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Scotty

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Everything posted by Scotty

  1. Doh, Dead Place blindness - apologies!
  2. Gloranthan reality is defined by mythology, not by hard logic or physics. RQG, Magic and Mythology, page 8 You didn't mention the Dead Place in your initial post. In the Dead place, spirits become physical, so a broo acting as a spirit vortex would pop out a physical disease, or it's giant disease spirit would physically appear and bud off more smaller diseases, or any disease spirits hovering as a cloud would just precipitate out. I'd give them a SIZ & STR equal to their POW. In this environment I'm not sure they'd attack, and most would would likely wander off. Adventurers won't catch diseases. Yes. Although bear in mind the fine alkaline dust which hangs in the air, damaging lungs and burning skin. (RQG 124). Adventurers in my game would only travel there when raining as the dust was an hourly attack (POT = half max daily temperature) and daily vs metal armour. Travelling across alkali flats in the rain is miserable and your feet still need protecting. See Prax Temperature and Precipitation, RQG 122. Getting down into it is the biggest problem as the steep stream gullies are prone to flash flooding Yes, they'd appear physically and be released. They could be chased down, physically captured and forcibly taken out, then rebound outside of the Dead Place. Alternatively find the Father of Independants and sacrifice for Dead Place Ferry (RBM 40).
  3. However it acts, treat the result as a disease spirit. The broo is a disease carrier (per Carry (Disease) RQB 93 / RBM 24). It just carries the disease, with infection caused by a disease spirit. There's no explanation of how this actually works (as it's magic), but perhaps the broo acts a disease spirit vortex and its carved runes are a portal to the Middle World, or perhaps it carries a giant disease spirit that buds off smaller ones, or it attracts disease spirits that hover around it as a cloud and infect those it come into contact with... (added to Q&A)
  4. However it acts, treat the result as a disease spirit. The broo is a disease carrier (per Carry (Disease) RQB 93 / RBM 24). It just carries the disease, with infection caused by a disease spirit. There's no explanation of how this actually works (as it's magic), but perhaps the broo acts a disease spirit vortex and its carved runes are a portal to the Middle World, or perhaps it carries a giant disease spirit that buds off smaller ones, or it attracts disease spirits that hover around it as a cloud and infect those it come into contact with... (added to Q&A)
  5. Yes, the official Chaosium Discord is here, hop into #call-of-cthulhu: https://discord.gg/Sv5E8mVc
  6. Please note that isn't the official Chaosium Discord server. It just has the same name. We have a presence on it but no control over the content or membership. The official one has our logo.
  7. No. You can certainly give it a go, the other question was about augmenting. I would not let players augment those rolls. Yes.
  8. 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.
  9. 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).
  10. It should read: 1(3) per D6 of SIZ (Hop)
  11. 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.
  12. 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
  13. No, see Wolfbrothers 2.9.6 Real Fire, Rocks and falling Damage in the Q&A.
  14. 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.
  15. 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.
  16. 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.
  17. I integrated all of Jeff’s posts on Facebook into the site. As you can see from the url, it’s a November 2019 post. So have a search on the site using November 2019 map esrolia. The posts are all tagged. this one. https://wellofdaliath.chaosium.com/north-esrolia-and-the-shadow-plateau/
  18. Yes. Yes No, as long as the fight honorable (LB 108). No.
  19. Correct, with an identical name, but without our dragon logo icon.
  20. Here's our official Discord. https://discord.gg/JHksaFZ2
  21. She has Sense Assassin and the geas Never refuse a challenge to one-on-one combat. At 27, she has much experience under belt, and has honed her Sense Assassin abilities. This is easy to increase - do at it character creation by adding 25% or by training (free), research and occasional experience checks). It's one of the three more 90% skills (there are nine to choose from) that can be used when becoming a Rune Lord, so high skills in it are not unusual. A tip for creating NPCs, always look at the requirements for skills needed for Rune levels, most initiates will be focusing on those and training is usually cheap or free. Erlanda could be focussing on Scan, Sense Assassin, and Thrown Javelin.
  22. Yes, have a look at the VASSAL page on the Well of Daliath, all the info is on there, plus the links to get the game and the rules. Install the VASSAL software (free) Install the Nomad Gods module (free) Buy the rules PDF ($8.95) Find a friend who wants to play alternatively scour ebay etc and pay a lot... Over the years I've played about a dozen games with it.
  23. Yes. Note that this is a powerful gift and require three geases (one of only three). added to q&a: 7.3.2 10 Bless a specific weapon to do double damage… As usual GMs are welcome to interpret the rules as they wish in their own games.
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