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  1. Aieee! Glorantha is a World Without Zinc!
    4 points
  2. I’m a Roll20 Pro subscriber and Character Sheet developer already, so when I’ve got free time from January I’ll be working on Roll20 stuff to pass the time.
    4 points
  3. You really don't need more than "Guard 65%" for skills. He has a 65% chance of doing Guard stuff, then take that at half chance or -20 or whatever if he needs to do non-guard stuff (which he wont anyways)
    3 points
  4. Something that will never cease to amaze me is that RPG's will try to numerically quantify almost everything from "Charisma" to "willpower" but things that are actually numerically quantified (like money and weight) we'll try to abstract away
    3 points
  5. Much like this thread. It starts out dumb, but once you read it the dumb becomes you, and it's actually pretty profound. It was the Gbaji-Nysalor-Arkat swap in forum form all along. Now roll for Illumination.
    3 points
  6. If you are allowing the Lie spell to do things that are way overpowered, the abuse is on you as a GM for indulging the Trickster too much. A Lie does not make a person hallucinate, or make it react against its own nature (except for undermining suspicion). There are bound to be other (more costly) spells able to do that. "You feel like" is at best a suggestion. It does not create any sensation, but a listener may still indulge an urge to scratch that sensation. "X feels like raping all of you" is a possible Lie, working on everybody but X. Whether X may feel any urge to engage in non-consensual intercourse depends on his predelections alone. It may get X to reflect on such a possibility, but that's as far as the power of a Lie goes.
    3 points
  7. There were without question more fighting women in dark age Europe than there were fairy knights and there's fairy knights in the game
    2 points
  8. This is the kind of guidance that I was looking for when I started this thread, a somewhat objective limitation on the spell.
    2 points
  9. Yeah. But like Joerg said, it doesn't change people's personalities -- they will still act according to everything else they know and believe in. In many cases, what Lie does is create confusion and arguments until the dust settles and people realize what happened.... which, arguably, is still very useful for the cunning Trickster, and exactly what they meant to do. It would take a lot of Lie on many people to, say, force a clan to go to war. Even then, some spirits witnesses might intervene to tell the Clan Ring members that they're being duped (ancestor spirits, the wyter, some guardian spirits, whatever, assuming they were able to witness something suspicious).... or... you know, a simple chat with one of the thanes ("Why are we going to war?" - "The Grey Dogs are the ones who stole our ancient relic!" - "How do you know that?" - "Igsmar told us!" - "You know Igsmar is a trickster, right?" - "Yeah? So? What... oh" - "How about you wait half a day before gathering the warriors, I'm going to have a talk with Igsmar first"). Just because someone believes something doesn't mean they'll stop being cautious or pragmatic (if they naturally are), stop listening to trusted companions (who might have conflicting things to say), or generally stop doing all the things they usually do. One last thing that people may have missed from one of my earlier messages: Lie doesn't alter memories either. That is, if the Trickster says "Harbast wants to kill you all", it won't make them automatically retroactively hate X and want to kill X or whatever. It will make them believe what the Trickster is telling them right now. This is news to them. They will react to it by being shocked or having to think about it or getting angry or whatever. They may not ask the Trickster to justify himself or give proof of those claims (because they implicitly believe him), but they will surely have more questions, like, say, about Harbast's plans, about his motivation for wanting to kill them, about who his allies are, etc. How they react (keep an eye on Harbast, bring him in front of the council, send a party to capture him, etc.) is really up to them. The Trickster can't use Lie to say "You need to kill Harbast before he kills you". Lie is only for giving (false) facts IMHO. Which is how it is decidedly not "mind control", and how the GM can keep it from becoming over-powered and game-breaking.
    2 points
  10. I'm confused by this, because there is a character sheet, that does quite a bit of automation, available on Roll20. I understand about the Compendium issue, just not the Character sheet with automation. As for a Compendium, it is available for Call of Cthulu on Roll20, so, it would seem that there is at least a possibility for RuneQuest, although the player base may not( probably is not ) large enough at the moment
    2 points
  11. The reason Chaos got out of hand was that Bjiff's entry into the Underworld drove so many Uz to the surface that the few that remained in Wonderhome could not eat the output of the Chaosium fast enough to maintain the world's proper balance. Also, the roles of Argin Terror and his Mother are both performed by Tyler Perry.
    2 points
  12. In M-SPACE 1.2, I’m extending the skill pyramids from Mythras Companion to create simple NPCs at different levels. Along with preset levels for characteristics it works quite well for improvised NPCs. And quick PC generation as well.
    2 points
  13. Well, historically electrum (as a naturally occurring ore that had its silver content enhanced) was the metal used for the first coins. In Glorantha, of course, we all know that the first coins were the bodies of the Gold Wheel Dancers, and that is why a golden coin is a wheel. Silver coins, meanwhile, have historically been so uncommon that the recent innovations of the lunar and the guilder have been able to cement themselves as common terms. So we might well assume that "historical" (read: any coins from the Imperial Age or earlier) coinage of intermediate values between the clack and the wheel was actually made from electrum rather than the purer silver of the modern Lunar, extending the duration of the gold's flame by adding in "useless" silver filler. ---------------------------- Zinc lu-metal In Dragon Pass, and more or less everywhere that you go, the metal that you use in a sword or a knife is, generally, bronze, and the metal that you long to have a sword or a knife made out of is, barring particular cultic requirements, iron. In Peloria, the former is brass and the latter is steel. Why is this the case? The philosopher Lucianus offered, in his satire "On the Barbarian Goddess", an explanation- wherever the light of Sedenya reaches, there we find that an invisible, intangible, inaudible, ingustable, and inolfactable metal, called zinc, descends and hovers in the air, and whenever metal is worked, it is transmuted, refined, and blossoms to its truest form with the addition of the zinc that is present, producing brass and steel. Some have considered this a metaphor. About a Wane later, Hwarinas Taran-il proposed that as the Moon Cosmos reveals itself more fully, zinc becomes more and more tangible, and refined forms of other common metals will become apparent, until finally the physical substance will fall like winter snow on a daily basis, in the truest light of the Goddess. As this read somewhat differently before the advent of the Kalikos Expeditions, the riots that ensued in Vanch, with redsmiths being forced at knifepoint to let their forges go cold and manufacture everything purely by hammering without heat to "keep the red snow out", aqueducts being sabotaged, and put-upon administrators who didn't read much philosophy being baffled by the whole thing as they sent in the cavalry squadrons, prompted some serious discussion about the importance of letting ideas be presented to people in ways that don't prompt immediate panic. As a result, discussion of Zinc Theory is largely discouraged in the modern Empire. There remains no evidence that zinc exists in a literal sense, and as such, no description of its properties is possible.
    2 points
  14. As kross says, Magic World introduced a very compact short hand that I now use all the time:
    2 points
  15. Should we start a thread: "fast talk" is an overpowered skill? Because I'm not sure lie achieves much more than a fast talk.
    2 points
  16. Fangs, Foes, Trolls & Trollkin, Broos & Scorpionmen, all these Classic RQ supplements had reduced statblocks, with generic Characteristics for an encounter and multiple opponents with a reduced skill set and identikit stats, with a little bit of customisation.
    2 points
  17. Thought these were interesting. From The Guide to Glorantha. page 447 page 290 This seems to be a recurring theme in a few other mines as well, you are not alone in the dark. Hope you got lots of lamp oil!
    2 points
  18. I've developed a scheme for the disposition of Artmal's skeleton. Don't know if my players will ultimately choose to join Gabaryanga on the world-crossing quest to restore Artmal, but they encountered the resting place of his skull in Fire Season of 1626. The following is material for an active RQG campaign, and is now a pretty solid blend of actual 'canon' from the Guide and other sources, and new or expanded ideas I've added. I decided to partition Artmal seven ways, Pelorian Lunar fashion, with the pieces falling thusly: Legs - Shape - Physicality - Jrustela (Eradinthanos). These originally landed northeast of Jrustela in the open ocean, where they were a source of Movement and Tidal magic for the region's merfolk at the Dawn. The bones were seized by Jrusteli wizards soon after the Battle of Tanian's Victory, but the Legbones of Artmal and their guardian spirit resisted all attempts at magical coercion while the God Learners reigned. After the cataclysms, when the wilderness around Eradinthanos was settled by aldryami in the Third Age their dryads received powerful visions of Veldrya, the long-lost elf goddess of Blue Moon vegetation. Since then the elves have kept careful guard around the God Learner ruins that still house the legbones, convinced that they play some mysterious role in the Reforesting to come. Ribs - Warmth - Life force - Tarien (Sky Crater). The Ribs of Artmal still rest in the crater where they fell to earth in the Storm Age. Since the Dawn humans have come to the crater to learn the secrets of sacred battle-rage and swordsmanship (a very rare skill this far south in Pamaltela) from the Madman of the Crater, the spirit of the Ribs, whose deepest gifts allow his followers to draw shining swords of lurid purple jade from the crater walls. With the Slarges increasing their pressure on the tribes neighboring Sky Crater the berserker cult of the Madman and the Ribs grows in importance and influence. None of the warriors and magicians who now hear the Madman's whispers in their dreams have yet agreed to his offers of even greater secrets, in exchange for human sacrifice. Hips - Beast - Fertility - Seshnela (Fralos). This site has come up before in this thread, though I planned to rest different bones there earlier. Artmal's hips landed in Seshnela, and now lie at the foundations of the talar ruling citadel of Fralos, a mid-sized city in Estaurenic, Seshnela. The lion-headed spirit of the Hips is the guardian spirit of its city, and serves loyally so long as Fralos is ruled by an unmarried woman of the native talar dynasty. Attempts by Malkioni wizards to compel the spirit to behave otherwise date back to the First Age, and have all falled. No modern members of the ruling family know the full truth, that they descend through Dawn Age Basmoli nobility from Artmal's mythical wife Cathora (a daughter of Fralar, king of carnivores, and Sehna Likita). The spirit of the Hips would probably accept a unmarried female ruler from any of the local Malkioni castes, or indeed an infidel, as long as they could trace their descent back to Cathora. Skull - Bird - Intellect - Prax (Blue Sable Altar). Artmal's Skull came to earth northeast of the headwaters of the Zola Fel. Its resting place was a mesa that became a core sacred site of the earliest Sable Riders, a portion of whom renamed themselves the Blue Clan and dedicated themselves to the Skull and its spirit as an oracle. The Blue Clan were extinct by the Dawn, and most of the deepest secrets of interacting with the Skull lost, though surviving Sable clans maintained the purity of the site and guarded it against mortal intrusion. The spirit of the Skull appears as a crippled old Veldang man draped in soiled rags, who rests in the pooled mineral water of the salt-crystal caverns that now house the Skull deep beneath its mesa. The Raging Serpent Path, a seasonal river that pours from the Blue Sable Altar, is in fact the water of the great Tanier River in Seshnela: the tears of Sesha Likita, shed for her fallen son-in-law and released onto the Praxian plains through the tidal influence of his birth mother, the Blue Moon. Its magically-charged waters give rise to elemental and immaterial snake spirits, uniformly ornery entities lashing out in confusion at finding themselves transported from Seshnela to the Praxian plains. The Impala Bone clan of Sable Riders specializes in hunting these tidal spirit-snakes. Shadow - Dark Side - Figurative Shadow - Blue Moon Plateau. The Shadow of Artmal fled to the greatest resting place of his mother's remains, the Blue Moon Plateau in Peloria. Like his mother, the aspect of Artmal at the Blue Moon Plateau has been fed and shaped by its resident trolls since the Darkness. The spirit of the Shadow of Artmal and Artal Argar, the Son of Mahaquata worshiped by the Blue Moon trolls, are interchangeable. The spirit, usually depicted (and appearing) as a portly, bat-winged male troll wearing rich clothing and carrying a sheathed sword, is worshiped among the Blue Moon uz as the patron of explorers, warleaders, and statestrolls. His cult provides unique skills and magic that greatly aid long-distance flight and navigation. Probably the 'healthiest' of the parts of Artmal thanks to the trolls' worship, though the most different from its original form as a result. Eyes - Sight - Awareness - Afadjann (Faladje). The Eyes of Artmal fell to earth in land that was later settled by followers of Jarkaru, the Artmali hero who refounded the Artmali Empire after Artmal's defeat as an aggressive, colonial maritime empire. The Artmali colonists wielded the Eyes as aids to scrying and oracular projects. As the Storm Age worsened and the empire's patron deities died off, the Artmali used the Eyes to seek with increasing desperation for new sources and paths to power. They were in active use when great Pamalt tilted the Sky Dome to rain heavenly fire on the core of Pamaltela's Chaos irruption, which included the heartlands of the corrupted Artmali Empire. When colonists from the Vadeli Empire of Chir arrived to conquer the isolated Artmali, they found the Eyes unresponsive and their spirit nonexistent. After the Vadeli Empire was destroyed in the Darkness only post-urban Veldang tribes lived in the adjacent wilderness, shunning the ruins. When the expanding Gargandites conquered the region centuries after the Dawn they leveled the Artmali ruins to found Faladje atop them, destroyed what ghosts they could and bound the rest, and rediscovered the Eyes. Centuries within Time had only allowed the spirit of the Eyes to recuperate to a whisper of power, and the Eyes themselves were still seared dark. The first jann of Faladje sealed the Eyes away as something they could not use but might incite the Veldang slaves. They rested in the royal vaults until the God Learners came, and the Eyes were rediscovered in an imperial audit. The Western wizards were unable to establish any functional connection with the Eyes before the Six-Legged Empire they were part of collapsed, but the first post-imperial janns of Faladje were the beneficiaries of their research. The Eyes became scrying tools of Faladje's royal court, their crippled spirit enslaved to the will of each ruling jann in succession. They were in active use the day the Red Moon rose to the north, and reflected the glint of her light through the otherworlds. That caught the attention of an army of Zaranistangi, trapped in the God Time since their confrontation with Seshnelan wizards of the early Middle Sea Empire, freed at last with the Moon's rising. The Zaranistangi traveled directly to Faladje, overthrew the ruling slavers, and led the liberated slaves in a war that ended only when Afadjanni heroquesters offered the Zaranistangi a priceless ransom in exchange for truce: the soul of Artmal, captured and enslaved by Garangordos himself a thousand years earlier in the quests that founded Fonritian civilization. The Zaranistangi withdrew to their home realm in the God Time with Artmal's liberated soul, to wait till conditions in the Middle World allow their truce with the janns to expire. When Faladje was reconquered its new slaver rulers found the Eyes only lightly filmed with darkness, and their once-enslaved spirit absent. The new masirin of Faladje hid the Eyes in the deep vaults, lest they attract more dangerous otherworld cousins of the Veldang slaves. Seventh - Mystic - Soul - God Time (Coborandra). After Artmal's defeat his Soul haunted the ancient palace of his son Yeetai, the first mortal emperor of the Artmali, on Pamaltela's far southern coast. The broken god's Soul was treated as an inexpressibly honored, if invalid, guest of the emperors who followed Jarkaru, and Yeetai's Palace was maintained as a tomb and temple to the seventh part of Artmal while his descendants' empire lasted. The Palace lay within Pamalt's Firefall, which scoured it of life and sundered its walls. For the rest of the Darkness, and for centuries into Time, Artmal's Soul haunted those ruins at the edge of the Sea of Fire. Travelers through the Nargan Desert sometimes heard the Soul's voice on the wind, accompanied by the strings of a kora, in songs that briefly made the Blue Moon visible to mortals on her journey through the sky. Garangordos the Cruel, the founding hero of Fonrit, sought and battled Artmal's soul in one of many quests he carried out in the Middle World and otherworlds to create his new society. He bound the soul in a casket of iron and lead that he forced his first enslaved Veldang warriors to carry into battle like a priest's litter. With Artmal's Soul and Darleester the Noose both under his power, and incorporated into the society of magically-reinforced slavery he created with his hero band the Glorious Ones, Garangordos and his many successors were able to bind the descendants of the Artmali to the foundation of their society with chains that held fast through many worlds. The casket lay among the treasures of the Great Temple of Garangordos in Garguna until the Zaranistangi invasion. Like some other Blue Moon influences, the Zaranistangi were able to negate the hold of Fonritian slavery-enforcing magic over the Veldang, but on a repeatable and reliable basis never faced by the slavers before. Fonritian civilization itself seemed on the verge of collapse, with Zaranistangi striking from nowhere at will and liberating Veldang slaves en masse, when a hero band seized the casket of Armtal's Soul from Garguna and offered it to the invaders--with the threat that should they be refused, the Afadjanni would open the casket themselves and cast Artmal's Soul into the maw of Chaos. The Zaranistangi accepted a truce and rode from the Middle World with the casket in tow. They opened it on the slopes of the Spike in Coborandra, their home within the Gods World. The Seventh Part of Artmal rests as a guest among his cousins still, waiting for mortal Artmali to gather the rest of him together in the Sea of Fire, reunite him with his Red Sword, and restore him fully to his place among the gods.
    2 points
  19. Allan is a highly experienced and award-winning content creator with a deep and dedicated love of the Call of Cthulhu RPG. We are pleased to have him on board to work directly with our growing band of independent writers and artists at DriveThruRPG.
    1 point
  20. I finally got my hands on the new french RQG, just 1 hour before the 'stay at home' order. It seems I will have more than enough time to study it.
    1 point
  21. Sodium (ta-metal, tan-metal) Sodium is an exceptionally rare metal, generally agreed to be made from the bones of gods of Sky Water or Firey Water, which are most notably Tanian and his few descendants. As such, godbone sodium has never been recorded. It is generally agreed that it is also possible, like how bronze can be created by combining tin and copper, to create sodium via combining aluminum or quicksilver with gold. The precise process remains unknown to the world at large. The most salient reason for this, as the philosopher Humphrys da Velan notes in his "de Re Foedi", is that sodium has a natural desire to embrace its true nature as burning water and become a tiny little fireberg before it uses itself up as fuel. The process of combination, the alloying secret, prevents the sodium from embracing this nature- but the slightest contact of Fire or Water will prompt an explosion and and an unquenchable flame. Sodium has thus been discovered hundreds of times in Glorantha, but for ninety-nine of each hundred, the discoverer died before passing on his miraculous discovery. It is thought that the Middle Sea Empire learned some of the secrets of this metal, and made some use of it in their machines and rituals. It is certainly known that in their ruins it is possible to find amphorae of solid aluminum, which are filled with oil and a little ingot of sodium. The sodium is kept in such luxury by the oil bath it does not burn or explode, but as soon as the oil is taken away, the sodium once again ignites. It has also been attributed to Mostali, and at times thought to be a component of those Mostali artifacts marked with the Disorder Rune. Further information has not been forthcoming from Mostali themselves. Alois Clarapigny, a zzaburi in the early days of the Rokari school, at great expense assembled a vessel of glass and aluminum which allowed him to observe sodium's appearance safely while it was immersed in oil. He concluded that in appearance it is a pale yellow, with a slight luster reminiscent of silver. Sodium is without price in a fairly literal sense- most don't know what it is, most who do know have no desire to have any, and so the people willing to buy are so few and far between that no price can be assumed in advance. (The restitution needed after selling some and having it burn down an entire market or villa probably outweights what it could sell for on the open market, anyways.) (The premise/game of this thread: if tin (Sky) and copper (Earth) can alloy to make bronze (air), what other metals might be creatable via alloying, and why are they so rare/unusual they haven't been observed in published material? This one is mostly a joke, of course. )
    1 point
  22. Humakti have really hard time regaining their Rune Points, like, one chance per season! I'm pretty sure that in My Glorantha the night before a battle is a Humakt minor holy day, or even greater, if the battle is going to be a big one, for all the Humakti who are about to fight in the said battle. Divine displeasure will come to those who abuse this, by calling a skirmish against some farmers a battle.
    1 point
  23. We meet regularly at 7pm (GMT) on Wednesdays and typically play to until around 11pm. We play on Roll 20. There are five of us (GM and four players). Unfortunately one of the players has had to drop out to until at least January – so we are looking for another player to swell our ranks. All are welcome but we’re particularly interested in players who are either new or relatively unfamiliar with Glorantha and Runequest. However, experienced players are also welcome. Currently all the group are from the Haraborn Clan (a 13th clan from the Colymar) although a new character does not need to come from there. We have: Binta, daughter of Gunta of Twin Stone Stead – an Ernalda healer Sarooth, son of Gordanger of Twice Blessed Stead – Orlanth Adventurous noble and son of the clan chieftain Araldar, son of Stoyan of Hill Base Stead – Orlanth Thunderous and an assistant shaman Themis, son of Serendaral of River Bend (cotter) – a Foundchild Hunter with family links to Prax We have just completed Six Seasons in Sartar and it is now Sea Season 1620. We are a pretty friendly laid back group – using the rule system to enhance our play rather than always following every rule nuance. Anyone interested needs to be aware that YGMV is a major consideration in the game and some of the events you might anticipate may or may not occur! I have been writing a saga of the exploits so far, which you can find here: Saga of the Haraborn If you are interest drop me a line or ask questions here and one of the group will surely reply…
    1 point
  24. Ooh nasty, did not know that, and no associated cults... ouch! So, they are OP once per season if what you say is so... puts a whole new spin on the Humakti... Time to buy votive candles and lots of them.
    1 point
  25. There are also some very interesting examples of Women knights in Arthurian litterature: the Wigalois from Winrt von Grafenburg has Marine of Alarie and her troop of women warriors (all noblewomen with no male kin left beacause of the villain of the story) helping the eponymous hero in his adventures. She meets Gawaine who basically goes cool beans a woman knight and nothing more is made of it. We have Silence and Avenable/Grisandole from their stories (basically the same story Woman hides she is a woman becomes the King/Emperor best knight) Le roman de Silence being the best version as far as I am concerned, but the archetype is interesting in both versions. Then of course Spenser’s Faerie Queen has Britomart and Palladine. In both cases they are simply treated and presented as renowned knights. There are also Radigund the amazon queen and her army of amazons. Would love eventually to play an Amazon that decides to go see what the chivalry thing is all about. I have never felt the need to fight canon to include as many women knights and warriors as I felt like. Not sure, however how strength differences between men and women matter much in a setting with fairy knights, solar powered heroes and knights that can pick up their cut heads from the floor. The authors of the time didn’t care about things like these and neither do I. My arthurian stories have never been about the historical but rather the mythical.
    1 point
  26. im interested but I am afraid my work schedule might make attendance difficult, so unless you are down for a character that comes and goes a lot...
    1 point
  27. The notion of Celtic women warriors as being a routine thing in historical reality (as distinct from the definite historical reality of individual women warriors like Boudica) is iffy, in part because there really isn’t some single unified “Celtic” society that remains the same across a wide geographical area over many centuries of time, and collecting scattered isolated references that relate to different places and different times and then synthesizing them into a single timeless “norm” poses a lot of problems. Here’s an entertaining rant on the subject of popular misconceptions about “Celtic” women (by someone who has professional qualifications in the area): https://www.antipope.org/charlie/blog-static/2012/08/the-myths-of-avalon.html But the thing is, there are women warriors in Irish myth - and for Pendragon how common they were there in reality isn’t as important as whether they are an accepted part of stories. (Not that them not being in myths should exclude them, of course.)
    1 point
  28. We had a chance to try the new outnumbering rule last night and I think everyone agreed it was both easier and faster. The "4D6 crit" was employed as well and was likewise agreed to be an improvement.
    1 point
  29. I wouldn't have arrived to this conclusion without reading the discussion that came before it, so you (and everybody else here) actually helped me too I'm curious what other conclusions people reach, though.
    1 point
  30. This is Glorantha not earth. You might need a recommended amount of Earth, or Fire, or Air, but there are no vitamins and minerals here! Preventing disease occurs through "right living" based on your gods, and keeping Disorder minimized so that disease spirits do not find a way to enter the world.
    1 point
  31. Lie can achieve things I would not allow even on a Fast Talk crit.
    1 point
  32. If X is not present, people might be very worried. If X is present, all he needs say is "Oh, no I don't" and the Lie disappears. Lie can be handled as an overpowering superpower, it can also be completely nerfed by GMs. Neither work for me. I use it when necessary and allow it to work when used creatively.
    1 point
  33. Yes, they most certainly did. Evidence shows that women warriors date back to around the same time as men as warriors. But specifically referring to these cultures, I do recall that the Romans wrote quite a bit about Celtic warrior women. Now, the Romans were liars, to be clear, they made a lot of stuff up, especially about the cultures they were trying to demonize, I don't know about all the archaeologically evidence we may or may not have, but like... Pendragon takes place in a world where the HRB is an accurate retelling of historical events, I don't think it'd be that weird to take some of the writings from (admittedly well before) the period it takes place at more or less face value. Considering the Cymri as written are a mixture of the actual Celtic culture it's describing and the Normans, I don't think this is all that weird.
    1 point
  34. I am doing a Master of Orion ruleset for all tech levels... it's slow going... But yeah I will definitely share! I have most on my draft idea.. Except no idea yet on drug, drones and vehicles list.... For slot I will give them a size each.... (like arm: 3, but little belt thingy: 0.5 each) so I'll keep the enc and half enc values... only 1 item per slot of size less than the value...
    1 point
  35. Nice! Slots is what I'm leaning toward too, with the idea that one slot is approximately 1 kg. Dimensional weight might be quite different and increase from there. Your backpack idea is a good one... max 35 slots/kg for example... really good backpacks, like the ones hardcore hikers wear, or even tac harnesses SWAT or armed forces guys might wear, could arguably give you free slots, or reduced malus (nice 👍) to your actions Edit: Please feel free to share that list
    1 point
  36. I am finally doing the equipment list... I was thinking to go equipment slots (one has only 2 arms!) and have a carry capacity for backpack... (with malus to all dex/str/physical actions) you gave me some fatigue and movement idea now as well, yeah, cheers!
    1 point
  37. This doesn't really answer your question, but have you seen Skoll's Encounter Generator? http://skoll.xyz/mythras_eg/ It will generate a ton of NPCs and at that point you could use whatever part of them you'd like.
    1 point
  38. I don't know how to handle Ireland myself. Except Tara (530), my players never go adventuring there. I am not a fan of the colonization of the island as portrayed in the GPC. I am not a fan of France either. The GPC tried to mix the arhurian legend (with Claudas), the historical merovingian kingdoms, and the hundred years' war. It's a mess, and not a good one. I especially dislike the fusion of Claudas and the historical Clovis. In each case (Ireland and France), the british knights look like dirty imperialists full of themselves, raiding and conquering. They look like the villains of the story. I would much prefer the arthurian version. You have a king of Gaul, Pharamon, vassal to the Emperor of Rome. You have king Claudas of the waste land, a regional king, and his sworn ennemies of Benoit and Ganes.
    1 point
  39. I wrote a myth about Babeester Gor last week. 👈😊 Using the translation gadget on the right margin and doing some corrections here and there, here you have it:
    1 point
  40. Thank you! For personal heroquests it still seems less dangerous to me, but I like the idea of increasing the curse if she manages to escape death. What about the heroquester who enters the Other World phisically? 😦
    1 point
  41. Some Mostali thinks this is not a sodium metal... but something else called Potassium metal... an even rarer mix of glacier solid water and earth fire.
    1 point
  42. This brings up another point I forgot to mention. You can also essentially choose the nature of the origin of the key locations as part of this. I know that's vague, but I don't want to spoil anything. Dr. Hardy has given us something like four potential Mythos explanations, making an unprecedented level of Keeper choice to suit the desires of different groups. And, as you say, non-Mythos is an option too! What that does is allow this game to be set into virtually any campaign, because there are options that allow one to fit it in to whatever your particular threat-vision or group aesthetic is. I am also enjoying the "What Your Investigator Knows" handouts as an expeditious way to give context. I'm sad to say that many Western players may not know a lot about the Far East. Sad, yes, but true. And I think these handouts are particularly important for that context. One thing that I have always appreciated about Dr. Hardy's work is that she has a very clear forward-thinking vision as to how games play out, and what the practical needs are of Keepers and players. This is really well designed. And yes, @MOB, I WILL review it on the website. When I feel confident doing so. 😜
    1 point
  43. Yeah I agree. But, to add a bit of nuance, the bond is an Orlanthi tradition that dates back to the God Time and, as such, shouldn't be taken lightly. When the bond was created, the Trickster gained a "Loyalty (Protector)" Passion, and the Orlanth cultist swore to take responsibility for the Eurmali (the rules don't mention a Passion for the protect but I would definitely make one). Arguably, the Eurmali can keep the Passion without being necessarily "bonded" to a Protector (there are many people with Loyalties) but I think it would require both parties to agree to break the bond. The Orlanthi wouldn't break the bond unilaterally, especially not after the Eurmali burned down the food supply So I would make a similar ceremony to the bonding ritual, where both parties formally part ways. As with many things in a Bronze Age tribal society, there are many ways to bend the rules, but these can also be perceived as dishonourable by other parties and used against the characters.
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  44. Initial reflections on early text reading: 1) No work in Call of Cthulhu, to my knowledge, has devoted such thoughtful consideration to a common section as the "Involving the Investigators" section in this campaign. Great care has been taken to suggest potential character motivations for beginning the campaign and to designing investigators that are suited to the types of goals for the travel posed. I think this is solid modelling for considerations for any campaign start. 2) The "Experiential Learning" section suggests some of the most developed additions to the game for in situ learning mechanics for players. Anyone who Keeps the game knows that acquisition of specialized skills that are uniquely suited to a particular storyline just doesn't work with the existing RAW of the game, particular with learning languages. Narrative story-telling frequently requires characters to learn specialized skills more quickly. I think many an experienced Keeper (myself included) have resorted to house-ruling in this regard. Its nice to see suggestions for ramped-up skill training to be codified with such detail in an official product. I'm not saying that it is unique to this campaign. Other writers have certainly done variations. This section just seems to hit the problem head on. If a character needs Language (Chinese) to be effective in a campaign, the Keeper needs to give them opportunities to learn Language (Chinese) much more quickly than in the RAW.
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  45. I think Trickster PCs can easily work in a group, for the same reason Malkavian PCs also worked in Vampire (the latter actually probably having been inspired by the first, knowing the author...). Does an Eurmali give free reign for some players to act like assholes and ruin people's games? Yes, sure. But I suspect that these players would have been borderline annoying even with a normal character anyway. In addition to this, remember that (unlike Malkavians) there's a bit of a checks-and-balances system in Glorantha for Eurmalis. The GM should definitely not be afraid to get the Eurmali in as much trouble than the Eurmali causes. For example, Orlanthi people (especially the men) are "emotional, often violently passionate, with swiftly shifting opinions and feelings"... and given the fact that Tricksters exist outside the law in most Dragon Pass cultures, I think it's really not uncommon that a blade suddenly appears near the Trickster's belly or throat. This is why a Trickster PC would probably have an Orlanthi protector in the party. Not only does it create a strong bond between 2 PCs (which is always useful for going from scenario to scenario), it also provides a way to explain why the Eurmali stays reasonable half the time. What I might not allow is an "unprotected" Eurmali in the party, unless I trust the player. Even then, I would at least recommend it.
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  46. Covers have a coating of something on them. Get the feeling they’ll be more hard warring then RQ3 RuneQuest renaissance softcovers like River of cradles/Sun County . It feels like they have a very slight rubbery/acrylic covering on them, gives a bit of resistance, less slippery if that makes sense.
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  47. That's part of the point. But I disallow players who want to take Trickster PC's to be good party-members, faithfully and strategically deploying their (considerable!) powers for the greatest advantage to the party, the mission, etc.
    1 point
  48. Not a fan of finding ways to nerf the Lie spell. Eurmali are f'ing dangerous. There's a reason for all the opprobrium heaped upon them.
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  49. I asked about provably counterfactual statements. This proof is only available on the next dawn. "There is no sun in the sky" is immediately falsifiable. "The sun is crashing down on us" at least takes a minute or two to falsify. "You cannot see the sun in the sky" is really the case where the GM has to decide how much mind control you can exert. "These aren't the droids that you're looking for" probably is the classical example for this spell.
    1 point
  50. My dumb theory is that we can discuss this stuff intelligently. Content warning: this post considers rape as an allegory for abusive imperialism. (Don't ever trivialise rape, kiddies! Don't play games with it, and never abuse your players by forcing it on them and/or their supporting cast of NPCs, while you snicker and frot yourself behind a screen, you monster) King of Sartar is a deep and complex book. There's a natural temptation to treat it as if it's nothing more a heap of unpublished manuscripts from the eighties that Greg shovelled into one paperback, using the wafer-thin excuse of "multiple contradictory sources" to get away with not revising everything for consistency. But the more you study it, the more it pays off (cf. my seminal article Triumph of the Lunar Cosmos, a close textual reading of the climax of Argrath's Saga). Here's a thought that struck me fairly recently re: the obviously and entirely problematic Thed myth on p.66 (of the current edition), The Greater Darkness, in which a mistreated goddess first elects to become the Goddess of Rape, before going on to literally destroy the world. Should we see Argrath as following in Thed's cloven hoofprints? He and his people have been cruelly wronged and mistreated by the Lunars, sure. But in his quest for justice (and revenge), he becomes a world-breaker, making things immeasurably worse, and inflicting on others the worst atrocities that he and his people suffered. This reading is, frankly, the best justification I have yet seen for the inclusion of that odd, discordant Thed myth in King of Sartar. And whether or not that was the author’s intent, the parallels are striking. (Incidentally, re-reading Ron Edwards’ article Goddess of Rape 17 years later (see also his follow-up comments, here), it now strikes me that Thed isn't the only goddess who manifests in the world as a bleeding wound and makes possible the transition to a better world to come). I just wanted to bookmark that thought.
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