preacher65
Mongoose
Firstly, I want to say that as an old-time RQ2 and RQ3 player, I've only just started playing MRQ2, and never got to play MRQ1. I like MRQ2 a lot, and I'm really pleased that there's a good RQ-based game for Glorantha, as HQ never really appealed. I've looked through the rules for MRQ1, though, and like the update to MRQ2, which seems much more balanced, and also IMHO more true to the spirit of the original. My regular group has just started a Second Age campaign, and I'm looking forward to it immensely.
I decided to try playing a shaman character, but am struggling with some of the Spirit Magic rules. I'm hoping someone can help!
(1) Ancestor Spirits: These cannot be bound into fetishes, so it seems they have two main purposes. The first is to answer questions about events they have knowledge of. The second is to possess the petitioner, granting use of skills and heroic abilities. Since this is a dominant possession, it seems something that would be done very rarely, since it's (a) quite powerful, (b) quite difficult, and (c) quite risky, putting the spirit in control of the shaman's body. Both of these uses are interesting, but likely to come up infrequently during play. Are there other uses for Ancestor spirits that I've missed?
(2) Bane, Curse, Guardian and Sickness Spirits: The rules give the POW of these spirits as a rolled value "and up", for example Guardian Spirits have "3d6 upwards". How do these values relate to the rules for starting shaman characters, which give two Intensity 1 spirits or one Intensity 2 spirit to a new shaman? (Character creation seems to be the only time these spirits need an Intensity rating, is it also relevant during later play?)
(3) Elemental Spirits: These can manifest powers within the shaman's own body. Is this the only way a shaman can use them, or can he also release them to act as normal elementals? And back to starting shamans, does each cubic metre of size count as one point of Intensity?
(4) Intellect, Magic and Power Spirits: Will these exist in MRQ2?
(5) Starting Shamans: The rules for starting shamans also say that only one spirit can be bound into a fetish (it actually says "fetch", but I think that's been errata'ed). If I have two Intensity 1 spirits, one is in a fetish, is the other just following me around, and if so how do I draw on its powers?
(6) Spirit Cults: The example cult in the rulebook only offers Ancestor Spirits, Guardian Spirits and Salamanders to its followers. Are these the only types of spirit available to a shaman follower, or just the only ones available through his cult?
Lastly, there have been a couple of good posts here with examples of spirits, but I could really use a few more ideas and guidelines for creating my own! 8) Will there be more on Spirit Magic in later supplements? And do any other players/GMs have anything they could share?
Thanks all.
I decided to try playing a shaman character, but am struggling with some of the Spirit Magic rules. I'm hoping someone can help!
(1) Ancestor Spirits: These cannot be bound into fetishes, so it seems they have two main purposes. The first is to answer questions about events they have knowledge of. The second is to possess the petitioner, granting use of skills and heroic abilities. Since this is a dominant possession, it seems something that would be done very rarely, since it's (a) quite powerful, (b) quite difficult, and (c) quite risky, putting the spirit in control of the shaman's body. Both of these uses are interesting, but likely to come up infrequently during play. Are there other uses for Ancestor spirits that I've missed?
(2) Bane, Curse, Guardian and Sickness Spirits: The rules give the POW of these spirits as a rolled value "and up", for example Guardian Spirits have "3d6 upwards". How do these values relate to the rules for starting shaman characters, which give two Intensity 1 spirits or one Intensity 2 spirit to a new shaman? (Character creation seems to be the only time these spirits need an Intensity rating, is it also relevant during later play?)
(3) Elemental Spirits: These can manifest powers within the shaman's own body. Is this the only way a shaman can use them, or can he also release them to act as normal elementals? And back to starting shamans, does each cubic metre of size count as one point of Intensity?
(4) Intellect, Magic and Power Spirits: Will these exist in MRQ2?
(5) Starting Shamans: The rules for starting shamans also say that only one spirit can be bound into a fetish (it actually says "fetch", but I think that's been errata'ed). If I have two Intensity 1 spirits, one is in a fetish, is the other just following me around, and if so how do I draw on its powers?
(6) Spirit Cults: The example cult in the rulebook only offers Ancestor Spirits, Guardian Spirits and Salamanders to its followers. Are these the only types of spirit available to a shaman follower, or just the only ones available through his cult?
Lastly, there have been a couple of good posts here with examples of spirits, but I could really use a few more ideas and guidelines for creating my own! 8) Will there be more on Spirit Magic in later supplements? And do any other players/GMs have anything they could share?
Thanks all.