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mikuel

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Everything posted by mikuel

  1. Questions about learning rune magic for beginning players. I'm running Six Seasons in Sartar and my players have just finished the initiation rite into manhood and into a cult. I was going to have them sacrifice one rune point and give one rune spell. Then I was reading the differences between spirit magic and rune magic. It seems that you don't have to pay for rune magic like you do spirit magic. So, should I allow my PC's to sacrifice as many POW pts. as they want with the rune spells from their cult? How does this usually work? It seems easier to get rune spells than spirit magic. What am I missing?
  2. Well, Joerg, you sure made things a lot more complicated. 🙂
  3. I've been looking at replenishing rune points and minor holy days are mentioned. What are minor holy days? I get Sacred time, High holy days and seasonal holy days. They are all mentioned in the Runequest calendar. I could not find minor holy days. Would this be weekly for each god?
  4. This popped into my head so I thought I would ask it here. Why don't the Lunar Empire just send a group of soldiers to each clan during the high holy days of Orlanth and Ernalda? They then could prevent the worship of these gods. This is probably easier said than done. I'm sure I'm missing something.
  5. Thanks, this gives me some ideas. I've not been brainwashed by Lunars, but 20 some years of Dungeons & Dragons. It kind of sounds like the players can be proactive in getting what they want and not rely of freebie stuff from me.
  6. I've just started the campaign 6 Seasons in Sartar and my players will be finishing initiation and will become adults. They will probably want better stuff, like armor and weapons. How would they get money to buy that stuff? They live in an isolated village where there is not really an economy. The only way I can think of at the moment is by cattle raiding and selling the cows. What else can they do?
  7. 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.
  8. 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?
  9. 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!
  10. 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?
  11. 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?
  12. 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.
  13. 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?
  14. 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?
  15. 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?
  16. 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.
  17. 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?
  18. 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.
  19. What prevents players, or anyone else of teaching others spirit magic? It would save a lot of money. Is it just taboo?
  20. 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?
  21. 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.
  22. 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
  23. 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?
  24. 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?
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