I'm not sure what you mean by before/after it.
A sacrifice needs to be paid in order for the power to work, so before the power activates, you need to put the right amount of runes in the correct pile. Amplify just changes how many need to be put there (x2, x3, etc). 1 blood drop = minor, 2 = moderate, 3=major and 4 is ultimate.
RGS FAQ
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Re: RGS FAQ
The sacrificed rune goes to the center of the wound track (where the two drops are). If I have an amplified sacrifice, do I put both runes in the same square of the wound track (two runes in the same square)? Or do I put one rune in the center square and a second rune in the one before/after it?
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Re: RGS FAQ
Fi'Irdray, yes they would both be placed on the same zone. If you take subsequent damage, you choose which of the two goes down. Same for Healing.
I had a question for knock-back. If something ends up being in the knock-back path, like a wall or another combatant, how do handle it? The rules leave that up to interpretation and circumstance, so I was wondering how other Norns ruled that one.
I had a question for knock-back. If something ends up being in the knock-back path, like a wall or another combatant, how do handle it? The rules leave that up to interpretation and circumstance, so I was wondering how other Norns ruled that one.
Re: RGS FAQ
Right now, we're playing it that way: If it's another combatant, both are moved back, if it's a wall, nothing happens.
KISS, I guess - and thus easy to remember
Effects that were also under discussion (if you want it abit more complex):
- if there's a Wall, the opponent takes 1 point of Phys. dmg (or dmg+1 if it's an attack) for each hex that he could not get pushed back. This should simulate an effect of getting pushed into a Wall with force.
- if there's an opponent (or player) in the path, both combatants trip and need to play 1 Rune to get up again. (more Runes needed for a stronger push effect).
KISS, I guess - and thus easy to remember

Effects that were also under discussion (if you want it abit more complex):
- if there's a Wall, the opponent takes 1 point of Phys. dmg (or dmg+1 if it's an attack) for each hex that he could not get pushed back. This should simulate an effect of getting pushed into a Wall with force.
- if there's an opponent (or player) in the path, both combatants trip and need to play 1 Rune to get up again. (more Runes needed for a stronger push effect).
Re: RGS FAQ
Couple of quick questions:
Void rune: so, unless it's in a sustained rune chain, it just always goes back to the void spot? Does it ever go into essence/need to be wyrded? Can it be applied to skill checks?
Combat: Even runes left in the in-hand pile go back to essence at the end of the round, right? Is there no way for a high essence/low destiny dweller to hold onto them and save up for a better rune chain?
Void rune: so, unless it's in a sustained rune chain, it just always goes back to the void spot? Does it ever go into essence/need to be wyrded? Can it be applied to skill checks?
Combat: Even runes left in the in-hand pile go back to essence at the end of the round, right? Is there no way for a high essence/low destiny dweller to hold onto them and save up for a better rune chain?
Re: RGS FAQ
It never goes into Essence. It can only exist in: Void, In-Hand, In-Play, Contingency. It doesn't get assigned damage.Fi'Irdray wrote:Couple of quick questions:
Void rune: so, unless it's in a sustained rune chain, it just always goes back to the void spot? Does it ever go into essence/need to be wyrded? Can it be applied to skill checks?
Bro, all runes that are in-Hand, in-Play and Contingency go back to your essence bag/Void pile. The only way rune can remain past cleanup is if they are part of a rune chain that has has a maintain or open meta.Fi'Irdray wrote:Combat: Even runes left in the in-hand pile go back to essence at the end of the round, right? Is there no way for a high essence/low destiny dweller to hold onto them and save up for a better rune chain?
I played the game before there was a Void rune so when it was introduced it wasn't a big deal for me. But players that are starting out with RGS sometimes have a hard time with the exceptions that surround that rune. But don't worry you'll get it and everything I mention is in the book.
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Disir = 6
Disir = 6
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Re: RGS FAQ
And to answer the last part of the question: it's always Wyrded, so it's always a part of a skill check, so you always have one Physical, Mental or Spiritual rune you can count on.
Re: RGS FAQ
More questions (Sorry, but I'm gonna be the norn for my groups when we play, so I have to be sure on everything):
For passive powers/skills: are the runes bound to them at character creation just so players know how many they get, or do they have to have to have the rune in-hand to take advantage of it? eg. a player has "precision," so he always gets +2 pierce when he attacks? or only if the rune bound to precision is used in that round?
For Gladr & rune enchantments: Is there any cost to inscribing runes on equipment? What's to keep him from sticking an explosive rune on everyone's weapon? Or can he only enchant his own equipment? I assume the 10' cancellation rune applies to anyone using the same rune that the Gladr has bound to that particular enchantment?
On running the game: Is there a good rule of thumb for planning encounters (eg. equal opponents of equal level to the players? Less/more?). Does the taboo against looting the dead only apply to humans? Or should player wealth pretty much come just from stealing things and earning rewards or general income from owning a shop (assuming they want to go to Valhalla/Muspelheim)?
For passive powers/skills: are the runes bound to them at character creation just so players know how many they get, or do they have to have to have the rune in-hand to take advantage of it? eg. a player has "precision," so he always gets +2 pierce when he attacks? or only if the rune bound to precision is used in that round?
For Gladr & rune enchantments: Is there any cost to inscribing runes on equipment? What's to keep him from sticking an explosive rune on everyone's weapon? Or can he only enchant his own equipment? I assume the 10' cancellation rune applies to anyone using the same rune that the Gladr has bound to that particular enchantment?
On running the game: Is there a good rule of thumb for planning encounters (eg. equal opponents of equal level to the players? Less/more?). Does the taboo against looting the dead only apply to humans? Or should player wealth pretty much come just from stealing things and earning rewards or general income from owning a shop (assuming they want to go to Valhalla/Muspelheim)?
Re: RGS FAQ
Bro, donworryboutit!Fi'Irdray wrote:More questions (Sorry, but I'm gonna be the norn for my groups when we play, so I have to be sure on everything):
Passive powers are ALWAYS on... even if you don't have the rune in hand or it's in the damage piles. Passive powers are bound to the runes to keep symmetry with the rest of dweller creation, since you bind a skill, passive and active powers to each rune. If you use skills in combat, then the rune binding is important, and for actives it's obviously important.Fi'Irdray wrote:For passive powers/skills: are the runes bound to them at character creation just so players know how many they get, or do they have to have to have the rune in-hand to take advantage of it? eg. a player has "precision," so he always gets +2 pierce when he attacks? or only if the rune bound to precision is used in that round?
No real cost, but the cancellation rules for rune magic do mess with the effect when players least expect it. You as the Norn can also use runes and mess with them some more. I find that if the players don't mass produce and abuse the runes, there is no need to go out of your way to mess with them, but if they try to, it's easy enuff to do!Fi'Irdray wrote:For Gladr & rune enchantments: Is there any cost to inscribing runes on equipment? What's to keep him from sticking an explosive rune on everyone's weapon? Or can he only enchant his own equipment? I assume the 10' cancellation rune applies to anyone using the same rune that the Gladr has bound to that particular enchantment?

I think your mileage will vary based on the team dynamics. If you have some munchkin mini-maxers then you can throw some equal to higher level enemies at them, but if it's a bunch of first timers, then half level to 3/4 level is the way to go. Take the Fafnir route, start with a bunch of expendables and allow your players some time to get familiar with their dwellers, then ramp up the challenge with every fight. I like to keep things simple with first the first fight, so my starter enemies are all cookie cutters of each other with no pierce weapons and no PF. The less variables you use the easier it will be on you and your players. Don't try and do too much with the first encounter. Your players will be pleased enough with the RGS without needing to see all the bells and whistles RGS has to offer. Oh and try and keep all damage to physical for your guys, no need to get all fancy with Mental or Spiritual damage. There will be enough time for you to try out all the crazy sh*t in a longer campaign.Fi'Irdray wrote:On running the game: Is there a good rule of thumb for planning encounters (eg. equal opponents of equal level to the players? Less/more?). Does the taboo against looting the dead only apply to humans? Or should player wealth pretty much come just from stealing things and earning rewards or general income from owning a shop (assuming they want to go to Valhalla/Muspelheim)?
As for looting, just give them a 5 minute run down of the world, the culture and taboos. Looting is bad, slavery is acceptable, there are no good guys when it comes to gods or jotuns. They CAN loot, but it'll weigh them down when they die, and Disir levels are awesome and everyone should get some! So have them rely on the economy, support the backsmiths, steal and plunder when they can (denizens in outer Midgard should be plundered without remorse) and as the Norn, give them some high quality items that they find during the adventure. There is a loot generator in the book and Norn screen and you can reward end of quest line with magic items from the book.
Peace!
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Disir = 6
Disir = 6
Re: RGS FAQ
The rune enchantment is cancelled by someone using the same rune the skill is bound to in their in-play pile, though, right? Or is it by someone else using the same enchantment?
Three final questions:
Since there's an icon for Niflheim on the Disir sheet, does that mean that dead heroes still count for the Disir levels even if they don't make it to Valhalla/Glasspelheim? Can they still get the Fryggia bonus from that?
How do abilities that grant Healing & Recover work? Do I heal a rune up to the stun box, and then use the Recover to move it back to essence so that I can start another rune up the chain out of death? Or is it more to off-set minor sacrifices?
Is the Norn playmat (the one with two tracks on it instead of one) available for download or is it only in the book?
Three final questions:
Since there's an icon for Niflheim on the Disir sheet, does that mean that dead heroes still count for the Disir levels even if they don't make it to Valhalla/Glasspelheim? Can they still get the Fryggia bonus from that?
How do abilities that grant Healing & Recover work? Do I heal a rune up to the stun box, and then use the Recover to move it back to essence so that I can start another rune up the chain out of death? Or is it more to off-set minor sacrifices?
Is the Norn playmat (the one with two tracks on it instead of one) available for download or is it only in the book?