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PhilHibbs

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Everything posted by PhilHibbs

  1. Indeed, there may be cults whose SoR are more legalistic and rulebound than others.
  2. I imagine that where a spell can be described by more than one technique-runes combinaton, a sorcerer will learn one combination and that's it. The combination will be the one taught by their cult, school, or scroll. They might be able to figure out a different way of achieving the same effect, using techniques or runes that they have easier access to.
  3. I imagine there will be some cases where the same effect can be achieved by both combinging one rune and by separating its opposite rune, such as "Calm Water" could be "Combine-Water-Stasis" or "Separate-Water-Movement". *Edit* Except that that should be Combine-Water-Harmony....
  4. Hm, you're right: Command 23 Combine 19 Dispel 9 Separate 0 Summon 11 Tap 2 Actually I should check that list as it may well have been based on an early version of the rules.
  5. Sure, it says that on the leaflet...
  6. Not a "major cult rule". Sure, we say simple things like "you have to attend major worship ceremonies", but the actual rules in the world are more subtle than that. Like Kosher rules, there's an exemption that you can eat what you need to eat to survive.
  7. Oh, and on the original question, I take it literally as "+10 to attack", not "+10 to skill". The skill remains unchanged and so goes up through experience more easily if it's under 100 (but what kind of crappy Humakti doesn't start with 100% sword skill, eh).
  8. It's a nice thing to add to an existing magic weapon, but you might never get one. The Humakti in my game got an heirloom sword with a Strength matrix and +1 HP, and put "+50% HP" and "double damage" on it.
  9. If not, there's always the SVG versions: https://runequest-glorantha.fandom.com/wiki/Category:Runes I did a bit of work on some of the other runes as well, adding detail to some perfectly straight edges.
  10. I do not think that word means what you think it means.
  11. Hsunchen shapechanging has been Rune Magic since RQ3. Magic is natural.
  12. Who speaks Aramaic nowadays? Surely no more offensive than raiding Old Norse. Perhaps you are right, invented terms might be better. Aramaic is a little odd sounding to the modern western ear anyway, words like Khaoba and Akara don't really work for me in Dragon Pass. I don't think that using Saxon, Old English, or Old Norse is a problem anyway. These are words that we know from our history and literature, but that doesn't mean that the culture is a transplant of that historic culture. It's just an ancient term that is familiar or resonant to English speakers. It's easy to figure out what cottar, thrall, and serf mean.
  13. The stat block is a broo, the illustration is a different guy. They hate each other.
  14. Dorastor: Land of Doom, page 41. There's also a Styracosaur and Stegosaurus broo. There's also this guy, but Platewalker is a were-stegosaur, not a broo. Dorastor: Land of Doom, page 78.
  15. Cursed Hoard Cursed treasure hoards are collections of valuable treasures or coins that have had a powerful curse laid upon them, usually by a former owner. Those coming into possession with the whole or a substantial portion of the hoard risk falling victim to the curse in a variety of ways. Cults Such hoards often have no direct connection to a cult, being by their nature selfish in origin, although treasures that have been stolen from cults will sometimes be cursed. Hostile: Issaries. The god of Fair Exchange dislikes such impediments to commerce. Knowledge Rumours of such hoards are Automatic, knowledge of a specific hoard will be Few. Procedure The simplest way that hoards become cursed is when the owner, typically at the point where they believe that they are about to lose their hoard and/or about to die, calls for Divine Intervention to lay a curse upon it. This may be on their death bed, or when an attacker is attempting to relieve them of their hoard and/or their life, or after it has been stolen. Powers If the hoard remains intact, then the power of the curse is at its full strength. If it is divided up, the number of portions that it can be divided into whilst still remaining much of its potency is the number of points of POW expended in the Divine Intervention. So a cursed hoard that consumed 5 points of POW is still formidable when a fifth or more of the hoard is present. Anyone coming into possession of the hoard gains a Passion (Hoard) at a rating of 10% per point of POW in the curse. This may be resisted by making an opposed roll of another appropriate Passion, e.g. Honour, or Devotion to a deity that promotes honourable, ascetic, or conciliatory behaviour such as Issaries, Humakt, Yelmalio, or Ernalda. If the hoard possessed is only a “substantial portion” as described above, then the Passion (Hoard) rating is reduced by 10%. Smaller fragments of the hoard down to a single coin can still be affected but at a rating of only 1% per point of POW. If the possessor is about to lose possession of any of the hoard, they must roll against this passion. If the roll is under the rating, then they will feel a strong urge not to part with it, and if they try to resist the urge, they must succeed in an opposed roll of POWx5 against the Passion. Other characters may augment the POWx5 roll if they have become aware of the strange effect that the treasure is having. Other people who become aware of the hoard may fall victim to the curse. If they see the whole hoard then they are subject to the same mechanic and gain the same passion, which will drive them to possess the hoard, whereas merchant being tendered a single coin will only be subject to the 1% per point passion. If the possessor or anyone else affected by the passion hears rumours of other parts of the original hoard, then they will be driven to seek out more knowledge and potentially attempt to acquire them. The passion can only be removed by disposing of the hoard entirely and making a successful POWx5 roll against the passion. If this fails, it can be re-attempted once per season. The curse on a hoard often carries other consequences such as bad luck, an unattractive sneering demeanour, or inhibiting a specific Rune or Passion. These act as an opposed roll against the use of specific ability rolls or luck rolls. Such an additional curse may be laid on by a second Divine Intervention, with its own rating, possibly by a subsequent possessor. Value The hoard can be of any value – a chest of gold coins, a beautiful amulet made from a dragon’s eye (cursed by the dragon, perhaps), a single ancient gold coin, or even an ugly old leather hat made from witch skin.
  16. Does that really happen much? Sure, someone might say such a thing now and then, but usually there are useful answers along side it. And most of the time it's when there are competing theories and someone just says it to cool down the heated debate. I see that as a good thing. Sometimes, there isn't a clear answer. YGWV.
  17. Sure, why not? I don't visualise every attack and successful parry as requiring physical contact. Think of all the great move fights, there are periods of furious clash-clash-clash, and periods of circling around each other making threatening gestures and feints. That isn't them failing their attack and parry rolls! You come at me with your greatsword to knock me back, and I cleverly put my broadsword in a position where if you follow through with that blow you will die or be badly hurt. You pull back from delivering the blow. I just parried you.
  18. Well, it's easier to get answers to questions like this now than it was when I first started playing RuneQuest.
  19. Sounds like a question for the official rules q&a thread.
  20. There is no such rule in RQG, I think Jason has clarified this.
  21. I don't see why you can't use the head of a crushing weapon to knock someone back. It's just a different way of applying force.
  22. The high priest of the Prime Mover cult is called the Cobalt Stargazer.
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