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hkokko

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Posts posted by hkokko

  1. Encyclopedia of Mythras Combat Style Traits

     

    Here is a list of many combat style traits that I have adopted or will adopt into my campaign. Currently the list is above 60 traits.

     
    It contains the combat style traits from the following official publications:
    • Mythras Core,  Mythic Rome, AiG, Mythic Constantinople, Monster Island.
     
    In addition to these official ones it contains few from RangerDan's campaign and Raleel's Martial Arts Combat style traits.
    The unarmed set alone is quite an expansion to the ones in Mythras Core. The way I am planning to bring the unarmed ones on is to create schools that have some of these available - like the ones that come from Mythic Constantinople. Raleel's set already has several that quite nicely will form a school as they depend on each other.
     
    You will be able to vary your combat styles quite nicely by choosing a small set of "cultural" or brotherhood weapons (1-3) and adding one, maybe two combat style traits on it.
     
    The list is available here

    ..and it is of course also updated in the Mythras Charts and Tables page

     

     

    https://notesfrompavis.wordpress.com/2018/11/18/encyclopedia-of-mythras-combat-style-traits/

  2. Here are some updated charts for Mythras.

    New charts:
    • Spirit Combat (Special effects, spirit damage, results)
    Updated charts
    • Miscellaneous charts
      • Healing and Wounds Mythras
      • Movement Speed Mythras
    • Special Effects
      • Combat Special Effects Offensive Portrait
      • Combat Special Effects Defensive Portrait
    • Weapons
      • Standard Weapons for Mythras
      • Eastern Weapons
      • Gloranthan Weapons
      • Monster Island Weapons for Mythras
    • Situational Modifiers
      • Mythras Ranged Combat Situational Modifiers
      • Mythras Magic Situational Modifiers
      • Close Combat Situational Modifiers
    Updates include
    • Mythras 3rd Printing changes incorporated (for example Drop Foe, Spoil Spell). Page number references corrected to point to correct places in the Mythras
    • Clarifications on Prepare Counter, Grip/grappling and Impale.
    • Some readability issues fixed. The default font has been changed to Baskerville and some charts have Sava Pro
    • On the situational modifiers more used modifiers stand out a bit more clearly
    • The trademark texts fixed

     

     

     

    https://notesfrompavis.wordpress.com/2018/11/18/updated-charts-for-mythras-spirit-combat-as-new-chart/

  3. RIP Greg Stafford. Since 1981 his creations have been the inspiration and the world where I have gathered my friends and enjoyed living in them so many many hours and still continue to do so. He has made such a positive impact on my life that it is hard to fathom. His contribution to our hobby has been immense. Thank you. We have lost the Grand Old One and he will be remembered... My sympathies for his family and friends in this darkest of times. 

    • Like 2
  4. 51 minutes ago, Jeff said:

    Gods and Goddesses of Glorantha has the official writeup. At just under 4,000 words it is the definitive writeup, and I am much happier with it than my Sartar Companion writeup.

    I was more thinking about available material...

    http://www.glorantha.com/docs/canon/ lists Sartar Companion as canon. Gods and Goddesses of Glorantha is not available yet.  Game happens now - the character is created today and will be on game next Wednesday - so will be building on Sartar Companion and the other available sources. Will of course be buying the GGoG when it comes out. 

    Would there be something more available on cult compatibility of Eurmal (friends with, associated with, neutral, hates) than the normal rune based stuff plus what one can fathom out of pantheon enemies and friends... 

  5. Any other material sources for Eurmal cult - I have the Phil Davis Eurmal cult, Glorantha Sourcebook text, Gods of Glorantha stuff...  Was there ever any other cult description in any of the publications. not looking for current canon only...

  6. At the moment - for tools I use the table approach would be better. I am using Campaign Logger generators for generating my ships which is very good with tables but does not know much math...

  7. On 7/20/2018 at 3:20 PM, Prime Evil said:

    1. I can think of one gamer who has no desire to produce such a variant.

    I can think of a second one plus all the players in my group.

    i am much more interested in scenarios and supplemental material than any extra rulesets. Never really had the inclination on majorly modding or creating a ruleset. Have done lots of supplemental material and content to run my favorite gaming world in my favorite ruleset (Mythras). Surprisingly little rules additions needed as such, very very minor.

    • Like 2
  8. Crimson Bat - feeding reqs seem to be wrong.

     

    in Cults of Terror it states

    ’must be fed regularly and on time.
    Both the body and spirit of the Bat must be fed. At its 
    maintenance level its body requires 250 total SIZ points (an 
    average of 25 creatures of SIZ 10) for food each week. The Bat 
    will not quibble about the type of meat so long as it is fresh: 
    not more than one or two days dead.
    In feeding the spirit, the Bat will devour only the spirits of 
    intelligent beings (those with INT 6+). The spirits of enough 
    beings to give it a minimum of 250 points POW each week are 
    needed (this is an average of 25 creatures of POW 10 for food 
    each week).

     

    and 

    Peacetime - minimum level. It is fed an average of 25 intelligent beings 
    once per week. Its feeding requirements are exact, and covered 
    completely in the miscellaneous notes at the end of this cult. If 
    the Bat is not properly fed, it will fade from the mundane plane, 
    requiring many sacrifices and great magics to bring it back.
    In wartime the cult membership grows, and the Bat’s hunger 
    increases for the demon is used regularly in attacks. The food 
    consumption increases by a factor of ten, and the bat then must 
    be fed twice weekly

    This 25 seems to be supported by other canon spurces as well with mentions of 25 fed before moving...

    Could not find the req that they must be lunar initiates. That would be quite counterproductive as there might be relatively few in the border regions and with bat even fewer would be tempted to join...

     

     

  9. Crimson Bat - attack percentages are puny compared to creature that has been around for 350-400 years with Lunars at least and actively using its skills for much of the time.

    for example for a creature that claims it needs to eat at least 220 sentients per week it would seem needed to have the bite (with swallow as a whole) the normal method and only with 5 experience rolls per season this would mean couple of thousand rolls or some fraction of that... Most likely option is that the sentients are provided alive by the region so there would be some exercise needed to get them processed.75% in the bite sounds quite small with centuries of active mayhem among enemies of the empire

     

     

     

     

     

  10. Crimson Bat - it is mentioned ‘All discorporate or unbound spirits (except fetches, allied spirits, and discorporate individ- uals) which come within the Glowspot are absorbed
    instantly by the Bat’ and then it is mentioned 
    ‘The tongue attacks can grapple spirits and pull them into the Bat’s mouth, unless the spirit overcomes the Bat’s STR with its own (only possible for spirits possessing STR).’

    Should the latter be interpreted that discorporate individuals will be pulled into Bat’s mouth. Or would it really mean that fetches and allied spirits will be pulled in as well - tearing  them from the objects or awakened animals...

    As elementals are spirits according to bestiary no unbound elementals will exist where bat has visited in 20 km radius according to first rule. All bound elementals can be grappled according to second rule.

    The first effect seems to be too powerful - all spirits and free elementals in the surrounding 20km instantly absorbed - no spirit caves, ancestral spirits, free moving other spirits? how would you determine unbound with all the spirit types presented in the rulebook. With a couple of positionings of bat’s glowspot you empty the countryside from Kero Fin to Boldhome of spirits?

    Glowspot probably extends only to the surface of the Glorantha so underwater and caves, buildings where the moonlight would not extend is safe? As the Glowspot moves with bat and waxes and wanes with Moon phases the term ‘comes within the Glowspot’ is ambiguous...

     

     

  11. 3 hours ago, Jason Durall said:

    Player character adventures are exceptional individuals, and non-player characters do not follow the same rapid advancement as do player characters. The operative word is "adventurer"... it is assumed that most PCs are engaged in actively improving themselves, training, learning, growing in experience, while most non-adventurers are doing their jobs, living day-to-day, etc. 

    Hmm.It says on page 6 of the RQG Bestiary: "

    "Creatures that survive initial encounters with adventurers may return later, their skills improved from their experiences. Monsters get experience rolls too!"

    The job the NPC's are doing is for example "pacifying the empire with scimitar", "raiding the neighbour clan",  "being an initiate", "being a priest" which basically use the skills...

     

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