Jump to content

Scotty

Administrators
  • Posts

    1,561
  • Joined

  • Last visited

  • Days Won

    17

Posts posted by Scotty

  1. 47 minutes ago, Malin said:

    A character is initiated in two runecults. One gives access to a VERY limited amount of general rune spells (let's say extension and multispell), while the other cult gives access to the full spectrum of general rune spells.

    So, the character has access to Sanctify through one cult. Can they use Sanctify to sanctify the ground and then perform ceremonies for the other cult they are initiated into?

    No. Each version of cult Rune magic is specific to that cult, including Common Rune Magic. See RBM 8, How Does Rune Magic, Appear, Sound, and Feel? The specific manifestations of a Rune spell vary by cult.

    47 minutes ago, Malin said:

    Has this been touched on, or is it a case of MGF and YGMV?

    As it's a blessing from the god, the sanctified area is a direct connection to that specific god.

  2. 4 hours ago, Murf said:

    1) Does an attuned power crystal have to be in contact with the attuned person to work?

    I have looked in all the usual places and can not find a definitive answer.

    Firstly as you are saying attuned power crystal, I'm assuming you mean Power Crystals not Spirit Trapping/ POW Storing Crystals (unattuned)

    Like all magic items, Magic Crystals need to be on their owner to work for their owner. Powered Crystals, as they are attuned don't need to be on their owner but close by to work (roughly a few metres or more). If you want to make this more complex for your game that's fine.

    4 hours ago, Murf said:

    2) Some skills base is a Characteristic X Whatever (Usually x3 or x5). 

    I am thinking of Dodge primarily but there are others.

    Dodge (DEX × 2) and Jump (DEX × 3)

    4 hours ago, Murf said:

    So so over the course of adventuring you improve the skill by a certain %. Later you increase the base Characteristic. Does the skill automatically go up also?  

    The base remains the same but the Category modifier may change. As usual It you can do what you want in your own games, So if want it change the base of those those skills, then that up to you.

    Note that in the case of DEX, it's limited to 1.5 of original DEX and species maximum, this may affect the increases.

    • Like 1
  3. 1 minute ago, Update Your Username said:

    Outside of the photos from the Con I haven't seen anything about the leatherette edition being released on the 12th. Does anyone know if it is coming out on the 12th

    The Pendragon leatherette will be released alongside the hardcover and PDF.

    1 minute ago, Update Your Username said:

    and if the whole "buy the pdf and get a discount on the physical" also applies to special editions?

    Yes.

  4. 10 hours ago, Yazurkial said:

    Dodging while mounted: Is that a thing?

    There's no specific rule for this

    10 hours ago, Yazurkial said:

    If so, do I treat it just like using a weapon while mounted (i.e. skill is capped at Ride skill)?

    Per the Q&A, an adventurer can ride horse while dodging missile fire (7.2 Dodging missile fire while mounted). However in melee combat, the horse isn't as responsive as the adventurers upper torso, so even capping at Ride skill doesn't reflect this. I'd suggest half Dodge. As usual GMs may ignore these suggestions in their own game.

  5. 11 hours ago, OldCurmudgeon said:

    Pardon me for resurrecting this conversation, but I recently came across the Gen Con 2019 Preview Editions for Volume I & II, the Gen Con 51 Preview Edition, and the Red Book of Magic Gen Con 2019 Preview Edition. The Volume I & II copies are numbered 2 of 40 and signed by Jeff. The Gen Con 51 copy is unnumbered & signed by Greg, and the Red Book is unnumbered and signed by Jeff. How rare are these copies? History?

    As the Red Book of Magic book is out this is likely only of interest for collectors.

    The Cults of Glorantha likewise, although not all the books have been published yet, so for some cults, this is currently the only way to get some of the RQG writeups.

    See also:

     

  6. For future reference please note that the intro to this thread does say: Please post your entries in the form of a single simple, direct question, with book and page references.

    3 hours ago, Aurelius said:

    Yanafal Tarnils: Do you get random gifts or do you get to choose?

    Per LW 105: The recipient may choose whatever gift is desired

    3 hours ago, Aurelius said:

    The text says you choose, but there is a d10 for results in the Gifts table? 

    Roll when creating NPCs or choose.

    3 hours ago, Aurelius said:

    If you "Gain a permanent Chaos Gift", do you roll from the Chaos Features table? Probably, because that is where Chaos Gift makes you roll from, but just to be sure. This probably includes all the Chaos Rune side effects of that spell too? 

    This is the Chaos Gift Rune spell (RQG 322 / RBM 27). Use the spell description, including the use of Divine intervention, Chaos taint, etc., but ignore the duration.

    3 hours ago, Aurelius said:

    Gift "+10% to attack with chosen Lunar weapon" with a geas "Never sheath weapon without drawing blood. For each time this geas is taken, increase the number of times blood must be drawn." How many times can you take this and how does it stack? 

    It stacks as expected if on a single weapon. There's no limit, but an adventurer may need to be careful if more than a few times. If it's taken ten times for +100%, and blood has to be drawn ten times, if you run out of targets,your going to have to draw blood from yourself or friends. Remember bleeding takes Heal 2 to stop and your weapon is sharp.

    3 hours ago, Aurelius said:

    Gift: "Increase a raisable Characteristic by +1 point" with a geas "Pay double tithing of magic points and offerings each holy day (an adventurer taking this geas twice would pay triple tithing, and so forth each time the geas is received)"

    per LW 139

    3 hours ago, Aurelius said:

    How many times can you take this?

    As many times as you have the personal magic points to fuel it. So with POW 16, it would be

    1. 4 magic points (double)
    2. 6 magic points (triple)
    3. 8 magic points (quadruple)
    4. 10 magic points (quintuple)
    5. 12 magic points (sextuple)
    6. 14 magic points (septuple)
    7. Can't do 16 as the adventurer would fall unconscious in the ceremony.
    3 hours ago, Aurelius said:

    What does Offerings mean more exactly?

    Per Sacrifice RQG 184.

    3 hours ago, Aurelius said:

    How many MP is the basic amount (2?).

    Per Sacrifice RQG 184, and Worship RQG 271 - two magic points.

    3 hours ago, Aurelius said:

    If you have a Matrix with 25 MP, can you use that to tithe? 

    No. Although you could offer the matrix for +20% Worship as a large Valuable Object Offerings.

    • Thanks 1
  7.  

    2 hours ago, Aurelius said:

    Red Goddess: How does Shamanic Extension power from  RQG combo with Lunar Magic, for example with Amplified Spirit Magic spells?

    I'm assuming that you mean the shamanic ability Spell Extension (RQG 262).

    If they are going to manipulate a temporal spell that is cast using Spell Extension, there is no need to prolong the spell. For example, if they have a CHA 18 and successfully cast Glamour with Shamanic Extension and Amplify 8 (for a total of 10 magic points), they would have CHA 34 (18+8+8) and per Spell Extension, the shaman can maintain it indefinitely.

  8. 46 minutes ago, Scotty said:

    No. Irrippi Ontor is a subcult.

    22 minutes ago, radmonger said:

    Where is this stated?

    LW 33, Subcults of the Individual Mothers

    image.png

    22 minutes ago, radmonger said:

    The writeups say that the Seven Mothers teaches Worship Seven Mothers, and Irripi Ontor teaches Worship Irripi Ontor. Are there supposed to be separate full cult and subcult versions?

    There are Subcults of the Individual Mothers and the full cult of each separate Mother.

    22 minutes ago, radmonger said:

    So the Yanafal Tarnils subcult of the Seven Mothers has, rules-wise, no connection to the Yanafal Tarnils cult described in the writeup?

    One cult worships the Mothers as a whole, the others are individual Mothers. There is of course a connection, with the individual Mothers as the specialists. An initiate could transfer to a Mothers cult or a priestess who had settled into a subcult could become a priestess of a mother (and vice-versa). You'll have to see if players will want to do it in your game.

    22 minutes ago, radmonger said:

    Or is the 'worship 7M' skill supposed to be special in that it can stand in for any of the individual 7M worship skills?

    No, Worship Seven Mothers is worshipping the collective.

    22 minutes ago, radmonger said:

    And so a 7M priestess is actually rotating through the full versions of those cults?

    No, rotating through the subcults per Lunar Way 32, Restrictions.

    • Thanks 1
  9. On 6/5/2024 at 8:45 AM, svensson said:

    In regards to The Lunar Way and Illumination mechanics:

    Can someone who has achieved Illumination still increase their Illumination skill?

    Yes, the illumination skill is used for illumination Power (when required). It's a magical category skill that can be improved by experience, research, training (by those with The Ability to Illuminate Others power), and certain Lunar spells.

    On 6/5/2024 at 8:45 AM, svensson said:

    There are good 'Stafford-ism' reasons both for and against this.

    Meditation, prayer, and study are important aspects to enlightenment for most monastic traditions.

    But my sense of Greg Stafford and his sense of humor is that he would laugh his arse off at the idea that an 'idiot savant' with a low IQ and abysmal Illumination skill  who achieved Lunar Nirvana because the player rolled crit at Sacred Time.... the implication being that this knucklehead had the sudden epiphany while all the smart guys are working their asses off are still out there trying and failing. And if the Illumination skill is locked at the moment of Illumination, that means that 'St. Knucklehead' doesn't know one actual fact about it, can't explain it, is a lousy teacher at it, but still knows everything.

    Remember it's not Nirvana - The Illuminated one will know as truth that Chaos is, in itself, neither evil nor inimical. [...} It makes a person free from automatic fear of Chaos and the obsession to destroy it.

    Anyone can be freed from the burden of fearing Chaos. There's no intellect involved.

    • Thanks 1
  10. On 6/5/2024 at 2:37 PM, Jose Luis said:

    Some of my players are asking if they can create new spirit magic spells, as sorcerers can do with their magic.

    They might find a shaman or meet a spirit that knows a unique spirit magic spell. In the case of a shaman they will charge for teaching it (I suggest using the cost of the more expensive Special Cult Spirit Magic 107 and 109 in RBM as a guideline).

    On 6/5/2024 at 2:37 PM, Jose Luis said:

    As spirit spells are actually spirits that carry a spell that you can gather if they are defeated in spiritual combat, they are asking me to approve the spell (so I check if it makes sense in the campaign or it is not overpowered or illogical) and then give a shaman the possibility to find this specific spirit in the astral plane.

    In the case of a spirit:  Any adventurer defeating a spirit in combat may learn its magic, forcing it to teach them any spells it knows (per RQG 368). These spirits will be unique or everyone would know the spell. See the Spirit Rarity table (RQG 375), Unique spirits should have a POW of 6D6+, so will not be pushovers for normal adventurers and tough for a shaman. Shaman have an automatic -50% when searching for them using a spirit travel roll.

    The easiest way is to find a spirit cult where such a spirit can be worshipped and teach its unique spell, or with a normal cult, have a local hero teach a unique spirit magic. 

    On 6/5/2024 at 2:37 PM, Jose Luis said:

    Is this reasonable?  My concern if I agree with this, is to open a door for abusing the spells acquisition as the players can design more and more spells and simply try to find the spirit in the astral plane.

    Don't let them design spells, unique spirit magic is the realm of story hooks and rewards for adventures. In one of my games, one of the adventurers was taught webfeet ((variable) adds +5% to swimming and that's it) by the Great Newt as a reward for a task. Another was from an Eirthan hero cult, Katran the Herd, Move herd (targets the herd leader and allows a whole herd to follow for 4pts, 6pts charge, 8pts trample, cost 100L per point). The hero's sacred cow prod was found by an Eiritha initiate on an adventure and had her spirit inside.

    On 6/5/2024 at 2:37 PM, Jose Luis said:

    What do you advice me to do?

    Just say no.

    • Like 1
  11. On 6/5/2024 at 2:37 PM, Jose Luis said:

    Some of my players are asking if they can create new spirit magic spells, as sorcerers can do with their magic.

    They might find a shaman or meet a spirit that knows a unique spirit magic spell. In the case of a shaman they will charge for teaching it (I suggest using the cost of the more expensive Special Cult Spirit Magic 107 and 109 in RBM as a guideline).

    On 6/5/2024 at 2:37 PM, Jose Luis said:

    As spirit spells are actually spirits that carry a spell that you can gather if they are defeated in spiritual combat, they are asking me to approve the spell (so I check if it makes sense in the campaign or it is not overpowered or illogical) and then give a shaman the possibility to find this specific spirit in the astral plane.

    In the case of a spirit:  Any adventurer defeating a spirit in combat may learn its magic, forcing it to teach them any spells it knows (per RQG 368). These spirits will be unique or everyone would know the spell. See the Spirit Rarity table (RQG 375), Unique spirits should have a POW of 6D6+, so will not be pushovers for normal adventurers and tough for a shaman. Shaman have an automatic -50% when searching for them using a spirit travel roll.

    The easiest way is to find a spirit cult where such a spirit can be worshipped and teach its unique spell, or with a normal cult, have a local hero teach a unique spirit magic. 

    On 6/5/2024 at 2:37 PM, Jose Luis said:

    Is this reasonable?  My concern if I agree with this, is to open a door for abusing the spells acquisition as the players can design more and more spells and simply try to find the spirit in the astral plane.

    Don't let them design spells, unique spirit magic is the realm of story hooks and rewards for adventures. In one of my games, one of the adventurers was taught webfeet ((variable) adds +5% to swimming and that's it) by the Great Newt as a reward for a task. Another was from an Eirthan hero cult, Katran the Herd, Move herd (targets the herd leader and allows a whole herd to follow for 4pts, 6pts charge, 8pts trample, cost 100L per point). The hero's sacred cow prod was found by an Eiritha initiate on an adventure and had her spirit inside.

    On 6/5/2024 at 2:37 PM, Jose Luis said:

    What do you advice me to do?

    Just say no. While your players can make suggestions, as the GM you have the final say in what can or can't happen in the game. I've experienced this in other games and it can lead to plot derailment (in a bad way).

     

    • Like 2
  12. On 6/1/2024 at 7:31 PM, Brootse said:

    In the Glorantha Bestiary 28 it says: The War Tree’s hit points are treated like those of weapons. In RQG 200 it says that Every time a weapon or shield takes damage more than its HP, it loses 1 hit point. Is it intended that attacks against War Trees can only cause 1 hit point damage at a time?

    Yes, that's the general results of damaging a weapon

    On 6/1/2024 at 7:31 PM, Brootse said:

    Or should the War Trees be treated like weapons succeeding in a normal parry in the table in RQ Roleplaying in Glorantha on p. 199? That is to say, eg. that a critical hit against a War Tree would reduce its hit points by the damage rolled, but a normal hit would only cause a maximum damage of 1 hit point if damage exceeds the War Tree's HP in that location.

    Yes.

    So on a normal attack against a War Tree with a successful parry by the War tree:

    • Attacker rolls normal damage.
    • Defender’s parrying weapon takes 1 HP damage if damage more than its current HP. Any excess damage goes to the affected hit location.

    is treated as:

    • Defender’s parrying branch or trunk takes 1 HP damage if damage more than its current HP.

    on a special attack:

    • Attacker rolls special damage.
    • Defender’s parrying weapon takes 1 HP damage if damage more than its current HP. Any excess damage goes to the affected hit location.

    is treated as:

    • Defender’s parrying branch or trunk takes 1 HP damage if damage more than its current HP.

    on a critical attack

    • Attacker inflicts max special damage.
    • Defender’s parrying weapon HP reduced by the damage rolled.

    is treated as:

    • Defender’s parrying branch or trunk takes max special damage.

    From this you should be able to extrapolate the other results.

  13. 28 minutes ago, Yazurkial said:

    In the Family History, on page 31, one possibility is "Resettled in New Pavis to escape Dragon Pass. Choose whether you pick your original Homeland modifiers or Praxian modifiers. You may return to Dragon Pass after 2D6 years (your choice)."

    What does "Homeland modifiers" mean?

    • The elemental modifiers on page 45?
    • The Homeland Modifiers to Characteristics on page 53?
    • The cultural skill bonuses on pages 60-63?
    • The local modifiers sprinkled throughout the Homeland Sections (see pages 102, 106, 108, 112, etc.)?
    • The homeland for Homeland Lore (local)?
    • Everything to do with your Homeland?
    • Something else?

    Something else: These - after the year.

    image.png

    So in the case of this event, Sartarites (you can only be a Sartarite in this casedu to the Homeland Modifiers), can use the Prax or Sartar modifiers in all subsequent events until they return after 2D6 years. This reflects whether they were in Pavis or Pavis County or out riding with the Praxians.

  14. 1 minute ago, Garth Coriales said:

    Apologies if this a dumb question but does anyone know how to calculate FREE Int with Sorcery in RQG (I never really got my head round this in RQ3 either?) I suppose this is not just for Lunar sorcerors... but to me It's not 100% clear what affects FREE Int. I think I have Runes and Techniques sorted (which I don't believe affect Free INT right?)

    Let me use an example so someone can explain - Sorceror has Int 18 so can master up to 7 Runes &/or Techniques.
    If the Lunar Sorceror has Moonfire (*4pts) and Solace of Our Goddess (*2pts) - is that 6pts (ie then Sorceror's Free INT is 11)
    OR are they only 1pt each (eg Free INT is 16) ... and if they know Countermagic III spirit magic spell on top does that reduce it by 3 or 1?
    It's not clear in the example in RQG rules IMHO

    "Damastol wishes to increase the intensity of his Enhance INT (Fire + Summon) spell, increasing its strength. He has an INT of 17 and 3 points of spirit magic. As a result, he can add up to 14 levels of intensity, divided among strength, range, and duration. "

    This is either implying that knowing Sorcery doesn't use up Free INT (it's a 2pt spell) ... as it should either be reducing his Free INT to 12 with the 3 points of Spirit Magic (or 13 if knowing Sorcery spells only take up one point?)

    Again sorry if this a basic question and I missed something around this Sorcery very Technical Question ... I was hoping I might resolve reading Irripi Ontor in the Lunar Way but am still none wiser!

    answered in the q&a:

     

  15. 1 minute ago, Garth Coriales said:

    Apologies if this a dumb question but does anyone know how to calculate FREE Int with Sorcery in RQG (I never really got my head round this in RQ3 either?) I suppose this is not just for Lunar sorcerors... but to me It's not 100% clear what affects FREE Int. I think I have Runes and Techniques sorted (which I don't believe affect Free INT right?)

    FreeINT = INT minus each individual sorcery spell and each point of spirit magic, per Memorizing Spells, RQG 390.

    1 minute ago, Garth Coriales said:

    Let me use an example so someone can explain - Sorcerer has Int 18 so can master up to 7 Runes &/or Techniques.

    (Not relevant for Free Int calculation)

    1 minute ago, Garth Coriales said:

    If the Lunar Sorceror has Moonfire (*4pts) and Solace of Our Goddess (*2pts) - is that 6pts (ie then Sorceror's Free INT is 11)
    OR are they only 1pt each (eg Free INT is 16) ... and if they know Countermagic III spirit magic spell on top does that reduce it by 3 or 1?
    It's not clear in the example in RQG rules IMHO

    So INT 18 minus 2 spells = 16 Free INT

    16 Free INT - 3pts of Countermagic = 13  Free INT

    1 minute ago, Garth Coriales said:

    "Damastol wishes to increase the intensity of his Enhance INT (Fire + Summon) spell, increasing its strength. He has an INT of 17 and 3 points of spirit magic. As a result, he can add up to 14 levels of intensity, divided among strength, range, and duration. "


    This is either implying that knowing Sorcery doesn't use up Free INT (it's a 2pt spell) ... as it should either be reducing his Free INT to 12 with the 3 points of Spirit Magic (or 13 if knowing Sorcery spells only take up one point?)

    It doesn't take into account the spell (it could be inscribed). If it did, it would be:

    INT 17 minus 1 spell, minus 3 points of spirit magic = 13 (17-4=13)

    • Like 1
  16. On 5/27/2024 at 12:26 PM, Luca Cherstich said:

    Given this text...."This ritual must be undergone whenever a cultist sacrifices for the spell of Proteus".

    If "sacrifice" means "pay POW to learn a spell", does it mean that Proteus should be learned again (each time paying 1 POW) for each form acquired through Meld Form?

    No. Meld form needs to be learned once. A different ritual needs to be performed each time to learn the form. You don't need to spend anymore POW. 

    I've updated the q&a: 

     

  17. On 5/28/2024 at 5:40 PM, g33k said:

    n.b. the "hindquarter" are usually taken to mean the rear leg & hip (more or less).
    This isn't the "abdomen" per se, and shouldn't be treated like the "abdomen."

    Because the hinquarters start at the 12th rib, and contain unprotected organs and the pelvis, treat as the abdomen. The rear legs are the legs.

    image.jpeg

    Horse in RQ hit location format. As usual you are free to change this for your own games.

  18. On 5/28/2024 at 5:10 PM, Alexandre said:

    Hi all,

    this has been a (albeit minor) problem of mine since I started playing RuneQuest. Basically, the lack of description of nonhuman hit locations and the effects of wounds. For example horse hindquarters are equal to a human's abdomen in terms of what happens when they reach 0 HP or -max HP? And the forequarters are equal to the chest? What happens if a 4 legged creature loses a leg? Does it fall on the ground? Should a lizard die of blood loss if its tail is severed?

    I understand it's impossibile to have a separate description for every case and most of the time it's pretty easy to wing it but still some guidance would help. Maybe the bestiary would have been the right place to put this stuff? 

    Cheers,

    Alex

    Answered in the Q&A: 

     

    • Like 1
  19. On 5/28/2024 at 5:10 PM, Alexandre said:

    this has been a (albeit minor) problem of mine since I started playing RuneQuest. Basically, the lack of description of nonhuman hit locations and the effects of wounds. For example horse hindquarters are equal to a human's abdomen

    Correct.

    On 5/28/2024 at 5:10 PM, Alexandre said:

    in terms of what happens when they reach 0 HP or -max HP?

    Treat as as abdomen in Results of Damage, RQG 146.

    On 5/28/2024 at 5:10 PM, Alexandre said:

    And the forequarters are equal to the chest?

    Correct.

    On 5/28/2024 at 5:10 PM, Alexandre said:

    What happens if a 4 legged creature loses a leg? Does it fall on the ground?

    Yes. That's not to say it cannot walk three-legged (I've seen plenty of three legged animals), but at the time of injury, it falls. If healed and remains three-legged, it could walk again.

    On 5/28/2024 at 5:10 PM, Alexandre said:

    Should a lizard die of blood loss if its tail is severed?

    Yes, there's a difference between involuntary severing and voluntarily losing a tail that some creatures can do.

    On 5/28/2024 at 5:10 PM, Alexandre said:

    I understand it's impossible to have a separate description for every case and most of the time it's pretty easy to wing it but still some guidance would help.

    • Forebody as Chest
    • Forequarters as Chest
    • Hindquarters as Abdomen
    • Shell as Abdomen
    • Tails as arms
    • Tentacles as arms
    • Thorax as Chest
    • Trunk as arms. Wings as arms. When at 0HP they cannot fly

    (I think that's all, but please let me know)

    For specific information on arthropods, (per the Bestiary chapter) especially legs see RQB 130.

    On 5/28/2024 at 5:10 PM, Alexandre said:

    Maybe the bestiary would have been the right place to put this stuff? 

    Or just ask here.

    • Like 1
  20. 1 hour ago, Gamesmeister said:

    Can an allied spirit know spells from an associated cult?

    No, but they can cast any Rune spells their Rune level knows.

    See 5.5.7 Allied spirits as cult initiates in the Q&A

    Note that a GM can have allied spirits learning Rune magic, and that from associated cults if they desire in their games.

×
×
  • Create New...