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Found 6 results

  1. In the new RQiG, my character really hit a dinger and got a Bound Spirit as a gift. See RQG pg. 40 Random Boons and Gifts Table This Spirit has POW and CHA attributes only, but does have the Strength 2 Spirit Magic spell. Can this spirit learn any other Spirit Magic spells? On the one hand, it already possesses one spell. On the other, it has no native intelligence by which to learn any more [no INT stat] What do you guys think?
  2. Coming back to read the Big Gold Book (more like 'skim' to be frank) after a couple months of absence, I noticed one rule that now just bugged me, the "Attacks-per-Round" statistic. First, having an Attk of 2 (as for the Shuriken) or 3 (as for the Light Pistol) meant than in a single round, I can do more than one attack - that is - state my intent, resolve my attacks then end my turn? Second, I don't know what fractional Attacks-per-Round mean, that includes 1/2 or ½, 1/3 or ⅓ and 1/4 or ¼, nor do I know the difference between the two identical yet seemingly different formatted numbe
  3. I searched for and found another thread related to this topic, but it was almost a year old. I just want to clarify and make sure I understand the interactions between "regular" spirit binding (RQG p249) and POW storing crystals (GM Adventure Book p121). POW storing crystals may be used to either store magic points or store a spirit. The owner may select what the crystal is storing (magic or spirit) and change it. POW storing crystals are natural objects, not created via enchantments, but through mythic processes (dead gods). To store magic points, the user must only concentr
  4. Hello there! I stumbled across some doubts regarding critical damage. Starting from page 203, the rule book explains how impaling, slashing and crushing damage works when special successes are rolled: Impaling - double the weapon's damage and possibly impale with all the consequences (not always making the attacker happy). Slashing - double the weapon's damage and possibly make the target unconscious for 1d6 rounds. Crushing - add the maximum rollable bonus damage to the normal damage. When looking for the Critical success, I only find it for Impaling weapons (
  5. Edit: Thanks for your help! One piece of the puzzle has become clear; I was incorrectly equating the damage absorbed by a weapon/shield as also being the damage it received in certain circumstances (such as with a critical or special hit vs a normal parry). I now understand that the weapon/shield absorbs up to it's current HP in damage, and then any remaining damage applies as per the chart on page 199. I'm still not entirely clear about the wording on page 200 "Parrying a Critical Hit" vs the Parry table on 199, but I've posted an edited version of question 2 in the Core Rules thread on
  6. I am having a closer look at my PDF of OpenQuest Basic, and I am having trouble understanding how to apply 'Disengaging from combat'. Specifically I am looking at the Opposed case described on page 64 as follows: If the character is attempting to Fight their way out of combat, use the Retreat Movement Action (See Movement Actions below), where the character fights one more round of combat and if successful escapes the combat. How is this normally interpreted/ applied? My doubt centres on the phrase 'fights one more round of combat'. Three specific questions: 1) When does th
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