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Showing content with the highest reputation on 01/21/2021 in all areas

  1. To kick off this thread I thought I would start with the latest delivery by UPS this afternoon: A hardcover Beyond the Mountains of Madness, a 432 page campaign with a poster map of Antarctica. This is a reprint of the 1999 edition, which went out of print 15+ years ago. Thus, this is a 6th edition book, with a black & white interior. The layout was updated from 3 column to 2 column. No added, changed or deleted material, although a few typos were fixed. This will go on sale soon, as will its PDF. The books are almost ready to ship to the warehouse. This is a regular print run that will no
    11 points
  2. The Yu-Kargzant and Yelm cults are indeed pretty similar, but not identical - and the version in the rules book is Yu-Kargzant, because that is the one that gets substantial worship in Dragon Pass among the Grazers. The Yelm cult among the Dara Happans has no shamans, has an additional status/sub-cult called Yelm Imperator that you can only join if you are the current ruler rightful ruler of a noble land-holding office (eg one of the actual current rulers, not just a noble), and the cult cares a bit less about horses (still pretty keen on them, but not the Pure Horse Tribe obsession with them)
    5 points
  3. The headwaters of the Zola Fel River are called the Leaping Place Falls. Those heights are the place where Zola Fel, a crusading river of the Sea's invasion of the Land in the Storm Age, witnessed the destruction of the Spike and felt the call of great Magasta to assail the void opened at the heart of the world. Zola Fel retraced the path of his conquests of the Land to rejoin the deep currents of the Ocean and take part in Magasta's victory over Chaos. This much is fairly common knowledge in the lands along his modern banks. The particulars of this journey have never been explored in
    5 points
  4. Now I'm imagining troll sledges pulled by lashed-together teams of trollkin
    4 points
  5. Hi Simon I'm in the UK (and I manage the Call of Cthulhu line). The combination of Bexit and Covid has caused issues in shipping the books to our UK warehouse. We have worked / are working to address this as best as we can. We am to have the books in the UK very soon. As noted, we have zero control over boarder checks, shipping times, and so on. Clearly, we want the books available in the UK as soon as possible. Best regards
    4 points
  6. An update version, fully bookmarked is now available from your Chaosium or DrivethruRPG account.
    4 points
  7. There's two major events that define the YT/Humakt interactions. Firstly, when Yanafal descended into the depths of Hell to seek out the Red Goddess, he ended up sacrificing himself to return Her to life. The text which describes this event in detail notes that he had a wasp's head embedded in his waist, and when he killed himself, the wasp's head fell off and laughed. Carmanian Humakt is often depicted as having the head of a wasp. And then Yanafal returned to life from death, following some intervening events that aren't quite relevant here. So this is where YT gets his ability to Re
    4 points
  8. All the Torkani children wait year-round for Waterday, Harmony Week, Dark Season, when each clan's highest Argan Argar initiate dons a goosefeather cloak and rides a twelve-trollkin sleigh between the steads through the night, bringing gifts for the little ones in exchange for mead and cookies.
    3 points
  9. A good read on the topic is Gershom Scholem's On The Kabbalah And Its Symbolism, 1965. Obviously the book is mostly about the Jewish / Kabbalistic perspective, but he places it in the context of Christian, Muslim and (to some extent Buddhist) theories on the subject. The first chapter in particular, "Religious Authority and Mysticism" is particularly relevant here - exploring the idea that the mystic upturns the orthodoxy of their source religious tradition even as they cling to it as a framework and claim to legitimacy. As an example: the ideas put forth in the Zohar about the Ein Sof a
    3 points
  10. I think this definition is a little restrictive. There are Christian and Muslim mystics as well, who often don't practice ascetism (at least not a very strong one - excess should typically be avoided). There's an ecstatic aspect to it that is almost universal, though, as in Sufi whirling. The idea is to achieve direct contact with an otherwise inaccessible Ultimate, whatever that is pictured as being (God for Christians, unsurprisingly). So an Old Wind Orlanthi mystic might seek to achieve a direct connection with Transcendent Orlanth (painting himself blue, breathing in a controlled mann
    3 points
  11. Is it that much of a deal to have some differentiation between mechanics and lore? It doesn't seem so unreasonable for a Goldentongue character to proudly display their affinity with the Issaries/Trade rune, which is then recorded on their character sheet as high percentages in Harmony and Movement. Equally, it would be ridiculous for someone to say "Fear my prowess in battle, for I have a 1H Sword (Broadsword) rating of 155%!" or "I was going to travel to the temple next season and sacrifice a point of POW for an extra Rune Point, but alas - my current Rune Points are equal to my CHA!" O
    3 points
  12. Horizontally but not vertically.
    3 points
  13. Which IS "willing to have them fail". You have a fallback plan that lets the game continue, which is the whole point.
    2 points
  14. You should be able to just click the download link in the completed order page.
    2 points
  15. Ha-haaa.. It is mine, all mine. Ordered a copy..
    2 points
  16. "You'd better watch out..." as they say. Also: it can come as no surprise that a trollkin with a luminescent nose will get put down by the others.
    2 points
  17. You should get good advice here. Whaaaaahaaaagh! True, but I don't do it that way. What I do in that situation is to move the figures simultaneously, one strike Rank at a time. Hex grids help with this, if you use them. If you don't use them then I get them to move 1 or 2 hexes per Strike Rank. So, in the Statement of Intent the Players would state that they move or that they intercept a movement. In the combat phase, I would count up the Strike Ranks and let people move their figures on each Strike Rank. If they can intercept then great, if they can't then tough.
    2 points
  18. https://www.redbubble.com/i/poster/Pavis-Panorama-by-Chaosium/68293428.E40HW
    2 points
  19. I trace SR for SR during the round, so it will depend on speed, positioning and action selection. This is not Rules As Written, though. One of the best ways of managing this is that you declare that you're protecting someone during Statement of Intent, in which case you don't have to fiddle with changing your SoI in order to intercept. (Similarly, our healer likes to declare "I will heal people if and when they need it".)
    2 points
  20. Precisely - practice of Kabbalah mandates rigorous Torah and Talmud study separate from study of mystical texts, as well as strict observance of dietary, purity, and worship laws and of the Sabbath. It's where the old rule comes from: one must study the Torah for forty years before one can start learning Kabbalah. Side note: this is one of the many reasons the Kabbalah Institute and organisations like it are basically nonsense-peddlers for bored celebrities and have nothing to do with real Kabbalah, which is by definition a closed practice! Thus, I agree that the Illumination describ
    2 points
  21. I think I know what's happening, someone correct me if I'm wrong please. The second printing was indeed sold and distributed over a year ago. The PDF was updated with nearly all the changes, but a small number didn't make it into the PDF. This new release of the PDF now fixes that with some very minor late changes to the second printing.
    2 points
  22. Winter hunting could be another.
    2 points
  23. Barbarian Adventures has the following stations for a cattle raid (I believe this is far and away the most detailed description anywhere, it's four pages): Gathering the Band. And to answer the question about the leader, yes: "The first thing a raiding band needs is a leader, usually an aspiring warrior. A typical raiding party is about a dozen men." Getting Permission: "Such a permission is not strictly required, but any responsible clansman tries to get approval ... Since raiding is expected of young Orlanthi, seeking permission is usually a formality" Preparations and Sacr
    2 points
  24. Uleria is all about transgression. Love is eternal, undying, true? Love is something I can make with the snap of my fingers. Sex is an expression of union and intimacy? Yes, and for a donation that intimacy can be yours, and then when we're done it will no longer have any existence. And this extends further. Kinship is cosmic? Mhm. But I'm more cosmic. I can reshape family with my words. Reproduction involves a father and a mother? No. Reproduction involves a father, a mother, and me. The other things are still true. But Uleria's perspective goes deeper, and broader, to an Omega Point of all-c
    2 points
  25. I don't necessarily see that as a problem just as long as you can create an interesting way to continue the story.
    1 point
  26. Has the geography of Pavis and the Rubble (i.e. the map..) changed much in Robin's forthcoming book(s)?
    1 point
  27. It’s winter and there is snow on the ground impeding travel, I will aver that should be sufficient. Ergo, most of Sartar should ski, I will say the Torkani with their loves of darkness and movement will most definitely do so.
    1 point
  28. Not as scary as starving to death.
    1 point
  29. Right. Just because you could do anything - "everything is permitted" or perhaps "do as thou wilt" - doesn't mean you should. But any moral restrictions to your actions are now completely up to you, personally, in an existentialist kind of way. A Humakti who gets Illuminated is not forced to adhere to Humakti rules any longer, but can still decide to, possibly even doubling down on them. Aware that they are in a sense arbitrary, but still committing.
    1 point
  30. They do seem rather similar. SotLM affects both magic and mundane, whereas LC only protects from magic, so only SotLM would affect minotaur berserk. SotLM mentions Orate, which is odd. Fast Talk, I could understand. Orate could rely purely on the truth, which would be an odd thing to "protect" someone from. "Solace of the Conspiracy Theorist's Mind" would be more apt! Both have no caveats about the protection they provide, so you could conclude that no amount of spell manipulation or boosting will overcome them. Both of them have the down side that you can never augment
    1 point
  31. Good news Canadian Call of Cthulhu fans - Malleus Monstrorum is now available from our Canadian warehouse! Special Leatherette version and the Malleus Monstrorum Keeper Deck too. All also available from our US, EU, and Australian warehouses. PDF included! (UK – sorry, we're still trying to find a way to get the shipment across the Channel...)
    1 point
  32. That sounds pretty great and introduces some cool ideas. '
    1 point
  33. Given the description of Kargzant in the guide and how it defines the life path of the Pentans, it's pretty clearly the same as Yu-Kargzant. It's possible that it's dropped in Pentan due to Yu meaning Imperial, and getting associated with their Dara Happan rivals.
    1 point
  34. It probably does not matter. Perhaps they simply descended into the barrow to assist their goddess in the afterlife and went to sleep, eventually their bodies dissolving to dust and ashes, and then placed into the urns while their spirits remained in attendance.
    1 point
  35. One thing you should keep in mind is that there's both Kargzant and Yu-Kargzant. Kargzant is the little sun worshipped in Pent, Yu-Kargzant is Yelm as worshipped by the Pure Horse People (the Yelm described in RQG core). YK is Kargzant after he became the emperor at the dawning, while just Kargzant is still lightfore. As for the differences between Yu-Kargzant and Yelm's cults, they really aren't that different. The Yelm writeup in the Cult Compendium is probably closest to current Gloranthan canon, based on how everything else has seemed to go these past few years, so you may want to look the
    1 point
  36. Possibly. The leader might simply be the person taking the initiative. Or they might be a more senior person from the bloodline providing the majority of the raiders, or possibly a thane of the chief who authorized the raid, or something like that. Overall, I assume that there is a leader, but obviously this is no organized military unit. The leader is an ad hoc position, with limited ability to enforce their authority, and mainly through personal skill, bravery, family relations and general social standing, etc. As for shares... My guess is that bloodlines or family units/steads are awa
    1 point
  37. I am not allowed to read that, as I might be playing in a campaign based on the supplement. I can't think of anywhere that has such initiations. Generally, I pick a myth and go through it. The myth might change from temple to temple or country to country, depending on what the temple or country thinks is important. So, the new member goes through a ceremony where they are accepted into the cult and make their binding oaths, in return the cult sears to support them. For Uleria, the myth might be Uleria helps <someone>. I might be on firmer ground here.
    1 point
  38. In QuestWorlds, the credibility test and penalties serve this function. One of the most important parts of an extraordinary powers framework in QW is the description of the 'rules' for these powers. But I recommend against simulating these 'rules' with new mechanics in the game engine. All abilities work the same way in play, but an in-universe description of how those powers work should provide enough to rule as to whether such a use is credible in many situations, and the GM should make a ruling in others. Let's say you have a magic system were magic use is tiring. Glorantha btw is
    1 point
  39. I guess that all depends on what you deem to be "abuse". (Or where you set the "badly" threshold.) I think at the very least there's the critique -- or what passes as critique in such circles -- of the type you see with Theravada vs Mahayana (if you look at it from the PoV of some of the "purer" Vithelan traditions, most notably). Kralori 'mysticism' evidently takes a much more compatibilist approach to things like other forms of magic (or mashups or combos thereof), and most glaringly of all, of the whole 'being mystics and an empire at the same time' thing. I think in practice there'
    1 point
  40. Ok, so I posted a list of all the spells I have been working on because people wanted to see it. Now my thread has turned into why you don't like a particular game mechanic. I'm not saying it isn't a valid opinion, just that it has nothing to do with my list of spells. Your problem is really with the way D&D set up is spell hierarchy, not with what spells I'm including in my own product. After all, I already established the way it works in the core book which has been out a few years now. And D&D established it a wee bit longer ago than that. I think it's too late for me to change
    1 point
  41. I am counting only High Holy day, Sacred time and 1 other occasion, whatever it can be (raid done or received, hunt, spirit encountered,...) per year. See my above answer: with those 3 rolls, a gain of 5 has a high (63% if no POW spent) probability, so yes, 3 to 5, but more probably 5. Completely agree here, but I didn't take that in account with my quick math.
    1 point
  42. Basically NPCs have skills as they need them to make the game fun for PCs.
    1 point
  43. In the link below you will find version with URL links. This is a summary page for a starting GM. Here is a starter set of resources for a Mythras GM. This is a subset of all resources available at NotesFromPavis blog. Combat Interactive Combat Flow summary Visual Combat Modifier Charts Mythras Skill Roll Evaluator Healing and Wounds Combat - special effects Tactics of choosing special effects – next generation – one pager version Offensive special effects summary Defensive special effects summary Combat - others Mini c
    1 point
  44. To add to icebrand's thoughtful comments on this: in the games I've played and am running, tactics like these aren't a matter of picking on someone, they're what happens when the game really starts to get tactically interesting. Like icebrand says, the answer to big extemporaneous sorcery is generally to stop it from going off. Once it goes off, the Strength of any sorcerous spell big enough to require several turns of casting is going to blast through most magic defenses, if the casting has happened successfully you've already failed to counter it. In the example that helped start this tan
    1 point
  45. Dark Walk- This should be self instead of ranged, as per the Well of Daliath errata. And someone should go through all of that errata as this wasn't the only one that didn't make it into this printing.
    1 point
  46. Yes, quite possible to play with two players. As a couple others have noted, one approach is to let each player run two complete characters; or to have a main character and a sidekick. The former works better if there is likely to be a fair amount of combat, but both work fine. There are also different types of campaigns you can run which may be more suited to two players. Some are similar to what you've likely run in CoC. They include: thieves in an urban setting: Pavis or Big Rubble from the RQ Classic series are good options; the great metropolises of Nochet (overvie
    1 point
  47. No, the snakes and spiders ate it all.
    1 point
  48. A very common theme for me with the Hero Wars are that <your culture> just isn't ready! Prophecies are spoken, one sided battles with the Lunars are hilariously lost, chaos rears its ugly head and the community that the players live in suffers significant losses. The players wind up being the ones asked to go out and rediscover, uncover, explore, or steal new sources of potency for themselves, and also the clan. This is a theme that the underlying plot sort of rests on. To make it work: 1) The players need to have established for them what the "standard" power levels are. Duel
    1 point
  49. Thank you to the OP and to the respondents who I feel have given me "permission" to use something more generous like 4d6 x 7 to generate ability scores. Lately I've liked ability score arrays for the sake of balance, flexibility, and allowing players to start quickly. For reference and comparison: The 5th edition of That Other Game has a standard ability score array of: 15, 14, 13, 12, 10, 8 (Total: 72/average: 12). Add another 12 into the mix for your seventh RuneQuest characteristic and you're set--at least for humans. 13th Age in Glorantha recommends an array of: 17, 15, 14
    1 point
  50. Interesting - I did some calculations with the following stat block: The STR, CON and SIZ were just thrown in as "dump stats", with obviously the priorities as mentioned above (CHA is necessary at 18). I'd even imagine, with Bless Pregnancy turned up to 11, that the STR and DEX would go up a little (enough to get extra % in a few important skills). If super-tuned, the INT could be 21 (if allowed) and that really makes it easy! (+5% to most categories) With those stats, Humakti Warriors (especially Grazelander cavalry) are easily getting the basic skills needed to hit RL level (w
    1 point
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