Jump to content

Godlearner

Member
  • Posts

    1,007
  • Joined

  • Last visited

Everything posted by Godlearner

  1. If what you are saying is true, then it should not be called a Rune Pool, but rather Divine Resistor. I just do not see it that way, especially when it is emptied, before POW on a Divine Intervention.
  2. Yes, but they can cast these spells if they have power in their Rune pool. The only exception should be Sanctify and Summon Cult Spirit.
  3. Any idea as to what a City God would get? Pavis?
  4. Page 269 of RQG says there are three types of cults major, medium and minor. These are determined mostly by the number of worshipers, but does not really go into the detail as to what the difference is for the worshipper. I am assuming that one of the differences is which Common rune spells are granted by the deity. Assuming that major Deity grants All Common spells, what spells are granted by medium and minor cults,?
  5. Yes, but normal rules do not have an option for vampires to assume such a form either.
  6. I once had both sides fumble and literally walk past each other without noticing.
  7. If they notice it. I use surprise more at short range.
  8. Farsee does not add to the skill, so it should not make a difference. The Luck factor is already built into the rolling the dice.
  9. If I am not certain about surprise, I will ask for an opposed Perception (average of Scan and Listen) checks to see if either side has an advantage.
  10. There is this blurb in Cults of Terror which implies that rune metal weapons are needed, but the rules do not seem to reflect that.
  11. There is a write up in White Dwarf #88 magazine of Yorocius which can be summoned in a temple of Yelm or Yelmalio and grants Truespear, Shield and Know Lie.
  12. The point was that it is not RQG RAW, as to if they do not change the feel, maybe, maybe not. Never saw the need to try it.
  13. Combat mechanics in RQG are very different from previous versions.
  14. LOL, how is this even close to RQG RAW?
  15. Mostly RQ3 for me and our group. Added specials form RQ2. House ruled sorcery to get rid of Free Int. Took out Fatigue and most of Encumbrance rules. Roll for Spirit Magic only in-combat. There are a number of things in RQG which I do not like, so it's a no go for us.
  16. Yes. Dropped Fatigue and changed Sorcery, added specials form RQ2. I am considering adding some RQG by adding Runes and Passions but would need to change campaigns to do that. Tried Rune Pools, but find it too powerful, Will not use it without significant restructuring and restrictions.
  17. Sure, then fighting trolls. The good thing about them is that you do not need to attune them. You can then locate the arrow heads with a Detect Iron spell
  18. We have always played that the weapon was attuned as opposed to being enchanted, so no there is re-enchantment. In regard to wooden shafts as with a spear, we have played that the weapon handle was reinforced with metal bindings or had a metal core. Thus, the entire weapon had weight gain (if it was lead) and other properties of the rune metal.
  19. Yes, we should always read what @Nick Brookewrites with that in mind 😈 But, in all seriousness, we are discussing this with RQ sight in mind, so it should not be subject to propaganda or perspective.
  20. Not always. Several cults have ways of making these undead from their worshippers through Rune spells or through Divine Intervention. In these cases there is a spirit in these husks similar to Revenants.
  21. IMO, it's a case-by-case kind of thing. There are certain undead which are subject to spirit combat such as Ghouls, Thanatari Heads, Zombies or Skeletons with bound spirits animating them, revenants, mummies created through divine intervention, etc. Basically, anything which has a spirt even if they "do not have POW" according to the RAW rules. Not sure (have not made up my mind) about vampires and demons. Anything without a 'personality' is just a magical construct (unless animated by a spirit) and are not subject to spirit combat.
  22. And that is what makes more powerful. Not spell vs. spell, but Theistic cults have more members which is expressed as greater amount of magic and greater variety of Runespells, which leads to flexibility.
×
×
  • Create New...