Jump to content

Scotty

Administrators
  • Posts

    1,517
  • Joined

  • Last visited

  • Days Won

    17

Posts posted by Scotty

  1. On 4/20/2024 at 2:52 PM, Gamesmeister said:

    Pg 144 Augmenting Abilities says that an ability, whether a rune, passion or skill, may be used to augment another ability. In the results section it states that a failed augmentation results in a -20% penalty to the ability being augmented.

    Pg 236 Using Passions repeats the rule that a passion can be used to augment a skill, but this time it gives the penalty for failure as a -10% rather than a -20%

    Which is correct?

    Here is the correct table - note that it does not contain the duration (see the appropriate section)

    image.png

    • Like 1
    • Helpful 2
    • Thanks 1
  2. 9 minutes ago, Rodney Dangerduck said:

    If you are using real world situations, (not the Create Shadow spell) just what is a "hazy shadow"?

    Consider a "sunny day" in the San Francisco area, with the typical slight fog and partial cloud cover.  Which of these lets Darkwalk work?

    1. The shadow of a lone Tree.
    2. The shadow of a tall building
    3. The shadow of a Eucalyptus grove (the trees are pretty far apart, so lots of light hits the ground)
    4. The deep shadows of a redwood grove.

    All of them - there’s a shadow, just make sure you don’t leave it. Personally I’d use dappled shade instead of hazy shadow - but I didn’t write the spell description. When it was used in a game, I always assumed that there was enough shadow for it to work, and that was based on the situation. 

    • Thanks 1
  3. 31 minutes ago, ChrisWentWhere said:

    Just want to clarify a point about Darkwalk. If you can't actually see in the dark (because you are a troll perhaps or you have say a Darksee spell or something) you can't really do that much other than hide or fumble about (which fortunately is silenced...). Which is not to say it is useless at all. It does limit it. Or do people just assume that it also gives the caster some form of Darksee, which seems a bit over the top to me...

    Cheers  

    Dark Walk is only available to Argan Argar and the Orlanth Adventurous Sandals of Darkness subcult. For the former, it's going to be mainly trolls. But for humans (both) it going to be more in the sculking in shadows than complete darkness. Have a look at Create Shadow for some guidance on Darkness. The spell gives 4 levels with Dark Walk working at level 1 and total darkness at level 4. If you match this to the Darkness rules you get roughly:

    • 0 Daylight (No penalty)
    • 1 Hazy shadows (Dalk Walk works)
    • 2 Dark (-5 to 25% darkness penalty)
    • 3 Moonlit night (-25 to 75% darkness penalty)
    • 4 Pitch black (-75% darkness penalty)
    • Helpful 1
  4. On 3/31/2024 at 8:17 AM, Gamesmeister said:

    Is the Find (substance) rune spell the same as the Command (species) rune spell in that you specify the substance (or species) up front when you acquire the spell?

    Yes, eg Find Gold, Find Truestone, Find Water

    On 3/31/2024 at 8:17 AM, Gamesmeister said:

    Or can you choose the substance each time you cast the spell?

    You can of course run it this way, but note the Rune varies depending on substance.

    • Like 1
  5. 15 hours ago, Geoff R Evil said:

    Hmmm, well for those that like to have some form of explainable logic so when they do weird stuff like I am and send players into the dead place we can make reasonable judgements on what happens.

    Gloranthan reality is defined by mythology, not by hard logic or physics. RQG, Magic and Mythology, page 8

    15 hours ago, Geoff R Evil said:

    Certainly my players think diseases are passed by disease spirits much as you say. 
    So I think the answer to my question is that in effect broo cannot pass on a disease in the dead place. Any disease spirit that is created to facilitate this, either cannot exist in the dead place, or if somehow it appears, it immediately turns to some form of gorp sludge….however chaos features do work in the dead place….so I could just play the “it’s chaos” and ignore all logic have disease infection still occur.

    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.

    15 hours ago, Geoff R Evil said:

    Now however, if I follow that logic, my players may figure out that the ideal way to rid oneself of any possession spirit including disease spirits, is just enter the dead place.

    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

    15 hours ago, Geoff R Evil said:

    Of course, they would also lose any bound spirits too,

    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.

    15 hours ago, Geoff R Evil said:

    unless they had a friendly shamen nearby, which is what happened to be the case in my game, to hold those spirits for them while they enter the place.

    Alternatively find the Father of Independants  and sacrifice for Dead Place Ferry (RBM 40).

    • Like 2
  6. 28 minutes ago, Geoff R Evil said:

    Now Broo don’t carry multiple disease spirits so each wound they inflict passes on another spirit I believe. So in fact they are carrying an infection? I assume this is not a spirit?

    However it acts, treat the result as a disease spirit. 

    28 minutes ago, Geoff R Evil said:

    So….the key question is what form is the Broo disease that it carries?

    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)

  7. 28 minutes ago, Geoff R Evil said:

    Now Broo don’t carry multiple disease spirits so each wound they inflict passes on another spirit I believe. So in fact they are carrying an infection? I assume this is not a spirit?

    However it acts, treat the result as a disease spirit. 

    28 minutes ago, Geoff R Evil said:

    So….the key question is what form is the Broo disease that it carries?

    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)

    • Like 2
  8. 36 minutes ago, PhilHibbs said:

    Oh! I thought that that was different to a skill with a 00 base like read/write or martial arts. I always thought that a modified skill of zero could be rolled at 5% chance and learn from experience. Is that wrong?

    No. You can certainly give it a go, the other question was about augmenting. I would not let players augment those rolls.

    36 minutes ago, PhilHibbs said:

    The only context in which the "until the skill rating is increased to above 0%" rule appears also says "Once the skill increases above 0%, the skills category modifier is applied", so the language heavily implies that this only applies to skills with a base chance of 00% and not to skills modified.

    Yes.

  9. On 3/15/2024 at 4:49 PM, Gamesmeister said:

    Couple of questions regarding skills

    If a skill is base chance 0%, we know category modifiers can't raise it above 0 until it's been trained or increased in some way.

    Yes

    On 3/15/2024 at 4:49 PM, Gamesmeister said:

    Does the same apply to augments i.e. can I apply a runic augment to a 0% skill to have a chance of success?

    No, you have to have a base above zero to add it to. 

    On 3/15/2024 at 4:49 PM, Gamesmeister said:

    Same question, but in this case a negative category modifier has reduced my chance of success to 0%. Can I augment it above 0% to give myself a chance to succeed?

    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.

    • Like 1
  10. 12 hours ago, shoggoth said:

    I don't understand that rule. As there are almost no way to reduce POW to zero, killing a fetch would never happen in practice.

    In a roleplaying game, never is usually more often than not. 

    12 hours ago, shoggoth said:

    So either this is a mistake in the RQ2 adaptation to RQG, and the correct rule would be to die at zero magic point not POW, or this is a correct rule that is intended to never apply. Don't know what to think.

    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).

  11. 17 hours ago, Stephen L said:

    Cliff Toad Movement - p109 Bestiary:

    The Bestiary lists the Move of a Cliff Toad as:

        1/3 per D6 of SIZ (Hop) 

    This is very slow, a vast 9D6 toad would have a move of 3.

    Perhaps it should read:

        Walk 1, Hop 3 per D6 of SIZ

    It should read:

     1(3) per D6 of SIZ (Hop) 

  12. 5 hours ago, Alexandre said:

    Hits to arthropods legs and wings don't affect (too much) the total HPs or the functionalities of the creature. Shouldn't it be the same for the tail of reptiles? It can be rendered useless or even severed/maimed, but the creature shouldn't lose general HPs (maybe past the base hit points of the tail). What do you think? I thought this was the rule but actually I can't find it anywhere. 

    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.

  13. 2 hours ago, ajs said:

    Checked main rules and Cults book for both Daka Fal and Waha with respect to tithes to temple for a priest/shaman

    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.

    2 hours ago, ajs said:

    Doesn't feel right that they give up 90% of their income as they're no temples to support just them

    Anything they need, comes from their tithe. Eg, their noble standard of living is paid from that.

    2 hours ago, ajs said:

    The specific PC is playing an Earth Wicth whcih has a similar set up

    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.

    • Like 5
    • Thanks 2
×
×
  • Create New...