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jean

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Posts posted by jean

  1. After reading the description, I think that the spells last 16+ combat rounds.

    The caster can do multiple attacks. I'd use the skill throw rock to determine if the attack connects.

    The target can use dodge to avoid being hit (maybe at half skill)

    Since it is a physical attack, armor protects.

    You can use the spell to do bolt-like attack (I. e. a number of discrete attacks) or to do continuous attack.

    In a continuous attack, the target can then be repulsed (maybe a STR vs magician's POW to resist). In the case of guide fire, there is a possibility for the target to catch fire.

     

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  2. As I understand it, trollball like football is obviously much more than a game. For the fans it is akin to a religion. They wait for the next match, talk endlessly about the referee's decisions (insert various football fans behaviours ...)

     

     

  3. Another book that can be used is "Blood Tide". There are rules for ship to ship fighting. I know they are written for  another setting, but I think they are useable.

     

    I have a question about the ships' speed (on page 109).

    Ships speed is measured in knots. One knot is one nautic mile per hour (1852 m per hour). It is around 6 m (20 feet) per RQ round.

    For me 125 feet per round is 6 knots. Did I miss something?

     

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  4. 6 hours ago, OrlanthRex said:

    A little off topic. Before Strangers in Prax was originally printed, I thought I remembered reading in a blog or advertisement or something that there was a fourth scenario involving a “stranger to Prax” from the East. Was there a fourth scenario planned or is this just a phantom memory?

    In my memory, in the advertisement the fourth scenario was about a shaman from Pamaltela. That's all I remember.

     

  5. The lunar arts (amplify, combine, prolong and distance) were described in the RQ3 supplement gods of glorantha.

     

    I think that for RQG, for the time being, we can adapt what is decribed for sorcery in the rulebook

    amplify <> intensity

    prolong <> duration

    distance <> range

     

    combine was used to cast a number of spells simultaneously

     

    Jean

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  6. In Mythras, you take the creature's CON+SIZ as basis

    In each location that is comparable to a human's arm the HP are ((basis / 5) - 1) (minimum 1)

    In each location that is comparable to a humans' leg (or head) the HP are (basis/5)

    in each location that is comparable to a human's abdomen the HP are (basis/5)+1

    In each location that is comparable to a human's chest the HP are (basis5)+2

     

    In BRP, you take the creature's (CON+SIZ)/2 as basis

    In each location that is comparable to a human's arm the HP are 0.25 * basis

    In each location that is comparable to a human's leg (or abdomen or head)  the HP are 0.33 * basis

    In each location that is comparable to a human's chest the HP are 0.4 * basis

     

    In addition, if a location is comparable to an insect's leg the HP are 0.16*basis

    I hope it helps you

    Jean

  7. After thinking about it, I'd treat it like a dragon's breath.

    The chance to hit for the dragonewt is its score in draconic lore.

    A dodge -20 (it is an area attack after all) allows to avoid being in the cone and to remain standing, a jump allows to avoid the cone but the target ends prone.

     

    Jean

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  8. I can help for Urge and Hubris

    Urge is a rating like the psi rating.

    When a psyker breaks a social taboo he has a chance to increase his urge rating.

    When a pskyker does penance he has a chance to decrease his urge rating.

    The Urge is the psyker's evil twin, his guilty soul. It is usually dormant, but is is awakened when the psyker fumbles a psionic power or when he uses it to replace a psi skill.

    The awakened Urge can try to steer the psyker toward actions that will increase the Urge potency.

     

    Hubris is a rating like the theurgy rating.

    The mechanism for gaining or losing Hubris is similar to the mechanism for gaining or losing Urge

    The effects of Hubris are usually permanent and tied to the level reached by the theurge.

     

    Jean

     

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