Jump to content

Scotty

Administrators
  • Posts

    1,517
  • Joined

  • Last visited

  • Days Won

    17

Everything posted by Scotty

  1. That they are spirits, yes. That they are the same no. Allied spirits are spirits sent by the deity, and limited in number. Cult spirits are common within the cult Same as when a human discorporates. It's not a prepared enchantment, there no POW spent, there's no command or control spell, only a persuasion test. So as they are not magically bound, no. As always, GMs can decide otherwise in their games. Rune levels with allied spirits are already powerful, if you want to make them more so, you can give them more powerful allied spirits and abilities.
  2. Note that applied spirits aren't summoned, they are sent. Note they aren't bound, they are persuaded. Allied Spirits inhabit animals or sacred cult objects (RQG page 227) and are not bound. An allied spirit is a spirit up until it enters its new home, then they are corporate. Rune level adventurers could certainly quest for more exotic animals / creatures for their spirit to occupy. The spirit stats then replace the previous occupants (remember that Rune Lord and Priest AS have different stats). If the creature is an embodied spirit, then it can naturally discorporate. Otherwise would need to use the Rune spell. Currently the only allied spirits that can do this are Waha riding beasts, as they can learn Discorporate. While nymphs like naiads would seem useful, they loose 1 mp per 10m away from their river. So unless your Engizi priest is involved in Local river adventures only, they will have to leave them behind. You may find the Q&A on allied spirits helpful.
  3. If you want to discuss anything other than Dwarfs please start a new topic.
  4. Generally yes, however a GM might reasonably require a concentration roll if you receive a wound before your SR turn. Yes, but only one offensive spell per round. but cast as many non-offensive spells as you like, assuming you have struck ranks. I note that you are duplicating these questions over on Reddit, I am david-chaosium over on Reddit and scotty here. If you post them here as well, I will answer them only here. If you want open answers with discussion, you can post them in the RQ forum. I'm on UK time so answers are when I'm awake. If you want official answers, please post in the Q&A thread where there is no discussion: https://basicroleplaying.org/topic/15243-runequest-qa/
  5. Note that it's possible to have multiple ability augments in play at the same time from different abilities, but only one passion or rune (either not both) at a time.
  6. Yes. The POW is permanently gone. You could quite reasonably assume that original Mostali can regenerate Lost POW like Rune points, but over time. So a point a season or year (no POW gain rolls of course).
  7. If there are any issues that need flagging, please add them to the Q&A thread.
  8. Apologies, I thought you were creating an adventurer: I didn't realise you were referring to the sample Iron Dwarf. These are just standard Iron Dwarfs (same as RQ2) that you would find in the surface world, as with all NPCs just tailor them to suit your group needs. For the full experience just give them their proper weapons: Muskets (2D10) and Pistols (2d6+2), both impale.
  9. I'm not sure where you're referencing this from, but: and Only Copper Dwarfs have War Hammers. The Iron Dwarf illustrated on page 54 has an axe to fool stupid humans, on its back it has a bowling ball autoloader with three balls. But for outdoor work only has a pistol.
  10. As has been mentioned, start a blog. Keeps it all in one place and you can link to it from a forum thread (as Nick mentioned) and vice-versa. Switch the initial view to list and you'll see a list of updates. Likewise with Downloads (aka files): https://basicroleplaying.org/blogs/ https://basicroleplaying.org/files/ Both are included in the site search.
  11. Can you please clarify which kickstarter this is. I was unable to find anything with the name you specified.
  12. All spells are random location: See also Disruption in the Q&A. I will add your question to the Q&A
  13. Can you remind me where they were before (search-Fu failing).
  14. Divine intervention! Rune Lords can effectively use DI once per season once their Rune pool reaches 10: Divine intervention can be used to raise a characteristic by 1 point, but no characteristic can be raised above its normal maximum, as described on page 418. The rune points are recovered ar usual. Rune priests would have a harder time as their DI is much riskier. The Allied spirit section is very clear on this: Allied spirits cannot be Rune Priests, Rune Lords, or God-talkers. If you are a Rune lord or priest, you may get one allied spirit, it will always be from your main cult, and not a member of the secondary cult. Allied spirits cannot join multiple cults. It is conceivable that the allied spirit can be related to the secondary cult, for example Orlanth, Odayla, Yinkin have shadowcats as allied spirits; Barntar is usually a subcult of Orlanth, and where independant has only God-talkers (no allied spirits); Orlanth and Ernalda have no overlap in allied spirits. Look at the allied spirit table on page 277, the overlaps are easy to spot.
  15. As Jason said: So just 1 Rune point. Remember that Allied spirits aren't actually discorporate once they inhabit their animal or sacred cult object. They are the animal or sacred cult object. Their spirits don't roam around freely unless they have the power to discorporate. Yes, the allied spirit may approach the cult from a different aspect to that of their Priest or Rune Lord. A Shadowcat allied spirit of a Yinkin priest would treat Yinkin as ancestor worship. It may even have access to different magic (dependent on how much work your GM is willing to do).
  16. Scotty

    Yara Aranis

    Remember that the point of the demo game is that there is no Yara Aranis Rune magic! @jajagappa's spell list is still correct, with associate cult Gorgorma giving Nightmare, Gerra gives Crack, and as usual the Red Goddess gives Chaos Gift.
  17. I'll add Jason's answers to the Allied spirit's Q&A, which you may also find useful to read 5.5 Allying a Spirit (page 277) In adding to answer 3, I'd like to remind readers that allied spirits are embodied into animals or things. They aren't free floating spirits.
  18. There are no hidden BRP threads on this site. So whatever you search for you should find. Of the producers, only Jason is active on this forum (and there's only three of the original seven creators left) You can try summoning him if he's not busy on other projects using "at" Jason D You might like to check the 2009 Chaosium site: https://web.archive.org/web/20090924084747/http://catalog.chaosium.com/links.php?lPath=3 You may also be able to locate a copy of the Basic_Roleplaying Yahoo! Group, my web-fu has failed to locate a copy at Tapatalk or Archive.org See also:
  19. Please report any corrections or ask questions on the Runequest Q&A page.
  20. Yes If this is part of a planned ritual, in a safe place, the gm may allow auto success on the concentration rolls.
  21. The spell is the tapping the air, it's not tap the air and store magic points. Tapping continues until either the spell stops and the tapping ends. If concentration breaks, the spell ends. Sensible sorcerers will have plenty of empty Magic Point Enchantments (remember you can move a mp / round into storage), or have prepared an ongoing ritual to use the mps. Note that the Magic Rune is not a place holder: Runes and Techniques Used (page 391) Change Correction The presence of the Magic Rune indicates that this spell can be used with any Rune.
  22. You need to make a concentration roll. INT x 3. If this is part of a larger ritual, where the sorcerer has prepared everything in advance (including ritual preparation and their ) I would allow an auto success concentration roll (or just add the prep bonus). So a day of ritual prep, cast the Increase INT, cast the Steal breath, cast summon entity, give the entity magic points... I had a player with a lunar sorcerer, who had Steal Darkness, they used it to put lots of spells on the other adventurers. Worked very well.
  23. Have a look at the Q&A. especially what Jeff says. Then note that it's an Active spell: As it's active, they can stay on the target, if they have the range. The sorcerer needs to keep this up until the target is dead.
  24. yes, exactly that, and the same with spirit magic. Updates affecting spells specifically in the core rules, are repeated on the relevant core rules page. This also affects spells in the Bestiary.
×
×
  • Create New...