Jump to content

Scotty

Administrators
  • Posts

    1,518
  • Joined

  • Last visited

  • Days Won

    17

Everything posted by Scotty

  1. The key word is within, within that range If a shaman has a POW of 18 they can sense POW within the range of 13-23: A spirit of POW 7 is below their range - What's the POW of the spirit? - it's below your range (or weaker). A spirit of POW 14 is within their range - What's the POW of the spirit? - it's within your range (or similar). A spirit of POW 25 is above their range - What's the POW of the spirit? - it's above your range. (or stronger)
  2. Yes, from the upcoming Prosopaedia let the speculation begin... (I didn't check your first list)
  3. They will. There is a question in the queue (see page 1) about clarifying boosting.
  4. Scotty

    Dark Walk

    Yes, as long as the caster remains in the dark or shadow. There are some answers in the Dark Walk Q&A you may find helpful. Invisibility works a different way - by attracting attention elsewhere.
  5. Yes, both don't really exist outside the Paps, it's only Eiritha and Ernalda cultists that can use them (they can use those runes to cast the spells). For iconography use the ones in the list, or the rare shaman who has them as a spirit cult. Runes are from the upcoming Prosopaedia. Yes, just as Yelmalio uses the fire rune.
  6. You might find this helpful: Rune Magic by Cult and Associate Cult There's a correction here: Eiritha (page 291) Associated Cults (page 292) Delete Storm Bull: Provides the Shield spell. Add Waha: Provides the Peaceful Cut skill, and the Shield spell.
  7. Based on the Bestiary Q&A about Undead & Spirit Combat and the answer about Revenants (page 123) Vamargic is immune to spirit combat (Vamargic is a Revenant). Varmagic does not resist magic. As usual a GM can state otherwise in their games.
  8. I've added the spoiler button to the phone and tablet editor. (Sensible as 1/4 of visits are from phones, 3/4 desktop and tiny fractions tablets & games consoles).
  9. Please keep this discussion to the OT: Belvani and Nysalor Illumination:
  10. From the associate deity. However in your example both cults have the air rune, so use the common rune. In the example of Chalana Arroy receiving shield from Orlanth Adventurous, the adventurer would use their Air or Movement rune. Shield is the only spell this currently applies too, the other two Axis Mundi & Discorporation aren't given to any associates.
  11. I use a mix of 15mm figures (and paper standees), theatre of mind where appropriate. Never had a battle map but do draw on bits of paper. Even with Roll20, I only used maps loosely. Each to their own.
  12. You've the first edition, a second was published in 2011. I suspect that minor errors were fixed and a few tweaks made when the second edition was printed as they've the same page count. Both have the same cover except for the SKU. CHA2020 Basic Roleplaying - published 2008, ISBN 1-56882-189-1. CHA2026 Basic Roleplaying - published 2011 (second edition) ISBN 1-56882-347-9.
  13. So if you have STR 25 (some monsters have high STR), the table only goes up to STR 20: +4 is four steps, So STR 21 to 24 (4 steps) you get +10% SR 25 to 28 (4 steps) you get +15% So STR 25 gets +15% The tables are only designed to cover human ranges as its in character creation. The +4s are usually only need for monsters.
  14. You may find our free QuickStart for the latest edition helpful: https://www.chaosium.com/content/FreePDFs/RuneQuest/CHA4027 - RuneQuest Quickstart.pdf We also sell a Starter set: https://www.chaosium.com/runequest-starter-set-pdf/
  15. Can you give some page references for the chart you are referencing and I assume you are using our Reprint of RQ2 - RuneQuest Classic. I assume you mean this: These are used to create the bonuses for every weapon, you put them here on the character sheet So if your stats are STR 14, DEX 18, CON 12, INT 15, POW 8, CHA 12 You get: no bonus for STR 14 as it falls in 13-16 range(no bonus) +05% for INT 15 as it falls in 13-16 range (+05%) no bonus for POW 8 as it falls in 05-08 range (no bonus) +10% for DEX 18 as it falls in 17-20 range (+10%) This gives a total Attack Bonus of +15%, write that on your sheet. Each category works the bonus out this way. When you attack with your sword you add the Attack Bonus to your sword skill. Likewise When you parry with your shield you add the Parry Bonus to your shield skill.
  16. The answers are per the OP Are undead immune to spirit combat?
  17. The general entry on revenants does not mention they can engage in spirit combat. Note that there is more than one way to make a revenant, so more than one type. The specific Zorak Zoran rune spell does say binds their soul, so GMs could consider them attackable by spirit combat. They cannot regain their rune points though. Yes. Sorcerously created revenants will clearly learn sorcery.
  18. Unsure what the question is, so here's the OP. Undead & Spirit Combat No, If it's a magically animated dead thing. eg Skeleton, Zombie, Revenant. Yes, if specifically stated in the creature description that it can be attacked by spirit combat. eg, vampires (RQB 106), Dancers in the Darkness (Vampiric RQB 97) As usual a GM can state otherwise in their games.
  19. An interesting question, I've answered over at the the Q&A:
  20. Yes, it's now part of the spell description in the Red Book of Magic page 121. If you don't have RBM ,see Strength in the Q&A.
  21. To clarify "and reduces their strike rank by 1". So DEX SR4 will become DEX SR3, moving them up the table one step. At DEX SR 0, the only benefit of Mobility is double movement. Like with Strength, which if your STR+SIZ is over 40 has no other effect other than increasing your STR by 8. Spirit magic has limits. No. GMs are always free to rule otherwise in their games, but an adventurer with a DEX SR is already at an advantage, if you want them to have a further advantage then do so.
×
×
  • Create New...