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Jason Durall

RuneQuest Core Rules Questions

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On 10/11/2018 at 10:42 AM, Atgxtg said:

Jason, does than mean that someone can blow down Countermagic on several people by casting an appropriate Detect spell boosted by lots of magic points? 

For example, lets say a group is walking into a a good ambush site an, wary of such, someone casts  Detect Enemies, and boosts it by 7 MPs, getting the spell up to 8 MPs. Now, will that Detect spell blow down  Countermagic spells of 6 points or less on any and all enemies within the range of the spell? 

Actually, let me clarify.

Detect does not affect or interact with Countermagic.

To keep it straight, Countermagic specifically prevents spells from affecting the target they're cast upon, while Detect spells do not affect the target. 

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On 10/16/2018 at 1:11 PM, d(sqrt(-1)) said:

A few spell questions:

Create Fissure (p324) : Are all dimensions multiplied by the number of points in the spell, or just the depth? If you create it underneath a target do you have to overcome their POW or does it just work? Why DEX x 3 rather than Dodge to not fall in?

The spell's dimension overall dimension (5x1x5 meters) is multiplied by the magic points. 

It just works. No need for a resistance roll. The spell would say so if it were the case. 

DEXx3 is easier to keep track of for creatures that may not have Dodge skills defined. If you want, substitute Dodge.  

 

On 10/16/2018 at 1:11 PM, d(sqrt(-1)) said:

Create Shadow (p235): Can it be cast on a target and move with the target (earlier versions were immobile AFAIK?). If One point is enough to allow Dark Walk - does that mean I can cast both and become invisible and soundless for 15 minutes while moving around even in daylight (well there will be a bit of haze)?

It can move with the target, as it has a Movement Rate. 

You can cast Dark Walk and Create Shadow simultaneously. You may be a bit conspicuous, though, with a blurry darkish haze surrounding you. 

 

On 10/16/2018 at 1:11 PM, d(sqrt(-1)) said:

Dark Walk (p235): This is really a range Self spell isn't it? The implication is that it works on the caster. I guess it means that anyone attacking gets -75% to hit etc as per total darkness?Anyone more than 160m away can see the target normally if it's not night?

 

Yeah, range should be Self. Noted.

And yes to the rest. If you're out of range, you see the target of the spell. Anyone attacking you suffers penalties as if in pitch black. 

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On 10/18/2018 at 12:07 PM, Psullie said:

Slings are Damage Type C = Crushing but as a projectile they don't get a damage modifier so Slings don't benefit from a Special Hit?

Sling damage is already pretty high compared to other missile weapons. Also, generally speaking, your SIZ has nothing to do with your ability to hurl a sling stone harder, which makes the damage bonus feel a bit dubious as a modifier.

However, if if you feel like adding 1/2 damage bonus for normal hits, and doubling the maximum rollable for the special, that would be totally reasonable. 

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On 10/16/2018 at 1:18 PM, d(sqrt(-1)) said:

One more:

Summon Elemental (p342): Can I summon an Elemental directly on someone within Range? Do I need a POW vs POW roll to do so? How much Create Shadow do I need to summon or maintain a darkness elemental in daytime: one pt, two, or more? I'm guessing two from the Create Shadow write up since that blocks daylight on Cave Trolls and Trollkin, or maybe one since that's enough for Dark Walk to work?

Generally speaking, you can't summon an elemental directly onto someone. An elemental is a living spirit which existed prior, and is manifesting cloaked in the element of its nature.

You would not need to make a resistance roll because you're not attacking another entity (the target) by summoning a third entity (the elemental), though you may direct that elemental at the intended target. 

I would say 2 points to maintain a darkness elemental in daytime (as it needs to be darkness, not just shadow) but the GM should be the one making that call. Is it noon with the sun directly overhead? Is it morning or evening with long, stark shadows? This is where a common sense call should be made vs deriving situation guidelines and modifiers for every conceivable situation. 

 

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On 10/16/2018 at 8:38 PM, Joerg said:

Rune Spells and Strike Rank

from movement:

Rurik still needs to run through 12 meters of tunnel before he can cast his Sunspear. Can he cast it the same melee round he arrives (on SR 6, assuming a DEX SR of 2)?

I would say yes, unless Rurik is engaged in combat at the time. 

 

On 10/16/2018 at 8:38 PM, Joerg said:

 

boosted:

That Zorak Zorani clearly has Berserk running, so Vasana adds two MP to her Lightning spell to overcome the countermagic effect. When does the Lightning strike?

See page 194. The Rune spell is at strike rank 1, plus 1 for each magic point after the first. So in this case, strike rank 2. 

 

On 10/16/2018 at 8:38 PM, Joerg said:

 

as support:

Seeing Vasana receiving a blow that renders her sword arm unusable on SR 6, Yanioth (who has been hanging back this melee round) applies a Heal Wound for 6MP. When does this take effect? Would a Heal Body without any need to boost with MP be faster?

Let's use common sense.

Strike ranks determine when an action happens in a round, after the declaration of actions.  

Yanioth has no way to know that she will need to cast Heal Wound with 6 magic points right after strike rank 7. Vasana is also in the middle of a melee, and Yanioth is hanging back. She would need to see that Vasana is wounded, move into the melee, and lay a hand on Vasana's incapacitated limb to have the spell work. 

As a gamemaster, if and only if Yanioth said that she was specifically hanging out waiting to cast a Heal Wound spell on Vasana, I would ask her to make an INTx3 roll to see how quickly she can assess the situation and react, and maybe a DEXx3 roll to see if she could step into the fight and successfully grab someone who's only second beforehand reeling back in pain from being struck. 

And as noted above, Heal Wound is a Rune spell and takes 1 strike rank to cast +1 per magic point after the first. So a Heal Wound spell boosted with 6 magic points would take 6 strike ranks. In the miracle that Yanioth was able to near-instantaneously assess and react, her spell would take effect on strike rank 12.

If Yanioth didn't announce that her intent was to specifically be ready to cast Heal Wound on Vasana, I would say the spell happens next round on strike rank 6. 

 

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On 10/17/2018 at 8:53 PM, Brootse said:

Can your primary or secondary Rune Affinities, or your Homeland characteristic modifiers raise your characteristics over the species maximum? Eg. is the maximum SIZ of a Bison Rider 18, 20, or 22?

No. Your species max is your species max, unless boosted by some way through some other (likely divine) means. 

That said, some non-player characters may have transcended these maximums through such avenues. 

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On 10/18/2018 at 12:10 PM, Caras said:

How does Dismiss Magic work on Runespells with extension?

As normal. 

On 10/18/2018 at 12:10 PM, Caras said:

Does extension make the main spell bigger and harder to dismiss?

Why would it do that? 

Extension makes the spell last longer. That's all it does. 

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On 10/21/2018 at 4:50 AM, HreshtIronBorne said:

If I am playing my Humakti and I cast Sword Trance and stack 20 magic points in it I gain 200% to hit.

Correct. 

 

On 10/21/2018 at 4:50 AM, HreshtIronBorne said:

 

If I have 100% to hit with my Greatsword normally I would go to 300%. If this Humakti decides to split his attacks against ambushing Lunars, he can hit 3 in a round at 100 each, correct?

Incorrect. 

Here's the text on Splitting Attacks from page 202: 

Quote

Splitting Attacks
An adventurer may split attacks if and only if each attack is 50% or higher. Thus, an adventurer can only split attacks with a natural skill rating of 100% or higher with the weapon (magical benefits or augments that bring a skill over 100% do not count in this case).

If his skill was 101% naturally, then he could split his attack 50/51%, and as a GM I'd rule that the bonus would be split evenly, for two attacks at 150% and 151% 

 

On 10/21/2018 at 4:50 AM, HreshtIronBorne said:

What % would he parry with his greatsword at for the round?

300% for the first, -20% for each additional parry.  

 

On 10/21/2018 at 4:50 AM, HreshtIronBorne said:

If he decides not to split his attack then he would be at 300 and reduce his opponents chance to parry by 200 percentiles, leaving the Humakti at 100, but with what % crit or hit.

The special and critical ranges are based on the modified chance, so if your Humakti's skill was at 100% because he was reducing other attackers' chances to hit, then he'd hit/special/crit as if his skill was 100%. 

 

On 10/21/2018 at 4:50 AM, HreshtIronBorne said:

Also, where in all this do we factor Bladesharp? Pre or post splitting or reducing for over 100?

You would add it in with the modifiers for Sword Trance, until either expires. Generally speaking, you can't pick and choose when magical modifiers come into play if they're both cast on the same item at the same time. 

 

On 10/21/2018 at 4:50 AM, HreshtIronBorne said:

This Humakti in particular has a Dex SR 1, Size SR 1, and swings an iron greatsword, so SR 1 weapon. 

His strike rank is 3 for his first attack, and 6 if he is able to attack again. 

Don't forget the strike ranks for casting the spells, in the initial rounds they're being cast. Unless he's casting Sword Trance before the battle, it's going to take 1 strike rank for the Rune spell + 19 strike ranks for the magic points. So that spell takes him a full combat round and an additional six strike ranks into the next. He'll need to cast Bladesharp for even more strike ranks. Hopefully an opportunistic foe won't see what he's up to and attempt to disrupt him or throw off his concentration. 

 

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In the pdf describing the changes in the latest PDFs, I can read this:

Quote

Page 224: Two Weapon Use topic, first bullet changed to "...may use them for two attacks or attacking with one and parrying with the other, as desired."

That seems to be in contradiction with what you explained in July.

So, was the rule changed since July, or is the sentence above wrong ?

Edited by Mugen

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A fresh set of Shaman questions.

Does the Shaman gift Possession allow covert or dominant possession. I'm assuming dominant is the default but would a shaman be able to go covert and hide within the person he attacked. Once they  came round they could perhaps ride inside to penetrate a place normally protected by magical alarms or perhaps emerge to suddenly take over the body at a strategic moment? 

Does the Shaman have the same limits on using the unfamiliar body as other spirits given it's normally a shape he's familiar with?

Do the shaman abilities taken at becoming a Shaman cost characteristic points? I'm assuming not but it isn't totally clear to me.

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On 11/17/2018 at 6:47 AM, Jason Durall said:

As normal. 

Why would it do that? 

Extension makes the spell last longer. That's all it does. 

Why wouldn’t Extension make the Runespell more powerful?  For example, an opponent casts Charisma and Extension III, Charisma is now cast with 4 RPs, and you should need a Dismiss Magic of at least 4 pts (or 8pts Dispell Magic) to dismiss it.

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On 10/19/2018 at 2:27 PM, Marc said:

A couple of questions about Protective Circle:

1. Can Spirit or Rune magic spells be cast on a Protective Circle, becoming part of it? I assume no, but I've got a player that thinks they can.

I believe so, but I'll check with Jeff when he's available. 

 

On 10/19/2018 at 2:27 PM, Marc said:

2. Is the Range, Duration, and Strength of the spell cast on the Circle effected by the Circle?  

No. 

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On 10/22/2018 at 3:08 PM, Ryo said:

Thank you for spending your precious time to answer questions!

 

<Q1> Bound Spirt's magic points and spells

On page 357(Capturing Spirits with the Fetch), 

"These spirits act as if they are Bound (see page 249); the shaman may cast spells possessed by the spirits, draw on their magic points, release them to perform desired functions, etc."

Sorry I found its clear description on page 366. Please disregard this quetion. However, “Binding enchantment” on page 249 does not say clearly on it. Thus, the reference may also include page 249.

Is this a rules question or a suggested correction? 

 

On 10/22/2018 at 3:08 PM, Ryo said:

<Q2> Fetch's magic points usage

Fetch and Discorporation (on page 356):
"When discorporate, the shaman cannot use the fetch’s magic points to defend or attack, though they can use the fetch’s magic points to fuel spells. "

"A discorporate shaman does not use their fetch’s magic points for defense while traveling in the Spirit World."

Fetches and Combat (on page 356):
"The shaman may always draw upon the fetch’s magic points in spirit combat, but not for attack or defense."

In these sentences, I cannot understand what "attack" and "defense" means. It seems to be a legacy from RQ3. If not so, please show some examples or clarifications.

Defense = casting defensive magic to protect yourself from harm. 

Attack = casting offensive magic to cause another being harm. 

 

On 10/22/2018 at 3:08 PM, Ryo said:

<Q3>Fetch's magic points recovery rate
"What the Fetch Provides the Shaman" on page 356
"The fetch’s magic points regenerate at the normal rate, in parallel with the shaman’s. If the fetch’s POW is 12, for example, it regains 1 magic point every two hours."

"Second POW" on age 358
"This additional POW regenerates magic points at the same rate as the shaman’s own magic point regeneration."

These rules seem to contradict each other. I wish you would clarify the recovery rate of the fetch's magic points.

Use the fetch's POW to determine the fetch's magic point recovery rate. 

 

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Thank you for answering my questions!

1 hour ago, Jason Durall said:

Is this a rules question or a suggested correction? 

 

It is not a rules questions (I self-solved it after I posted them). I just suggested to add a page number into that text for an easy reference. Excuse me for my confusing post.

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<Q1> Chalana Arroy's Favored Passion

  • Loyalty (temple) on page 74
  • Love (any) on page 290

Why does the detailed cult description lack the Loyalty (temple) ?

<Q2> Days of Rain of Prax on page 122:

The Sacred Time is listed as 20 days on "Days of Rain" entry. It is longer than the days of the Sacred Time (14 days). Is this a typo?

<Q3> "Runes and Techniques Used "on page 391

"A sorcerer must have an affinity with the Rune or Runes used in the spell..."

Need to change "affinity" to "mastery" Right?

<Typo>
4the sentence of 1st paragraph, 2nd Example (Vostor Son of Pyjeem is traveling...) on page 231.

"Vostor s uncertain."     >>>    "Vostor is uncertain. "

Thanks!

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Are there rules for standing up from Prone? For example a person got knocked to prone by losing all hit points to her abdomen. She then healed herself and was able to stand back up. We couldn't find a rule on it and I ruled it would be 1 strike rank to stand. A few of the players thought that was too easy to just stand up like that with 1 strike rank. Is there an actual rule for standing from prone?

 

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18 hours ago, Roy said:

I ruled it would be 1 strike rank to stand

I'd probably make it like preparing a weapon - 5 SR's to do so, but would be good to have more insight on that.

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I asked this question elsewhere, and someone suggested it would be a good question for this thread:

The rules for impaling damage  (page 203) say that "if the impale is also a critical hit, then the maximum possible impaling damage (14 points in the case of the short spear) is done to the victim, to which is added any damage bonus and any extra damage from spells".  However, on page 206, in the example of a fumble, Joshfar gets critically hit by a broo with a short spear.  The example says: "The damage is normally 1D6+1+1D4.  The damage is maximum damage plus rolled damage for an impaling attack, with the rolled damage modifier added.  In this case, the roll is an exceptionally good one, with a result of 7 (max of 1D6+1), 4 (1D6+1), and 4 (1D4)."  By my read of the earlier passage (page 203), the damage should have been 18 (14 (max of 2D6+2), and 4 (a lucky roll on 1D4))?  Which passage is right?

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Here is one I just ran across.  The book says Temporary damage boosts from Rune spells do harm spirits

the book says temporary damage from spirit magic does not harm most spirits.

But the book says nothing about temporary damage boosts from sorcery spells.  Do they harm spirits or not?

Also, the book seems to be emphasizing that corporeal beings can harm spirits with spells such as disrupt.  Can discorporate shamans harm spirits with disrupt or is that possible only because the spirit attacking corporeal beings has manifested on the mundane plane?

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Strength
2 Points
Touch, Temporal, Passive 
This spell adds 8 points of STR to the target for the spell’s duration. This increases melee combat damage by one step on the Damage Bonus table on page 56 (e.g., from +1D4 to +1D6), increases all Agility and Manipulation skills(including weapon skills) as follows:
Strength Modifier
STR Prior 
to Spell
Agility and Manipulation 
Skills Increase
1–4 +5%
5–8 —
9–12 +5%
13+ +10%
It also enables the target to lift or carry heavier weights. Strength is incompatible with Vigor.

 

Damage Bonus
The modifier for damage an adventurer inflicts when physically striking or applying force is known as their 
damage bonus. This is an extra die roll, which is either added to, or subtracted from, the damage inflicted by a weapon or natural attack such as claw, bite, kick, etc. If a negative damage bonus takes a weapon’s damage to 0 or below, no damage has been inflicted. Add your adventurer’s STR and SIZ together and consult the Damage Bonus table:

Damage Bonus
STR+SIZ Damage Bonus
12 or less –1D4
13–24 —
25–32 +1D4
33–40 +1D6
41–56 +2D6
Each +16 points Additional +1D6

 

By the chart after 41 STR+SIZ, easily possible for a lucky starting Bison Rider, an 8 point bonus to STR does not raise an adventurer to the next damage bonus. Does the Spell just do this by default? Does it do it in addition to increasibg STR by 8? Would a Bison Rider with 21 SIZ and 20 STR be able to get to a 3d6 damage bonus or is the spell just wasted?

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On 11/13/2018 at 10:42 AM, Mechashef said:

Does the Silence spell have to be used with the Move Quietly skill or does it have other applications (such as suppressing the noise of a person or horse when they are moving without attempting a Move Quietly roll)?

When used with Move Quietly does it only remove the penalty for noisy armour or does it have other effects (such as changing a fail to a success)?

The spell suppresses normal movement sounds, unless they are deliberately (or disastrously) made. 

The sounds generated while walking around in your armor (bronze chain rustling against bronze plates, sword scabbard rubbing against your hip, leather squeaking, sandals slapping on the ground, breathing, etc.) will be suppressed, as will the clop-clop of your horse's hooves. 

So no, you don't have to make a Move Quietly roll, but if you want to do anything specific that isn't naturalistic movement, you should take that precaution. 

It doesn't shift a success... it's a binary thing. It covers some things, but not others. If you engage in combat while under the spell's effect, the onlookers would see you, hear your combat sounds, but would not hear your normal movement sounds (except in the case of a fumble). 

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On 12/4/2018 at 11:36 PM, Michael Cule said:

Still going on about shamans:

When an apprentice shaman becomes a shaman, what happens to his Loyalty: Shaman score? 

Nothing. The Loyalty is to the individual, not to the rank or the relationship. 

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On 12/4/2018 at 8:01 PM, Roy said:

In regards to replenishing Rune points

From: Pg. 316 

Magic Points

Initiates and Rune Masters must sacrifice at least 2 magic points during a Worship ritual to their deity. For each additional magic point sacrificed, they get a +10% bonus to their Worship skill during that ritual. Magic points sacrificed regenerate normally

I think I'm missing something. Is this saying that a player can spend magic points to give himself a 100% chance of recovering rune points and those magic points will return within 24 hours. That's not much of a sacrifice. Am i missing something?

That's as intended. You're supposed to be able to commune with your god easily through Worship and regain your Rune points. Your god wants you to to have them. You run a small risk of being magic point shy for the day after a worship ceremony, but that's a small price to pay for the power conferred by your returned Rune points. 

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