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Scotty

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Everything posted by Scotty

  1. looking at the spell, page 392. It can be anywhere, even floating. it doesn't need fuel as it's magically sustained and lasts until the spell ends. If you cast it a a person, you randomly target (as with all spells) and as no details are mentioned, it's POW vs POW as per Resisting Spells page 244. Rolled location. As to armour, that's a GM call I would say depending on what they are wearing. It's heat so maybe metal without padding doesn't protect. The fire remains where it is. Hopefully the target has a place to move to. If it wasn't cast at them they don't get POW vs POW That's a gM call too, depending on the situation. Yes. See Conflagration in the Q&A for some more info, there also some other info further up the page about POW vs POW with sorcery. There is also a thread on this forum, where if you get stuck you can ask questions about the rules: RuneQuest Core Rules Questions.
  2. Scotty

    RBOMG!

    please add his to the corrections thread if you haven't already.
  3. See NPC initiates, Creating NPCs here. As a rough guide, I personally might give them a point of POW every 5-10 years, likewise a new rune spell, unless they were major NPCs like the Clan chief or associates. As it says in the link:
  4. First imagine the Glue spell is magical super glue and works pretty much like super glue, except for mysterious reasons doesn't work on living stuff. In any situation that you need to figure out how glue works, imagine a 5cm square of super glue. Imagine you are trying to glue two things together. If both parts are on separate horses moving relative each other (and the riders took care not to wobble) you could glue the two halves of an object together. If the riders were charging at each other and only touch the two halves momentarily as they pass it wouldn't work. Instant. Skelleton - Yes, you could glue a broken skeleton bone together. Zombies & Ghouls - depends what you wanted to glue, I'd let you glue their shoes on to stop them losing them. Vampire - not sure what you would want to glue on to a vampire, but i'd let you glue a cape on to avoid it dislodging. Overall, I'm much more interested in your storyline of why you want to glue things onto these creatures. Yes it can be a trap, it's temporal so it lasts for 2 minutes. To work the victim would to to step on and be stationary. They could walk or run over it. Likewise I've had players cast it on door knobs.
  5. Don't confuse the POW economy of adventurers with that of NPCs. Most people wouldn't have the POW to spare for such things. Most of my players put them on their bodies so they can't lose them. The Lunar sorcerer in one my games has his as part of ritual scarification, as he adds to the enchantment the scar gets bigger. Those that don't go for the body, tend to add restrictions on who can use them. See RQG page 250, Conditions on Enchantments. A common condition excludes all but clan members, or in one case their bloodline. It cost an extra POW, but you can build enchantments up. Why is this broken?
  6. Use the fire rules on page 157. Although covered in hair, a bison isn't that flammable. Like most hair fires, you get an initial flashover that rarely causes injury. But the bison is very unlikely to catch fire. The main outcome is it will likely bolt away from the heat. I'm sure many people on this forum have encountered human hair fires and singed dogs.
  7. @craigm & @yamsur, the actual work is over at Github. Make yourself an account and you can directly comment on the changes proposed. https://github.com/ChaosiumInc/QuestWorlds
  8. try one of our virtual tabletop backgrounds : https://www.chaosium.com/blogplaying-online-try-out-our-virtual-backgrounds/
  9. My players reading the rules would be a fine thing 🙂 Which it can.
  10. No. Maybe - only if he can see it. Yes
  11. If you happen to have a humakti adventurer in your game (I don't, not everyone does).
  12. yes. yes. yes. yes. Unless the spirit has abilities defined otherwise (eg Elemental Form, Solid form, Telekinesis, etc)
  13. I've yet to have in a game any situation where more than one person tries to engage the same spirit. I've had multiple spirits engage the same adventurer. So for me, the former is a borderline case. No one who can't deal a large amount of mp damage is going to get involved. What it does do is accelerate the spirit combat if the spirit is outnumbered, as it can potentially loose 3-4 times in one melee round. In my current game none of my players have any magic that would let them attack a spirit with a weapon anyhow.
  14. No, the spirit defends with its Spirit combat. Some GMs might consider a -20% per addition "spirit parry" after the first, but I find that just adds a level of detail that doesn't add anything to the game. The golden rules of spirit combat with non-shaman adventurers: Put up defences asap. Spirit Block is common and will save your adventurer. get the shaman involved asap run
  15. Yes. Attacking with Weapons and Spells, page 368. No: Weapon vs spirit combat happens at normal weapon SR spirit combat vs spirit combat roll at SR 12 Initiating Spirit Combat, page 366. If a spirit wishes to attack a corporeal being, the spirit makes itself visible in the Middle World the melee round prior to its first attack. Visibility is a GM call, depending very much on how you are portraying your spirits. I use the guidelines in the shamanic ability, Show Spirit, page 361. That normally an "Onlooker can see a spirit in some detail with a Search roll." If this is happening is a busy melee, with adventurers engaged in different places with different combatants and they know there are spirits present (an adventurer shouts out that a ghost has appeared), unless unengaged, there's still little chance of seeing the spirit. If it's in a flickering dark chamber, and no one is engaged but the adventurer with the spirit, then a search roll - The adventurer is flailing around in the shadows. Brightly lit area, with no background clutter - you can all see the spirit. see above. So if they can see it they can move in and engage. Spirit combat does not allow spirits to attack multiple targets, unless the spirit has a specific ability to do so (multiple heads, two weapons, etc. ). See Spirit Powers in the Bestiary, page 165 for examples. See above. A spirit becomes visible in the round prior to its attack. It's unengaged, I normally do this on SR12 in the previous round. It hasn't yet attacked (SR12), so only the target is aware of it, and can initiate spirit combat with a weapon on their weapon SR or Spirit combat on SR12. No one else will be aware of this, except in the Statement of intent. I normally don't allow people to say things like I look around to see if I see any spirits, as obviously they've got no reason to do so. Obviously in the statement of intent I allow the target to put up a Spirit Block in SR1 or cast an uprepared Spirit Screen with as many points as they can muster before SR12. Overall this is a place where the GM should adjudicate on what actions are appropriate for the adventurers in the melee. Normally other adventurers declare can only declare any actions on this kind of situation in the following rounds statement of intent, if they can see the spirit.
  16. Yes. Attacking with Weapons and Spells, page 368. No: Weapon vs spirit combat happens at normal weapon SR spirit combat vs spirit combat roll at SR 12
  17. Have a look at Kulning as well, it has a relationship to Galdr. You can hear it in battle scenes in the Vikings TV series (and in Frozen II!) have a listen especially at the short staccato elements. Singing doesn't need words. (You may need to leave any ideas of what singing is behind). It's these that would make the up the singing for augments here. Once you've started and got the augment, you would continue singing it as you can use it in the same roll in following rounds. It's also how you would use singing as a bonus to your fighting abilities.
  18. The Spirit Powers list in the Bestiary is by no means complete: On page 167 after Telekinesis add: Weedy This spirit is a pathetic example of its kind. Weedy spirits can be easily affected by a single effect. Examples include; vulnerability to specific spirit magic (choose one), easily blown away by the wind, and scared of the dark.
  19. see Attacking with Weapons and Spells in the Q&A.
  20. If engaged, to attack the spirit with weapons, , the shaman would need to have Show Spirit 2, All spirits easily and clearly visible. Unengaged, it would need a search roll with level 1.
  21. I've added a results table to the original post as well:
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