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Scotty

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Everything posted by Scotty

  1. incapacitated - deprived of strength or power, debilitated. Not defined in the rules as it's a common English word. So an adventurer at the end of Berserk is unable to move. shock - In RQ most likely caused by massive blood loss, but can be caused by burns, etc. yes, functional incapacity can be applied to the whole adventurer, but also part of an adventurer eg a leg A adventurer who is functionally incapacitated, can be conscious but can't do anything. An adventurer with a functionally incapacitated leg cannot walk (and may be in shock). Yes. An adventurer in shock can still try to heal themselves, an incapacitated adventurer cannot. eg. an adventurer with a functionally incapacitated leg cannot walk, and is in shock, but can try to heal themselves. For functionally incapacitated and shock see page 148.
  2. Please try and keep this thread on topic - Can men follow Babeester Gor?
  3. It was in reference to your particular example of
  4. New piety & sorcerers thread here:
  5. This topic has wandered far and wide from the OP. Please consider starting new threads with relevant titles.
  6. MGF says “Now, in this situation what is the most fun?” and then go with it. That’s Maximum Game Fun (MGF). Keep this principle in mind whenever you apply the rules of RuneQuest to any situation. If it's fun in your game to have the ally die then go with that, otherwise apply MGF and Heal goes through the Shield.
  7. Shield clearly acts against enemy touch spells. No, it's part of MGF.
  8. As it's a touch spell, assume that that Shield is not a problem, unless the situation calls for the ally to die. See MGF page 6.
  9. Yes. If you have Heal 2 you can Cast Heal 1 No. If you have Heal 2, you can only restore 2 Hit Points, you need Heal 3 No. If you have Heal 2, you can only restore 2 Hit Points, you need Heal 5 Yes see above. Yes. There are few reasons to boost Heal (if any).
  10. Adventurers start with all common spells the god/ess allows and three other spells and three rune points. If you want to increase your Rune point pool and learn a new spell: Then you can sacrifice a point of POW to add to your rune pool, and you can choose another spell regardless of the spell's rune point cost: The rune point pool limit is the adventurers CHA. In a small number of cases (Major cults like Orlanth and Ernalda) have more spells than the human max CHA of 21 (including Enchantments and associate cult rune magic). By then your adventurer will be pushing their rune point overflow (above CHA) into one-use magic, Enchantments, divine intervention and their Hero Soul, to learn all the spells. My players figured out that getting the higher point spells at Character Creation was cheaper than getting them later. For example: with Orlanth Adventurous, Earth Shield (3pts), Summons of Evil (3pts) and Teleportation (3pts) (from Mastakos) would require a donation of 600L each (30 cows!), so are a must at character creation (it cannot be denied that this makes interesting adventurers). Copied from:
  11. For the Hunter occupation, just modify the skills per: And while not part of Odayla's Cult Starting Skills, a GM could easily allow one of Track +15%, Peaceful Cut +20%, Sing +10% to be swapped out with survival (or split one of the skills like Peaceful Cut +10% and Survival +10%) as it is a cult skill:
  12. It has now been repeated many times. Yelmalio gets shield from Yelm as an associate cult. It's in the Q&A. No need to keep bringing it up
  13. POW gain rolls are clearly the exception, and it's not possible to cover every exception to the rules, but here it was assumed it was clear.
  14. You can always convert older material for your own use, but please don't distribute it on public forums (like this one).
  15. Scotty

    Ghouls

    Yes. Yes. It can exceed their CON. Below their CON is okay, but they are still poisoned, note that natural Healing means that per page 200, An adventurer cannot engage in strenuous activity—rest is necessary for healing! No. It's a magical effect, not a spell. However the effect of the Demoralize can be cancelled by casting Fanaticism spirit magic or can be countered by Harmony, Fearless, Inviolable, etc. Corrected. Change: With its rotten fangs, a ghoul can inject magical paralysing venom with a potency equal to its CON.
  16. Once the spirit is in the object or animal, it is the object or animal. It becomes corporate and is no longer a spirit. In the case of elementals, it becomes an Embodied Spirit. If the animal or elemental is killed or the object is broken, it departs back to the divine realm. Note that a sword at 0 hp is not broken, just unusable. See page 200, A weapon with 0 or more hit points can be repaired “in the field” with a suitable Craft roll (see page 185). Like a human limb, a weapon can take damage equal to its normal hit points below 0. Yes. It's not a bound spirit. Yes. As an aside you don't just resummon the same elemetal when it dies, you summon a different one. You can't just rebind the divine spirit into a new elemental, it's gone. If an allied spirit is killed or destroyed, a new one may be obtained, but this is a matter for heroic deeds on the part of the priest.
  17. Please PM contradictions and I can correct the thread. Thanks.
  18. Did you send them a message via https://www.dholeshouse.org/Contact or via https://twitter.com/TheDholesHouse? I've alerted Lee to your message here.
  19. Adventurers start with all common spells the god/ess allows and three other spells and three rune points. If you want to increase your Rune point pool and learn a new spell: Then you can sacrifice a point of POW to add to your rune pool, and you can choose another spell regardless of the spell's rune point cost: The rune point pool limit is the adventurers CHA. In a small number of cases (Major cults like Orlanth and Ernalda) have more spells than the human max CHA of 21 (including Enchantments and associate cult rune magic). By then your adventurer will be pushing their rune point overflow (above CHA) into one-use magic, enchantments, divine intervention and their Hero Soul, to learn all the spells. My players figured out that getting the higher point spells at Character Creation was cheaper than getting them later. For example: with Orlanth Adventurous, Earth Shield (3pts), Summons of Evil (3pts) and Teleportation (3pts) (from Mastakos) would require a donation of 600L each (30 cows!), so are a must at character creation (it cannot be denied that this makes interesting adventurers).
  20. Can you restate the question (as it isn't clear what you are asking for clarification on).
  21. So an initiate summons a Large fire elemental, then next round another, and next round another. They now have three large fire elementals roaming around. After 15 mins they all disappear. Next time the initiate can choose which of the three it wants.
  22. If they have a physical characteristic - yes. So the Demons in the Demon section (page 168) have physical characteristic - so yes.
  23. Note that Seven Mothers initiates have access to all Spirit Magic (except cult specials) via Jakaleel the Witch's shamans. In character creation cost is not important, you still get 5 points. Also in the Q&A here: https://basicroleplaying.org/topic/15243-runequest-qa/page/46/#comment-255415
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