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Scotty

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Scotty last won the day on February 29

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    See my fan account @David Scott
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    Northolt, London
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    I've two accounts on BRPCentral. This is my Chaosium account, my fan account is @David Scott.

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  1. No. You can certainly give it a go, the other question was about augmenting. I would not let players augment those rolls. Yes.
  2. Yes No, you have to have a base above zero to add it to. No, you have to have a base above zero to add it to. Don't forget that that if your base chance is 10% and your category bonus modifier is -15%, you are effectively at -5% which is read as 00%. To get your skill up to 1% you need to train/research 6% to reach +1% (-5+6=1%). If you managed to augment this, with for example +20%, it would be -5+20= 15%, rather than fiddle with numbers, just say no. As usual GMs are free to do want they want in their own games.
  3. In a roleplaying game, never is usually more often than not. Zero magic points is unconsciousness. Note that a fetch reaching zero POW is very serious as it will kill the shaman too (A fetch is the awakened portion of the shaman’s soul).
  4. It should read: 1(3) per D6 of SIZ (Hop)
  5. There are no specific rules that cover this. If you wish to change it in you games that's fine, although I wouldn't apply it to two-leggeds as they use their tail for balance. I'd suggest that they don't bleed to death if they drop their tail - it's a defence mechanism - and then they play dead.
  6. Hi, it was taken down about two years ago as the first printing is sold out and the corrections are in the second printing. If you have a first printing, it's still available here: CHA4028 RuneQuest: Roleplaying in Glorantha – Second Printing Clarifications, Corrections and Additions 1.0.1
  7. No, see Wolfbrothers 2.9.6 Real Fire, Rocks and falling Damage in the Q&A.
  8. They are cult shaman-priests that likely are running the temple, any income goes to their temple (them). They manage it on behalf of the cult and all the other income. It's the same for issaries priest who are basically the temple. Anything they need, comes from their tithe. Eg, their noble standard of living is paid from that. Earth witch is a spirit cult and unless affiliated with an an Ernalda temple would be independant. Independant shaman have no cult tithing (no cult) and must support themselves. Rather than getting into a running a shop game, a shaman has an income of 30L (Poor SoL) and uses their Spirit Combat or Spirit Travel as occupational income skills. A cult shaman will likely use a noble income.
  9. No. As I said The GM says "over there in a house you see a faintly glowing sword", for above "and behind you you see a magic crystal in a pouch on the guard". The spell description says It glows for the caster.
  10. There's an example of this in the Q&A: 2.4 Simultaneous melee and spirit combat
  11. It's a good example of a unique heirloom. It is a Dragonewt figurine - so who knows its origin. If you don't want it to be so, disallow it in your games, or make it a special Lhankor Mhy magic, or change the magic. It glows, so the range is effectively sight. If a magic sword was in a house the caster could see the sword in the house. The GM says "over there in a house you see a faintly glowing sword". If the sword was 4m under the earth, the spell could not penetrate that deep (note that there are some specialist spells that ignore the 3m rule). Yes The spell is blocked not the glow. The sword would still glow if in a dark cloth wrapping or a wooden box, but it wouldn't glow 4m under the earth.
  12. Yes. It follows the usual rules of spirit combat, so needs a round to become visible. Yes. Note that in my games, players always cast spirit block or spirit screen once the spirit begins to appear, making this tactic useless.
  13. The Rune Lord's (if you want a lot more complexity add some, but note that most animals in RQB have none listed. So they'd need training up).
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