johnmarron
Mongoose
I posted this on RPGNet as well, but just in case there are some folks here who are not there:
We had some folks not able to make last night's game, so those of us who were there rolled up characters for our next project, Deus Vult. I had a some questions, one in-game setting question and a few rules questions.
The setting question occurred to me while reading the book. If the characters are (ostensibly) members of a Benadictine order, shouldn't they be tonsured (top of the head shaved)? If so, doesn't this make disguising themselves as non-monks while on missions kind of tough? And if not, doesn't this make them look odd when they are in their monk's habits?
The rules question is, how many spells does a magic using character start with? I'll admit that I had only skimmed the Divine magic chapter in the MRQ2 core book, but I can't seem to find where it tells you this. The character is a level 1 Hieromonk, equivalent to a RQ Initiate, so he could have 1/4 of his POW dedicated (3 points in this case). Reading the Divine magic examples in the core book, it looked like each point of dedicated POW was a single "slot", and that you could have one starting spell of your level (in this case Initiate), and all spells only took up 1 "slot". Is that correct?
A related question, one of the player's decided he wanted to use magic, but his order background did not include the Divine Fervour skill. I had him just buy it as a new advanced skill with his free points (10 free points to get it at base, then add up to 50 points). Was that right?
If any kind soul would be willing to post a step by step of how Divine magic works, I'd appreciate it. I'm a fightery kind of guy, and my eyes tend to glaze over when reading magic chapters in rulebooks Do you use Magic Points to power spells, and if so, how many? How do you determine the magnitude of a variable spell (do you get to choose, up to your maximum)? I'm going to go back and do an in-depth re-reading of the Divine Magic chapter, but I'd still love to hear from folks who understand it more than I do.
John
_____________
We had some folks not able to make last night's game, so those of us who were there rolled up characters for our next project, Deus Vult. I had a some questions, one in-game setting question and a few rules questions.
The setting question occurred to me while reading the book. If the characters are (ostensibly) members of a Benadictine order, shouldn't they be tonsured (top of the head shaved)? If so, doesn't this make disguising themselves as non-monks while on missions kind of tough? And if not, doesn't this make them look odd when they are in their monk's habits?
The rules question is, how many spells does a magic using character start with? I'll admit that I had only skimmed the Divine magic chapter in the MRQ2 core book, but I can't seem to find where it tells you this. The character is a level 1 Hieromonk, equivalent to a RQ Initiate, so he could have 1/4 of his POW dedicated (3 points in this case). Reading the Divine magic examples in the core book, it looked like each point of dedicated POW was a single "slot", and that you could have one starting spell of your level (in this case Initiate), and all spells only took up 1 "slot". Is that correct?
A related question, one of the player's decided he wanted to use magic, but his order background did not include the Divine Fervour skill. I had him just buy it as a new advanced skill with his free points (10 free points to get it at base, then add up to 50 points). Was that right?
If any kind soul would be willing to post a step by step of how Divine magic works, I'd appreciate it. I'm a fightery kind of guy, and my eyes tend to glaze over when reading magic chapters in rulebooks Do you use Magic Points to power spells, and if so, how many? How do you determine the magnitude of a variable spell (do you get to choose, up to your maximum)? I'm going to go back and do an in-depth re-reading of the Divine Magic chapter, but I'd still love to hear from folks who understand it more than I do.
John
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