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David Scott

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Everything posted by David Scott

  1. You could easily run a Conan style game in Glorantha. No. Look at page 17:
  2. That's actually a different magic belonging to another school of lunar magic - the Crater makers - Meteor storm.
  3. Have a look in the Glorantha Sourcebook page 164: It was modelled on the Skyburn (same page) There are more details elsewhere in Gloranthan literature. Interestingly on page 386: then on the same page: I think my group has misinterpreted the rules here. The number of runes in the spell is the cost as noted in each spell. So in the case of my player, his adventurer has only 2 of the four so it's a six point spell not a four. Temporal sorcery spell are 10 minutes.
  4. It's a scintillating magical laser, minimum of 5m radius, run, you've got 5 minutes to escape. It's a weird piece of scintillating lunar magic, not a beam.
  5. King Arthur Pendragon https://www.chaosium.com/king-arthur-pendragon-core-rule-book-5-2-edition-pdf/ Book of Battle https://www.chaosium.com/book-of-battle-2nd-edition-pdf/ I've edited my previous post to include the missing definition.
  6. It's an abstract system for engagements larger than the normal RQ skirmish. It's IMO clearly descended from the Battle skill in King Arthur Pendragon (KAP) . As such it's a lead in to an un-yet expanded write up as per KAP. KAP has a whole section on Battle skill (and a whole book devoted to it...), this the skill description: The idea is that in large engagements, the battle skill dictates what's going on around the players rather than focusing on the 100s of others overall. Within the player "bubble" normal combat happens with the potential of in-battle events. That way you don't have play out blow by blow every part of the battles that are yet to come in the Hero Wars. However you can be in the battles doing your own bit. The previous history tables reflect this in a small way. Battle is a system for avoiding combat overwhelming the group If you have access to KAP look it up, you will see the future for RQG. For RQG I'm happy GMing combat up maybe 20 individuals, beyond that battle would break it down into parts for ease of play. Defending Apple Lane is a tiny skirmish (although KAP defines a skirmish up to 200 warriors) I did the same, using the KAP definition.
  7. Thanks for the solution - just glue everyone down first 🙂
  8. I think very simply that you have to target an area, so it's not a battlefield spell. Moonfire isn't Moonburn.
  9. In practice however Moonfire isn't that bad, it's actually hard to use and the targets can run away or hide. Warning, the intricacies of casting Lunar sorcery lie ahead... One of my players has a Lunar Sorcerer of the Shadow Path (a school he invented). His adventurer has an INT of 18 and 24mps (he can only use 23 or goes unconscious). He had 3 spells in memory so a Free INT of 15. He uses Moon and his summon technique. The costs are 4mps and he can manipulate up to strength 15 for another 14mps, so 18 in total. That gives him 3D6 damage over a 20m radius. This is where the problems set in - he is inside the radius as the base range is 10m. So adding range of 30m, intensity 3 reduces the Strength to 12, still 3D6 damage and 20m radius, 4+11+3 = 18mps. His DEX SR was 3 so casting time is 1 round + SR3 + 18 SRs = 2 Rounds at goes off at SR9 next round. So that's the basics for a Half Moon Phase with everything "normal". Casting it in combat is pointless due to the time to cast, area effect and friendly fire issues. Casting it on a cave full of broo was very useful. It's a temporal spell not Instant so the target has to be in the area for 5 minutes to receive the damage. The cave of Broos couldn't escape - so it was fish in a barrel - the moonfire got in through gap in the boulders. Otherwise the targets will scatter. Overall this works great on trapped or static targets, like elf forests and fortifications (but not those in sealed rooms or underground). Now the Moon phases Full Moon Day: only costs 9pts, goes off quicker (limited by available Free INT) Crescent Moon Days: Limited to 24mps - his max. 6 + 15 + 2 = 23 mps, Intensity 11, range 20m = 23mps only 2D6 and 10m radius (Limited by mps) Dying/Black Moon Days: Limited to 24mps - his max. 8 + 12 + 2, Intensity 7, range 20m = 22mps only 1D6 and 10m radius He has a chart on his character sheet... Sorcerers with Enhance INT will be much more powerful on Full Moon days, but my player doesn't have that (yet). Given the character above he can't quite get to 4D6 damage as the range needed to be outside the area of effect needs too much range. If he had a base INT of 16 or one less spell it would work.
  10. I'd try again it's not like @Helliwell to not reply (he's one of my players). Or summon his minion @Stormwalker to do his bidding... His figures look great, we have them in our game, but I'm biased. I love the Strike Rank Tracker, I wish I'd had one years ago. It's the single thing that makes combat easy for me. https://www.infinity-engine.com/index.php?id_product=122&controller=product Although I've never used the Rune Biscuits (I was so disappointed when handed one at a con), we've realised they'd be really handy. One day I hope to try them. https://www.infinity-engine.com/index.php?id_product=124&controller=product The ivory coloured ones look best and less like biscuits: https://www.infinity-engine.com/index.php?id_product=128&controller=product&search_query=augment+&results=2
  11. One of my players had Burble with Waterfolk 1W
  12. Generally speaking, my Heroquest rewards have followed Joseph Campbell's model of individual vs community. You can have a +big number sword and keep it yourself or give the power to your community so everyone gets a +much smaller sword ability. Likewise you can be super farmer or everyone in your village gets better crops than average. I've normally tailored the boon to the quest, however if the adventurers leave the path anything is possible. In one heroquest the entire group were yelmalians (sun county had just come out) and at a certain point when the maguffin flew off to the horizon, one player said "I turn myself into a spear and fly after it" They all made their Light rune rolls and off they went. At the end they paid a point of POW and got become spear as an HeroQuest ability. The currency of HeroQuests was POW and Will, no magic points POW was the magic point equivalent and Will was permanent POW on the Heroplane. No magic points for the reasons others have mentioned. I used superworld powers as the model for Heroquest abilities. Pretty much the same for Heroquest Glorantha. Now we've shamanic abilities to use as the model of HeroQuest boons.
  13. The conversion rules are quite clear, as are hide and move quietly, one augmenting the other for sneaking. I'm not sure the maths is right here. If you succeed in your augment you get a bonus to your skill. Surely it's not a straight multiplication (.75 x .75)
  14. Conversion wise, if you're going to do it, most of it is very straight forward. The 4 troll zombies need little if any work (Bestiary p129), likewise the jack-o-bear (Bestiary p101), Gorp (Bestiary p99), 3 trollkin (Bestiary p77) and Gargoyle (Bestiary p119). The dark troll (Bestiary page 75) initiate of Kyger Litor needs some rune points and some runes. The Bestiary says "All trolls have the Darkness Rune of at least 60%" and Kyger Litor's magic is on page 80. Absorption and Blinding seem appropriate, the others take too long and three rune points.
  15. Thanks, I'd forgotten about this. In my head it's just part of the Griffin Gate scenarios.
  16. Personally I'd not make them roll. As long as they have the skill above basic, I'd use the automatic success rule - as herding cows in this situation doesn't fulfil the yes component of the rules (page 141) IMHO. If none have herder as occupation, I'd just make them take longer. For me, this is clearly a story over procedure moment. I've just run Cattle Raid from the GM Screen Pack. At the end I said "eventually you herd the cows back to the village". The players wanted to get to the next scene not play a cow herding game (unless your players are different 🙂) - no one needs Herd at 90% to become a Rune Level... One of the difficulties a RuneQuest GM has is knowing when not to roll the dice to move the story on. Especially when everyone has a sheet in front of them covered in percentages and percentile dice in hand.
  17. I'm not familiar with this. What's the reference? Who wrote it? If you do a website and it's a Chaosium scenario , you will need to adhere to this: https://www.chaosium.com/fan-material-policy/.
  18. Me too! I have a reference card to help me sort out other stats:
  19. It's Clearwine Village just outside the fort on the map. Page 28 "Clearwine Fort: The main settlement of the Colymar tribe and the village of the Ernaldoring clan". He likely casts Axis Mundi - This summoning ritual creates a holy sanctuary 10 meters in radius, use his Man Rune % to resolve the ritual. Exploring the Ruins page 34 has guidelines for loot. No one is very good at this, it just takes longer. Although Vishi Dunn has 50% if you use him.
  20. RQ GM Screen Pack page 15 The best are in KoS 2ed pages 187 (Sartar's Westfaring) & 217 (Leika). Heortling Mythology page 94 - Good King Oskul's Crown Test was killing Bad King Urgrain.
  21. Magic doesn't equal culture. For example the influence of the main storm mountains means that Storm worship will always arise within their influence, even if overcome by a sorcerous culture. I'd have a look at the Guide's population figures, the west is hardly a little part of the World.
  22. in practice players have added between 30 & 60%. I didn't allow it if it was a 0% skill as it's entirely a magical effect. Yes if you succeed in the knowledge roll, then at the end of the spell you rub the check out.
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