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Scotty

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Posts posted by Scotty

  1. 1 hour ago, Glyph said:

    The spell says if cast at a person it does damage until they move away - so is it the victim who is set ablaze, in which case I assume a Pow vs Pow is required?

    looking at the spell, page 392.

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    This spell summons a fire into existence at a place within the range of the spell.

    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.

    1 hour ago, Glyph said:

    And is the damage general hit points (so does the weakest armour protect) or to a rolled location?

    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. 

    1 hour ago, Glyph said:

    However, if it's the victim how do they then move away?

    The fire remains where it is. Hopefully the target has a place to move to.

    1 hour ago, Glyph said:

    So maybe it's the area they are standing in - in which case is it still Pow vs Pow

    If it wasn't cast at them they don't get POW vs POW

    1 hour ago, Glyph said:

    or should they get a Dex x3 roll to get out the way (similar to Create Fissure)?

    That's a gM call too, depending on the situation.

    1 hour ago, Glyph said:

    Also if it's the area on fire is the damage rolled against each leg as per the fire rules (P157 of rule book)?

    Yes.

    1 hour ago, Glyph said:

    I'd be very grateful for any views on this!

    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.

    • Like 1
  2. 10 hours ago, Eff said:

    I'm not sure if this is an oversight or intentional, but most of the bodily transformation magics say "target" rather than "caster", suggesting they can be used to transform people other than the caster. (There are a few that do say "caster", including Transform Self, and I'm assuming that cult limitations hold for all of them even if not explicitly spelled out.) This suggests that Hsunchen don't all have to have 8 Rune Points stocked up to change shape. 

    please add his to the corrections thread if you haven't already.

  3. 13 hours ago, Akhôrahil said:

    So is this finally an official clarification that NPCs don't get at least two POW gain rolls per year from their cults (HHD + Sacred Time) the way PCs do? This has always been one of the most unclear things about the game to me.

    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:

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    This is also the kind of general setting material the GM should be crafting based on their own needs, this not the stuff of rules clarification.

     

  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.

    On 12/17/2020 at 2:50 PM, Godlearner said:

    What defines at relative rest.

    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. 

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    If one is to place a Glue spell on the tip of a ladder and lean it to the side of a building, how long must one wait for it to work?

    Instant. 

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    Can it be used on undead such as Skeletons, Zombies, Ghouls and Vampires or anything else with a spirit in it assuming you can touch them and get them to stay still?

    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.

    On 12/17/2020 at 3:07 PM, Godlearner said:

    Because otherwise this spell begs to be used as a trap (to be stepped on)

    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.

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  5. 2 hours ago, Godlearner said:

    This enchantment last forever and apparently has no consequences (in terms of POW loss) if the casting roll is failed. To me it means that there should be MPMs all over the place, and certainly many passed from generation to generation.

    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.

    2 hours ago, Godlearner said:

    Every adventurer should be carrying a couple and they are commonly available for sale. Seems pretty broken.

    Why is this broken?

  6. 2 hours ago, Godlearner said:

     

    So lets say one casts an Ignite spell on a bison ... what now? Hair and fur really do not burn well. What are the consequences of this spell if nothing is done about it?

    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.

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  7. On 11/25/2020 at 8:17 PM, soltakss said:

    Probably because the rules didn't allow it.

    My players reading the rules would be a fine thing 🙂

    On 11/25/2020 at 8:17 PM, soltakss said:

    Now, if you can whack away with a sword it makes sense for everyone to gang up on the spirit. I would have it also damage the person engaged in Spirit Combat as well, just to prove a point.

    Which it can.

    • Like 1
  8. On 11/25/2020 at 8:01 PM, DreadDomain said:

    A spirit is engaged in a spirit combat with Bob when Boris shows up with his magical sword.

    1) Can the spirit also engage Boris in spirit combat? No (unless it has a special power to do so)

    No.

    On 11/25/2020 at 8:01 PM, DreadDomain said:

    2) Can Boris swing his sword at the spirit. Yes.

    Maybe - only if he can see it.

    On 11/25/2020 at 8:01 PM, DreadDomain said:

    If he does, he becomes engaged in spirit combat, it is resolve through the same spirit combat mechanics (quick contest) with the same consequences (refers "Resolving Spirit Combat" and "Spirit Combat Damage" p.368. 

    Yes

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  9. On 11/25/2020 at 6:56 PM, Akhôrahil said:

    If you're fighting one big spirit and someone has both a decent weapon skill and a suitable weapon, this is bound to happen though. A starting Humakti PC has all the necessary tools.

    If you happen to have a humakti adventurer in your game (I don't, not everyone does).

  10. On 11/25/2020 at 6:18 PM, Paid a bod yn dwp said:

    So @Scottydoes this read ok? 

    • You can only have one spirit combat exchange between two competing entities in a melee round (unless able to make multiple attacks with a magical weapon, or some other special ability that grants extra attacks).

    yes.

    On 11/25/2020 at 6:18 PM, Paid a bod yn dwp said:
    • If an engaged corporeal entity decides to attack with a magically enhanced weapon on their SR, this will likely preempt, and will replace the spirits attack on SR12 for that round.

    yes.

    On 11/25/2020 at 6:18 PM, Paid a bod yn dwp said:
    • A spirit can only initiate 1 spirit combat attack, but can oppose any number of attacks on itself regardless of source (unless a special power says otherwise).

    yes.

    On 11/25/2020 at 6:18 PM, Paid a bod yn dwp said:
    • All forms of attack in spirit combat follow the opposed roll procedure, regardless of what form the attack takes (ranged,melee etc), with chances of spirit damage/failure/fumble for both participants.

    yes. Unless the spirit has abilities defined otherwise (eg Elemental Form, Solid form, Telekinesis, etc)

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  11. 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. 

    • Like 2
  12. 1 hour ago, Paid a bod yn dwp said:

    Ah ok thanks - so extra attacks from other characters not already engaged with the spirit will be unopposed?

    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
    • Like 3
  13. 13 hours ago, Paid a bod yn dwp said:
    • If an engaged corporeal combatant choses to attack the spirit physically with a magical weapon/ and or magic on their SR, is this intended to replace the spiritual combat that normally happens on SR 12

    Yes. Attacking with Weapons and Spells, page 368.

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    • or is this in addition?

    No:

    Weapon vs spirit combat happens at normal weapon SR

    spirit combat vs spirit combat roll at SR 12

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    • When a spirit attacks its required to make...

     

    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.

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    • The way that is worded it sounds like the spirit is visible to everyone regardless of who it is engaging. Is that the case? If so, does the spirit continue to remain visible to everyone in the Middle World during the entire encounter, or does it become invisible again during the next melee round to all but the target it is engaging with? Or is it intended that the spirit only becomes visible to the target it is engaging with in the first place?

    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.

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    • The section Attacking with Weapons And Spells seems to suggest that a spirit engaged with spirit combat with a corporeal being is visible to others not already engaged, and can be attacked by them using magic weapons and/or spells.

    see above. So if they can see it they can move in and engage.

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    • Once non-engaged people attack in this way are they all subject to an additional spiritual attack by the spirit on SR12, or is it limited to the initial physical/magical attack?

    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.

    Quote
    • Can a spirit choose to engage more then one corporeal opponent at a time? Or are they only allowed to engage with additional targets if they are Physically/magically attacked by them? Will additional attacks beyond the initial spirit combat, by other corporeal beings be unopposed? 

    See above.

    12 hours ago, Akhôrahil said:

    Further, when a spirit turns visible like this, presumably in order to attack, can you attack it with weapons in the turn it manifests, or do you have to wait for it to start spirit combat? Can you attack it with spells?

    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.

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  14. 15 hours ago, Kloster said:

    One more question: If you are attacked by a spirit and you choose to use a fight with a (magically enhanced) weapon, does the character weapon skill vs spirit combat skill roll replace the normal spirit combat vs spirit combat roll

    Yes. Attacking with Weapons and Spells, page 368.

    15 hours ago, Kloster said:

    or is it in addition (at a normal SR for this attack)?

    No:

    Weapon vs spirit combat happens at normal weapon SR

    spirit combat vs spirit combat roll at SR 12

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  15. 6 minutes ago, Rodney Dangerduck said:

    Thanks for the great reference, very interesting.  I still doubt that any of those examples can be "sung" in 12 seconds.  Maybe Gilbert and Sullivan style?  🙂

    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.

     

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  16. 13 minutes ago, tnli said:

    OK, I can't seem to find anything on this in the page indicated, nor in the whole spirits section. Would you mind pointing it out to me?

    The Spirit Powers list in the Bestiary is by no means complete:

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    The gamemaster should create unique or tailored spirits by giving them one or more powers. Everything imaginable exists in the Spirit World

    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.

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  17. 52 minutes ago, French Desperate WindChild said:

    A question about the shamanic hability "Show Spirit" (p361)

    Does it allow a corporeal being to attack the spirit, once the spirit is "showed" ? or is it just a kind of picture and not a materialization of the spirit ?

    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.

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