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Psullie

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Posts posted by Psullie

  1. 4 minutes ago, Pentallion said:

    Detection spells require focus.  That's their duration. 

    I was just reading into that. All detect spells have Instant listed as their duration, and nowhere in RQG does it explain what Focused means (I was about to post new thread), it does not refer to foci as all spells require one.

    Detect Magic says: approximate direction and distance from the caster of all enchantments
    Detect Enemies: approximate direction and distance from the caster of any being
    Detect Substance: detected substance glows visibly to everyone within range

    These all suggest that concentration, as you suggest, is not required. With Detect Magic you don't check each item, rather scan an area and all magic items glow.

  2. I respond to this in the other thread... but it's similar spin as metcalphs but more binary

    to add to this thread:

    Only Detect Magic, Substance and Traps, explicitly cause the targets to glow. The others, I assume, are caster sensed only. 

     

  3. to further muddy the waters, here's my take:

    the way the various Detect spells are written suggests a SONAR type effect, retuning distance and direction of all in range. Detect Enemies also has the ability to seek out known targets. With this in mind I'd be inclined to think that it would impact everyone in range. If you have multiple targets with Countermagic, the most powerful Countermagic takes precedence, possibly taking down the Detect before the others are even registered. The Detecting caster would only know that someone within range has a more powerful Countermagic up, the fact that others may have weaker CM is irrelevant (essentially the EMP, working both ways, shorts out). If you have multiple targets with the same CM then all would be effected. So if you were surrounded by enemies with 1xCM2, 2xCM3 and 1xCM4: A Detect 3 or 4 would only take down the CM4, leaving the others unchanged. A Detect 1 or 2 would be cancelled with no effect. Let's assume you took down CM4 in round 1, casting Detect 2 on round two would short both CM3's but leave CM2 unaffected, etc.

    Also if you cast Detect Enemies looking for a specific individual, only the targets CM (if any) would matter. I possibly wouldn't allow the same casting to alternate between wide and narrow search, If you started looking for someone in particular you'd need to cast again to change to a general scan.

  4. the twins Pelaskos and Poverri. Pelaskos used a boat, Clever Eyes, and a net to fish the sea, while Poverri remains close to shore and uses a spear and fishing line. 

    Poverri is married to Natelna, daughter of Ernalda, while Pelaskos is married to a sea demon's daughter, Illuriad, who nags him incessantly. 

    Magasta is also frequently worshipped by sea fishermen.

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  5. Terthinus the Voice of the Deep, a Malasp demigod, rules the Dashomo sea and demands tribute from everyone. This would likely curb any triolini influence, though some fishermen might honour Pelaskos. I'd guess too that a history of God Learner and Vadeli rule would also extinguish other forms of worship particularly along the coast where their influence would be strongest.

  6. given the cost of slave bracelets and the ubiquity of slaves in Glorantha I doubt they see much use.

    Slavery is an integral part of many Gloranthan cultures and while some resonate with our modern view (shackles & cruelty) others are closer to a caste system with obligations of the owner where life as a slave may be preferable to that of a beggar. Community is the most important survival technique, keeping you head down in return for protection, food and shuttler is often all that is required. Slaves are cheap and culling the few bad apples to keep the rest in line is all it will take.

    There is also the separate issue of enslaving a group versus the individual. Our society is very individualistic which is often reflected in our PC's being vagabonds and what makes them heroes. We'd think nothing (in a game) to start a slave revolt without too much concern for for those killed in the process or the aftereffect. The new rules start to look at their with Passions, so Honour, Loyalty or Love (Family) could be used to either way. The motivations to keep a community in check are very different from that of an small group.

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  7. 56 minutes ago, Atgxtg said:

    Well, possibly. I'd probably assume that detect spells "ping" targets sequentially, closest first, and that the first Countermagic would take down the Detect Life with it. However, there is nothing in the rules to support my assumption. 

    Due to the fact that unless you have a highly boosted detect, the Detection is also eliminated I'd say that it works with closest first...

  8. A shaman can sacrifice their fetches POW as their own, also some attacks drain POW such as Soul Waste p155. Materialised Fetches can be killed with mundane weapons p360. Also, though this is not explicit, spirits that are defeated in Spirit Combat can be controlled p368, how this effects the shaman would be up to the GM, also embodied spirits take HP damage on Specials and Crits, again it would be up to the GM too decide if the Shaman takes the hit or the fetch in POW

    CHA can be increased through training, so there may be rituals or holy places that enable a shaman to train their fetch?

  9. a characters Rune affiliations defines that character and forms the core of their being. But people change and, if in playing, a character exhibited traits of another Rune I'd see no reason for the GM to introduce it, however it would start with a decline in another. So if you begin with strong Water but consistently played a pragmatic individual your Water Rune would diminish and ultimately an Earth Rune would evolve. The time it takes is up to the GM and as Elemental Runes are not paired opposites, it might be difficult to define but some are naturally conflicting.

    A quicker option may be a HeroQuest aimed at radically changing one's being. 

  10. 8 hours ago, jajagappa said:

    Not the way I've read it (or would generally allow).  If my PC's invoke Hate(Greydog) in a combat, that augment/inspiration applies until the combat/event is done.  No mixing in other augments. As noted on RQG p.229 "Only one attempt at inspiration can be made in a situation—such as the duration of a combat, battle, assembly meeting, magical ritual, etc. An adventurer does not get to make an inspiration roll every time they swing a sword!"

    Ah good call, I was focusing on the Augment section,

  11. No not cancels. Augments only effect one ability. If you want to augment your melee and magic abilities it would require two augments, and as an augment can't be used twice, the second must come from a different source. 

    Now as a GM you could rule that augmenting for a combat effects everything relating to the fight; or allow the same Passion be used to again for subsequent abilities; but if the adventurer fumbles what abilities are reduced by 50%? 

    Augments are scene based, so as soon as the 'event' passes the effects wear off, you can't cancel an augment, just chose not to act on it.

  12. An augment can only effect ONE other ability. So your Hate(Greydog) could augment your sword skill or a Rune affiliation for the purpose of casting spells but not both at the same time.

    You could however use Hate(Greydog) to bolster the sword skill then the next round use Honour (or any other ability except Hate(Greydog) to bolster your magic. 

  13. I feel that the bonuses are applicable to the time spent, taking 12 secs longer to focus on a spell shouldn't yield much of an advantage. Where it gets problematic is that it requires a dice roll for minor benefit hence the diminished return - for anything up to 5 rounds I'd be inclined to bypass the Meditation roll as long as the caster was free form interruption. 

    a similar issue exists in the Sacrifice section, why would you give up a cow (which could give long term benefit to a community) when all it takes is two extra MP which you get back the following day, for the +20% 

    These are examples where the sums don't add up, but then most of us if given complex math would take extra time to get it right rather then do it twice in the hope that one answer is correct! This is why, as a GM I'd wouldn't allow a PC that type of scatter gun approach with any skill test. 

  14. 1 hour ago, PhilHibbs said:

    You could say attacking again after a miss is too.

    except in combat the situation is constantly changing, therefore you not actually repeating a failed attempt, where as casting the same spell in the same circumstances would constitute a repeat action. Of course how you define a new approach is up to the GM

  15. I think both of these types of augment are not intended for combat use. How can one meditate while swords are flying about and most combats are over before you've even gotten started. If you are planning an ambush and have time to focus, then sure. Likewise for augmenting, stopping mid fight to sing a ditty seems out of place, however others in the right situation can augment your skill, so drummers or pipers blasting out battle songs during a fight would work. 

  16. That map only (roughly) compares size not location or even weather patterns. Latitude is only one factor in determining seasonal temperature, even on Earth areas with similar latitude have remarkably different climates - palm trees in Cornwall? 

    Like styopa said I think weather should be far more important, especially in an ancient setting. People spent far more time outdoors then than we do now

  17. important or not is up to and your style of play. but the weather is a vital component of daily life for most, it determines planting, harvesting, raiding, magical rituals and trade. In many instances it is actually divine and it's worship or not impacts on your communities survival.

  18. Okay perhaps I'm spending too much time on the lozenge lately but when to see Christoper Robin yesterday and on the way home realised that it was a very good example of a HeroQuest

    Our hero, Robin (not Pooh) was out of sync with his family and only by re-entering his childhood world of hundred acre wood and re-enacting the myth of his childhood was he able to restore community balance. It had everything a good HeroQuest has: magical entry point, wise (though of little brain) guide, getting lost, finding allies and finally defeating the old self and being reborn.

    Has anyone else seen it and if so what do you think?

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