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  1. From Andrin's Words - In shame I pronounce their crimes, for they sicken my breath as I speak. To murder in secret as a coward or an ogre; to murder a king in his sevens; to steal the breath of another that they die, or to curse in secret and to hide one's face, or to slay a guest in your house; to act as a broo with a woman, man, child, or beast; to speak that which is holy to those who are not; to betray or desecrate the true lands, the holy places, their buildings, or their temples; to kill or eat the flesh of a consecrated beast; to befoul oneself in consorting with the Predark; to breed disease; to deny the clan of one's birth outside the bounds of a lawful god. Thunder Rebels, page 44
    5 points
  2. Having just finished running the Pegasus Plateau, I though I would publish some comments and notes. If you are possible players *STOP READING NOW OR YOU WILL RUIN THE FUN* First off, many grateful thanks. I have a young bunch of players (8, 10 and 11), and a couple of mums. And this was perfect for them, they all very much enjoyed it. I haven’t used many published scenarios (mostly home written ones), but a scenario about bonding with Hippogriffs *had* to be run, as it couldn’t have been more appropriate to my group and their goals. One of the players had already been obsessed with Pegasus Plateau, from first seeing it on the map. So I used a device of dreams (based on rune rolls) for visions of the Hippogriffs foaling, for a scenario hook, many seasons/adventures ago. This led, in the upcoming seasons before the festival, to much research from the adventurers, finding out about the festival, Hippogriffs, and buying maps and information about Pegasus Plateau from knowledge temples, which was marginalia activity during the other adventures for the campaign for quite some time. So, when it came to the festival the players and their adventurers were very well prepared. The scenario benefits from really deep reading and preparation from the GM. The sandbox presented has really good descriptions of all the main characters, including the other contestants, but I found it useful to have planned through various story threads for what might happen. Involving the trickster Jornkalor was an obvious draw for players of my age group (Chipmunk Bing has already prominently featured in the campaign, much to my wife’s disapproval), so a scene with him (and his fake map) was entertaining. What worked well, was I had some idea of the rivalries of the competitors, and who would be doing what, which emerged as a bit of a who-done-it scenario for the players, as they uncovered a few nefarious deeds, and tried to work out what was happening and who might be doing it. For an older group I would have dwelt on this for far longer, but even working through it quickly it was very satisfying for everyone. This does require a bit of preparation. The hooks are all in the written scenario, but pulling it all together into a story line has to be done by the referee, but is very well worth it. For each of the Wind Contests, instead of one dice roll, I played an extended competition. One roll (with a difficulty penalty, probably -25%, might have been -50%), to do really well to get into the final group. Then a semi final competition, and final competition, where they match straight skill rolls against the specific opponent as defined for the winners and runners up in the write up. Given the ambush at the end of the adventure, when it came to the climb, I elected not to run the route for the bandit ambush going up, as I though that would be too repetitive. The climbing, Parley and noble duel with Sun Lord Jardarin, and engagement with the Wind children played out really well straight from the book. The climb itself worked superbly. The party were *supremely* well prepared, the players had planned it meticulously. And the execution was supported by good rolls from their adventurers. So they made it to the top as a group (yes even the duck) well before the NPC competitors. For the bonding, they’d done their research (even if some of that was from Buckbeak in Harry Potter), so they knew exactly what to do. I had to elaborate a bit on the bonding from the written scenario, since it wasn’t clear to me how it would work. Previously, the players all had worked out what Hippogriffs were like, their Runic associations, and traits, so I allowed them to concentrate on a rune/passion and on a successful roll they’d get some impression on which of the Hippogriffs shared those traits, and so they then focussed on bonding with that one. However, I suppose they could just have waded in and tried bonding at random, until they found a match, which also would have worked. For Characters with middling Runes/Passions (below the 75% thresholds for automatic success or failure), I'd have allowed opposed rune rolls. I used the rolls for the NPCs as in the book to determine the order to the top of the plateau. Which gave (all) the player characters first, who all successfully bonded, which left one Hippogriff for the NPCs. That was great to roleplay out, as Nameed was next, and he tried to force the bond. Of course the players intervened to stop him. Then Joreen and Kana were next. Though they’re down at this stage as allies, from their original write up they are enemies, (and also I’d played on their rivalries earlier, particularly during the contest of the South-Westerly wind, the wrestling competition). So, I had them fight over the last Hippogriff, which turned ugly, and the players intervened to restore peace (and honour). Lastly, I had ride rolls (at half horse skill for Hippogriffs) for the ride/fly down. This nicely spread out the adventures for the final ambush by Hanar. (I delayed arrival for failed rolls, as fall to certain death seemed harsh!) There isn’t much in the write up about riding young hippogriffs, and how that should work in the rules. I ruled player skill of half (normal) ride. I’ve generated stats for the Hippogriffs, or allow players to roll for their own. For the young hippogriffs ready to bond I’ve ruled that they’ve 8 less STR, 5 less SIZ and 25% less fly and scan than adults. I’ll have them gain a point of STR/SIZ and 5% skills a season. (I know nothing about how horses mature, so this might be madness, but I won’t lose sleep over it). For riding, I assume a Hippogriff can carry (SIZ + ENC) of adventurer up to their STR. Lastly, I used stat blocks from here for Hippogriffs, Windchildren and bandits. https://basicroleplaying.org/files/file/851-npc-squads-txtzip-npc-squadspdf/ Thanks again to the authors. It was great fun. Though I'm quite an experience referee, I'd have thought it a really good scenario for a beginner to run as long as they done preparation beforehand to work out possible story lines for how things might play out, for the players to engage with.
    4 points
  3. Having a hard time finding that file to confirm but it's just as well. The Nargan plot is basically confirmed in the Guide now (tribal broo are alien to Pamaltela, setting up a Southern Hero Wars thread one of these days) and interestingly p. 731 suggests that we should start dating the trouble in Karia from the fall of Whitewall . . . if so, the "Western Hero Wars Status Quo" for the East Wilds is already disrupted.
    3 points
  4. Chaos hordes, IIRC. Broo, scorpionmen, etc. - lots of chaos minions to flood across the lands.
    3 points
  5. I am not too keen on moving time forward to after those events and having them in the background. It is much better to have the Adventurers take part in those events and drive some of them. Moving to 1625 means that these events have already happened, perhaps the Adventurers parent was involved in them. maybe we need an amended Family History that included being exiled to Dorastor and involvement in Hahlgrim's War. The Windstop might enhance the transportation, as Orlanth can be worshipped in the Risklands, as it is out of the Windstop's area. Also, Orlanth is weak and the Lunars are strong, so they can exile more people. Again, should be Adventurer-led and the Sludgestream needs to be cleansed. It needs to sell a lot more to get to that point. It should be being carried by the Emperor's Couriers as we speak. I need to get it past the Guardian of the Door Who Sees All, though, so that I can check it. So, all being well it should come out in early June.
    3 points
  6. Are there plans to support Dark Ages with further supplements; I hesitate to ask, a campaign?
    3 points
  7. It's not that they're the future (which is a funny thing to say about a file format that has been around for 30 years). It's mostly that they're DTRPG's primary business. DTRPG could very well abandon POD in the future, or embrace it fully by automating their provisioning pipeline and offering POD automatically on all compatible titles, who knows. The most important value of PDFs IMHO is completely unrelated to making books, to the ability to search stuff or make backup copies or whatever (even though these things are great!). Nah, it's the many cities and places where real-estate prices are going crazy, and where the the price storing a book can quickly exceed the price of the book itself. Not everybody is a 50+ year old guy living in a large house in the midwest and whose kids left to university, leaving 500+ sq ft worth of gaming space to fill with any random sourcebook. When all you have needs to fit in 3 Ikea Billy bookcases, you need to make choices and PDFs are a great way to alleviate that problem.
    2 points
  8. what I see is circle: there is the god time then there was the time, and during the time (will it end a day ?) there are ages We see that every age is a kind of reproduction of the god time. And during an age there are years. We see that every year is a kind of reproduction of the god time. At a year level, a life level, we find hero running heroquesting. What I "feel" then, is : the end of one age is when the amount of power gained from heroquesting in mundane world is so high that the channel between godtime and mundane world is at a maximum. And at this time when a hero performs a heroquest, there is a god performing a godquest, coming back with/in the hero. But gods are gods and even in the mudane world, they "redo" what they did/do in the godtime. Arkat come back one day not as Arkat but as Arkat+Humakt . The proof is Arkat had the Humakt Sword. And what did happen at the end of the age/godtime ? Humakt like Arkat was dead as the world was nearly destroyed. the unbreakable sword is unbreakable in the world, when there is no world, there is no sword. Until someone was able to rebuild the world, to create a new age, and when the new age starts the sword is here again, unbreakable We know Arkat as Humakt We know Arkat as Troll. But to become a troll, the ritual includes that the human dies then rebirths as a troll. The human must die, as Humakt must die. And the second age started. After all, darkness was the first element in the world, Arkat-troll was the first king-god of the second age Was Arkat himself a reproduction of the cycle ? Was Ar-kat Ar-achnee Solara ? maybe a dumbest therory 😛
    2 points
  9. I must confess that I did not read everything, it is a bit too much, but my point of view is that making skills which simulate the reality (or one reality) is not the point, but instead to make skills relevant to the game, that is, which are actually used in play and bring something to it. So I think you can details those which may have a chance to be used and remain vague for th others. May be think "are there situations in my game where the player can come himself to the idea to use this skill to pass an obstacle or to gain any advantage ?" (and not used only when the GM decided that that skill was compulsory for an obstacle) ?
    2 points
  10. Or treat her as a spirit cult. Your suggestions work perfectly with that.
    2 points
  11. Primal Chaos "Worship occurs on any day of the year, begun either at sunrise or sundown." Cults of Terror p25. Krarsht "The cult deliberately aligned its ceremonial days to conflict with those of the Storm Bull. Thus its holy days are during Stasis week of each season: on Freezeday in Sea-season, on Waterday in Fire-season, on Clayday in Earth-season, on Windsday in Dark-season, and Fireday in Storm-season. The cult high holy day for the year also is Wildday, Stasis week, Storm-season." Cults of Terror p78 Krjalk "There are no days particularly holy to Krjalk." Lords of Terror p58 Pocharngo: "Holy Days are impulsively determined by the priest, who notifies the cultists of the next worship service at their discretion. This is usually once per season. Services are held in different locations each time, selected by the priest. There was once a high holy day for the cult, but it changed and so was lost." Lords of Terror p66 The reasoning for Krarsht's holy days doesn't really make a lot of sense to me and I think the writer got hung-up on Krarsht being the anti-Storm Bull.
    2 points
  12. Our group used Roll20 for the hippogriff bonding, and the GM included their names along with the pictures, mainly for his benefit. The players used the names to guess as to their runes. A bit "weird". but in retrospect I guess that was our version of somehow "sensing" them. It helped a lot to match up PC with a compatible hippogriff..
    2 points
  13. I'd imagine outright executions on a clan level are very rare. These are mostly family and neighbors, mind you, so it has to take a lot of either centralized power or social pressure to have that kind of thing happen. The equivalent of an "execution" between clans might simply be a retaliatory raid. An eye for an eye, for example. It doesn't matter, in principle, if you get the actual guy you wanted dead, so long as you get something of roughly equal value. Some kind of kinsman. Ask the Icelanders or the Albanians. Keep in mind, the Orlanthi justice system, much like many historical societies, is group-based, not really individual (except when it is, lol). If you manage to capture someone who belongs to a party your party has sufficient grievances with, killing them is probably pretty accepted. It's not profitable, as you can't ransom them, and you might be forced, eventually, to pay weregild, but that depends entirely on if the opposing party manages to press the issue well enough, and whether any internal factors oppose the killing (maybe there are in-laws). I'm not sure I would get too hung up on the "unarmed" bit. It sounds too idealized to me. If he was armed when he committed the misdeed maybe that counts well enough. Point is, if the powers that be want someone dead, they're going to make it happen. There are all sorts of (legal/moral) mechanisms by which executions can happen, and all sorts of (legal/moral) ways to legitimize them.
    2 points
  14. HeroQuesting is all about doing the impossible. Breaking an Unbreakable Sword is just the results of a HeroQuest. Perhaps the sword was so full of the power of dismembering The Deceiver that it broke under the strain, bursting from within instead of being broken from without, I would say that it could not be broken from without. Thus allowing the Adventurers the chance of finding the pieces of the Unbreakable sword and reforging it. In my Glorantha it was given to him as a baby by his father, Humakt, or won by his mother when she seduced Humakt. Maybe the sword was her prize, or was Arkat's prize. Until then it was Unbreakable. The ability to dismember The Deceiver came at a price, the breaking of the sword. standard HeroQuesting stuff, really. Maybe it is an allegory, of Arkat perhaps breaking his geases and thus having his sword break, even though that had never happened before. That is a whole different story. That's why we have forums such as this, to ask questions.
    2 points
  15. Come to the Monster Empire (we have cookies!)
    2 points
  16. BGB is too good and Chaosium's staff knows it. I would rewrite the power section trying to explain how to fit powers systems to specific settings. IMO a system is not dead as long as people keep playing it.
    2 points
  17. Looks to me as if it might be time to re-publish "Dorastor, Land of Doom" as a Runequest Classic. Why? isn't it a PC-killer, likely to grind up Rune levels and spit them out? So i hear ... and my players would never go there... but Amazon has it posted for $790! https://www.amazon.com/Dorastor-Land-of-Doom-Runequest/dp/1560380748/ref=sr_1_1?dchild=1&keywords=Dorastor%2C+land+of+doom&qid=1621742022&sr=8-1 You could cut that price in half and still break even pretty quickly if it sold - or to 1/20th as a PDF!
    1 point
  18. Hey, all. I finished running The Broken Tower for my family today, and I was wondering something about creating subcults or cults for gods not in the RCG core book. Our group chose to appease Idrima in return for protection from Chaos, and I was wondering if anyone who played the adventure ever dealt with Idrima as a cult or subcult afterwards. The adventure recommends using her as a subcult of Maran Gor, which no one in our group really worships. I could see her teaching some skills like Earthspeech or Spirit Combat in return for cows. Would it make sense for someone in our group to become an honorary priest of Idrima for their part in reviving tribute to her if they're alright with the Earth Rune? And would that come with any powers or restrictions? I imagine that she's not going to be as strong a deity as Ernalda or others, but she probably has something to offer for payment. I hope my questions make sense. I'm trying to make a fun adventure for my family, and I think giving them rewards and opportunities for their actions would help them become invested in the game I'm running.
    1 point
  19. It was intentional, and we did it to focus on current game editions. If there's a PDF that used to be on chaosium.com that you want to buy, please search for it on DTRPG. As for them being hard to find on DTRPG, please search by title until we finish assigning some HW/HQ titles to the HeroQuest category to increase their visibility.
    1 point
  20. All of which seems reasonable. Just for the sake of argument if DTRPG went " Argghh ! enough of this POD business a curse upon it all " and said they they were only going to do PDF's would Chaosium allow people to do POD etc via someone like Lulu ? It's clear there is a market for POD products, so far I've bought: Six Seasons in Sartar The Duel at Dangerford The Rostakori Clan Sandheart Vol 1 Treasures of Glorantha Vol 1 Valley of Plenty The deciding factor for me was that there was a POD product for each of these. I've gone straight PDF for some of my shorter purchases: Monster of the month, Petty Spirits etc etc
    1 point
  21. DriveThruRPG is a digital seller, with a small sideline in outsourced print-on-demand. The PoD side of things is already more work for them, for less profit, so if anything happens that tips the scales further against print (like: a badly-printed book comes out and disappointed customers want refunds/replacements, or a badly-conceived bundle deal comes out and their customer support staff end up being overworked), they could withdraw it altogether. They have done exactly that to other community content programmes. Chaosium does not want to do anything that might endanger its long and successful partnership with DriveThruRPG. That’s why we tell creators how it works, so they can conform to our partner platform’s reasonable requirements, and we tell customers how it works, to help manage their expectations.
    1 point
  22. Or as was often the case historically, it was personally dishonorable for the executioner as well, but why would the leader be concerned about that - that's what the executioner is there for! In Europe, the executioner could often be someone pardoned from execution himself in order to take on the job, or something like that.
    1 point
  23. Do Chaos cults such as Primal Chaos, Puchango, Krarsht, Krjalk, Seseine and Urain have Holy Days? When? Asking for a friend.
    1 point
  24. I'm not finding immediately either, but there are some related secrets of the Nargan plot in Sandy's Forgotten Secrets of Glorantha. So, if you do set up the Southern Hero Wars thread, we'll have to add that in there.
    1 point
  25. It also denigrates the idea of Jonstown Compendium being primarily for PDFs. "I am selling a PDF for $20, but will bring out a POD version soon". "Great, so are you going to offer your PDF for free when the POD comes out?" "Er , no, because it costs $20.00". "Everyone else throws in the PDF for free, why don't you?" It implies that the PDF is worthless and the print edition is all that counts. I do indeed. Exactly. However, I am thinking that if someone sends me proof that they have bought the PDF and the POD version (Maybe in the form of a screenshot of the email from DTRPG acknowledging the order(s)) then I might send a small gift certificate out. That way, all the admin is down to me, I can vet each email for potential abuse and can stop it at any time if I feel that it is being abused. No extra work for DTRPG and, maybe, everyone is happy.
    1 point
  26. Great writeup. Yes, the sandbox at the beginning does take a fair bit of effort although not as much as Crimson Petals. Which is a fabulous adventure but I needed to writeup an A3 table summarising which NPCs knew (or would say) what. It is definitely worth it for both adventures. In terms of the way up. both of my groups ended up with the map from the honest Hendriki trader which I ruled let them take a different path to avoid it. Good roleplaying early, particularly kindness to that poor trader? Congratulations, you earned one less fight! :) Jardarin... I've run Pegasus Plateau twice, and both times the adventurers negotiated for single combat from a champion, with the others permitted to proceed regardless of the result. Both times, both times, the combats had a single dice roll. A critical from Jardarin, in one case requiring a Divine Intervention to save the adventurer. In both cases the champion accepted his loss with grace and dignity, and gave up the climb. In some cases one or two other adventurers offered to stay behind as well. Naturally, this is the display of honour Jardarin was seeking so all were sent on their way. In terms of the hippogriffs, I used the statblocks from the adventure but separately rolled the statblocks for their adult forms. I'm ruling that they'll grow to those by 2 points per Sacred Time in each characteristic, and skills will rise 5% per Sacred Time until the adult stats/skills are reached. The other rule I've enforced is that, like horses, they can't bear riders with heavy armour (3 points max) until their average STR/SIZ hits 26. So my heavily armoured infantry adventurers are currently grumbling about being naked in combat with only 3 points of armour.
    1 point
  27. 1 point
  28. Well.. can't argue with that.. And also, I used to be French... (left awhile ago now..) anyway, when I grew occasionally my parents let me share the alcoholic drinks, so who am I to disagree after all? Not sure it is really a problem either! ^_^
    1 point
  29. The mom, Niece G, is an adult. Her daughters, Nieces C and D, are 'tweens'... between 10 and 13. And I'm an alcoholic, so margaritas are RIGHT out! 😁
    1 point
  30. I got the feeling his nieces are on the young side of teenagers.... 😄
    1 point
  31. A bit of a tangent, but if that was what was planned to come from Pamaltela to Genertela, what was planned the other way? Harrek isn't Chaotic... Vadeli?
    1 point
  32. Standalone minor cult or subcult to Maran Gor makes every sense. I expect this situation may well occur in my campaign once we resume it, and I would likely allow an Earth cultist to get to be God-Talker with waived or reduced entrance requirements if she’s the one who sets the whole thing up.
    1 point
  33. I haven't played it, as I am waiting for our RQG Campaign to start. But, there is no problem with worshipping a long-lost demigod and using it as a subcult. Depending in her description and powers, it could be any earth goddess or specific ones. Yes. They can learn her magic and gain a Rune Pool from her. Restrictions might come from her backstory or myths. Sure, give her cult one Rune Spell to start off with and build from there. One of the good things about starting a Subcult is HeroQuesting to uncover new powers, but a Subcult normally only grants one or two spells to the main cult. Absolutely, why wouldn't you reward Adventurers for their successes? Starting a subcult is a really good way of doing that, I use it all the time.
    1 point
  34. Non-canonical of course, 'written' thousands of years later... Some Orlanthi say Arkat's father was Humakt, the God of War, or a barbarian Humakti hero. This seems unlikely, for a half breed would not have been accepted as a horali cadet. The zzaburi tested all suspected of mixed parentage, destroying or expelling those adjudged impure. Despite being assessed several times, Arkat passed all the examinations posed. These legends also claim that Arkat possessed a powerful weapon belonging to his father which he freed from under a boulder before he left the island. It is called God-Cleaver in the legends, reputed to be the Unbreakable Sword of Humakt, fashioned of Adamantine, which is said to be formed of raw incarnate Law. It is improbable that a cadet would own or be permitted by the zzaburi to retain such a powerful weapon, and the Hero probably obtained it during the wars on the mainland. Instead, it may have been gained on one of the Hero’s many heroquests during the wars in Ralios. It is said that in his lifetime Arkat proved he was the son of Humakt, a pure horali, and all the other things legend claimed for his origins, impossible as that may seem, unless there was more than one Arkat... It is possible that some of the deeds ascribed to Arkat were performed by one or more of his Companions instead. https://www.drivethrurpg.com/product/325525/Men-of-the-West?src=hottest_filtered And many many other things...
    1 point
  35. Don't worry, they make sense. That means you have perfectly understood the MGF rule. I never experienced that, either as a player or as a GM, but the idea seems fine. Good idea. If, as a GM, you're ok with it, YES, and she can be a subcult of almost any earth deity.
    1 point
  36. Thanks for finding and answering my question. I had completely forgotten about this 😄
    1 point
  37. I think I would rather say "Especially among the Orlanthi"! The Westerosi principle is that it is dishonourable to sentence someone and to be unwilling to execute them yourself. Amongst the Orlanthi justice can be determined in a number of ways, and I would expect capital crimes to find their justice expressed in many ways - exile, execution, thralldom, spirits of reprisal etc.
    1 point
  38. [I posted this over on the RuneQuest Facebook group; posting here too, for ease of future retrieval] As one of the co-authors of the 'Old Sun Dome' scenario in RQ3's Sun County, I was gratified to read @Andrew Logan Montgomery's remarks that the ancient vampire in that adventure has left an impression that has "stayed with him for decades".* Drew said he sees it as the vampire equivalent of Percy Shelly’s Ozymandius, "a terror made somehow sad and wasted by the desolation of centuries", and I think that's an excellent summation of this deathless horror that is so old it no longer remembers its name. It cannot recall where it came from or what deeds it did in mortal life. It has forgotten what tongues it once spoke. Its one delight is its undead state. The vampire revels in eternal life, mocking (though no longer fully understanding) the mortal races who are cursed by death. Whereas other Vivamorti have used the immortality to make themselves feared lords of power, the essentially selfish, introspective ego of this vampire has allowed it to remain content with just possessing what few others can have: an ageless, deathless existence. The vampire sleeps in a sealed chamber in the vaults of the Old Sun Dome, having dropped its funeral earth down there through a tiny fissure literally one grain at a time (you can do tasks like this when you literally have eternity to get them done). It spends years at a time in its safe, silent, secret crypt, coming out only to feed. Our vampire is described as "completely naked, its body covered in a fine filigree of armouring enchantments... hidden under centuries of grime." So in the art direction we wanted to ensure there were none of the usual visual tropes you see with vampires. Here's the finished piece from p.116 of Sun County - I think Roger Raupp did a brilliant job! *see Andrew's recent review of the solo game 'Thousand Year Old Vampire'.
    1 point
  39. Haha, go Sea Patrol! Well.. every body goes to Melbourne! So.. I want to be the one who didn't! Also... Ahem, I did live there for 2 month.. going anywhere take like 1 hour, minimum.. And it's so goddamn cold as well, they got penguins! And even in summer, almost no one go for a swim in the sea!
    1 point
  40. Even among the Orlanthi, performing an execution is not a dishonorable act.
    1 point
  41. Chaosium has not said anything about not owning the rights. So, even if they don't technically own them, that doesn't seem to be a problem for them. That being said, I accept the explanation they've given. It's their business to run, not mine.
    1 point
  42. I don't see it that way. That's not a "last will" kind of wish, and even if it was, should Max Brod have burnt Kafka's unpublished work like the latter asked him to? Like I said, it's complicated.
    1 point
  43. Slipcase will be mine! @Jason DWill it be branded RuneQuest or just Mythic Iceland?
    1 point
  44. I get your intention, I just think it's a bad idea. Oh, I get your intent, I just disagree with it. In real life there is a lot of crossover. A medical doctor's knowledge and skill does apply somewhat when working on an animal. That's why I don't like your all or nothing approach. In the real world medicine isn't worthless without specializations. A human doctor is going to be much better at treating a sick or inured horse than someone with no medical knowledge at all. I just don't think that's a good idea. You are going to win up with lots of odd situations where someone's related knowledge will prove worthless. That's why I think you should allow either to work. Again, in real life someone with either electronics skill or mechanical locksmith skill could open the door. The difference is in how they do it. For example, some places use key cards that employees need to scan to access certian areas. THe way they work is by encoding the proper access codes onto a magnetic strip on the card. Now if someone wanted to bypass that type of lock they could: Manipulate the lock mechanically as a locksmith Trip the lock eletrically with electronics Copy the acess code witha computer and put in on another key card with Computer skill Reprogram the access codes for that lock with Computer skill There are multiple ways to get the desired result, and which one you lean towards depends on your skill set and what equipment you have. I think just limiting it to one applicable skill or specialty is not a great approach.
    1 point
  45. It's fine to try to make a consistent list of skills, but beware to not make it so that a character has to invest too many points in skills that will never be used in play if he wants to play a "scientist". It may seem very unrealistic and unsatisfying to have only one "Science" skill, like in White Wolf games, but the result is it only "costs" a few points at character creation to make a competent scientist, and won't make him useless outside a laboratory.
    1 point
  46. There is work on Talastar-Dorastor going on, but no announcements beyond the fact that the work is being done.
    1 point
  47. Hmm, that looks oddly familiar. 😉
    1 point
  48. Yes, you will need to buy the Fantasy Grounds 7th edition Call of Cthulhu rules set module first to run any of the Call of Cthulhu scenario modules available there. The 6th edition rules set is also available for the platform and contains three scenarios which will automatically convert to 7th edition when loaded. Call of Cthulhu 7th Edition (Ruleset) The 7th edition Investigator Handbook is available as a separate purchase so that players and the Keeper can access this information within Fantasy Grounds. Call of Cthulhu 7E Investigator Handbook Fantasy Grounds is the way to go for Call of Cthulhu, imo, as this platform has far more pertinent content than Roll20 or the other virtual tabletop platforms. Do you quick search on the site and you will see.
    1 point
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