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Shiningbrow

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Everything posted by Shiningbrow

  1. Now, that would be really amazing!!! Not long before we'll be playing in full VR Glorantha!!!
  2. This looks AWESOME!!! (But, it's on Facebook.. 😞 )
  3. You should grab Ian Thompson's RQG redux and HUUUUUGGGEE amount of additions of the various Pavis books from RQ's Strangers in Prax, etc. https://preview.drivethrurpg.com/en/product/430121/old-pavis-the-city-that-time-forgot-runequest https://preview.drivethrurpg.com/en/product/448641/pavis-county-beyond-secrets-of-the-borderlands-runequest https://preview.drivethrurpg.com/en/product/465145/old-pavis-ii-the-good-the-bad-the-rowdy-runequest
  4. That would make the unlife of ZZ revenants (and zombies and skeletons) really difficult... They'd have a strong aversion to going into their sacred space (like temples). Or to their associate's temples (Stormbull). What I'm getting at is - I do think it more appropriate for it to be a Humakt thing, and not simply a 'death cult' thing.
  5. The updated version to @metcalph's Cults of Terror is the RQG Bestiary, which has for DoD a POW v MP roll to inflict 1D3 non-regenerating damage, but for a Vampire it's only the vague "highly effective" Disruption spell - it doesn't mention a POW v MP roll!
  6. Ducks This makes sense.. because if you already have an adequate Rune pool, why would you need to sac 3 points for that spell, when all you're getting is the knowledge of casting the spell. (and learning a 2+ point spell on your first RP is just silly....)
  7. Interesting Point! (I'm taking the pun) So, would you rule that as a death, since the Fetch shouldn't be able to get to 0 without killing the other half? Or...????
  8. I just thought I'd add, on P256 of GtG, there's a pic of the Market in Nochet, with a description that specifically lists "exotic goods such as crystalized shards of gods’ blood" - so they're fairly readily available there.... but is that at the prices quoted above? Or higher (due to being a richer city)? Or lower (due to being more available)?
  9. Do you mean other than The Guide pp 250+?? Or don't you have that? or do you mean more detailed?
  10. This would lead to an obvious question - if that one point of POW gives the maximum casting of 10 points, would you have to pay only for the 1 POW (200L), or the 10MP storage (400L)?
  11. But, we could say that about the bones of the gods as well, and they're still finding those... And, yes, you can actually get more... go to the Godtime! It's also said that some of the Earth Goddesses live in Esrolia. And, Thunderbrothers are still quite available. (has there been a discussion on the blood of lesser deities? Such as local river gods, or city gods?)
  12. Actually... p51 of the Magic book does have in the middle of the second paragraph of the Tap (Characteristic) spells, "..., and no characteristic can be Tapped below one point." - as @PhilHibbs has said. But, personally, I can't see why not - especially for POW. But I can understand some of idea of not being able to completely tap out of existence...
  13. Sorry, no definitive or official answer to this. However, previous discussions have said - based on RQ2 prices, and thus converting from those - that you'd be looking at 200-300/point for an 'ordinary' POWered crystal. I'd be inclined to making it a rising scale, rather than linear. (not sure it should be exponential... that would be getting very steep - but, hey, maybe that's legit! An 8 point POW Enhancing maybe is worth 6400L) I'd also think that the price of 'dead' crystals should have a higher base rate, and then a lower per MP value - to reflect that even a 1 Point POW Storage crystal can hold a 20 POW point spirit.
  14. True - although, TBH, that line was more directed towards Chaosium official staff. I am curious as to how others do it (if it's not handwaved).
  15. Just to throw a spanner into the works, in the Lightbringers book, it states that LM priests can actually teach any spirit magic spell they know... although it's an explicit, and not a general, it would suggest that the spell teaching by cults is not done by summoning a cult spirit. In one respect, yes. But, Initiates have access to the same spells, and thus should be able to Summon and Command to also learn those spells (and, for that matter, to put them into a binding!)
  16. Oh??? And what makes you say that? (other than, perhaps, Tap Body - but I don't read that as an absolute for all Tap spells - but only as a specific for that one. After all, Steal Breath doesn't have any such similar limitations)
  17. Ooops - sorry... I was doing some post searching, and obviously confabulated your posts with others...
  18. Yeah, we discussed those sort of factors. You can still see them in there 😄
  19. Given @Agentorange's post, I thought I'd bring back this topic that's been in my head for a few years. What's the actual goings-on for when cult Rune levels teach spirit magic? I ask because of the implications. When a shaman teaches it (I think... I'd like clarification on this), they call upon a particular spirit they know, who then teaches the student. If this is not how it works, then what's going on? When the Rune levels teach it....??? I don't think it's really like simply a knowledge or skill thing. They could simply Summon (and Command if necessary???) a cult spirit (however, if that's the case, why can only Rune levels do that, when any initiate automatically knows both spells, as they're both Common). If it is more like a skill, then what's preventing anyone from teaching it? (even if it needs to be done in a Sanctified area - because again, initiates have access to that as well). I am presuming that the god isn't actually having anything to do with it - gods don't use or deal with Spirit Magic. Another implication is - apparently, these Rune levels can teach any spell they know... so, it does appear to be more of a knowledge/skill thing, and again makes me question why only they can teach them. Similarly, I don't see why most spirit magic spells couldn't be taught by cult spirits, if they happen to know those spells (of course, this will more depend on how you see cult spirits - ancestors and prior initiates makes sense - elementals less so). (I'd presume that a Rune Lord (or priest, if so lucky) could teach any spell that their Allied Spirit knows as well... oddly enough!) I think I'm agreeing with @Agentorange that the obvious way may be the Spell Teaching rune spell... (and even shamans would need to use it... or something??) It seems to be yet another arbitrary rule... (and, please, no "Well, you can have your Glorantha how you want"... that's not an answer. Nor is anything that doesn't address the question, such as pointing to a rule on P xyz that only says what I've already written)
  20. Over-Powered. "You're giving ALL OF THAT for only those few points???"
  21. There'd be even more variety of magic (even spirit magic) if I wasn't proofing it, and saying "OMGs, that's OP!!!" (because if you compare it to X and Y...) and "Nooo... don't try to create yet another magic system! It'll overload everyone's brains trying to remember the details" (like, POW in mins duration). (however, in saying that, I am eagerly awaiting the new Lunar Sorcery rules! I like the idea of being able to manipulate spirit magic, the way RQ3 had it! Although, realistically, that's just a variation on normal sorcery) He also said the abilities to have a spirit inhabit a body and give an effect was something he and Greg discussed - and decided was a good idea!
  22. One simple one would be a Tap spell. It was in RQ3, and I don't see any reason why it wouldn't be feasible in RQG. Also, we could also add the possibility of some spirits having it as an ability. And, of course, the shaman could DI and lose all their POW. I could see some DMs allowing a resurrection without the Fetch - ie, their access to the spirit world cut off. (probably a great reason to set them off on a quest to get it working again - not a simple shamanic initiation).
  23. I'd just like to add that there's two elements that should be taken into consideration here - Chaos (and maybe trolls), and magic. Chaos is incredibly frightening to mere mortal humans. Even a single broo can be terrifying to the average yokel.. So, solid militia training to not bolt in terror would be necessary. And with opponents dressed up as broo (and other horrors). Preferably a couple of times a season. Secondly, magic would be very significant - as Healing magic (even basic spells) means that drilling can be more realistic - there's not the need to hold back the way we would, and they can use fully sharpened weapons, knowing that anyone they hurt can be healed up again pretty quickly. How that affects the rate of training of the lesser militia - not sure! But it's definitely changing how we should view it. ETA - as an addendum, I think that healing magic should also affect the numbers of militia - as there's less worry about being maimed (or killed) in combat, so there should be a slightly higher rate of recruitment of green troops.
  24. But, if you catch up to the thieves while they're still on your lands, it's much harder for them to claim that they're just getting their cows back... As per the aforementioned cattle raid, you could negotiate the return of some of your cows - but if they were clearly stolen (brand identification), then you're not going to be able to make that case - and you get nothing, and no good reason to negotiate!
  25. It's unbelievable just how inept modern historians have become! Homer would never have overlooked this! "Achilles, vexed by Agamemnon's overweening attitude, told his men that they would be leaving the war, taking their trained warriors, all with Bladesharp to at least 5 points, and his personal SwordTrance. Odysseus, in an attempt to resolve the situation, cast Charisma and a quick CleverTongue he picked up from a certain Spell Trading he conducted some seasons ago".
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