Voted best in category in the Users' Choice awards.
Like, if you're trying to argue that it won't touch undifferentiated Waaagh!energy how and why did it dispel the undifferentiated Dhar that comes from using Ulgu and the seed at the same time which we've seen it do. (This is rhetorical)

It is readily apparent that the belt can handle undifferentiated nasty, because it has done so before.
 
Like, if you're trying to argue that it won't touch undifferentiated Waaagh!energy how and why did it dispel the undifferentiated Dhar that comes from using Ulgu and the seed at the same time which we've seen it do. (This is rhetorical)

It is readily apparent that the belt can handle undifferentiated nasty, because it has done so before.

Because Waagh is not Dhar. Waagh is not undifferentiated, it's magic filtered through the greenskin ecosystem.
 
Quest end, really? I hate to say this, but that feels like fearmongering. It would be terribile GM-ing to put a series of options without a clear risk scale and then roll quest ending on a d6. I trust @BoneyM to do better than that.
The risks here are pretty clear. We would trust everything to a fickle god and a single dice roll. Your belief that nothing can go wrong is just as frustrating to me as apparently my belief that something is going to go horribly wrong is to you. Will the quest end from a bad choice here. Not likely. However, I don't think anything good can come from this. I will chose the path that I think will consistently give us the least bad option. Maybe the Ranald vote has the best result. But because it's Ranald that result is not guaranteed. That is not what I want. I want the best result we can consistently get even if that result is a little worse then the best result that Ranald could give.

The first altar, the one that gave us Ranald's blessing
wrong alter, the first one we set up in that home that lead to us first getting the blessing of Ranald was one that Mathilde set up on her own.
So just checked when we got Raland's blessing. You know what we did? We got two crits in a row and drew some crosses. We didn't do anything. The dice just rolled hot while we were searching for a home. At no point did we pray to Ranald to make that a holy place. Ranald made it a holy place because he is a fickle god and it amused him. There were no alters there. Just some barely religious symbols.
 
I get that Kragg is very talented, but I feel like expecting the spell burner rune to work on a literal god is setting your expectations a bit high.

And beyond that, well, Waaagh! isn't Dhar, so the other runes on the belt won't do much.
I'm not framing it like that, and am more approaching it as an exploding Waaagh energy wave. As for the runes that apply I've been arguing how the spell burner rune should affect the Waaagh! and then the fire rune should protecther from the subsequent inferno.

@BoneyM does the Spell Burner rune work on undifferentiated magic energy like Dhar or the Waaagh?
 
Doesn't matter. The Ranald option here is not a skill check, it's a d6 against a random outcome table.
Not exactly, and I say that as someone voting for grounding.

It wouldn't be a scale from good to bad, each face of the die would have a different outcome, albeit ordered in such a way that higher numbers are better. The Blessing may come into play as the consequences of that roll unfold.
 
Like, if you're trying to argue that it won't touch undifferentiated Waaagh!energy how and why did it dispel the undifferentiated Dhar that comes from using Ulgu and the seed at the same time which we've seen it do. (This is rhetorical)

It is readily apparent that the belt can handle undifferentiated nasty, because it has done so before.
Rhetorical or not, it was because it is designed to eat dhar and Chaos nonsense, like the kind silly Umgi wizards are likely to call down on themselves.
 
The risks here are pretty clear. We would trust everything to a fickle god and a single dice roll. Your belief that nothing can go wrong is just as frustrating to me as apparently my belief that something is going to go horribly wrong is to you. Will the quest end from a bad choice here. Not likely. However, I don't think anything good can come from this. I will chose the path that I think will consistently give us the least bad option. Maybe the Ranald vote has the best result. But because it's Ranald that result is not guaranteed. That is not what I want. I want the best result we can consistently get even if that result is a little worse then the best result that Ranald could give.

I am not frustrated, I think you are both wrong and fearmongering (specifically the quest end part not 'something can go bad') but ultimately there is a 100 vote difference between the two leading votes. I'm not really worried about the outcome changing.
 
Not exactly, and I say that as someone voting for grounding.
But that's exactly how the vast majority of random outcome tables are arranged? Check the one for arcane marks. Or for miscasts. Or literally any other table for warhammer roleplay. The results are random, their distribution is not.
 
Because Waagh is not Dhar. Waagh is not undifferentiated, it's magic filtered through the greenskin ecosystem.
Okay then

The thing I'm objecting to is the idea that when you have been saying it "shouldn't work on Waaagh" that is a *very* general statement that encompasses Greenskin shaman shenanigans. I'm basically trying to get you to tighten your definition? Do you mean greenskin spells? Do you mean the waaagh in general, spell or not?
 
[X] You are a faithful of Ranald, being in the right place at the right time to unbalance the scales. Try to steal the energies.

I just simply hope it doesn't affect our Ulgu spellcasting. I'm fine with anything else.
 
Okay then

The thing I'm objecting to is the idea that when you have been saying it "shouldn't work on Waaagh" that is a *very* general statement that encompasses Greenskin shaman shenanigans. I'm basically trying to get you to tighten your definition? Do you mean greenskin spells? Do you mean the waaagh in general, spell or not?

I think spell-eater would work just fine on greenskin spells, but this is not a spell, this is the manifestation of direct divine power. So the question now is do I think the belt is strong enough to burn the magic out of a god's head (treating this as a spell). To that I would say no.
 
But that's exactly how the vast majority of random outcome tables are arranged? Check the one for arcane marks. Or for miscasts. Or literally any other table for warhammer roleplay. The results are random, their distribution is not.

I know that a big part of the outcome will be decided by d6, but I find it likely that beseeching our good for aid is going to involve piety at some point
 
So just checked when we got Raland's blessing. You know what we did? We got two crits in a row and drew some crosses. We didn't do anything. The dice just rolled hot while we were searching for a home. At no point did we pray to Ranald to make that a holy place. Ranald made it a holy place because he is a fickle god and it amused him. There were no alters there. Just some barely religious symbols.
That's true, we lucked into a holy place. But we took action to retain our Ranald's Blessing bonus as follows:
Your focus is the Shrine, which you're a little concerned about and as such gather the men one evening to reveal to them the recast idol and gauge their reactions. The idol was supposed to be shaped like a sitting cat, but through what the blacksmith back in Wurtbad said was an accident (but you're quite sure was anything but) is halfway to looking like a very small wolf. You see greed in some eyes at the silver, but it fades quickly as you explain that the idol is sacred to Ranald and will be the centerpiece of a shrine to him. Both itinerant workers and herdsmen alike are vulnerable to capricious fortune, and neither fancy provoking the God that rules over it.

Over weeks, the Shrine goes up, built so that the wood of the arched roof forms the innocent-looking crosses sacred to Ranald. The altar is built with a hollow that the idol can be concealed within so that, if necessary, the shrine can be said to be a particularly modest shrine to just about any god; you don't think it will be necessary, but the possibility of subterfuge is pleasing to Ranald, nonetheless. And when the building is finished, rather than any formal ceremony to sanctify it, you gather the workers and herdsmen together and supervise a night of Liar's Dice, helped with a barrel of mediocre ale from the tavern you've been calling home. As the night drags on there's accusations of cheating and fists fly and blood is spilled, but by morning the events of the previous night are hazy and only the bloodstain on the altar remain.
As I said, how much was us, and how much the idol, I don't know.
The shrine we built and sanctified to Ranald was the one on our fief, to house the melted, reforged silver idol.
We had the builders play Liars' Dice over a keg of cheap beer. The gambling and fistfights which spilled blood sanctified it. Now, we certainly knew enough about Ranald and his strictures to be certain how to sanctify an altar to him. How much the reforged cat-wolf-idol contributed, and how much was us, is a different question.
 
The shrine we built and sanctified to Ranald was the one on our fief, to house the melted, reforged silver idol.
We had the builders play Liars' Dice over a keg of cheap beer. The gambling and fistfights which spilled blood sanctified it. Now, we certainly knew enough about Ranald and his strictures to be certain how to sanctify an altar to him. How much the reforged cat-wolf-idol contributed, and how much was us, is a different question.
Dedicating a place to a deity is very very different from sanctifying an alter. Dedicating a place is simply announcing that the place will be used in worship to a deity. No powers are being called upon and if the deity takes notice then that is just the cherry on top. To sanctify something is very different. To sanctify you are calling upon the power of the deity to enact change on something. Dedicating sets something aside for a specific purpose and doesn't fundamentally alter any spiritual aspect of it. Sanctifying asks the deity to enact a spiritual change to the object or place, to make holy what was once not holy.
 
To be honest, as I said, I'm not voting this because power (And neither do many others who are doing this), I'm doing this because it's better than touching the third rail to discharge the electricity, but to delegate handling the hot potato to an expert in fencing divine power.

Like, anything we get out of it is just bonus, it's mostly just getting it the fuck out of our hands before it blows something we care about up
 
To be honest, as I said, I'm not voting this because power (And neither do many others who are doing this), I'm doing this because it's better than touching the third rail to discharge the electricity, but to delegate handling the hot potato to an expert in fencing divine power.

Like, anything we get out of it is just bonus, it's mostly just getting it the fuck out of our hands before it blows something we care about up
This, and frankly, it makes a truly amazing story. Way better than the other choices.
 
So in completely unrelated news, I have decided to prove that my main ambition is bringing my preferred ship together, and not to turn Mathilde into the world's strongest Necromancer.

Therefore, I have prepared an extensive list of surefire ways to reunite Mathilde and Abelhelm without consorting with any sort of ruinous powers:
  1. Mathilde develops a way of bringing back the dead using only the snakejuice and other good-aligned sources
  2. Sigmar decides to get off his high butt and ressurects Abel as penance for his previous failure
  3. Through an entirely innocuous course of events, Mathilde will end up inside the Chaos Realm and manages to escape into the past, before the Sylvania campaign
  4. Mathilde dies tragically and is reunited with Abel in Morr's Realm (<-- most likely scenario)
  5. A sudden infusion of Waaagh in the Imperial Pantheon's realm cause wacky shenanigans resulting in Van Hal escaping (orks are not ruinous, they are destructive, IT'S ALLOWED)
  6. Ranald decides to reward his faithful Mathilde by stealing Abel from the afterlife and handing him over wrapped in ribbons
 
So in completely unrelated news, I have decided to prove that my main ambition is bringing my preferred ship together, and not to turn Mathilde into the world's strongest Necromancer.

Therefore, I have prepared an extensive list of surefire ways to reunite Mathilde and Abelhelm without consorting with any sort of ruinous powers:
  1. Mathilde develops a way of bringing back the dead using only the snakejuice and other good-aligned sources
  2. Sigmar decides to get off his high butt and ressurects Abel as penance for his previous failure
  3. Through an entirely innocuous course of events, Mathilde will end up inside the Chaos Realm and manages to escape into the past, before the Sylvania campaign
  4. Mathilde dies tragically and is reunited with Abel in Morr's Realm (<-- most likely scenario)
  5. A sudden infusion of Waaagh in the Imperial Pantheon's realm cause wacky shenanigans resulting in Van Hal escaping (orks are not ruinous, they are destructive, IT'S ALLOWED)
  6. Ranald decides to reward his faithful Mathilde by stealing Abel from the afterlife and handing him over wrapped in ribbons

I've got one more, Mathilde tricks Nagash or Archeon into resurrecting Abelhelm then runs off with him followed by their villainous cursing :V
 
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