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  2. Leingod

    The Lore of Six Ages: Ride Like the Wind

    The wiki mentions that they once inhabited Dorastor sometime before the Dawn. An internet search reveals more info about them (and information/speculation?) on the Gold Wheel Dancers, courtesy of Jeff Richards: http://glorantha.temppeli.org/digest/worldofglorantha/2007.12/4609.html http://glorantha.temppeli.org/digest/worldofglorantha/2007.12/4612.html
  3. Leingod

    The Lore of Six Ages: Ride Like the Wind

    Good points. I guess "Storm Tribe" is just the obvious name; there's a "Fire" Tribe and a "Water" Tribe and a "Darkness" Tribe all based on what the general ruling elemental rune is, so Air or Storm Tribe just makes sense when they're all discussing becoming a tribe where Orlanth will be king. And I guess the reason they're still identified as Orlanth's "tribe" when they aren't yet formally such is that Beren and Redalda already understand that it will happen, with or without their input, and the important thing is that they acquit themselves well enough here to secure a blessing for their peoples in the future.
  4. Today
  5. Richard S.

    New Skills in Bestiary

    Draconic Lore is a skill in core RQG iirc.
  6. Crel

    New Skills in Bestiary

    I went through the entries in the Bestiary and collected up each skill I saw which AFAIK isn't listed in the RQG core rulebook. For the most part, I've left out attack skills and skills which just fill in predictable blanks, like Speak Aldryami and Cult Lore (Kyger Litor). Figured that such a list might trigger some interesting conversation. I've organized it into three sections. Described Skills are those which have a dedicated sidebar elucidating the skill's functions. Adventurer Skills includes all skills listed in "Creating a X Adventurer" sidebars. These are skills which could see use by players at the table. Finally, I used Other Skills to describe anything else. Usually, those skills are just listed in a creature's statblock, but sometimes they have some explanation in the text. Most of the Craft and Lore skills in Adventurer Skills are on p. 58, Creating a Dwarf Adventurer. I've not cited skills which felt of obvious origin to me (like Darksense Scan). Described Skills: Beast Training (p.52) Bloody Cut (p.71) Quickdraw (p. 39) Adventurer Skills: Area Lore (elf forest) Area Lore (local) (p.29) Centaur Lore Craft (Architecture) Craft (Copper Smithing) Craft (Glass) Craft (Gold) Craft (Insect Care) Craft (Magic Item) Craft (Masonry) Craft (Plumbing) Craft (Secrets of Iron) Craft (Silversmith) Craft (Stonecarving) Craft (Tinsmith) Darksense Scan Darksense Search Dwarf Lore Earthsense Scan Earthsense Search Elf Lore Elfsense Glorantha Lore Metal Lore Troll Lore Other Skills: Don Armor (p.43) Draconic Lore Find Edible Plants (p.113) Fly Glide Quietly (p.127) Hide in Snow (p.139) Hide Underwater (p.121) Move Quietly (while flying) (p.115) Riversense (p.23) Run Backwards (p.136) Sense Intruder (p.134, 174) Sense Life (p.102) Scent (p.143, 144) Scent Intruder (p.146) Scent Prey (p.152) Smell (p.133) Smell Blood (p.46) Smell Foe (p.155, 156) Smell Foodstuff (p.62) Smell Intruder (p.142) Smell Prey (p.120, 124) Spot Flower (p.134) Spot Hidden (p.141, 148) Track by Scent (p.79, 110, 112, 117, 144, 148, 150, 161, 162) Underworld Lore (p.77) Wind Lore (p.84) Some topics which come to mind for me are the use of Craft (Magic Item) and Craft (Secrets of Iron). In particular, if a human was to reforge a piece of iron--say, turning a sword into a couple spearheads--would they learn (Secrets of Iron), or something more mundane like (Blacksmithing). I also wonder if an adventurer could learn the Dragonewt-specific skill Quickdraw through training or research since it seems to me mostly physical, not mostly magical.
  7. styopa

    Logician - seriously OP???

    Peace, 3 pt Rune Spell This spell causes all persons not of Rune Master status within a 1-kilometer radius to lay down their weapons and forget all violence and war. For the duration of the spell, they prefer rather to listen to the wonders of peace and love which the spirits send ringing through their minds. Doesn't say anything about a resist, so essentially 1 rune point can defeat an army (except it's Rune masters). 3 points of extension mean it works for a week. Unclear what it does to sorcerers and shamans.
  8. Check Check, but since you knew you were going to raise your DEX you could have avoided this. It would stay 11. Lose of attributes does not cause a reduction in skill. A character doesn't forget how to use a dagger. Easily fixed by explaining it to him before hand. And honestly the player probably needs a heads up if he is wasting all those glory points on DEX. Nope. He skill would stay the same. I wouldn't do it that way, the aging table is tough enough as it is. KInda, although I didn't really suggest this with Prince Valiant in mind. It's just that every other attribute in KAP in phsyical. Don't forget Energetic. I could see swimming being under either CON or STR, or even both. BTW, why don't you think a skill should be STR based? Just curious. I can see that. Frankly a lot of the borderline cases are a stretch. Just because someone is good looking doesn't mean they can hold a tune, but that would be true of practically all the APP based skills. I'd suggest keeping recognize APP based. For two reason. First off to help make APP useful as the "Courtly Attribute". Secondly if the high APP character is spending more time at court they should be seeing and meeting more people and should be able to recognize more people. It needs testing. I think we need a half dozen of so characters written up with this rule in mind to see how it will look in actual play. Does this make APP 20 or DEX 20 too much of a headstart, or does it cancel out wit the lower SIZ and CON? I don't know. Who does? But we probably need to try and find out before implementing it. Also I'd be tempted to tie Religion to Spiritual. The idea being that someone who was devout would probably pay more attention to that stuff growing up and know a little more
  9. Sheliak

    The Lore of Six Ages: Ride Like the Wind

    Hah, that was me over on Reddit! My logic for the guess was: in Making of the Storm Tribe (the KODP heroquest) one of the options at the divine confederation moot is to wait for Ernalda to bring tribal regalia. If you do that, one of the things she brings is a Chest of Torcs for Orlanth to give to the clan leaders. Here she's making torcs to give to important gods, to calm them down. It doesn't have to be the same event, but it seems familiar. Also, there's a value called ch1summary in the bug file, which is set after the endgame heroquest is won. If you successfully talk down one of the gods and then asked Ernalda to make sure that what you said to them is remembered, you get ch1summary = "Beren and Redalda celebrated their union by helping Vadrus join the Storm Tribe." (Or Issaries, Lhankor Mhy, or Uralda.) (Then again, if Beren/Elmal fails at offering his shield, they say "This is the Storm Tribe, not the Fire Tribe!" So... conflicting evidence. But my guess was that it happened partway through the negotiations, when the gods are seriously considering forming an already-named tribe but most are also considering storming off in a huff. That, or it's another example of time being weird for gods.) I've had that Golden Wheel rumor with a Ram clan, too. And there's this exploration mini-event: I have no idea who the Feldichi are; I don't think they actually show up in this game. But they could be in one of the events I haven't gotten, or maybe the next game...
  10. So I've been doing some homebrew modifications with the Pendragon system, particularly in those cases wherein armor is considered less essential, though certainly still useful. Ideas have often been tossed around of ways by which this could be implemented. Most notably using dexterity as a sort of shield armor value. But while reading through The One Ring rpg (Cubicle Seven's LotR system) another idea occurred to me of another possible alternate system, as I worry that the "DEX as shield value" idea may make DEX potentially too valuable, since it might actually be preferable for more skilled warriors to wear no armor at all, which while suitable for some genres, can still strain credulity if you're still trying to maintain some realism. So an alternate system is proposed. Rather than a shield bonus, DEX and CON are combined and averaged out to create a derived statistic of "Endurance Points". (Note that I'm still tinkering with that math, and I suspect it may currently be too low). In combat, a partial success means that Endurance points are deducted before Hit Points are, representing the character still being able to dodge and parry to a limited extent to avoid the worst of a blow. On a miss, endurance points are ignored completely and all damage goes directly to hit points. Notably, endurance points recover much more quickly compared to hit points, usually refilling completely assuming the character has had at least an hour or so of rest. Of course, armor being as heavy as it is, it acts as a significant degree of strain on one's endurance. Armor reduces one's total endurance (not totally sure on numbers yet, but likely enough that most heavily armored knights likely won't have many if any endurance points available to them (in order to avoid messing with the expectations of core combat too much.)) So basically the philosophy as I understand it ought to be that armor will be very preferable in most cases, but fighting with lighter armor can be at least something of a viable strategy if you've got the skill and endurance to back it up, though ideally some sort of armor, even light leather suits that won't reduce your endurance too much would be preferable to nothing at all. Obviously this is an experiment in its early stages and the details need to be sorted out, but I'm looking for feedback on whether it could be viable and how those numbers ought to be set to promote the best balance to at least allow a lighter armor build to be useful even for those that could afford heavier stuff.
  11. Crel

    Logician - seriously OP???

    Oh yeah, Steal Breath's kind of whatever as an attack spell. The more useful part is getting effectively-infinite magic points. Getting 1D6 MP per round for five minutes at base casting cost of 2MP is insane. And you get to hold overflow until the spell ends! Cast it for 10min, get a bewildering amount of MP, then drop some insane spells with your last few minutes of duration--and get to end with full MP, and probably all your MP matrices full as well. If it wasn't an active spell, you could do even crazier stuff.
  12. boradicus

    RQ vs D&D

    So, how do these traits work? Also, it sounds like the trait system is only comprised of one extra tier - in other words, each skill could only have one tier of traits because traits could not have sub-traits... or am I wrong in inferring this?
  13. jajagappa

    Temple Defenses

    Get them distracted first, then give them the 1-2 punch.
  14. Khanwulf

    Underage Knights and Inherited Attributes

    Say: childbirth table is STR-based and survival is CON-based?
  15. Khanwulf

    Underage Knights and Inherited Attributes

    I'm not following the conversion thread here, but what I was referring to is the situation where you have, say, 20 DEX at start: (selecting DEX for sake of example, could be APP) 1. Your base dagger skill is 10. You raise it one (1) point during play. It is 11. 2. Your raise DEX two more points. It is 22. Your base dagger skill now equals the raise and the raise is wiped out. 3. You take a mortal wound and lose 4 points of DEX. Your base dagger skill drops two points. Is it now 9. Since your raise was "lost" your dagger skill is 9. --Or should it be 10? There are two problems from a player's perspective with this scenario, which is not as unlikely as you might think. First, the player will expect that when DEX goes up and the base increases it will raise the boat, not overwrite the skill increase. Second, if there is a drop he will expect the skill investment to return. A side point: clearly damage to DEX is going to be something PK anguish over, as it will hit ALL weapon skills and make knights slower and troubled. This is... actually realistic and I like it! On to @Atgxtg's table of skills: let me make a few suggestions. I've marked my modifications in red. Ok, so basically APP is your presence stat. An individual with high APP will do better in social activities because people will pay more attention to how they feel about being around them than the technical results of, say, the dance or game. CON is for endurance and focus, where getting tired would cause loss of focus. Swimming is an endurance activity--or STR, but I don't think any skill should be STR-based. DEX is fine, except playing instruments should be in it. I could see Play as APP, but technical skill is actually more important when you're trying to fill a room of knights with something worthwhile from your instrument. Added Industry I'm fine with the rest of the skill being no-attribute. These are knowledge-based by and large. I've added Battle and Siege here as they were missing and should not be DEX-based. Thoughts? --Khanwulf
  16. Leingod

    The Lore of Six Ages: Ride Like the Wind

    It's also coming to Steam, hopefully by the end of the year. Also, from the subreddit, someone's been picking apart the end-game "Ritual" set out on by Beren and Redalda: I hadn't really considered the idea that many of them are actually a different perspective on myths already known to us, just with Beren and Redalda being involved (with Beren sort-of standing in for Elmal, as well). Though I don't think "Rivalry between warlords" is actually "The Making of the Storm Tribe," because the tribe seems to have already been made. Incidentally, I found an event-let where a Wheel clan will suddenly like you more, because: "The [Wheel] clan say they were visited by a golden hoop that rolled into their lands from the south. It spoke directly into their minds, telling them that all the clans would need to band together to face deepening darkness. A peculiar tale." So yeah, the Gold Wheel Dancers were apparently trying to unify people even long before the Unity Council was formed.
  17. Richard S.

    Temple Defenses

    Issaries probably uses Create Market out the wazoo. As for Lhankor Mhy, some of his less magically conservative temples I could see making use of nasty sorceries. In areas near the Lunar Empire I wouldn't be surprised if they took a few notes from Irripi Ontor.
  18. Yesterday
  19. gochie

    Warning: Egregious munchkinnery!

    Your Humakti sacrifices 2 extra POW to have a season-long Sword Trance right at the start. Take the increased sword HP gift and you Parry at 200+% with an 18hp sword. Give your second weapon skill to left-handed sword, and you have probably close to (or over) 200% to hit with 2 attacks per turn (and you can still Parry normally). Any melee opponent will die very quickly to this brand new adventurer.
  20. Numtini

    RQ vs D&D

    Maybe I'm daft, but I see D&D 5E as making the best use of stats of any game I can think of. Gods know, old D&D they had little or no effect at all. So many rolls in 5E are based on a stat roll plus proficiency if you have it in the skill.
  21. Joerg

    Temple Defenses

    I would have expected wind fists rather than causing any intruders to scratch idly at their genitals. At least that's the reaction to them at Biturian's episode at Pairing Stone.
  22. Joerg

    SHARGASH! HQ->RQ Rune Magic conversion

    Often a smaller cult has such different aspects because the deity is a composite deity or at least the cult is a composite cult. In my opinion Shargash shares an experience with Lodril - he descends from the Sky World and touches the Underworld, merges with some entity down there, and re-appears changed. Alkor the Green is a good candidate for the pre-Umath planetary son of the south. There is no indication that Alkoth started out as the Hellgate in the Golden Age. Shargash's collision with Umath and his subsequent dismemberment of the Storm God in the Underworld appear to have changed that deity. In this case, possibly from green to red. The Copper Tablets suggest that the overseer deities of the cities that hovered above their ziggurats disappeared from their positions after the invasion of Umath, but the post-flood Anaxial dynasty finds the overseers of these cities still in place, like Jernedeus watching over Mernita. By then, I expect black Shadzor to have become the primary aspect of the city god/celestial representative.
  23. jajagappa

    Temple Defenses

    And of course all the fun spirits of reprisal (for those that have them) have to be waiting around somewhere and see occasional use in protecting the temples. Impests to harass those invading Orlanth temples; spirits of heaviness to slow down those in Earth temples, or to cling like mud or stone to their feet; etc.
  24. Sir_Godspeed

    Orlanthi Clan Fission

    No worries, I could probably have worded it more clearly.
  25. jeffjerwin

    The Starkindler: notes on Orogeria, Yelorna, and Ulurda

    This is one of the primary reason why I think she was rooted in a transformation of Orogeria-Norian, rather than being from the start a martial deity.
  26. Runeblogger

    HQG takes the back seat to RQG

    I also think that every RQG supplement and scenario should be followed by a PDF indicating how to use it with HQG.
  27. M Helsdon

    Swords of Central Genertela

    Latest. Dog needs a bit more work.
  28. Tinkgineer

    HeroQuest SRD and OGL, genre packs

    Is this coming this year?
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