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About ChrisJ

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    Advanced Member


  • RPG Biography
    Played RQ since RQ2
  • Current games
    RQG and DDO
  • Blurb
    Would love to have more time for games

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  1. Loving these peeks to the Starter sets - and while wishing I could get my hands on the PDF sooner, I understand the strategy behind releasing this set as physical copies at the same time as pdf. Props to the artists and the layout team on these character portfolio's they look amazing - just wish I could get something so amazing for my roll20 virtual tabletop PC sheets.
  2. Based on the text stating that cult spirits (pg 273) hang around cult holy sites, shirnes and temples - I have ruled that Summon Cult spirit can only be used in those locations - and that the more specific summon elemental spells can be cast anywhere the element exists in a sufficient large amount - thus giving characters a reason to learn the more specific spell. But that is my Glorantha and YGMV.
  3. Since the target of the spell is a sword - then there is no POW - thus I have ruled that the POW vrs POW roll always succeeds - however a targets countermagic protects them and any weapon they are holding. This is to align with the text of the spell that states "If the weapon has a spirit in it, the spirit’s magic points must be overcome for the spell to work" which I presume is leftover text from the 3rd edition of the text where POW vrs POW was MP vrs MP; otherwise I have no Idea what overcome the MP of the spirit means. But as always YGMV.
  4. It does seem odd to introduce two weapon fighting into the starter set. The image on the character sheet implies Mago fights a Broadsword in his Rt hand and the Battle Axe in his left. But his skill sheet has no off hand skill with the Battle Axe - which according to the last Q/A I read should begin at base 05+Mod. I suppose the saving grace to this is that he doesn't have sufficient SR to attack with both weapons in the same round - The listed SR of 8 with both weapons is however incorrect DEX SR2, SIZ SR 2, Weapon SR 2 for Broadsword and SR3 for Battle Axe , resulting in SR6 or SR7.
  5. Also remember if the defending player makes a special parry, then the weapon used to parry causes damage to the attacking weapon. A PC in my game just skewered a Broo through the head after he specialed his Broadsword parry in response to the Broo's Headbutt attack. In previous versions that extra attack may not have received a defensive roll, but in RQG the second attack can be defended with only a -20 defense.
  6. This forms the basis of my house heroquest rules - the skills augment the Rune - I've had 3 HQ in the current campaign and this has run quite well. Additionally for the hardest HQ, the questor is not allowed to re-use a Rune used elsewhere in the quest (although for a Sacrifice/Geas one can reset this). This rule generated alot of meta thinking by my players - but also was the reason they sought out more information on the Myths the HQ was based on.
  7. The example on page 386 although only a 1 Rune/1Tech example aligns with the your second block of text Godlearner, and does not align with your first. The text that confuses the matter is just above this example "Using an unmastered technique or Rune costs double the magic points, and if a sorcerer tries to cast a spell with a Rune and a technique they have not mastered, the magic point cost is multiplied by 4 (essentially, doubled twice)." But there is no example in the book covering the use of both missing runes and techniques. Nor is there an example with the s
  8. Nice spell - although one can always pass the MP matrix around.
  9. Indeed we spent several minutes of our session Zero trying to interpret that the text on the spell cost. The Tables clearly show un-mastered manipulation costing double, and the example shows what happens when missing 1 R/T. What was most unclear to us was what happened if more than 1 Rune or Tech was missing - in the end we decided to increase the base cost of the spell by 1MP per missing R/T and only double the cost of intensity. As for MP cost - all the PC's had MP matrix or Spirits in POW storage Crystals. Only 1 of them had a TAP spell (the Macabean had a Tap Moonlight spel
  10. As per the rules on pg 384 "Mastering New Runes or Techniques A sorcerer starts by mastering one Rune and one technique, as described in the Philosopher occupation on page 70. A sorcerer must have a minimum INT of 13 to understand one Rune and one technique. For each point of INT above 13, the sorcerer can learn one more Rune or one more technique." The players in my mini campaign found that the double MP cost of non mastered runes to be a greater impact to them casting spells than the free INT - using a 3 Rune/Technique spell with at least one rune un-mastered is 4MP+42MP to c
  11. The campaign (I called it "The Moonuments Men") was for 4 Lunar sorcerers sent back to Satar after the dragonrise to recover some artifacts and tomes left behind after the rapid redeployment of the Satar garrison (lets not call it a rout). One was an Inripi Ontar Worshiper, the other 3 were of sorcerer schools I'd derived (based on HQ material), A lunar College of Magic Sorc, a Macabean Sorc, and a Red Moon Warlock. They travelled back to Boldhome and their raid on the Satar palace vault coinsided with the disastrous outcome of Kalyr's Lightbringer quest.
  12. I just finished running an all sorc mini campaign - I kept all the other rules for INT the same but set starting Free INT to max human INT (AKA 21). Worked out pretty well. Apart from the weekly castings most spells averaged about 14 pts of intensity due to the long casting times. Two of the Sorcerers had INT 16 - the big impact to these sorc was that they could only have 5 Runes/Techniques, so they had to select their runes carefully, and expect to cast using extra MP for some spells.
  13. It says suffocation starts the round after the casting (which implies no suprise on the victim), thus suffocation is CONx5 for the first 5 rounds - so that should give any respectable opponent a good chance to cause the caster to force the caster to make a concentration roll to maintain the spell. The spell is also active in which case the caster will have difficulty moving away from other opponents, who now see the sorcerer as a dangerous opponent. TAPing the very essence on ones god can be seen very negatively by worshipers of the Air pantheon (most of Satar and Prax), and thus the reputat
  14. I Have limited the MP's that may be sacrificed for Worship rolls. For Initiates the Bonus caps out at 2 additional MP (AKA +20%), for Priests and God Talkers the bonus caps out at 4 MP, and for Rune Lords the limit is the character’s MP. This had the effect that several of the PC's sought out the additional bonuses, as well as augments from Devotion and Sing/Dance skills. I run a rolling calendar not rigidly sticking to 1 adventure per Season and so recovery of just a few RP can be important. There is a big difference in difficulty when you know an important encounter is coming up and th
  15. Of course a Initiate with a Power Crystal (available as a Boon during character generation), can pay for an NPC to cast the summon at a local Temple, and then use command cult spirit to "store" said elemental in the Power crystal. If cast close to a Holy day the NPC and the PC will probably recover the spent RP without needing them in the intervening day or so. Once the PC has sufficient RP they can do this themselves of course.
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