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Posts posted by Scotty
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On 11/18/2023 at 6:29 PM, g33k said:
Am I confusing some other cult which is confusingly OK with ZZ?
Maybe Storm Bull? Does their "detect Chaos" ping on Gark-zombies & similar undead, but not ping on ZZ-zombies...?
I'm sure I recall someone being "surprisingly OK" with ZZ's undead ...
Or is this all just my own confusion from reading someone's Glorantha Varying, years ago; and thinking it sounded typically-weird & thus very-Gloranthan?When in doubt look it up.
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8 hours ago, g33k said:
Except that (rather confusingly) the Humakti seem to have no problem with ZZ-style "undead."
Somehow ZZ is doing something different.7 hours ago, metcalph said:I'm not sure that Humakti seem to have no problem with Zorak Zorani style undead since the two cults hate each other.
I'd suggest that the reason that Humakt is Hostile to Zorak Zoran is that they can and do make undead... Create Revenant, Create Skeleton, Create Zombie, do make Zorak Zoran look like a corrupted Death cult in the eyes of Humakti.
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17 hours ago, Richard S. said:
The Humakti definition of undeath is "maintaining a body separate from its spirit". IMO, that implies that undead need to a) have had a spirit at one point and b) have lost that spirit but still remain physically active.
RQG is very straightforward on this: Once alive creatures (body and soul/spirit) that continue to act once dead (body, but no soul/spirit). They have no POW, but do have magic points. They are usually maintained in this state by some kind of magic.
Jolanti are not undead as they were never alive and are artificial constructs. They too have no POW, but do have magic points.
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21 hours ago, g33k said:
Leading me to suggest that some Solar heroquester (likely an Illuminate from the Lunar empire) discover/create a Solar version of the Lunar "Glowspot"...
Or just have a cool artefact like the Goldenblood.
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15 hours ago, Orlanthatemyhamster said:
So you can't cast a light spell on the boss of a shield and have the same effect? Isn't every surface made up of 'points'?
Yes, it will illuminate the area in front of the shield.
15 hours ago, Orlanthatemyhamster said:Besides the obvious, I'm not sure what the difference between a globe and half a globe of light is, please enlighten me?
Lantern is directional, so on front of a shield is ideal. Light cast on the tip of an upright spear will illuminate all around.
15 hours ago, Orlanthatemyhamster said:The price thing really is immaterial for players I think and really seems unfathomable for a cult spell, do the spirits demand more sacrifice, does it take less time to teach, are there more spirits with it so they are easier to 'catch'? It seems odd that a specialist spell is cheaper.
It's part of the Founder of the Cult's, subcult Monrough. Pious Yelmalians will want to join this subcult, Those who know this spell always will wear a brass arm ring with the Fire Rune inlaid in gold to mark that they know the spell (as Cults of Prax Classic 55).
Note that specialist spells are cheaper as they are usually discounted for initiates or free.
I also missed that Yelmalio initiates get Light at half price too, so: 15L vs 25L.
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Please stick to the subject The difference between Lantern and Light, which is better? Please start a new topic for the usual Yelmalio whinging.
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1 hour ago, Orlanthatemyhamster said:
Now Lantern is no longer a variable spell, what is the point[sic]? Yes it has a slightly larger area of effect, but it doesn't illuminate a whole circle [is the other half just normal light?], meaning you have to faf to do anything in it, unless the caster is at the back.
Anyone got any sensible fixes to this almost duplicating 'light' spell?Lantern is a Yelmalio cult special, that is cheaper (15L as it's half price to initiates vs 50L) with a slightly larger radius (12 vs 10m) and pretty much designed for shields. Light is a point of light, that everyone else has to use.
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6 hours ago, Mordante said:
Been reading some supplements recently and one of them raised a question regarding iron weapon hit points/parrying.
It stated that iron weapons had the improved hit points of 50% extra but could only block the weapons original amount of damage for example iron broadsword when parrying blocks 12 damage.
Is this the way blocking is meant to work in vanilla RQ?
Enchanted or unenchanted Iron weapons & armor have more hit points, that's it:
QuoteThey have half again the hit points of bronze. For example, a bronze broadsword has 12 hit points, but a tempered iron broadsword 18 hit points.
W&E 14
RQG 327, says effectively the same.
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On 11/5/2023 at 2:10 AM, DreadDomain said:
No, this is not how SIZ works. It's not linear as shown on page 151 of RQG.
Precisely, if you want to avoid the maths, just use a quick rule.
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12 hours ago, The Lonely Khan said:
Is there cannon that The Spike and The Block is adamant or truestone? Adamant makes no sense, as the Storm Bull followers protect and gather the fallen pieces of The Block after it bounced over The Plains to strike and pin Wakboth. And those pieces are truestone.
The words are used interchangeably (see Mythology (PDF), pages 23, 44, 47, 49). Only the Dwarfs or a sage can likely tell the difference.
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In real life horses can comfortably carry 15–20% of their weight. In this RPG, you could easily rule the same, using the SIZ of the rider and mount, so a rider SIZ 12 would need a SIZ 60 mount and a SIZ 19 would need a SIZ 95 mount. But this is fantasy, so lets just assume that mounts in Glorantha are super strong and that generally a rider needs a mount at least twice their size. The SIZ 19 adventurer needs at least a SIZ 36 mount! Sereds that SIZ do exist, but a bison or high llama is more appropriate. This is not SimGlorantha, have fun, not maths...
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20 hours ago, Mordante said:
What's the scale of the map (the smaller non colour one) showing colymar lands in the Gamesmaster pack?
See the RQG Q&A page:
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Feel free to adjust the numbers to suit your game. Occupations on page 64 states that, and you can apply it to any part of adventurer creation.
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4 hours ago, Shiningbrow said:
What if someone else comes along and heals the body?
This is certainly possible (must be done with resurrect too), and would likely be done by their assistant who would then guard the body hoping for their return (remember depending on their level it can range between an season and 1 SR).
14 hours ago, Joerg said:What happens to a shaman with the ability to self-resurrect but lacking the means to restore the body?
They die and their spirit follows what ever path is normal when they die. Usually ending up in the afterlife of their Greater Entity
14 hours ago, Joerg said:Are they trapped in the Spirit World near their lifeless body, unable to die and face Daka Fal?
They could chose to remain as a ghost, tied to where they died, or go on to the usual path. Whichever fits the story better or the player's choice. Looking Leona the shaman in the last issue of Heroes (Volume I Number 4), there are great examples of bound and haunting shaman relatives.
4 hours ago, Jens said:Lucky Shaman, their spirit can rejoin their healed body without needing to spend POW. You might rule it takes at least 1 permanent POW.
They may still need to wait depending on their level in the ability (between an season and 1 SR)
4 hours ago, Jens said:Sure- although I'd rule the rune points used in either Heal Body are Heal Wound are permanently lost.
No, only if the Rune spell is one use the caster. Healing a body before resurrect does not cost permanent Rune points either.
16 hours ago, g33k said:Such a funeral-pyre, I think, should allow an Oakfed Shaman to self-resurrect.
Personally I'd allow an adventurer to return as an Oakfed (a huge Urzani).
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3 hours ago, Darius West said:
I am presently looking over the rules related to Shamanic Self-Resurrection
(1) If a shaman self-resurrects within an hour (a listed cost of 4 POW) does that imply that they have spent 4 POW to get themselves back to 1hp or is the cost actually 4 POW for each point of Spirit Magic Healing they perform from their deceased condition?
Note that there is a typo in the table heading, Points should be Level (now in Q&A).
This is likely why you are confusing the points of healing needed to bring the shaman to one hit point point and the already purchased level of the ability. The level is the already acquired ability per Adding Shamanic Abilities, page 359. If a shaman has four levels in Self-Resurrection, they can bring themself back in one hour.
So if a shaman dies and is at -8 Total Hit points, it would usually cost 9 magic points if they used Heal Wound, however this ability uses POW for healing so would cost 9 POW to reach 1 Hit point (and the Rune point for Heal Wound in this example)
3 hours ago, Darius West said:(2) It seems that the longer you wait, the easier self- resurrection becomes.
The wait is based on your already developed ability, that you have already acquired to a particular level.
3 hours ago, Darius West said:At what point does it become free? A year? A century?
It never becomes free as you need to spend POW to heal yourself.
3 hours ago, Darius West said:Can you actually GAIN POW if you remain dead long enough
No, you need a minimum of 1 level in this ability to use it.
3 hours ago, Darius West said:(I'm thinking about Jaldon Toothmaker and his long death-sleep absences, and the Pendragon "sleep" rules for magic).
Simply, Jaldon is a summoned embodied spirit. This not related to magical sleeping.
3 hours ago, Darius West said:(3) It seems apparent that Shamans can completely refuse to enter the cycle of death and rebirth, choosing instead to hide out in or near their bodies.
No. If they don't have enough POW to heal themselves, they remain dead.
3 hours ago, Darius West said:Can they spend POW to cast disruption on scavengers who want to eat their remains?
If they remain as ghosts, they use the normal spirit combat rules for attacking (one round to become visible, etc) and use their magic points.
3 hours ago, Darius West said:(4) What condition do Shaman bodies have to be in to be capable of self-resurrection anyhow?
Enough that they have enough POW to heal themself.
3 hours ago, Darius West said:Is cremation final for an Oakfed Shaman, or can they be fanned back from the embers of their pyre?
Yes it's final: Cremate Dead: This spell allows an official (usually a priest) to fully destroy the bodily remains of any one person after death.
3 hours ago, Darius West said:(5) If a shaman dies, what happens to their fetch if it is embodied in an animal? Does the animal die?
Fetches aren't embodied (allied spirits are). The fetch remains with the shaman in the spirit world (it is part of them)
3 hours ago, Darius West said:(6) Do crystals and items attuned to a shaman become immediately de-attuned at the moment of death, or is the connection a little more resilient than that?
In this case they aren't really dead as they are about to self resurrect, so nothing happens.
3 hours ago, Darius West said:(7) As a related topic, if a Rune Lord or Rune Priest dies, and they have an allied spirit in an animal, does the animal die immediately? I ask because some Shamans are also associated with cults that offer Allied Spirits.
The spirit departs back to their god and the animal's original spirit reasserts itself. In this case as they aren't really dead, it remains.
3 hours ago, Darius West said:(8) Is a shaman who dies able to summon back the spirits they previously had bound in crystals and matrices, a la the RQ3 "shamans learn the names of spirits once they defeat them, and can use those names to re-summon them" rules?
Yes, but they will need to learn a specific (named) version of summon (entity), eg Summon (Bob the Ghost). Alternatively they can use Summon cult spirit if appropriate or Summon specific ancestor, or any specialist specific spirit cult summoning. eg Summon Son of Votank per Lightbringers, page 85.
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10 hours ago, The Lonely Khan said:
Will this be open for new members anytime soon? Looking for focus on starting GMing RQ again after 35+ years.
It's never been closed: Chaosium Cult of Chaos Game Master Program.
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1 hour ago, Steve said:
How about if existing posters at least add datestamps to each added section of issues when they edit?
That's the best solution. I was trying to find if an issue had been reported, but unable to search the pages easily.
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Please note that this thread has been tidied, and multiple posts by individuals have been merged into single posts. Brian's helpful numbering post is now in the main post. If you have already posted issues, and have more, please add them to you main post using the three dots on the top right of the post and select edit.
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13 hours ago, Brian sutton said:
Why doesn't chaosium do a like state of chaosium like traveler does so we can have news about new products coming out
Please subscribe to our newsletter (ab chaos), or the RSS feed of our main site for updates on on our products and releases: Here's the atom/RSS feed for our news: https://www.chaosium.com/rss.php?action=newblogs&type=atom
Our main news is here: https://www.chaosium.com/blog/ then we link it out to social media. If you subscribe to this as an RSS feed, or our twitter or FB feed, you'll get it all in the one place.
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You might want to consider adding this as a blog post - many people add their games to their own blog on this site (It's free) - click Blogs at the top, have a look around, then Create a Blog.
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16 hours ago, Tolen1 said:
Forgive me for the mild thread necromancy, and forgive me if this is answered elsewhere, but I couldn't find the answer anywhere else.
I understand i can use the entirety of the text to create my own RPG book, but I need to attribute the BRUGE to Chaosium. How much of the quoted text is needed? I know I need to add the logo, and when I am done, there won't be any references to cthulhu or pendragon, etc.
My guess here (and I hope you'll clarify if I'm wrong) is that the paragraph starting with "This product is licensed..." is needed.
The paragraph that starts "Product Identity elements..." would need to be changed to reflect my IP.
The paragraph that starts "With very few exceptions..." ?
I just want to do it right. (Although, given my track record, I'll get a third of the way through and lose interest and it'll never see light of day...)
And so it's said, I don't actually want to use everything in the book. For example, the Introduction will be changed. I don't need to describe Chaosium's history, they do that well enough. And the chapter on settings will go away, since the idea is to use it for my own setting, and that's not needed. Of course, everything will be considered on a case by case basis (buy you all probably already knew all of that, and I'm typing a lot more than I need to. I do tend to ramble...
You may find the ORC AxE (Answers and Explanations) document helpful:
https://downloads.paizo.com/ORC_AxE_FINAL.pdf
along with the ORC Discord : https://discord.gg/JcHYwyxR8E
All the links are here: https://paizo.com/community/blog/v5748dyo6sico?ORC-License-The-Final-Version-is-Here#1
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You probably noticed that in section IIIe, the current Library of Congress number is a placeholder. Once it's signed, it will be updated to final. See also; https://paizo.com/community/blog/v5748dyo6sico?ORC-License-The-Final-Version-is-Here#1
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2 hours ago, radmonger said:
Can you acknowledge that rules-as written, there absolutely are? RQ:G p282 says that spells in a cult you have left cannot be replenished via worship (i.e. become 1-use). Unlike the previous paragraph, there is no exception for joining an associated cult.
It is not a completely separate cult, it's the same cult - a full cult acting as a subcult and identical full cult.
2 hours ago, radmonger said:And having all your old magic still reusably available as you switched between radically different, but associated, cults would seem pretty weird.
If you wish to penalise your adventurers for this then that is up to you. As such in my game I won't penalise my Odayla player's adventurer if they transfer from Orlanth Odayla to Odayla as it's the same cult...
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