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About Tupper

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  • RPG Biography
    Long time gamer.
  • Current games
    D&D (sadly)
  • Blurb
    Getting back into gaming.

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  1. Tupper

    Fetch questions

    Great answers! That clears up fetches a lot for me. One last question, though: what happens if one Shaman captures another Shaman's fetch?
  2. Tupper

    Fetch questions

    I've been reading the shaman rules again, and have a couple of points of confusion regarding the fetch: 1. How does a fetch die or get destroyed? The book tells me that this happens if its POW goes to zero (page 358). How would that happen? In spirit combat it loses magic points. What happens to the fetch if its magic points go to zero (either by spell casting and/or spirit combat)? 2. If a shaman does badly on awakening his/her fetch, a fairly weak fetch can be created. What can the shaman do to "beef it up" subsequently? I see that he/she can grow its POW by sacrificing his/her own. How would one raise the fetch's CHA? "Expanded presence" (page 360) will raise its "temporary" CHA, so the shaman can store more spells in it, but that wouldn't let the Shaman have a larger menagerie of spirits under his/her control, which is the other use for the fetch's CHA.
  3. Tupper

    Hard spirits

    Thanks for the answers. Makes sense to think of those spirits as elemental. Here's a follow up question: could you bind them? Could you bind a vogue or Sprul Pa?
  4. Tupper

    Hard spirits

    When I read the core rule book, I came away with the impression that spirits were incorporeal, and mostly interacted with people either by being bound by shamans and spell users, or making mischief by possessing people after spirit combat. However, when I read the section on spirits in the bestiary, I became a bit confused. Some of the spirits there fit the bill of incorporeal creatures, but some of them seem all too solid. The Nymph has hit points and regular stats, but is described as "bodiless", so she can presumably discorporate at will. The Snake Daughter isn't described as "bodiless", but the prose accompanying her says she can occupy her stone statue, so presumably she's incorporeal the rest of the time. The Vough and the Sprul Pa don't seem to have any such caveat. The Vough can turn into water, and Sprul Pa can merge with the ground, but neither of these are really discorporating. Could someone please tell me what it means to be a spirit? I guess my definition of "being incorporeal and living in the spirit realm" seems a bit off when considering the Vough and Sprul Pa.
  5. Tupper

    History 1621-1625

    Awesome. Thanks for that! I'm working through Fronela now, and the bit that has me worried is the Kingdom of War. It seems to be pretty active, and could have expanded since 1621. Does anyone know where I'd read about what happened there?
  6. Tupper

    History 1621-1625

    Thanks for the comments. Looks like Appendix J could be the business. I definitely noted the events in the character generation timeline, and trying to understand what they all meant was part of my motivation in reading the Guide to Glorantha. I'm guessing the other region (besides Dragon Pass) where things could get a bit funky is Fronela, where the Syndic's Ban is slowly lifting (and more could have lifted by 1625). I figure I'll cross that bridge when I get to that chapter of the Guide.
  7. Tupper

    History 1621-1625

    I read through Runequest Glorantha, and while I found it very cool, there were a lot of comments that left me fairly confused. What was a God Learner? Who (or what) was Belintar? To rectify my confusion, I bought the Guide to Glorantha, and have been reading through it from start to finish. Things are starting to come into focus, but I often find myself searching through the pdf to figure where places are who people are who are referred to earlier in the book before they're "defined" later. It's been a very fun read ... up until yesterday. Yesterday, I hit the Dragon Pass section, and read that Dragon Pass was governed by Fazzur Wideread. "That doesn't sound right", says I, and looked in RQG. Then I realised that RQG is set in 1625, whereas the Guide to Glorantha is based on a present date of 1621. This seems a bit of a snafu, since it would be pretty natural for someone to want to use Guide to Glorantha as a reference for a campaign using RQG. My question then is: what happened between 1621 and 1625? Where would one find this information? I see two potential sources: the Glorantha Sourcebook or The King of Sartar. Which one am I supposed to read to understand what's happened "post Guide"? Or do neither of these help with this campaign date mismatch?
  8. Tupper

    Tie in opposed roll

    Looking at the newest version (there's a newer one since I downloaded last), it seems to be getting bigger. According to its properties, it also hasn't been optimised. I find quite a few pdfs (from various companies) can be a bit slow on the iPad. I've got into the habit of feeding them through adobe acrobat pro and optimising them for online publishing. On my tablet I've noticed no decline in visual quality, but I've sure noticed some big speed improvements in rendering!
  9. Tupper

    Doubling sorcery costs

    That makes sense to me. Looks like in the new version of the pdf the example has been amended to match your reasoning: 3 points for the basic spell, and 2 points per extra intensity.
  10. Tupper

    Tie in opposed roll

    I noticed that rpgnow had a new version. I'd bought it from Chaosium, so I hightailed over to their website, and downloaded the new version.
  11. Tupper

    Tie in opposed roll

    Looks like the latest version of the pdf has the correction to the wording for tied results.
  12. Tupper

    Making Sorcerers

    I think you make them as philosophers. However, some of their cults (eg the Invisible God) don’t get a write up in the core book.
  13. Tupper

    Doubling sorcery costs

    That’s my read of the penalty he should face, but in the example he seems to quadruple the intensity cost but only double the basic cost.
  14. Tupper

    Doubling sorcery costs

    I'm a bit confused by the example on p386 of RQG. In it Damastol wants to cast Logical Clarity (truth and dispel). 1. Why would Damastol's affinity to illusion (coming from Truth) matter if the spell uses Truth (and not illusion)? 2. Assuming Damastol has both rune and technique unmastered, shouldn't the spell cost him *8* points to cast (2*4) and 4 per additional level of intensity? The example says 4 to cast and 4 per level of intensity. Any idea what I'm missing here?
  15. Tupper

    Summons of Evil

    I'm a bit confused by this spell. It seems to do two things: create an effigy for the adventurers to fight *and* summon a powerful adversary. My read of the spell is that the adventurers don't fight the effigy until the end of the ritual. However, presumably the powerful adversary could arrive before the ritual finishes (e.g. you do a 1 day ritual, but the most powerful adversary is 3 hours away). Would that interrupt the ritual? My main confusion, however, is why to do this in the first place. I get that when the effigy is destroyed, the adventurers might get back a load of ritual points (which could be handy), but I don't see how the magic resistance bonus could ever be used. The caster's posse gets it when the effigy is destroyed, and it lasts for the duration of the "ceremony". Isn't the effigy's destruction the end of the ceremony? In which case, this bonus would never be in effect.