, if Summon Elemental is an example of Summon Cult Spirit then is counts as a free choice? If so why have both Yanioth & Vostor have taken Summon Elemental as one of their Cult Spells if Summon Cult Spirit is common? If not, then what type of spirit is summoned by the common spell?
  2. On the character sheets this is just listed as Drive, so I would use it for any vehicle drawn by draft animals.
  3. I find it helpful to think of them as personality traits; active/lazy, or honest/deceitful. So a character could use their Movement rune to help win a race, use their Illusion rune to fool the town guard. Likewise I find them very useful as GM tests, a Fertility test to avoid being seduced by the siren, Disorder test to keep from over indulgence. This is heavily inspired from the old Pendragon scenarios where this was common practice.
  4. To me the paragraph on page 145 suggest that while using a Rune or Passion to augment another is impossible without some mutual connection, and augmenting someone's actual Rune or Passion check is impossible. As an example of the former is the common love interest trope, where the passionately expressed devotion of one character inspires the subject of that devotion to act. However no amount of support will enhance another's own Passion or Runic affinity. I wonder can you augment a negative result? Many cultures use expressive posturing to cause the enemy to back down rather than actually engage in combat. I could see in Gloranthan personal challenges each side's supporters chanting, singing, drumming etc, to not only augment their hero's skills but undermine their opponent's. Sort of like opposed augmenting?
  5. there are mines in Nomis (p334 GtG) and Terarir (p322) of 'a black rock desired by the dwarves of Jord' which I assumed to be coal
  6. You can use Rune affinity to augment Skill categories, Water = Agility and DEX As for spells, it's probably an oversight, but I'd be include to agree that Soul Sight would also suggest 75%+ Runic affinities. As for Passions, they should be evident when in use, as for being able to magically detect someone's Loyalty, Honour, Hatred; seems too easy for me.
  7. here's the rub, with 98% sword, even with a boost you still can't split attacks as it's based on the natural ability. But does it work the other way, If I have a 120% sword skill that gets reduced due to whatever by 30%, do I still get the two attacks, but at -30 each? The logic is based on that it requires a natural skill level to make two attacks and that modifiers can not give you that ability?
  8. I agree with Phil, a discorporate Shaman can cast it on any non-engaged spirit with INT. Useful if you want to avoid a particular entity. even when spirit combat starts, the effected spirit would not be able to cast spells.
  9. I'm inclined to go with Bladesharp/Dullblade etc effecting the weapon and therefore per attack, and as Mechashef points out stays with the weapon. Also easier than splitting +5% & 1hp damage mod. Assuming that you natural ability is 100+ I'd calculate all mods that effect the wielder first. An interesting point would be Dullblade (or Encumbrance). If your warrior has 110 but got hit with Dullblade 3 - dropping his effective skill to 95 - but would you allow two attacks at 40 (55-15) each? as the ability is based on natural skill.
  10. there is an obsidian sword in the new GM pack, useful for fighting dragons.
  11. King Hippogriff is the father of all horses, so all make perfect sense,
  12. It will be published once other commitments are met.
  13. I imagined an early keelboat, similar to the early American river boats, with decking for polemen, they could raise a sail and had benches for oarsmen. Sort of an early version of what's listed here: http://steamboattimes.com/keelboats.html
  14. thanks Gryph, the tutorial was good too!
  15. Rune Magic is about channeling the energies of your cult/god, the more in-tune you are (higher rating in the relevant Element/Rune) the more likely it will work. Those who act against the ways of their deity, represented by a diminished Rune Affinity likewise reduce their ability to cast appropriate Rune Magic. I see this as an integral mechanism for encouraging players to act in accordance with their Runes. Automatic success will only play lip service to the Runes in a way that DnD Paladins were supposed to be Lawful Good. The same goes to Spirit Magic, characters with poor connection to the Spirt World are at a loss. As it is possible to raise POW and thereby your Spirt Magic ability, this encourages appropriate play. In a game yesterday, my Humakti with 90% Death had no problems with Find Enemy but with a POW 9 was better to avoid Spirit Magic. I don't see this as a flaw in the game, rather a flaw in the character. As a player character I can either accept this, leaving Spirit Magic to the shamans, or actively pursue this - so my POW 9 is not a disability but an option for character development.
  16. I think the simplest solution is to treat it like fast-acting Poison. For targeted attacks it could be based on Hit Locations and defended by armour and magical protection.
  17. Hi Gryphaea, It's the Sunday slot I'm looking for: 9 am EST = 14.00 GMT - but on Roll 20 you have to listed a 7pm GMT Start?
  18. Hi Gryphaea, your Sunday game is listed as 9AM EST start, which is 14.00 UK time, is this correct. I'd like to play if it is 14.00 - 19.00 UK time?
  19. The destruction of Slontos sent a tsunami over the Rightarm Islands, so my guess is that would have devastated the breeding pools (assuming that Newtlings have low tolerance for salt) . Once the New Fens settled Newtling refugees would find is an ideal place to settle. however in my own game Serid Yarassa was abandoned before this, after the collapse of the Unity Council which demoted the Newtlings from a proud Elder Race to what they are now - and they've been on the periphery ever since.
  20. it was mentioned that they will announce the availability of the new editions, but that will likely be early new year.
  21. thanks, in the end I just gave him Lock. Although it got me thinking, would it be possible to collaborate on Rituals - so for example if one priest was casting Lock, other participants casting Passage at the same time would gain access; assuming they succeeded. This would promote initiates learning Passage before Lock as they participate in the necessary rites to gain access to certain areas of the temple - and a handy way to test initiates, if they fail their roll they would be barred from entry to the inner temple.
  22. Harmast knows the Rune Spell 'Passage' which requires Lock, which he does not know. Is their another use for Passage, or should I just give Harmast knowledge of the Lock Spell?
  23. Hello all Just to let people know that I'll be running A Darkness at Runegate for RQG at Dragonmeet this December in London. A Darkness of Runegate carries on after the event of the Broken Tower and uses the 7 character examples in the rule book. This will be the AM slot, 9am - 1pm so if you fancy a game let the guys at the desk know. cheers https://www.dragonmeet.co.uk
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