Jump to content


  • Content Count

  • Joined

  • Last visited

Community Reputation

3 Neutral

About Nicochan

  • Rank


  • RPG Biography
    Pathfinder, dark heresy, Eclipse phase
  • Current games
  • Blurb
  1. I'm going to start a long term campaing involving the "awakening" of Gbaji's pieces in Dragon Pass. Since our Shaman apprentice is going to become a Shaman as the prologue of the campaign, I would like to find a way to interlace his "awakening" ritual with Gbaji's fist piece awakening. In order to do this I'd like some insight on how Chaos interacts with spirits and the Spirit World: this will be my input to create "my glorantha" in this regards, functionally to the campaing i have in mind.
  2. ok so I'll just stick to the table!
  3. Thanks a lot! Do you happen to know what's the interpretation of page 200: "Parrying a Critical Hit Though the target’s armor does not subtract any damage from a critical hit, a successful parry from a weapon or shield blocks the amount of damage it normally would. However, a weapon that parries a critical hit takes twice the damage it would take normally. If the attacking weapon is a long-hafted weapon or an impaling weapon, the parrying weapon takes no damage. A shield that parries a critical hit receives twice as much damage as normal, and any unabsorbed damage strikes the parrying adv
  4. Hello there! I stumbled across some doubts regarding critical damage. Starting from page 203, the rule book explains how impaling, slashing and crushing damage works when special successes are rolled: Impaling - double the weapon's damage and possibly impale with all the consequences (not always making the attacker happy). Slashing - double the weapon's damage and possibly make the target unconscious for 1d6 rounds. Crushing - add the maximum rollable bonus damage to the normal damage. When looking for the Critical success, I only find it for Impaling weapons (
  5. One last question about this. Page 195 of the rulebook, in the example: "Vasana, with her DEX 11 (and DEX strike rank of 3) could cast a Demoralize spell, taking 5 strike ranks" Since Demoralize is a 2 magic points spirit spell, it looks like you need to pay the first point of the spell too, contrary to what is written in page 194: "Remember that the first magic point used in the spell has no strike rank modifier."
  6. Why the minus 1? It's because there's the sentence that states that the first magic point is always "sr free"? What do you mean with "new action"? I've read that readying a weapon or a spell it's +5 sr, do you mean those cases? Are you sure you need to add twice her dex sr, since she's doing only the casting action and the movement RAW counts as a "sr modifier"? If she's no weapons in her hands, does the +5 still apply? As I've written before, i got the impression that +5 is added only to ready an unready weapon, or to get one hand free from a weapon or object in ord
  7. Hello! Sorry for my English but I'm not a native speaker. I've got ho SR in easy situations work, but I have some doubts when I think about actual combats and multiple actions outside of melee. Most problems revolve around movement. First of all, it's quite confusing that they dedicated phase 2 to movement, but from the examples it looks like you can (or must only?) actually move in phase 3. Then, not-engaged pc: 1) does he add dex sr twice if he both casts a spirit magic spell and shoot an arrow? Does it all happen at once at the total sr? Or does he first casts at x sr, a
  • Create New...