[Rq-rules] Shaman rules [was MRQ "A Real Runequest Game"]

tom at zunder.org.uk tom at zunder.org.uk
Wed Aug 1 04:29:09 PDT 2007


> This meant that A) on a long trip which was intended to be otherwise
> uneventful, the GM would spend a lot of time rolling spirit encounters
> unless the GM changed or ignored that rule by fiat, and B) since the spirit
> encounter table had the option of meeting a god, over a year or so a shaman
> was virtually SURE to meet a hostile god.

They would have to make a lot of deals with gods, some of whom would ignore
them as petty, some who would get them to do some dirty work for them, and
some the shaman would have learnt a way to pacify or avoid.

If you see the encounters as not always screaming spirit battles then it is
dangerous but it actually makes the shaman very interesting as a parlayer or
secret ways, gatherer of knowledge, and also patron of odd missions that don't
seem to make a lot of sense, but the shaman owes Cacodemon a favour..

Most shaman used to be non-aligned, so they can make deals. Those that are
aligned (like a KL shamaness) may well be able to use their allegiance as a
way to bully past others, but in some cases you'd need to run away, even on
the spirit plane!





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