Jump to content

All Activity

This stream auto-updates

  1. Past hour
  2. GLORANTHAN KARAOKE They say Danaë is in tonight, but I don’t think this one is directed at her: Some people say my words cannot be true Have faith in me, my child, and I’ll show you I will give you those things you thought unreal The sun, the moon, Arkat all bear my seal Follow me now and you will not regret Leaving the life you led before we met You must surrender to this light of mine Forever shining till the end of time Your trust in me has just got to be real Before you’ll know the way you’re going to feel Now that you’re bathing in my golden shower Our light grows stronger now with every hour Look into my eyes, you’ll see who I am My name is Nysalor, please take my hand If Uncle ZeeZee’s here, there could be fight … or is that him singing? Gosh!
  3. Once again I find that because our gaming group's collective schedule is so erratic, I end up spending far more of my time fiddling around the edges of my campaign milieu than actually devising exciting adventures to put them through. If I'm very lucky, we might — might, I say — manage to get a second session of our first adventure next week. Maybe. Current mood: Somewhat disgruntled. Adulthood sucks.
  4. Multiple pages throughout: incorrect apostrophes - lefthand curly when it should be righthand curly (e.g. Yelm's, page 3; Sedenya's, page 23); and the same issue with quotation marks (e.g. "Young Life" and "Spindle Hag" on page 27).
  5. Today
  6. "Transmute" is not the right word. The shaman would simply see the god AS one of the great spirits and know them by their Spirit World name. I.e. they would see Orlanth as West King Wind or the Adventuring Wind or something similar. But they would not be in a position to readily bargain with such a spirit without giving up part of their soul (i.e. transfer POW to the deity/great spirit).
  7. The God Skin in vol. 4 could likely work. Probably the Corn Dolls in vol. 2 once farming is established (i.e. needs settlers).
  8. I think at least the first scenario in the first volume (Sandheart Volume One) is easily adaptable, but I'd say you need to make Duke Raus' grantlands a bit more developed than what appears in Borderlands, having already farming steads with settlers living on the other side of the river and along its banks, so that some shady businesses can be going on without the Duke's mercenaries noticing.
  9. Page 7 under Chaos Gods: thinghas should be thing has.
  10. With the [Chaosium Con pre-]release of Cults of RuneQuest: The Lunar Way, this thread is to catch any typos or errors spotted. Please note them here, quoting the relevant page number, the error, and the suggested correction. We will correct the PDF file and the print file for reprints. IMPORTANT NOTE: this is not a thread for questions or discussion of the rules, we are specifically looking for errors and typos only. Please take discussion to another thread.
  11. I think so, too, but aren’t we supposed to think that Ragnaglar and Wakboth are not currently possible objects of cult? If so, then on the equivalence theory, they wouldn’t be available to shamans just now either. And presumably, the Invisible God has long been out of touch with everyone. BUT I usually have things exactly wrong. 😉 ———————————————————— On the unavailability of Wakboth: https://wellofdaliath.chaosium.com/the-moral-evil-of-glorantha/
  12. I intend to start a campaign using the old Borderlands supplement but modifying and exapanding on it. Would any of the scenarios in Jonathon Webbs Sandheart series be adaptable to this? p.s. I’ll be using the Questworlds system, if that makes a difference.
  13. You'd think I would learn not to put multiple questions in a single thread. It's efficient for me, but never works. 😃 Has anyone taken a stab at converting the old ADnD Spelljammer setting?
  14. Both of those answers make sense. For the life of me, I just couldn't make it make sense as a concept. Thank you guys.
  15. In person RQG game. One session per month on Saturday afternoons. Atlanta metro area. Location details will be provided if anyone is interested. 1st session will start with The Broken Tower demo scenario to introduce players to the setting and system. This will continue into session 2 because the time allotted is 3 hours per session. For those who are interested after the 2 session demo a campaign will begin with character creation and "session 0" activities at the third session. The campaign will be Lunar based. Starting year ST 1615. Contact me for details about the campaign if you're interested.
  16. For now is the idea of the Feats. So, for example. I have this for now: Matsu Berzerker School: Feats based on being on Total Offensive Posture and the general berzerker feeling. At the start of a Round, you can select one target. If you hit the target and do an Injury, you can immediatly roll Intimidation + Glory Bonus (I'm using Glory/Honor/Status like a Skill that can augment by 1/5 certain rolls) against the target POW (translated to WILL for my players) to paralyze them. When on Total Offensive Posture, you gain an additional +10% to all your Attacks roll in that posture. Spending a Power Point, you can ignore any penalties due to injuries or fear. Mirumoto Two-Heavens School: Feats based on taking advantage of using two swords. If you have two weapons, you can augment your Parry by your Skill in the second weapon (so your Parry tends to be Kenjutsu + Kenjustu/5) If you score a Special Success with your first weapon, you can do a second attack with the second weapon at Half the Skill Spending a Power Point, you can add your second weapon damage as Bonus Damage to a Special Success hit. In this same manner, for Cortesans I have this: Doji Diplomat School: This is for me most problematic one because they are the Generalist School, for now I have As long as you maintain a High Honor, you gain a permanent +10% to all your Social Skills in Court You can give bonuses to other people throught gifts. When you give a Gift to someone, they augment their social Skills by yours when acting according to what you wanted from the Gift. Some Unarmed Things like using the other person Characteristics because they are also de creators of Mitzu-Do [weird Rokugani Aikido] Ikoma Bard School: Mostly storytellers and troubadors that have more freedom to display emotions. You can use one Art Skill related to storytelling (from music to storytelling itself) as the Battle [a mixture of Command and Strategy] and Courtesy [persuasion basically] Skill. You can recover Power Points of others by entertainment instead of meditation. You augment all your Knowledge Skills by one Art Skill related to storytelling. What I'm looking is: How to pace this so players have somewhat control on their advancement And how to allow players to have access to other School or at least "generic feats" like Cadenza, that is a language of Courteirs that needs specialize training but technically any Courteir can learn it, not only the Doji (even if they invent it).
  17. I generally use fear as the other side of an opposed passion roll. So you roll loyalty against fear. Sometimes fear is good, in that someone with no fear passion is going to end up getting themselves killed faster than the average Humakti. Note that this is with the quickstart version of the rules, which have working opposed rolls.
  18. OK, I was a fighter in the SCA for many years and, yes, you CAN tell the difference between between who trained who if you're observant enough. Since we're dealing with Oriental martial arts tropes here, we'll stick with their narrative descriptions. In Rokugan certain styles are broadcast loud and clear by their students. The Mirumoto school is the only school that uses the niten, or two sword, technique, while the Hida school focuses on heavy armors and weapons [the tetsubo great club, the die tsuchi war maul, the o-no war axe etc.]. Now, ALL bushi are trained in kenjustu. It is the basic form of warfare, after all. But a bushi's specific school can be told by their footwork, posture, grip, and demeanor; all this together is referred to as your 'stance'. Each stance is unique to each school. The wild card is when you're facing a ronin who was taught by the 'dojo of hard knocks'... their stance is a mix of everything that he thinks works plus a couple things he's only heard of.
  19. Fear can promote a fiercer, more-desperate degree of fighting -- if you lose this fight, you'll be rendered helpless before the [person/thing/etc] that you Fear... so you fight that much harder. If you failed that roll, you don't get that edge: you didn't feel it keenly-enough in that moment, and your Fear doesn't inspire that extra degree of effort.
  20. All of them - there’s a shadow, just make sure you don’t leave it. Personally I’d use dappled shade instead of hazy shadow - but I didn’t write the spell description. When it was used in a game, I always assumed that there was enough shadow for it to work, and that was based on the situation.
  21. How do you (or do you, even?) separate / distinguish two swordsmen, from two different schools of swordsmanship? However you differentiate the swordsmen, I'd pursue a similar strategy in differentiating any other set of schools focused on the same field.
  22. If you are using real world situations, (not the Create Shadow spell) just what is a "hazy shadow"? Consider a "sunny day" in the San Francisco area, with the typical slight fog and partial cloud cover. Which of these lets Darkwalk work? The shadow of a lone Tree. The shadow of a tall building The shadow of a Eucalyptus grove (the trees are pretty far apart, so lots of light hits the ground) The deep shadows of a redwood grove.
  23. It was already mentioned in the "Runeblog post" mentioned in the OP. 🙂 I disagree.
  24. It's always good to hear about stuff actually being used rather than just read, so thanks for that!
  25. Excuse me if I'm wrong, but after reading a bit from arcane lore, I get the impression that all the magic/religious systems are just different ways of looking at the same things. So a god on the god plane is the same thing as a great spirit on the spirit plane. Edit: rereading it, it seems like heroquesters can turn foreign entities into something from their belief system. So a shaman heroquesting could "transmute"(term used specifically for animists doing this) a greater god into a great spirit and interact with it that way.
  26. I have been good, mostly because my Shugenja player has been "I want water and water and only water" so I focused my efforts on that. The translation doesn't need to be total, mostly taking into account the mixture between 5e and 4e I'm doing in this D100. For now my idea is translate Raises to -10% reductions on ability, and making so Bushi Schools teach something that reduce the number of Raises needed for "extra attack". And the Cult idea maybe can work, my biggest thing is making sure two Cortesans of different Schools feel like two different Cortesans of different schools. So trying to come up with good/interesting Bonuses and trying to avoid indulging to much on "you have a permanet +10% on X Skill". Also because Schools on Rokugan are School of thought, IIRC there isn't an inherent solidarity between members of the same school. Cults are more Dojos, Families and Clans in that sense. But I know that Classic Fantasy also uses Rank-like-cult for simple level up mechanics.
  27. Maybe. The original idea was to allow me to stat up a lot of things at one go by finding a similar creature and then plugging in the difference in size. I use the same approach for statting up lots of vehicles and weapons too. But you do have to go over the final results to look for problems. A Woolly Mammoth isn't exactly the same as a scaled up Elephant, but a scaled up Elephant is a good start. And using the cube-sqaure law and the creatures mass will get you in the right ballpark. We were certainly getting lots of dinosaur stats, including stats for several species of allosaurus. It's a pity we didn't finish the book. Here's a excerpt. Allosaurus (Epanterias) amplexus Average Length: 12 m Average Weight: 2 tonnes Diet: Carnivore Period Extant: Late Jurassic Characteristic Roll Average STR 3D6+45 55-56 CON 3D6+28 38-39 SIZ 3D6+40 50-51 INT 3 3 POW 3D6+2 12-13 DEX 3D6+6 16-17 Move: 8 Hit Points: 45 Damage Bonus: +6D6 Fatigue: 94 Armor: 12 points thick scales Attacks: Weapon SR Attack% Damage Bite 5 65 2D6+6D6 Claw 8 55 1D8+6D6 Kick 8 55 2D6+6D6 Notes: Skills: Skill 1, Skill 2 etc etc Optional Statistics Location D20 AP/HP Missile Melee Tail 01-02 01-02 12/15 R. Leg 03-05 03-05 12/15 L. Leg 06-08 06-08 12/15 Abdomen 09-11 09-11 12/18 Chest 12-15 12-15 12/18 R. Claw 16 16 12/12 L. Claw 17 17 12/12 Head 18-20 18-20 12/15 Allosaurus europaeus? Average Length: 7 m Average Weight: 1000 kg Habitat: Large, seasonally dry island with open woodlands. Diet: Carnivore Period Extant: Late Jurassic Characteristic Roll Average STR 3D6+40 50-51 CON 3D6+23 33-34 SIZ 3D6+32 42-43 INT 3 3 POW 3D6+1 11-12 DEX 3D6+7 17-18 Move: 9 Hit Points: 38 Damage Bonus: +5D6 Fatigue: 84 Armor: 10 points thick scales Attacks: Weapon SR Attack% Damage Bite 5 60 2D6+5D6 Claw 8 50 1D6+5D6 Kick 8 50 1D10+5D6 Notes: At this time the European archipelago was very close to North America, and whether this is distinct from all known Morrison Allosaurus species is not certain. Skills: Skill 1, Skill 2 etc etc Optional Statistics Location D20 AP/HP Missile Melee Tail 01-02 01-02 10/13 R. Leg 03-05 03-05 10/13 L. Leg 06-08 06-08 10/13 Abdomen 09-11 09-11 10/16 Chest 12-15 12-15 10/16 R. Claw 16 16 10/10 L. Claw 17 17 10/10 Head 18-20 18-20 10/13 Allosaurus fragilis Average Length: 8.5 m Average Weight: 1.7 tonnes Habitat: Short wet season, otherwise semiarid with open floodplain prairies and riverine forests. Diet: Carnivore Period Extant: Late Jurassic Characteristic Roll Average STR 3D6+44 54-55 CON 3D6+27 37-38 SIZ 3D6+38 48-49 INT 3 3 POW 3D6+2 12-13 DEX 3D6+6 16-17 Move: 9 Hit Points: 44 Damage Bonus: +5D6 Fatigue: 92 Armor: 10 points thick scales Attacks: Weapon SR Attack% Damage Bite 5 65 2D6+5D6 Claw 8 55 1D8+5D6 Kick 8 55 2D6+5D6 Notes: The remains the genus Allosaurus and its species are based on are not adequate, so taxonomic designations are not certain. All Morrison Allosaurus have usually been lumped into this species, but there is considerable diversity among the specimens, especially in the length/height ratio of the skull, and it is improbable that any one species spanned the 7 million years or more of the Morrison. A lower Morrison skull and skeleton may be a juvenile A. fragilis Skills: Skill 1, Skill 2 etc etc Optional Statistics Location D20 AP/HP Missile Melee Tail 01-02 01-02 10/15 R. Leg 03-05 03-05 10/15 L. Leg 06-08 06-08 10/15 Abdomen 09-11 09-11 10/18 Chest 12-15 12-15 10/18 R. Claw 16 16 10/12 L. Claw 17 17 10/12 Head 18-20 18-20 10/15 Allosaurus unnamed species Average Length: 8.5 m Average Weight: 1.7 tonnes Habitat: Short wet season, otherwise semiarid with open floodplain prairies and riverine forests. Diet: Carnivore Period Extant: Late Jurassic Characteristic Roll Average STR 3D6+44 54-55 CON 3D6+27 37-38 SIZ 3D6+38 48-49 INT 3 3 POW 3D6+2 12-13 DEX 3D6+6 16-17 Move: 9 Hit Points: 44 Damage Bonus: +5D6 Fatigue: 92 Armor: 10 points thick scales Attacks: Weapon SR Attack% Damage Bite 5 65 2D6+5D6 Claw 8 55 1D8+5D6 Kick 8 55 2D6+5D6 Notes: This has been placed in A. atrox, which is based on inadequate remains. By far the most common theropod in the Morrison, some Allosaurus species shared their habitats with Ceratosaurus and Torvosaurus. There may be more than one Allosaurus species in the middle Morrison. The classic nontyrannosaur large theropod. Skills: Skill 1, Skill 2 etc etc Optional Statistics Location D20 AP/HP Missile Melee Tail 01-02 01-02 10/15 R. Leg 03-05 03-05 10/15 L. Leg 06-08 06-08 10/15 Abdomen 09-11 09-11 10/18 Chest 12-15 12-15 10/18 R. Claw 16 16 10/12 L. Claw 17 17 10/12 Head 18-20 18-20 10/15 PM me an email address and I'll send you the spreadsheet and you can try it out for yourself. If it proves useful I might just upload the sheet to the forums.
  1. Load more activity
×
×
  • Create New...