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Everything posted by mikuel

  1. When a shaman is teaching a character a spirit magic spell, can he do something else? Or is he/she committed to working with that character all week, 6 to 8 hours a day? If your clan only has one shaman with the teach spirit magic spell, and it takes a week, I'm assuming that they can only teach one spell at a time. Or can a shaman work with 3 or 4 characters at the same time during that week teaching each a different spell? My players will have some 7 or so weeks of down time and will want to learn some spells from their shaman and cult leaders.
  2. mikuel

    Spirit Combat

    Does this mean that the shaman, in spirit form do the same thing? Could a shaman go scout out ruins by travelling through the walls and seeing what is in each room?
  3. mikuel

    Spirit Combat

    That could be really convenient for the shaman. Warrior: So Shaman, why didn't you help us there with that Broo ambush? Shaman: Sorry guys, I was...uhh.... fighting this disease spirit in the spirit realm. Yeah! That's what it was!
  4. mikuel

    Spirit Combat

    So does it take a spirit a round of combat to become visible, then the next round it attacks the player? Or does it become corporal and attack in that same round? Is it then visible for the entire spirit combat, or does it become discorporate the following round? If someone is being attacked by a spirit in the spirit realm, what does it look like to those in the material world? Is the attacked character just staring into space? Or is he/she swiping at the air?
  5. mikuel

    Spirit Combat

    I've recently been reading about shaman's in RQG. If a shaman is ambushed by a malign spirit, how does he fight it in spirit combat if it takes him an hour to discorporate? What am I missing?
  6. I have a question about Rune points. During character creation, step 6, when picking a cult, it states:" As an initiate, your adventurer starts play with 3 Rune points dedicated to that cult. " So do you lose 3 Power from your character for these 3 rune points? the chapter on Rune magic states that you have to sacrifice a rune point for each rune point. p.313 "A cult member may sacrifice additional points of POW to the deity, increasing the number of Rune points with the deity and gaining greater access to cult special magic. The sacrifice requires a full week of prayer and meditation in the temple. At the end of the week, the adventurer sacrifices 1 or more POW points and gains an equal number of Rune points. " I'm confused.
  7. How do game masters use allied spirits? Do players just use them as a spare tank for extra magic points? I notice that they have Power and Intelligence. Which makes me wonder what's it like to be a spirit. What do they talk about? What do they do in their spare time? Do they get bored?
  8. I'm assuming that when you sacrifice Power to enchant a magic item, cast Magic Point Enchantment, or become an initiate of a cult, you don't get those power points back? These are permanent losses?
  9. Ok. I thought you just purchased the spell protection and then put as many magic points in it as you had CHA. This is not correct. So you, for example, could buy protection 3 at 300L or whatever, then you could put up to 3 magic points into it if you wish. So if spells were like songs, protection 1 would be Hot Crossed Buns and protection 5 would be one of Beethoven's symphony's. Each spell is a different entity. Is this correct?
  10. Ahhhh...Ok. I get it now. If a spirit magic spell says variable, you can put more magic points into it to increase its power. Thanks.
  11. Can all spirit magic spells be boosted to increase their power? Can a player/npc put 6 points into disruption to cause 6d3 points of damage to an enemy? Or cast protection to have 6 points of armor added to their heavy scale of 5, equaling to a total of 11pts. of total armor? Spells such as Bladesharp and Bludgeon mention this boosting, but other spells such as Disruption does not. I am in the process of reading RQG and have not run a combat, but spirit magic seems to make the players powerhouses. How does combat play out with game masters who have run games?
  12. Ok, It sounds like it's more than teaching a few magic words to somebody. It sounds like a big long magical ritual. Sounds like the student couldn't just teach it to his friends.
  13. What prevents players, or anyone else of teaching others spirit magic? It would save a lot of money. Is it just taboo?
  14. Ok. How about this one. Do strike ranks carry over to the next round? In your SR is 8, is the next round an attack at 8, or would it be at SR 4 during the next round?
  15. Do you add dex strike rank to your size? Harmast has Siz 12 and Dex 16 2 handed spear SR 0 Siz 12=SR 2 + Dex 16=SR 1 + 2 handed spear SR 0 Total SR=3 Which means he can attack 4 times in a round.
  16. I have been reading reviews of the differences between Runequest: Role Playing in Glorantha and Mythras, wondering which system to use. I've played Mythras before it was Mythras and liked it well enough. I liked the detail in the combat. My players never really got into the crunchy details. It was pretty much head shots the entire time. I've started reading RQG and am still in character creation. My question is: Is it easy to bolt on some of the aspects of Mythras onto RQG? I liked the some of the things like action points and spear reach a lot. Or is that too much work? Second question. If you choose to do this, what rules would you start "bolting on" first? second? third?... Thanks, Michael
  17. The Found Child cult has no holy places in Balazar. "As a nomadic cult, there is no true center of power, but the strongest foci of this cult are among nonherding tribes. The only important holy place is the site where Foundchild was discovered, in the Dog Hills." Does this mean that a cultist could only replenish their magic points at that one spot?
  18. Was reading some old runequest stuff. They mention magic items with a matrix. What is that? What's a charm? How could you module these items in Mythras?
  19. There is no cult 1 pager for Hearth Mother. Could someone recommend one that would be the closest? I'm working on a Balazar campaign for Mythras.
  20. mikuel

    Starting runes

    In Sartar Kingdom of Heroes, players start with 3 runes, one automatically being the storm(?) rune. I'm starting a Balazar campaign. Would I do the same with giving my players the storm rune, or would it be a different rune?
  21. I've been researching some beginning adventures to start a Glorantha campaign and have come across Steve Marsh's Regular Folks Campaign. I've noticed he has a house rule dealing with traits. This might come from a Pendragon rule. Here is a quote. Wild animal herds still migrate through this area in midwinter just as the caribou do in Valind (or Alaska). The PCs are asked to go on a hunt. (The participation is voluntary, but failure to participate will give each character who refuses a -1 on their acceptance check and a +1 on the selfish trait. Is anyone familiar with this?
  22. This is great. If you know the history of the place you are starting your campaign. Could you give a reference of where to start learning this history? Especially Dragon Pass?
  23. Loving all the suggestions! Thanks so much!
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