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Ludo Bagman

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Posts posted by Ludo Bagman

  1. On 11/23/2021 at 7:59 PM, WindSerpent said:

    Seriously, though, how do CA followers feel about disease spirits? I mean obviously they don't let them hang around, but has anyone seen a source address how they frame their interactions with them?

    CA has special cult spirits, namely healing spirits whose number one priority (without Command Cult Spirits) is to attack disease spirits. If they win the spirit combat, the disease spirit is also "healed" and transformed into a normal disembodied spirit (and vice versa).

  2. This was discussed several times already, you can find some answers here:

    https://wellofdaliath.chaosium.com/home/catalogue/publishers/chaosium/cha4034-the-red-book-of-magic/cha4032-the-red-book-of-magic-qa/cha4032-red-book-of-magic-chapter-02-rune-magic-spells-qa/#Summon-Cult-Spirit

    1 hour ago, Ryan Kent said:

    Could the Summon Cult Spirit Rune Spell be used to summon an elemental?

    Their answer was no, but a GM may rule otherwise.
     

  3. Just adding my 2 clacks to the discussion:

    There are Rune spells like Arouse Passion and Inspire Love that affect passions and may temporarily create new passions. The target may gain an experience check in that passion that will most likely succeed at the end of the season, so they will start the new passion with a few percentile points (which is probably just a very light feeling).

    So it seems that passions with very low ratings are intended in the rules. Or the new passion may start with a higher rating (say 20% instead of 1D6%).

     

    • Like 2
  4. 41 minutes ago, DrDave said:

    The rules seem pretty specific that you can do "nothing else".

    When trying to augment a spell or magical resistance roll with a skill prior to casting a spell (that passage is in the magic chapter). Other augments don't mention that limitation, and the general rule (p.144) states: "However, the augment and the primary ability are considered to happen simultaneously, on the same strike rank, and are both performed even if the augment is unsuccessful."

    There are some clarifications here:

    https://wellofdaliath.chaosium.com/home/catalogue/publishers/chaosium/runequest-roleplaying-in-glorantha-players-book-print/cha4028-runequest-roleplaying-in-glorantha-qa-by-chapter/cha4028-runequest-roleplaying-in-glorantha-chapter-06-game-system/#Augmenting

    • Like 1
  5. 3 hours ago, DrDave said:

    The rule we were using where you didn't have to spend rounds, but just rolled the augment as a "free action", was essentially a house rule.

    Not necessarily - it depends if the character can do both things at the same time. There are examples for simultaneous augments in the rules (for example, Move Quietly and Hide, Disguise and Act, Sing/Dance/Play Instrument, or different Lores.). A problem is that most skill take more time than a melee round to be effective, but there are some that can be used during combat, like Listen, Scan, Jump, appropriate Lores, shouting battle-cries, etc.

    Magic used in combat is more restrictive since a spell caster can't do much while casting and the time is even shorter. One could perhaps use Sing or a magical language to check the intonation and pronunciation of the chant, but these are already covered by the rules.

  6. 1 hour ago, 10baseT said:

    *Can a Humakti cast rune and spirit magic during the week they can't speak due to a Humakti no-speak geas?

    You can always cast rune spells silently (Rulebook p.314). I think spirit magic uses sounds and magic words in order to communicate with spirits. If there are exceptions, they should be very unusual (e.g. a bound spell spirit). On the other hand, a Rune Lord may use its allied spirit to cast spells.

    • Like 1
  7. 1 hour ago, Susimetsa said:

    Or a middle step between the Quick Start rules and the full rules?

    This. According to the video, the rule book has around 60 pages. It doesn't have character creation, equipment (a few things are in the second book), some advanced combat options (but it has the disarm rules from Rune Fixes), and advanced magic (Rune Masters, sorcery has only a column, spirit world two pages). Skill and spell descriptions are very short.

    The second book has some 20 pages of general information about the world and 40 pages on the setting of Northern Sartar and the city of Jonstown. The remaining two books have a solo adventure that teaches the rules (60 pages) and three other adventures (80 pages).

    • Like 1
  8. Vasana's folio:

    • Her bison should have attacks at SR 3+4 = 7 instead of 8, and the Pts. should be removed.

    Yanioth's folio:

    • She has 13 HP, so the locations should have 4, 5, 6 HP (also in the picture).
    • Medium Shield SR 6 (3+3) instead of 7.
    • Search 30%: The % sign is missing.
    • Read/Write Theyalan should be 15% (10%+5% Knowledge skills category modifier).
    • Also Yanioth's STR is too low for 1-handed Battle Axe and Composite Bow (13 needed).

    Harmast's folio:

    • The last bullet point in "How to play Harmast" has text from I think Yanioth and should be edited.
    • Before that, I think an "a" is missing: "You are a skilled...".

    Vishi Dunn's folio:

    • Ride (Horse) should be Ride (High Llama).
    • I think, Track should be 20% (5% + 15% modifier) and Speak Tradetalk 25% (10% + 15% modifier).
    • Cousin Monkey has the hit location numbers of a human instead of a baboon (but this could be intentional).
    • High Llama should have 23 HP (15 + 8 from size) and attack at SR 7 (3 + 4) instead of 8.

    Sorala's folio:

    • Loyalty (family) should be Love (family) - unless she has a very strict family.

    Nathem's folio:

    • Love (clan) should be Loyalty (clan)
    • The skill category modifiers are not correct, they should be Agility+10%, Communication+0%, Knowledge+0%, Magic+5%, Manipulation+10%, Stealth+5%.
    • Worship (Odayla) should be 30% (5% + 20% as initiate +5% modifier)
    • The shadowcat has wrong characteristics, in the rulebook they were STR 8, CON 15, SIZ 6, DEX 26, POW 9.
    • Its attacks should be at SR 7 (3+4) instead of 8.

    Vostor's folio:

    • Worship (Seven Mothers) is missing, but perhaps it is intended (should be at 30% = 5% + 20% + 5%).
    • Search should be 30% (25% + 5%) and Track 10% (5% + 5%), but it could be removed to free some space for Worship.

    Aranda's folio:

    • Bronze plate hauberk should be Segmented bronze plate.
    • Medium Shield has a SR of 6 (3+3) and 12 hit points.
    • Read/Write Esrolian should be Theyalan.
    • The local modifiers for Notchet were not added (Bargain +10%, Speak Tradetalk+10%) but it's okay to omit them.
    • I think Speak Esrolian should be 65% (50%+10%+5%) and Speak Earthtongue 15% (10%+5%).

    Dazarim's folio:

    • The Rune spell Sureshot is not a Yelmalio spell, but perhaps the Praxians can get it from Foundchild or Yelm.

    Mago the Fierce's folio (see this thread: https://basicroleplaying.org/topic/13988-runequest-starter-set-design-diary-3-the-new-adventurers/):

    • Battle Axe SR 7
    • Broadsword SR 6
    • Spirit Combat damage 1D6 (instead of 1D6+3)
    • And I think Speak Tradetalk should be just 15% (10%+modifier).

    Makarios' folio:

    • Some skill category modifiers are not correct: Knowledge/Perception +5%, Magic +0%, Manipulation +10%, Stealth +5%.
    • The Devise skill is missing (at 5%+10%+10% = 25%) but I think there was not enough space.

    Narres Runepainter's folio:

    • "Narres’ grandfather was a soldier of in Notchet"
    • Rapier does 1D6+1 damage instead of 1D6+2
    • Some skill category modifiers are not correct: Knowledge/Perception + 5%, Manipulation +10%, Stealth +5%.
    • The sum of the Rune values (including +10% Earth (Esrolia) and +10% Death (Necropolis)) is a little too high compared to the other characters.

    Varakos Wolf-killer's folio:

    • Broadsword does 1D8+2 damage instead of 1D8+1 (but this could be intended since the sword is special)
    • Loyalty (Colymar) should be 70% instead of 60% since they get +10% to their Loyalty (Tribe).
    • Like 1
  9. 52 minutes ago, Scout said:

    Do I get any more points? They're pitifully low. 

    There is an appendix (H) at the end of the book with additional experience rules. It assumes that the character is older and did spend that time working and training.

    • Thanks 1
  10. 2 hours ago, soltakss said:

    The Wild Broo Healer is, apparently, chaotic and not Illuminated.

    Not sure if it still canonical:

    https://wellofdaliath.chaosium.com/home/gloranthan-documents/greg-sez/chaos-taints-qa/

    Quote

    The few individuals who have achieved it [i.e. being cleansed of a chaos taint] (like that lonely broo up in the Rockwoods) have not shared it with others-their own race don’t want to know, and the other races don’t believe them if they tell it!

     

    • Like 1
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    • Thanks 3
  11. 7 hours ago, Joerg said:

    How much can she cram in every season?

    There was a thread some times ago:

    I like to compare this to the RQ3 rule: A character needs 1 hour training/research time per skill point, and a week has 50 usable hours. So a character may train or research a 50% skill in a week which gives around 8 skill increase rolls per season. This is somewhat comparable to the RQG numbers - five weeks doing normal work give 4 skill checks plus one training/research roll - that's also around one skill increase roll per week.

     

  12. In SoloQuest 3 there are two scrolls listed with value:

    • #12: A scroll for Throw Javelin +20% in Firespeech - worth 1000L to a Yelmalio temple, 500L to other cults that use javelins (this seems a little too low in my opinion)
    • #108: A certificate that allows to train Reading and Writing Firespeech for a season (8 weeks) in a Yelmalio temple - the value depends on the training costs, usually 3200L (this can easily be converted to RQG).
  13. An adventure seed in the Game Master Screen Pack mentions that he fled to Notchet.

    Spoiler

    His daughter returns with the crystal of Toothsharp that was protected in the Apple Lane scenario.

    Edit: This was discussed some time ago in this thread:

     

  14. 3 hours ago, Bill the barbarian said:

    How would one be able to take healing 6 off the roll up?

    I suppose by making the starting character older. For every 10 years, the character gets 1 spirit magic point, 3 Rune points, and +5% in four skills (which is low compared to say the four experience checks a character gets per season).

  15. 2 hours ago, Professor Chaos said:

    Although pretty sure Orlanthi would never calculate anything in the currency of the evil emperor...

    (Old) Orlanthi would use cows. 1 cow 🐄 = 20 lunars/guilders = 1 wheel.

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