Scotty Posted November 9, 2020 Share Posted November 9, 2020 (edited) If want to report mistakes or ask questions about our RuneQuest Glorantha products, this is the thread. Question and Answers where appropriate will end up here as official corrections. Although centred around RuneQuest, corrections and questions about the Guide to Glorantha (GtG) and the Glorantha Sourcebook (GS) are welcome too. The current product line is: Roleplaying in Glorantha Quickstart (RQQS) Roleplaying in Glorantha (RQG) Glorantha Bestiary (RQB) Gamesmaster Screen Pack (GMSP) The Red Book of Magic (RBM) and Rune Spell Reference (RSR) The Smoking Ruin & Other Stories (TSR) The Pegasus Plateau & Other Stories (TPP) Starter Set (RQSS) Weapons & Equipment (W&E) The Prosopaedia Lightbringers (LB) Earth Goddesses (EG) Mythology (CoR-M) Lunar Way (LW) First and foremost, it cannot be stressed enough that the rules are guidelines for the gamemaster and must occasionally need to be interpreted when a question arises. No set of rules can accommodate every permutation and interaction between the various sub-systems, nor should they. When there’s an potential conflict or unclear area, it is the gamemaster’s job to adjudicate, revising later if necessary. When in doubt, make a decision and move on. The play is the thing, not getting it “right”. Please post your entries in the form of a single simple, direct question, with book and page references. Please take any arguments, complaints or discussion to another thread. Before you post, please make sure that you have: the most up-to-date version of the book and/or PDF. checked the book and rules fully. Checked the RuneQuest Glorantha Corrections and Q&A Please be aware that, Sorcery is presented to allow Lhankor Mhy adventurers to be created. Future supplements will detail sorcerers from other cultures and provide more details of the sorcery system. New answers in this thread are moved to the Q&A when a full page is reached. When in doubt, make a decision and move on. See Jason Durall talking about when it's important to lean into or away from TTRPG system rules (YouTube) Edited June 6 by Scotty updated 8 June 2024 2 Quote Link to comment Share on other sites More sharing options...
Psullie Posted December 29, 2020 Share Posted December 29, 2020 Can we please have a clear statement, with examples, on how boosting spells with MP's is intended to work. 4 1 1 Quote Link to comment Share on other sites More sharing options...
Scotty Posted August 7, 2021 Author Share Posted August 7, 2021 4 hours ago, RandomNumber said: A map error has been ported across into the updated Map Pack for the GM Screen. That's for spotting this. I'll fix it asap. Quote Link to comment Share on other sites More sharing options...
Scotty Posted September 5, 2021 Author Share Posted September 5, 2021 16 hours ago, Dragon said: Not positive if this is the correct place to note an error, as it is not the Red Book of Magic itself, but the Rune Spell Reference additional download. Yes this is the place, I've added the Rune Spell Reference to the initial post. 16 hours ago, Dragon said: In the Rune Spell Reference, the spell Arrow Trance is listed in Fire/Sky spells correctly. It is erroneously missing from Plant Spells, and is erroneously included in Truth Spells. I mentioned it in another thread, and the author agreed. He stated that I would have to notify you as he had turned over the source materials to Chaosium control. I just wasn't sure where. I find the Reference quite handy, and appreciate the work that went into it. Thank you. Thanks for spotting this. We will correct it asap. Quote Link to comment Share on other sites More sharing options...
Scotty Posted March 13, 2022 Author Share Posted March 13, 2022 38 minutes ago, Steve said: Do the general rules for boosting magic cover a Rune spell boosted with magic points vs defensive magic though? They will. There is a question in the queue (see page 1) about clarifying boosting. 1 Quote Link to comment Share on other sites More sharing options...
Scotty Posted April 4, 2022 Author Share Posted April 4, 2022 On 3/26/2022 at 3:54 PM, Steve said: Core Rulebook p.23 In the intro text, last paragraph, it refers to the GM Screen Pack having a quick adventurer generation system. I don't think that's the case, is it? Perhaps the GM book? Yes, but the final name has not been announced. 1 Quote Link to comment Share on other sites More sharing options...
PhilHibbs Posted August 28, 2022 Share Posted August 28, 2022 (edited) Starter Set, Blank Folio Craft has a tick box, but the two lines underneath for filling in two different Craft skills do not. Remove tick box, and place two on the lines underneath it. Same with Speak Other Language, a single check box doesn't work for two separate skills. Also, Cult Lore should not have a tick box. Customs (Local) should. Edited August 28, 2022 by PhilHibbs 1 Quote Link to comment Share on other sites More sharing options...
Cassius Posted July 31, 2023 Share Posted July 31, 2023 Are the updated and corrected versions of the Starter Set books available anywhere ? When I re-downloaded the Book 2 yesterday at Chaosium website, where I bought the Starter set, it contained no corrections. 1 1 Quote Runequest Glorantha France Fan Discord. Link to comment Share on other sites More sharing options...
Scotty Posted November 5, 2023 Author Share Posted November 5, 2023 12 hours ago, The Lonely Khan said: Is there cannon that The Spike and The Block is adamant or truestone? Adamant makes no sense, as the Storm Bull followers protect and gather the fallen pieces of The Block after it bounced over The Plains to strike and pin Wakboth. And those pieces are truestone. The words are used interchangeably (see Mythology (PDF), pages 23, 44, 47, 49). Only the Dwarfs or a sage can likely tell the difference. 4 Quote Link to comment Share on other sites More sharing options...
Scornado Posted November 29, 2023 Share Posted November 29, 2023 (edited) Runequest Starter Set in books 2 and 4 and Jonstown Map) - Jonstown has a "Merchant's Quarter" - should that be more than one merchant, as in "Merchants'"? Similarly, for "Crafter's" and "Scholar's". Edited November 29, 2023 by Scornado Quote Link to comment Share on other sites More sharing options...
Brian Duguid Posted December 21, 2023 Share Posted December 21, 2023 On page 314 of the RQG core rulebook: Quote "Rune magic spells always take effect at strike rank 1" But on page 194: Quote "If more than 1 magic point is used to boost a Rune magic spell, or otherwise increase its effects, 1 strike rank is added for each additional magical point after the first." I believe page 194 is correct, so it may be worth adding a clarification to page 314 to the effect that: "Rune magic spells always take effect at strike rank 1, unless more than 1 magic point is used to boost the spell; see page 194 for further details". 1 Quote -- The Winter King | An Unofficial Buyer's Guide to RuneQuest and Glorantha | The Voralans | The Children of Hykim Link to comment Share on other sites More sharing options...
DreadDomain Posted September 14 Share Posted September 14 (edited) Hi Scotty, A clarification from the Well of Daliath is incorrect: https://wellofdaliath.chaosium.com/home/catalogue/publishers/chaosium/runequest-roleplaying-in-glorantha/cha4028-runequest-roleplaying-in-glorantha-qa-by-chapter/cha4028-runequest-roleplaying-in-glorantha-chapter-19-between-adventures/#ib-toc-anchor-24 Copying only the erroneous passages (in Red) from the Well of Daliath: Quote Please note that generating the roll for characteristic increase does not mention species maximum. Example: A minotaur with STR (3D6+12) of 22 (Air affinity bonus not included). It would be (Maximum = 30+ minimum = 15 = 45)-22 = 23 x 5 = 115, so roll 95% or less. As a GM you are free to change it to species maximum. The entry finished with this statement (highlighted by me) and copy the minotaur example again. While it is correct the section on characteristic increase in RQG p.418 DO NOT mention species maximum (choosing instead to re-explain how it works for humans), it is implicitly the intent as clearly stated by two other sources: GM's Pack Handout cha4028_cp_rq_players_pack_1.01, page 32 (Characteristic Training) Quote Characteristic Training If you have the time during the season to train, you may start a two-season session of training or research of either STR, CON, DEX, or CHA, instead of regular training or research (page 418). Training is automatic, research requires a successful roll of [species MAX – current characteristic] ×5%. Both award 1D3–1 to that characteristic. and Weapons and Equipment page 116 (Improving a Characteristic Through Research, second paragraph) Quote The method for improvement is that described in Other Characteristic Increase (RuneQuest, page 418), where the adventurer’s current characteristic rating is subtracted from the species maximum, and the difference multiplied by ×5. The player must then try to roll that number or less on D100. Success improves the characteristic by 1D3–1. The following 2 examples from the Well of Daliath are also in error: Quote A duck with CON (2D6+6) of 12 (Earth affinity bonus not included). It would be (Maximum = 18+ minimum = 8 = 26)-12 = 14 x 5 = roll 70% or less. Should be "A duck with CON (2D6+6) of 12 (Earth affinity bonus not included). It would be (Maximum = 18+ minimum = 3 = 21)-12 = 9 x 5 = roll 45% or less." Quote A minotaur with STR (3D6+12) of 22 (Air affinity bonus not included). It would be (Maximum = 30+ minimum = 15 = 45)-22 = 23 x 5 = 115, so roll 95% or less. Should be "A minotaur with STR (3D6+12) of 22 (Air affinity bonus not included). It would be (Maximum = 30+ minimum = 4 = 34)-22 = 12 x 5 = 60% or less. Cheers! Edited September 15 by DreadDomain Quote Link to comment Share on other sites More sharing options...
Scotty Posted September 20 Author Share Posted September 20 @Oracle said: Quote p.183, Second Edition, left column, 5th paragraph, last sentence (as well as p.178, First Edition (print version), right column, third last paragraph, last sentence): Quote He said, “I am Tlight." I'm pretty sure, this should be 'He said, “I am Twilight.”' But this needs a confirmation as p.178, First Edition (PDF version) says: Quote He said, “I am Daylight.” The correct text from Jeff is I am Twilight 1 Quote Link to comment Share on other sites More sharing options...
Scotty Posted September 20 Author Share Posted September 20 4 hours ago, ROOTless said: CoR: Lunar Cults. Commune With (Planet) and Discern (Constellation) use the following phrase: "Each * is associated with one or more Runes. For each point of Strength, the caster gains +5% in all usages of that Rune or Runes for the duration of the spell." Does this apply to using these runes in Sorcery, or only to actually rolling the relevant rune(s)? It applies to all uses including sorcery. Re-read the example at the bottom of page 82. Phoronestes, would also gain +25% when casting Rune Magic containing the Truth Rune such as Analyze Magic, Clairvoyance, Knowledge, Translate, and Truespeak and any Common Rune magic, if they choose to use it with their Truth Rune. Likewise, any Runic inspiration or other runic effects using the Truth Rune. Note that at high levels, the adventurer will act more as an archetype oof that Rune. Any sensible sorcerer would be sure to extend this spell for long as possible (weeks and seasons at least). 1 Quote Link to comment Share on other sites More sharing options...
Scotty Posted September 23 Author Share Posted September 23 (edited) 13 hours ago, Axel said: COR: Lunar Way p. 125 Scarlet Scimitar. The description says " When a scimitar is first presented to its owner to be, one point of POW must be permanently sacrificed to attune the weapon. "These special weapons take 30 points of damage and function in all ways as a Rune metal weapon except that it is useable without magical penalty by anyone. Holders of the kopis may cast a Truesword spell on it once per week (not on the day of the Dark Moon), and upon command, the kopis will glow a very bright red, lighting up an area 50 meters in diameter. The scimitar can hold an allied spirit." 1. What magical penalties apply to users of other Rune metal weapons? 1a. Do they apply to unattuned wielders of a Scarlet Scimitar? Correction, Scarlet Scimitar, page 125. These special weapons take 30 points of damage and function in all ways as a Rune metal weapon except that it is useable without magical penalty by anyone 13 hours ago, Axel said: 2. Does "Holders of the kopis" mean anybody holding the kopis can cast Truesword or does it mean the attuned person? The attuned person is the holder. 13 hours ago, Axel said: 2a. Does the same answer apply to making the kopis glow bright red? Yes 13 hours ago, Axel said: 3. Does the allied spirit have to be allied to the attuned user? Yes. 13 hours ago, Axel said: 3a. If the sword becomes attuned to somebody else, does the allied spirit get kicked out? It cannot be re-attuned unless the current holder is dead. If they had an allied spirit, it then leaves. 53 minutes ago, PhilHibbs said: Supplemental: what rune metal is it actually made from, or is it a special moon rune metal or alloy that isn't described in the usual set? Likely silver (maybe with other cool stuff like refined Lunes, etc). See Plunder, page 44 for the original entry. Edited September 23 by Scotty page 71 Quote Link to comment Share on other sites More sharing options...
Scotty Posted September 26 Author Share Posted September 26 13 hours ago, Irek said: Could you clarify your response to the question of whether Humakt initiates begin (or can begin) the game with Bladesharp-4? The current response says no, but cites language from the Lightbringers book that does not really clarify anything. It says that Humakt initiates receive bladesharp-4 for free after one year, but do not begin the game with it. Note that free of cost doesn't mean it's in addition to the five points of starting spirit magic. It will take up four of the five points of starting spirit magic (as will fireblade). Note that in the Initiates of Humakt box in Lightbringers, page 109, it is listed as Bladesharp (var.) not Bladesharp 4. 13 hours ago, Irek said: However, it would stand to reason that a standard, 21-year-old, starting character, would have been initiated more than one year prior to entering play. Are we meant to understand that the character does not begin with Bladesharp-4 but can acquire it at any time, or they can acquire it after one year of game time, or they can begin play with it if they were initiated more than one year prior (which seems almost surely to have been the case), or something else. Note that my players quickly realised that Bladesharp 4 costs 500L to buy in game, so getting any of the other 50L/point variable spells at 4 would save them 500L by getting Bladesharp 4 for free later. 13 hours ago, Irek said: Beginning with Bladesharp-4 in addition to other spirit magic means Humakti will begin with almost as much spirit magic as a shaman's apprentice, which doesn't seem right. see above. 13 hours ago, Irek said: However, the rules as written don't make the situation explicit (unlike, for example, the fact that Ernalda initiates get Ignite for free in addition to other spirit magic.) Ruling that a Humakti doesn't begin with 5 points of other cult spirit magic plus 4 points of Bladesharp is likely to cause bad feelings in my game, so I would like to have firm backing from the rules corrections if I make that decision. Note that with Ignite, in the Initiates of Ernalda box, in Earth Goddesses, page 26, it specifically states that it doesn't count against their 5 points of starting cult spirit magic, and that this equivalent text is not in the Initiates of Humakt box. The Q&A will be amended to clarify this. 1 Quote Link to comment Share on other sites More sharing options...
Alex Posted September 28 Share Posted September 28 PP p10, "manifesting their magic [...] as manifestations". Awkwardly redundant tautology of redundancy. 1 Quote Link to comment Share on other sites More sharing options...
Scotty Posted October 7 Author Share Posted October 7 (edited) 22 hours ago, French Desperate WindChild said: there are about this topic questions I have no clear answers from the rules (or I miss something) : 1) is the allied spirit the elemental itself or does the allied spirit take the control of the "body" of the elemental like an allied spirit takes the control of an alynx or a sword "body" per RQG 277: Allied spirits are spirits sent by the deity to inhabit animals or sacred cult objects. In the case of elementals, the elemental could be the allied spirit itself sent by the deity or it could occupy an elemental the adventurer already has. Note that in the first case, the elemental will conform to the size available to the deity. For example Orlanth Adventureous is restricted to medium air elementals, while Orlanth Thunderous, large. In the second case it might be possible for an adventurer to acquire a larger elemental than their god provides (via an associate cult or other means), then they can put the allied spirit into it. Finally with the first case, the god may send a larger (or even smaller) elemental than the maximum available, but that's a roleplaying hook. 22 hours ago, French Desperate WindChild said: 2) What does happen if the elemental, for any reason (destruction, ban, choice, ...), leaves the mundane world and its body ? The allied spirit is gone per page 277, If an allied spirit is killed or destroyed, a new one may be obtained, but this is a matter for heroic deeds on the part of the priest. 22 hours ago, French Desperate WindChild said: because, an allied spirit in a cat is "lost" when the cat dies = leaves the mundane world). The owner needs a DI or powerful ceremonies (not defined by the rules I think) to get back to the mundane world the allied spirit. They have to get a new one (as above:a new one may be obtained) . They don't get the same one back. 22 hours ago, French Desperate WindChild said: There is no option (except DI, etc...) to transfer the spirit into another body even if the body is not dead The only option is heroic deeds on the part of the priest. (or Rune Lord) 22 hours ago, French Desperate WindChild said: Is it the same with elementals ? Yes. 22 hours ago, French Desperate WindChild said: is it different if the spirit is the elemental ? No. 22 hours ago, French Desperate WindChild said: do you just have to summon it - you know its name and it is, after all, an elemental like other In the second case (see above) It's gone, you only get the same elemental back if it isn't dead, and even then it's without the allied spirit If it's from the first case, you'll have to do heroic deeds to get another one sent by the god. 22 hours ago, French Desperate WindChild said: - no need to DI to get it back At the option of your GM. I wouldn't personally allow a DI to save an allied spirit, I prefer the heroic deeds on the part of the priest option. (or Rune Lord). You've lost the precious gift sent to you by your god, you convinced it to ally with you and now it's gone - lots to atone for there and plenty of roleplaying options. On 10/6/2024 at 4:29 PM, PhilHibbs said: Also a question of interest - is an allied spirit in an elemental always present in the middle world, Yes, it's not subject to the 15 minute Rune spell limit. If you've an appropriate enchantment to put it in, it can go there when it needs to retreat. For first case elementals, I would assume you get a cool storage item. For second case ones, you may need to supply your own or have one already. On 10/6/2024 at 4:29 PM, PhilHibbs said: or can they retreat to the spirit world when their physical form is inconvenient? It can do but will need some appropriate element to be available (which may or may not be problematic). Edited October 8 by Scotty updated answers 3 1 2 Quote Link to comment Share on other sites More sharing options...
Scotty Posted Thursday at 11:42 AM Author Share Posted Thursday at 11:42 AM On 10/9/2024 at 10:49 AM, svensson said: We got a time of availability for the Dragon Pass book? Now! (As the company is spread across three continents, publication times and reaction times will vary. I'm in the UK so may not be awake when items are published in US time(s) or Australian time). 2 Quote Link to comment Share on other sites More sharing options...
Scotty Posted Thursday at 03:57 PM Author Share Posted Thursday at 03:57 PM 5 hours ago, Aurelius said: I have questions on Taboos. First: Why do Shamans get taboos? Taboos are how your Greater Entity wants you to behave as part of the pact between you and them. These may seem odd in the Middle World, but the spirits have no real understanding of that, meaning some may seem odd or nonsensical. In real world shamanism, taboos manifest in the same way, and may even be contradictory between shaman. A salmon spirit may require the taboo of never eat salmon, while another may receive the taboo of always eat salmon (daily, weekly, etc). Honor me by never eating my flesh, Honor me each season by eating my flesh, etc. One of the practices in real world shamanism is negotiating with the spirits. This is a great role playing hook, as a spirit could show a shaman a huge real world boulder and say "carry this with you at all times". As this is impractical in the real world, the shaman would negotiate with the spirit, down to perhaps a chip of the rock, but promise to visit the rock and honor the spirit there each season. 5 hours ago, Aurelius said: 1. They are commandments of spirits / deities that they want you to obey for their own reasons. It's not about obedience, it's the pact between you and them. 5 hours ago, Aurelius said: 2. They are lifestyle choices taught by spirits / deities that make you a stronger magician. No, as they may make you weaker too. 5 hours ago, Aurelius said: 2B. They are lifestyle choices taught by spirits / deities that make you a stronger magician by making you resemble more the spirit / deity. In some cases yes, in other cases no. 5 hours ago, Aurelius said: 2C. They are lifestyle choices taught by spirits / deities that make you a stronger magician by making you stick to ancient traditions. In some cases yes, in other cases no. 5 hours ago, Aurelius said: 3. Something about Fetch here. Making me resemble my fetch more to become a stronger magician? This is nothing to do with the shaman's fetch. The fetch is the shaman. 5 hours ago, Aurelius said: So basically, if I break a taboo, will the spirit want to punish me, The most common effect is to loose contact with the spirit, no access to your Rune pool, etc. 5 hours ago, Aurelius said: or will it shake its head disappointed in me failing to become a stronger magician? No. The spirits aren't interested in your goals. 5 hours ago, Aurelius said: Second: What happens if I break taboo? 1. What happens if I break a taboo intentionally? You would lose contact with the spirit, no access to your Rune pool, abilities, etc. With little change of regaining them. 5 hours ago, Aurelius said: 2. What happens if I break a taboo accidentally and don't even notice I did? You would lose contact with the spirit, no access to your Rune pool, abilities, etc, You would have a chance of regaining them - at a cost. It's a roleplaying hook. 5 hours ago, Aurelius said: 3. Is there someone watching over me and ensuring that I'm staying on the straight and narrow? The spirit? My Fetch? The shaman has a direct link to their Greater Entity, it's where their shamanic abilities originate from. Ultimately the Horned Man watches over his proteges. 5 hours ago, Aurelius said: 4. Illumination? The spirits aren't interested in your world outlook. 5 hours ago, Aurelius said: Third: How many taboos? So taboos are a really powerful way of getting a lot of magiboom, so how many taboos should a shaman have? As many as your adventurer reasonably needs. 5 hours ago, Aurelius said: As Shamanic Abilities are priced on the Pyramid Formula, assuming you take a lot of Abilities, taking Taboos as often as possible makes taboos worth 1 Characteristic Point compared to second-most-efficient method. (Ability-Taboo-Ability-Taboo-Ability.. compared to A-A-T-A-A-T). Characteristic points are so precious that A-A-A-T-A-A-A-T-A-A-A pattern is just intolerably expensive, unless you are an uzdo wanting to transition into trollkin. As a player you need to decide how to balance your adventurer. 5 hours ago, Aurelius said: I guess the rules intent is taking a ton of taboos, considering that Waha forces 4 taboos and abilities (must not marry foreign women, must not eat meat on Claydays, must not hunt birds or gather eggs, must not sew) on a shaman as a handshake bonus. In the case of Waha, he's defining how your adventurer should act based on his mythology. Waha as the Greater Entity and Culture hero is using the shaman to define behaviour in Praxian society. Note that taboos are not forced, a shaman takes them willingly as part of their pact. 5 hours ago, Aurelius said: What's the design intent here -- the rules kinda imply that you wouldn't go A-T-A-T, but the math is so punitive that it does not require a minmaxing mindset to realize that's the only way to go? The spirits aren't interested in maths. 5 hours ago, Aurelius said: Fourth: Can you decline a Taboo? No. 5 hours ago, Aurelius said: When Bad Man hits you, p.355 in RQG 2nd ed.: I'm will assume you RQG second printing. 5 hours ago, Aurelius said: "the player must choose a taboo [...] the gamemaster may make the choice for the player". This is pretty harsh in RQ generally, where usually its quite clear on who decides. Player might go for never eat elk meat and the GM might go for never wear any clothes so it's kinda substantial to figure out who decides. Per page 363, replace this with: To determine a new taboo, the gamemaster can select a taboo or the player may roll D100. 5 hours ago, Aurelius said: But more importantly, and later on, when the shaman contacts a Greater Entity, and the Greater Entity is like "never bathe" or "I rolled thrice more so make pilgrimage to three places every season", is the Shaman able to say, at that point "I... think I gotta call Horned Man, he's got better deals this season, sorryy". No. Remember the Greater Entity is a mask of the Horned Man as well. Cult specific shaman will usually only be in contact with their cult deity as the Greater Entity. In some cases they can contact associate deities / Greater Entities. 5 hours ago, Aurelius said: Some of the taboos in the taboo table are highly character-breaking They are roleplaying opportunities. 5 hours ago, Aurelius said: (and oddly specific to Prax) so this is very important. The Core Rule book has only three cults with shamans - Daka Fal, Waha, Yelm. The first two are Praxian, the last is Grazelander. If you receive a specific cultural taboo, then change the location and / or god /spirit: eg 70–72 could be changed to: Daka Fal - Make pilgrimage to your ancestors home (in the Spirit World) in Sacred time. Golden Bow - Make pilgrimage to the Great Herd (in the Spirit World) on Golden Bow's holy day in Harmony Week of Fire Season. Note that these would be the Great Horse herds. other changes could be: Bulldry (W) / Golden Fields (GB) / Land of the Dead (DF) Daka Fal’s Fire (DF) / Sacred Fire (GB) / Fireground (W) Earth Camp (W) / Earth Camp (GB) / Earth Camp (DF - A doorway to the Earth) Hunter’s Camp (W) / Herder's Camp (GB) / Ancestors camp (DF) Likewise: Never eat elk meat / Only eat elk meat or change the type of meat to be relevant. Work with your GM to tailor these taboos to your adventurer's cult and homeland. 1 1 1 Quote Link to comment Share on other sites More sharing options...
jajagappa Posted Thursday at 08:41 PM Share Posted Thursday at 08:41 PM 33 minutes ago, ROOTless said: .. except that since you can't decline these taboos, and can't choose them, there isn't really a lot of bargaining going on, is there now? I can see what you want to do, but the implementation does not match the intent. You don't have to take the shamanic abilities, e.g. "In exchange for four shamanic abilities, Golden Bow shamans must take four of the following taboos (player choice)". Waha doesn't give a choice on the taboos, but it is still "in exchange for". And if you're in the fight with the Bad Man "If the Bad Man wins a round, the player must choose a taboo from the Taboo table on page 363. The gamemaster may make the choice for the player." The shaman does not need to take a taboo to add other shamanic abilities. But it does cost them considerably more characteristic points if they don't, so there is an option there, too. Now in the Taboos section, p.362-3, as you note it does read "To determine a new taboo, the gamemaster can select a taboo or roll D100 and consult the Taboos table." (As a GM I would likely handle this as effectively a bargaining based on their ability choices or their spirit alliances/cults.) Then when you get to Spirit Cults, it's definitely bargaining: "If found, the spirit must be convinced to cooperate with the shaman and activate the spirit shrine." and "To create other conditions which must be met by worshipers, the gamemaster should determine what is known about the spirit, and have the spirit demand that the initiates perform in a way it finds satisfactory." 1 2 Quote Link to comment Share on other sites More sharing options...
Scotty Posted Monday at 10:44 AM Author Share Posted Monday at 10:44 AM 14 hours ago, Alex said: RQGCB p205, "83–86 Attack: Weapon shattered (100% chance if unenchanted; 10% less for each point of battle magic spell on weapon, and 20% less for each point of Rune magic spell on weapon). Parry: Parrying weapon or shield shattered (100% if unenchanted; 10% less for each point of battle magic on object, and 20% less for each point of Rune magic.)" Arguably not strictly an erratum as the legacy term "battle magic" is kinda-sorta glossed in the text (twice, ish), but this is likely intended in both cases to say "spirit magic" for referential clarity. While it is glossed on pages 263 and 435, these are after these uses. RQG, page 205, Fumbles, 83–86: Correction: replace the two instances of battle magic with spirit magic. 1 Quote Link to comment Share on other sites More sharing options...
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