Jump to content

CBDunkerson

Members
  • Content Count

    12
  • Joined

  • Last visited

Community Reputation

3 Neutral

About CBDunkerson

  • Rank
    Member

Converted

  • RPG Biography
    Played and GM'd numerous systems extensively since the 1970s.
  • Current games
    D&D5 Forgotten Realms, Runequest Glorantha, and Pathfinder with a homebrew setting
  • Blurb
    GM, computer programmer
  1. CBDunkerson

    RuneQuest Core Rules Questions

    The Spirit Binding spell (pg 265) states; I couldn't find any information about 'special cult-bred animals' in the Spirits chapter. What is this meant to refer to? The 'allied spirits' gained by rune master sound similar, but those are said to be sent by the god and have different listed abilities than bound spirits. At that, the term 'familiar' appears in the text of this spell and nowhere else in the book. Is a familiar the same thing as a spirit bound animal as described on page 250, or something else?
  2. CBDunkerson

    Joining multiple subcults of the same God

    Another example on page 314 clearly states that Vasana has a single rune point pool for both Vinga and Thunderous subcults.
  3. CBDunkerson

    Vishi Dunn

    Daka Fal and Waha both get Distraction as a common cult spirit magic spell... but anyone, even those not associated with ANY cult, can learn it or any other spirit magic spell. Clearly the spell was primarily introduced as a means of aiding characters who are being attacked by spirits they have little chance of beating. The effect on corporeal creatures seems tagged on as an afterthought, and thus I'd doubt the authors would even have considered the relative likelihood of use of each... let alone that they'd have then agreed with your assessment and rewritten the spell accordingly. In any case. Corporeal creatures cannot break off spirit combat. How would this spell allow them to do that? Nor can corporeal creatures initiate spirit combat. So how would the spell allow them to do that either? Both of those things seem more powerful than a 1 pt spirit magic spell. Such a reading would also mean that any time an ally is attacked by a spirit you could cast Distraction and they'd be suddenly free of the attacking spirit, initiate spirit combat with you, and you could then both agree to drop the combat. The party would be all but immune to attack by spirits... from a 1 pt spirit magic spell.
  4. CBDunkerson

    Vishi Dunn

    I think you are reading it wrong. Corporeal creatures can't normally break off spirit combat with a spirit OR initiate spirit combat. Thus, I see no reason that the Distraction spell would suddenly give them the ability to do both of those things. Rather, it seems to me that it is intended to cause a corporeal creature to physically attack the caster. In short, whether it is cast on a corporeal or incorporeal creature the effect is the same... they stop attacking their current target and start attacking the caster. That seems a reasonable effect for a 1 pt spirit magic compulsion... as compared to the 2 pt Befuddle or 3 pt Sleep compulsion type effects.
  5. CBDunkerson

    Joining multiple subcults of the same God

    There are examples of this in the book, and yes you get a single pool of Rune Points for all the sub-cults of the god. See 'Joining a Subcult' on pg 282 and the example there of Vasana joining the Thunderous subcult in addition to her existing membership in Vinga.
  6. CBDunkerson

    Question for GMs: enchantment question

    Elementals are spirits. Which is why they can be bound in the first place. I see no reason that a released spirit would automatically materialize. If they did... you'd be better off doing this spear trick with a bound horse spirit and watching the target explode when a horse suddenly appeared inside their wound. It simply doesn't make sense. I'd rule that the fire elemental is harmlessly released to the spirit world.
  7. CBDunkerson

    Vishi Dunn

    pg 366, "Spirit combat may occur between two discorporate entities (entirely within the Spirit World) or between a discorporate entity and an embodied entity (such as a human being) in the Middle World." "A shaman wishing to engage in spirit combat must first discorporate to begin spirit combat." Also, the description of the Possession shaman ability: "While any shaman can discorporate and engage others in spirit combat, this ability lets the shaman possess the body of a victim and control it as desired." My understanding is that spirits automatically become visible when they initiate spirit combat with someone in the Middle World. The Visibility spell is used to make spirits visible w/o spirit combat. Distraction: "If used against a corporeal enemy the effect is identical." All Assistant Shamans get two points of spirit magic which they can choose (plus Second Sight). Also, the 5 points of cult spirit magic each character gets can come from associated cults... so a Waha follower could get Demoralize through Storm Bull that way too. So yeah, no reason he couldn't have those spells. For the record, I played Vishi Dunn at a GenCon scenario last year and was pretty much the 'combat machine' of the party. Of course, that scenario was a Mallia cultist infecting the entire town with disease spirits... so heavy on the spirit combat. Still, he has plenty of abilities that should be useful in combat. Heal, Shield, charge with lance (+4d6 damage). Cousin Monkey also has Mobility and Countermagic.
  8. CBDunkerson

    Vishi Dunn

    Vishi Dunn can Discorporate and use Spirit Combat to take out most enemies.
  9. CBDunkerson

    Movement Rate

    The overland movement rates chart on page 102 lists 40 km per day on a royal road in good weather. So it is in the same ballpark. At that, barbarian peasants may not be trained to the same standards as specialized military units. None of which has anything to do with 'movement in combat' which RQ:G deliberately treats separately. They seem to be taking the view that properly positioning yourself in a chaotic melee situation reduces the rate you can move at.
  10. CBDunkerson

    RuneQuest Core Rules Questions

    1: Pg 167 says that mounts must be trained separately to; accept a rider, remain calm in battle, fight in battle and increase their three attack skills up to 50% below the trainer's ride skill. Training to accept a rider is stated to take a week. How long do the other types of training take? Also, does a war trained mount immediately get 50% below the trainer's skill in attacks or does that have to be trained separately (or separately for each attack)? 2: Is Martial Arts treated like a weapon for special and critical success purposes? That is, does a critical Martial Arts roll do max damage and bypass armor?
  11. CBDunkerson

    Movement Rate

    That's not really how it works. See the example on page 195. Vasana spends SRs 1-5 casting Demoralize, SRs 6-8 moving 9 meters, and SRs 6-10 (the GM allowed simultaneous action) readying her bow. Thus, you can take movement in the 'middle' of the round after other actions... rather than it just always delaying the SR of your first action as you seemed to be saying. Essentially, each 3 meters of movement is an action that takes one SR to complete. Thus, a character with sufficient MOV and melee attack skill (i.e. to split attacks) could potentially start a round disengaged, move up to an enemy, attack and disable that enemy, move to another enemy, and attack again. It is really a very open and flexible movement system... other than the two oddities I pointed out. Also, you absolutely CAN move on a round you began engaged... a mounted character becomes disengaged from an unmounted opponent after SR 6 and can then move away (see pg 195 Retreating, another example of mid round movement). Cast Teleportation on SR 1 and you can be disengaged and free to move on SR 2. Or cast Invisibility and then successfully sneak away unheard. If your only engaging enemy is killed then you aren't engaged any more and are free to move that same round. Heck, just turn and run on SR 1 (leaving yourself open to attack) and you are disengaged on SR 2 and free to continue moving.
  12. CBDunkerson

    Movement Rate

    I haven't seen any reference in this thread to the fact that each 'MOV unit' requires one strike rank. That seems to resolve a lot of the questions about how much you can mix movement with other activities. However, it leaves at least two oddities unresolved; 1: Creatures with vastly different speeds effectively move at the same rate up to their limit. That is, a creature with a MOV of 4 (e.g. Human with Slow) and a creature with a MOV of 16 (e.g. Human with Mobility) both require 4 strike ranks to travel 4 MOV units (i.e. 12 meters if hurrying). If both were rushing to be the first to get to the magical mcguffin then a MOV 4 character 9 meters away would get there before a MOV 16 (or MOV 600) character 10 meters away. 2: Creatures with MOV higher than 12 have some amount 'left over'. That is, a MOV 16 character should be able to go 48 meters in a round, but they are limited to 3 per strike rank and there are 12 strike ranks... so it caps out at 36 meters. Are the remainder 'lost'? All happen at the end of SR 12? One possible resolution to both the issues above would be to change the rules to allow characters to go 'MOV / 12' (round up) move units per SR rather than having all creatures fixed at one move unit per SR. In that case our MOV 16 character could get to the mcguffin in 2 SR (beating the closer MOV 4 character by 1 SR) and would hit their 48 meter cap at 8 SRs of movement.
×