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David Scott

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Everything posted by David Scott

  1. There's a thread here on the same question (with answers)
  2. It's less than 80% so the GM can't force it and clearly the most part doesn't apply to an Adventurer who has taken warrior as an occupation.
  3. I don't see it as problem unless you run combat heavy games (I don't). Personally I would discourage Duck fighters, but they do like Humakt (I find that humakti adventurers problematic in games with little fighting). I have a centaur adventurer in my game. He has the opposite problem, he has a large damage bonus, likewise i've had troll characters with the same problem. You do need to make them aware of
  4. Bestiary pages 31-32. Per the box on page 31, any occupation is available and Ducks worship the Orlanthi deities.
  5. In my games as long as their cults aren't hostile to each other, you can pretty much play anything. What's the story - they've heard the Call to Adventure (most important). Why is everyone together - new experiences and adventure to be had. Why are we cooperating - because we want the thrill of adventure. Is my non-human adventurer an odd member of their society - maybe, but it's within the norm.
  6. Yes. Only 10% of the current population are involved in reindeer herding. However they give a good (IMO) ballpark number to work with. If you want to read more have a look at this: Quantifying Sami Settlement and Movement Patterns in Northern Sweden 1700 – 1900 http://pubs.aina.ucalgary.ca/arctic/Arctic63-2-141.pdf i used to have a chart that gave the “normal” ranges of population densities for different cultures in different biomes (year’s ago - no idea were it went, from a book of all things). However that paper gives these ranges: It does say that historically they had low densities of 0.06, however the Uncolings are the most socially sophisticated of the Hsunchen cultures. Each spring they meet at Porent in a huge gathering, and perform ceremonies that require thousands of participants. They also have trading posts, so I suspect some semipermanent or even permanent population in places. It’s never going to be perfect using real world cultures and data for a magical world, but it fits well enough for me.
  7. They are all 1920s, although 4 of the 5 state at the beginning of the scenarios that that can be set in other eras with little work. The pregens are all 1920s. The “Sharing Nightmares” chapter - Tips for game mastering and playing Call of Cthulhu By Kevin Ross is eraless. I’m going to run them soon, but vanilla 1920s with the pregens, so I can’t comment on other eras.
  8. Published in 2009 - https://www.chaosium.com/arkham-now/
  9. Will not cast spells for the shaman, but could cast spells for others that need them, given the nature of the spirit but not at the command of the shaman. Can cast spells on itself. For example a spirit could heal a bison rider's mount if ill or injured. Not because the shaman asks it too, but because it might have been an animal healer (Eirtha Initiate). Yes. Yes, but these are IMO emergency points. They hang around the shaman in the spirit world unless off somewhere else as part of the adventure. Spirits bound by pacts are just like sidekicks in HQG. They are simply spirit helpers that have agreed (with POW) to be friends with the shaman. A bound spirit is different in that the shaman has defeated it and bound it to service. I would personalise these spirits giving them their own magic and abilities if needed. In the case of a Deity (don't forget you can easily modify you chances of finding a deity), I'd make the spirit an avatar or just part of the deity's power. So when meeting Chalana Arroy, you might just have a giant healing spirit as a friend that has all of her rune spells (plus rune points to match). As part of the pact it would tip your Harmony rune +20%, etc. This type of spirit represent to me the normal type of spirit helper that shaman have. They are much more useful and provide game hooks.
  10. 1250 hexes (mean of your figure) x 55 sq km (a 8km hex has an area of 55.426 sq km. https://rechneronline.de/pi/hexagon.php) is 68750 sq km. 300000 Uncolings into 68750 sq km gives a population density of 4.36 per sq km. The population density of the Sami people (indigenous reindeer herders in northern Europe) is 5 per sq km. Although the Guide says they live in a vast Tundra region, I suspect that as in our world most of it is cold coniferous forest becoming tundra near the Glacier. Looking at the AAA you can see the forests (Winterwood, Deerwood, etc.).
  11. The Telmori have only access to a single common spell Rune spell which is sanctify. They don't have access to Extension (Bestiary page 86).
  12. I'd go to the original source - Greg's arm: https://v1.escapistmagazine.com/articles/view/tabletop/columns/days-of-high-adventure/6709-Greg-Stafford-Mythmaker.3 sadly not a clear picture
  13. Considering the Basmoli only have access to five Rune spells and their shaman an extra one, I don't see it as an issue. Adventurers are likely to get at least a point of POW a year, so by the age of 30-35 will be able to transform completely. Depending on how you want to model POW gains for NPC (point every 2, 3, or 5 years etc), most elders can transform completely. This means that their death scene will be them turning into a wolf and their spirit leaving their body as such. Practically, it's the transform limb and head spells that are the most useful. Transform limb will let you escape if swift or need to swim or fly. Transform head is useful if you are a water creature and need to dive.
  14. I'm slowly reading through the rules and had missed that line. I was going on what the Major Wound section says on page 120: The inconsistency of the wording allows for different interpretations: character vs target. not reached that section yet 🙂
  15. Thanks. Not spotted that. I will now ignore it as it will extend combat. Players often cast spirit magic in the same round in my games. Page 314 in my edition, for those searching for this. Can we keep the thread on topic please, contributors have veered into special damage results.
  16. I'm assuming you are referring to the Guide page 742 and KoS 2ed page 28 where the Empire summoned the Moon Wind to defend against Argrath's attack on the Moon. I'd like to think its souls of dead Danfive Xaroni or Danfive himself finally able to express his true nature in a suicidal manifestation. However it's likely against the compromise, but this is a world bending event. See Pavis GTA page 398 or HQG page 191. Danfive Xaron Note that the upcoming RQG version of the cult's runes are Moon, Harmony, and Death and has no connection to the wind rune.
  17. Yes, page195 says the adventurer can't attack physically and magically. Bladesharp isn't an "attack" spell. So Bladesharp 4 with a DEX SR of 2 would go off on SR 6 and then a readied sword attack of 5 SRs on SR11 You couldn't do a Disruption (1) on SR3 and then attack. If neither were attack spells then yes.
  18. The rules are straightforward in my mind when regarding major wounds, they describe only the characters receiving them and a couple times where monsters explicitly receive them. The killing monsters section on page 282 makes me believe that monsters don't usually suffer major wounds being "strange and alien beings", and "Some monsters (when reduced to unconsciousness or zero hit points) may appear to be dead, only to rise again moments or hours later to inflict a grisly revenge on their attackers." This is also how it looks in the movies - people just keep shooting bits off it (the monster), but it just keeps coming until the last moment where it falls over (hopefully dead).
  19. The Temple of the Wooden Sword was part of Greg's own campaign.The 11 Lights says: The campaign set around 1613 was originally documented in a series of fanzines called Dragon's Past (10 issues) and Son of Sartar (4 issues) between 1979 and 1980. They were included in the APA zine The Wild Hunt. Parts of the campaign were further documented in a feature in Wyrms Foonotes called Dragons Past: issue 9: The Great Raid on the Temple of the Wooden Sword issue 11: The Founding of the Wooden Sword: & The Temple of the Wooden Sword & Londra of Londros, a member of the group. issue12 continued the story withe Skirmish at Wind Temple. issue 14 finished with the Crown Test of Leika Balista Wyrm's footprints collected all of these together issue 15 has Assault on the Isle of the Dead, where the Wooden Sword suffers its first defeat. https://www.chaosium.com/wyrms-footnotes-pdf/ Tales of the Reaching Moon was a fanzine run by David in the UK. Later contributors and members included MOB, with Rick doing the layout for later editions. It was distributed widely, as far as Japan, Australia, North America and of course Europe, Tales republished many parts of Dragons Past and the Wooden Sword, issue 5 being the main one.
  20. GtG page 186: 7.5 miles = 12100 metres Kero Fin is about 30 hexes from the view point in the picture (AAA). 30 x 5 miles is 150 miles.
  21. No, I'm just saying that they would need researching and transcribing maybe. As I said it's just colour and the skills remain the same under the systems. We don't have a sorcery book yet, but I would add research / learning modifiers to cross-cultural spells. That's not including the fact that if written, you might not know the language. In Pavis:GtA page 371, I made the secrets of stone grimoire out of mica to be projected. Then it's dwarven ideograms to understand. To get the spell you need not only the equipment, but the language too.
  22. Starting with the definition of Theism is something you are, Spirit Magic is something you have and Sorcery is something you know, there's clearly different ways of knowing. Just looking at magicial practices amongst a single historical group can show different ways of knowing: Viking magical practices can be broadly split into three types - Seidr (divinatory and manipulatory singing practice), Galdr (spells and words usually sung) and Runes (inscribed spells and divination). Just applying those to Glorantha would give us three different approaches to sorcery. These three practices produce different results, are technically different ways of knowing. Knowing one doesn't grant you understanding of the other or the ability to do it, although there were likely people who knew two of the practices. In my mind this is straightforward model for sorcery - lots of different ways of producing magical effects, many appear similar, but the techniques differ. A tiny percentage of sorcerous polymaths at the pinnacle of their career could combine some of these techniques to produce synergistic effects. Fortunately God Learners of this magnitude were rare and ultimately "retired", their students not fully able to comprehend the ramifications of these techniques caused mayhem. In RQG & HQG this is just background colour, it's the same % roll or Keyword.
  23. Sorcery is something you know - a defined set of actions results in known magical effect. Learning what action produces an effect while on a HeroQuest seems pretty straightforward to me. Sorcerers understand the complex interaction of runes and their devolved forms (Srvuali, Burtae, etc), By applying a technique to one of these forms and seeing what the result is allows the sorcerer to learn a new spell (action / result). Many would have to be done on a HeroQuest as these forms may not exist within the Compromise. It would seem to me that the purpose of sorcerous heroquesting is to do just that - act directly on the gods and bring back that knowledge. See the Xeotam Dialogues in the Glorantha Sourcebook page 74 or here: https://www.glorantha.com/glorantha/the-xeotam-dialogues/
  24. Yes, but just be aware it's been superseded by the map base from the Guide. The map is a little off, but still usable in your Glorantha. Here it is overlaid with Darya's map from the GM Screen Pack (based on Colin Driver's master maps based on Greg's originals):
  25. The major reference to Old Wind is the chapter in the Sartar Companion pages 74 to 79. It has a complete description, occupants and their practices and history. https://www.chaosium.com/sartar-companion-pdf/ The Guide is the main reference to Old Wind on page 186. Neither mention windmills. Old Wind has changed from the version of William Church. That version is the only mention of windmills in Glorantha. There's a thread here on it: https://basicroleplaying.org/topic/7439-glorantha-technology-and-glorantha-material-technology/page/4/
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