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OxygenO2

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Everything posted by OxygenO2

  1. Interesting, I must have missed (or forgotten) this, where in the rules is this?
  2. So I have been thinking for a while what it actually means to learn a rune spell and with all the talk about The Red Book of Magic i thought I would share my thought. This is the way I have chosen to explain it to the players in my game. (YGMV) "Learning" a rune spell is not so much learning any specific phrases or gestures, as it's about going through the rituals, prayers and sacrifices to set up a "contract" with your deity. "I give you a piece of my soul and you will grant me some of your power when I call for it, letting you act through me in the world of time". Casting a rune spell is then just calling out to your deity and hope for an answer. (After all Rune magic always goes of in SR 1 unless you take time to "charge" it with more mp/rp). If you embody the the values of your deity (their runes) they are more likely to take note of your request (this is the casting roll). The amount of rune points you have is a measure of the favour you have with your god. Most favour only require regular worship to regain once the initial sacrifice have been made, but some (one-use spells) require that you sacrifice more of your soul to regain.* Common rune magic, is requests most deities are known to grant without a special "contract" only that the right sacrifices have been made (POW and regular worship to replenish). *I play that one-use spells just lowers the max RP by the cost of the spell when cast. (because RAW is not very clear on this) This is just the way I have mapped the rules into the world to make it feel more real. I would love to hear your thoughts about this and what ways you have interpreted the rules.
  3. Don't know whats the "right" answers but for the first I would just let the player get it at his/her temple. For the second one i would say you would have to say what spell belong to which pool so if you got shield directly from Orlanth then you cast using the Orlanth pool or you can get it via Storm Bull and then you cast it using the Storm Bull pool.
  4. But this post got me thinking. Many skills have effects for specialls and crits defined in the rule book. I usualy just wing it because I can't be bothered to look it up (or i forget it's even a thing). Having those effects summarised in a table would make them a lot faster to use.
  5. Well, i was in the middle of replying to the first post but you beat me to that. So i guess we are even!😁
  6. p 143 of the core rules book, also on the GM screen and in the "gamemster references" booklet for a straight up table of success levels for given skill number
  7. ha, would you look at that. I was sure i had seen it but could not find it. Silly me, should have looked in the "Darkness" section not in the "Fire" section 😁
  8. The concept of fire and flammable liquids are not new, after all, oil lamps is a thing in glorantha. And realising you could throw a clay lamp on the floor and create a pool of burning oil is not that far of a stretch (the probability of a lamp oil catching fire notwithstanding (dropped lamp table from RQ3 anyone?)). I would say go for it! (MGF and all that) but of course YGMV.
  9. Also the fire elementals in the bestiary can engulf an opponent and roll 3D6 to be resisted against with CON. If resistance fail take the 3D6 as general hitpoints damage. Mabey can be used if hit in the head or on a crit.
  10. Well if I was to be more specific I could have said that the typography of the RuneQuest logotype has changed, but I did specify the RQ logo in the post (Although not in the title)
  11. Just got my hardback copies of the smoking ruins and Pegasus Plateau and while putting these awesome books in the shelf next to the others i noticed that the RQ logo on Pegasus Plateau is different. Has there been any statement as to why? I know there was some scepticism against the logo (especially the E's and the S), I did not really mind but i must say I think this updated one looks better.
  12. I have been confused about this part as well, it is never stated outright (at least not that i can see) but yes, the POW (and MP) of the fetch should always be added to the POW (and MP) of the shaman but if the fetch is acting independently it only has access to its own POW and MP. Another way to see it is that the fetch is part of the shaman, so its POW is also the shamans. But if the fetch acts on its own it is only the fetch part acting so the rest of the POW is not avaliable.
  13. I made my own cards for spirit spells for my games. I've found it helps the players use their spells more since they do not need to look up the effect in the book every time, especially for new players (i have run a few introductory games for new players at my uni). For the rune spells I printed a small booklet with all common spells and all the special once the players have.
  14. Remember YGMV, just because it's in the rule book does not mean you need to use it. Your characters tribe might be strongly against slavery, hell, why not make a senario out of freeing slaves from a "less civilized" tribe. But as you say, slaves in one form or another has existed for most of human history and and ignoring that completely in the rules would, at least to me, be dishonest to the setting. In my game, slaves exist but are never in the forefront, and if a player or NPC is captured and the tribe fails to provide a ransom that character might very well end up in slavery.
  15. I think these two paragraphs helps a lot when trying to understand SRs. With that (and the rules for fleeing) I would say #3, usually the opening that Ella is looking for presents itself on SR6 but in this case David turns to flee at SR3 and Ella, already looking for an opportunity to strike, makes the attack emmidiately.
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