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Jason Durall

RuneQuest Core Rules Questions

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Increasing POW with Worship Rituals
The Worship skill allows a cult member to participate in a
Worship ritual to the deity specified. If the Worship ritual is
held in a temple, holy place, or sanctified ground on a holy
day of the god, the presiding officials (High Priest, Rune
Priest, God-talker, etc.) receive a POW gain roll if they
succeed with their Worship skill.

 

Do Initiates that have no priest etc available have the right to lead a worship service and gain a power roll? On a Seasonal Holy Day. Like at Apple Lane at the Temple of all Deities.

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OK a few questions about the process of becoming a shaman and the ordeal in particular;

So as I understand it

  • The horned man has a power of 35, which translates to a spirit combat skill of 175%
  • So anyone fighting him in spirit combat will be fighting at there skill -75%
  • Which in most cases in a 20% or less skill for the want to be shaman vs 100% skill for horned man
  • The ordeal goes on for 1 to 6 rounds which means, which means most shamans will get around 3 restrictions and the one usual ability.

My questions are;

  • Have I understood the process right?
  • What happens on a tied round where both pass skill?
  • If the shaman breaks off at the end of a round , does he fail becoming a shaman or just loose the opportunity to gain more shamanic abilities?
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Question: Page 219, Mounted Combat:

 

The Lance: A lance can be used in a charge, a

straight run of 20 meters or more. If a target is hit

during a charge, the damage bonus of the animal

ridden is used, not that of the rider. If the adventurer

using the lance has had no training in its use,

they can use it at 1/2 their normal attack chance

with a one-handed spear, unless their Ride skill

is below that. It can also be used as a one-handed

spear if the adventurer has the necessary STR and

DEX to use a long spear one-handed.

 

The highlighted sentence is the confusing one. Where is this information located? What is the necessary STR and DEX to wield a long-spear one-handed? The weapon table on page 209 explicitly states only short spears can be wielded one-handed, as does the write up on page 211. Is there some universal rule stating that two-handed weapons can be one-handed with sufficient stats (eg. a multiplier of some kind), or am I missing something here?

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What are the SIZ bonus/penalties in combat. We just had a fight with a really giant boar (SIZ 50) and ended-up using RQ3 rules.
What about other modifiers? Attacking from rear, for example?

There is a noted bonus for attacking prone opponents ("Anyone attacking a prone opponent adds +40% to their attack chance." p147), but I don't notice many others.

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What does it even mean when an associated cult "provides Peaceful Cut" (such as Waha for Eiritha)? 

Everyone already has it at base chance, and I can't see that you gain any additional chance at it, so it doesn't seem to do anything by the rules. 

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Discorporation question. Shamans can simply discorporate, everyone else can only do it with a spell. What about assistant shamans? Can they discorporate at all? And if not, how can they ever become shamans, since discorporation is part of the process of becoming a shaman? And if they can't go on the spirit plane, doesn't that make it a lot harder for their shamans to teach them?

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In Bestiary it says "Disembodied spirits can increase their POW by successful use of it, but their POW gain roll is only 5%."... So the same goes for Allied Spirit?

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If a character is a target of a spell that requires a POW vs POW resistance roll, can the character use runic and/or passion augment to better resist the spell?

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Common Rune Magic spells table, which is repeated: 

p74  Summon Cult Spirit is not included
p317 Summon Cult Spirit is included

Which one is it? We've been playing the latter because it would be odd to Command a Cult Spirit but not Summon one.

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On 7/15/2019 at 4:33 PM, gochie said:

Since it isn't an actual visual change, but merely a distraction, does the rune spell "Invisibility" hide you and your spirit from creatures that have different senses (i.e darksense, heat vision, spirits/shaman/second sight, etc. )?

Yes to those abilities using conventional vision (darksense, heat vision, etc.), as the spell is magic invisibility, not tied to conventional real-Earth physics. 

Second Sight I would also say no to also, because the spell specifically eludes the viewer's notice, so someone would have to know where the invisible character were to see their POW. 

Answer added to Q&A

Edited by Scotty

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The Hunter occupation seems to lack the Survival skill. Most of the suggested cults would have it, but not Orlanth or Yelm (Grazelands). Is this on purpose, or should all Hunters have it?

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The core book tells you to check the Bestiary for information on either familiars or small animals. But the bestiary has information on neither. 

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Wondering what the official view is on how often a character can actually leap using the Leap spell.  The spell description says a fully encumbered person can jump 6 meters high, or away, for the spells duration.  I assume that's not just once during the spell's duration. I'm going with once per melee round( plus you get your normal movement in that round ), but I could see arguments for once every DEX SRM.

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Are there wyters with less than 50 worshippers? Do wyters get weaker if they lose worshippers? What happens to a wyter if the number of their worshippers drops below 50?

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One of Humakt’s Gifts gives +10% to attack with cult weapon. Is this an artefact of previous editions that had separate attack and parry skills, and should it be +10% to a cult weapon skill? And is it a bonus on top of your current skill, or does it raise your skill by 10%?

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YVN7N97.png

Does this mean that you get 2 INT or SIZ points per 2 geases or 1 per 2? And what does the "no limits" mean? Can you raise the characteristics over the racial maximum?

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Hello everyone, and thanks to Jason for being so dedicate.

My question is regarding bound entities (page 249). We can read:

"The bound entities are bound to the physical world by the life force of the binder. If the binder dies, all their bound entities are immediately freed."

Now imagine a magician that made several binding enchantments in different items, and summoned and bound entities in those enchantments, and during the next years some of those objects had been lend, lost, sold or whatever. When the magician dies, all entities go back to the spirit world according with that rule.

Now imagine that you are an adventurer that finds/buy one of that magical objects. Technically, you can wake up one day to discover that the elemental you had in your magical item has dissapeared. In a similar way, if you convince a shaman to summon and bind a new elemental into the item, the passing of the shaman will have the same result. Following that logic, most ancient magical items resting in ruins should have empty binding enchantments.

Is all that intended? What if the adventurer use a dominate / control spell with the bound entitity at least once, does it means that now the adventurer IS THE LAST BINDER of the entity and thus, it is with the adventurer's death whetn entities get freed?

Thanks in advance for the clarifications

Edited by Escorpion
Typo
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On 5/20/2019 at 11:57 AM, dvdmacateer said:

How is dodging against projectile weapons suppose to work?  Under  skills it states that Dodge takes a full melee round.  Does that mean it has be declared in statement of intent and the character does nothing else can be done. Can multiple dodges (or parries) be done then in the same melee round?

If you're using Declaration of Intents, then yes, you announce you're dodging for that round. You can make multiple dodges in a round, at -20% to each successive Dodge roll.

I allow people to mix dodges and parries (going all-out defensively), but not Dodge and attacks.

Answer added to Q&A

Edited by Scotty

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On 5/30/2019 at 6:54 PM, MMan said:

On page 157 of core rules under the Poison heading, the rules for healing damage inflicted by poison are unclear.

At the end of the first paragraph:

This damage cannot be healed by ordinary Healing spells. The effects heal naturally at the adventurer's healing rate.

At the end of the next next paragraph:

If they survive the poisoning, the adventurer heals at the usual rate for poison.

What does the usual rate for poison refer to or mean? Or is it a typo and should refer to the adventurer's healing rate?

It should just be the normal healing rate.

Answer added to Q&A

Edited by Scotty
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On 5/30/2019 at 7:08 PM, MMan said:

On page 155 the rules concerning Thunder Lung disease are unclear.

According to the disease description, the severity of the disease determines how many attacks the character suffers due to the disease. How does the number of attacks relate to time? For example, if the disease is Serious, does the character suffer 3D6 attacks hourly, immediately when the disease contracts, or should the GM spread the attacks evenly over the whole recovery time?

Yes, that's per hour. It's a horrible, horrible disease that can literally cause the sufferer to explode

Quote

Then the rules say:

Randomly roll the POT of each attack and then...

What dice should be used to randomize the POT? Or should the dice rolls to determine number of attacks be actually the POT of the disease at each time interval determined by the Degrees of Illness table?

Use the number of attacks as the POT for those attacks. "Terminal" is pretty much exactly what it says on the label. 

Answers added to Q&A

Edited by Scotty
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Allied Spirits are Initiates of the God that provides them.

Do Humakti and Yelmalion Allies get gifts and geases?

If they do what do I do if either gift or geas can't apply to a spirit?

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The Spirit Cults in the rulebook have numbered Rune Spells, like Multispell 1, when this isn't doesn't make sense in and isn't supported by the rest of the rules, and is likely just a remnant from earlier versions.

(Assuming that this is a mistake, this isn't a question, just an errata suggestion. However, if it's supposed to mean that you can't cast a stacked Multispell with Rune points in Black Fang, this should probably be described somewhere.)

Edited by Akhôrahil

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