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David Scott

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Everything posted by David Scott

  1. Everyone knows the peaceful cut at 10% (+/- bonus), it's just how good you are at doing it. Cults and cultures teach how to be better at it. RQG page 181. Waha expects everyone to be better than foreigners at it. Even in our modern culture most people have it at 10%. Most can prepare meat to a certain level and say "grace" (including other cultural versions such as halal & kosher slaughter). In my youth I worked as an assistant butcher, i suspect my level is a bit higher. Even at 5% most could hack the leg off a cow or sheep and cook it over a fire. Might not look pretty but would likely be tasty.
  2. He dies however you want, Ronegarth overwhelmed by Praxian raiders, knife in the back double-crossed by a guide on a secret route out, assassinated by those who think he will tell secrets to Argrath, adventures seeking revenge, strangled in the bath by a servant. Likely his body is never found, so in true storytelling style is he really dead. It's your game.
  3. This really what it's all about. I'd certainly recommend looking at other animist cultures as well as the amazon. The amazon has it's own spiritual flavour, compare to Siberian, transpolar culture, australian, etc.
  4. Maybe, perhaps, could be, it's level of detail that doesn't really need filling out IMO. They hang out like sacred cows A few, most are the animal entourage of the rare intelligent herd beasts, most are priestesses of Eiritha or Khans of Waha. Currently all "wild" herdmen are under the protection of the Most Respected Elder, a morokanth. However that would be part of the adventure. depends what you mean by lost ancestors, these are the ancestors.
  5. With real world herbivores, I suspect none are truly herbivorous as plant material contains a multitude of smaller lifeforms - insects, worms, other invertebrates. Gorillas are no different are aren't classified as vegans anywhere I've read. Only one subspecies appears to not deliberately seek out invertebrates to eat. Here's simple breakdown https://seaworld.org/animals/all-about/gorilla/diet/. As for coprophagia, it's common across herbivores, not just gorillas. Herdmen can survive on a vegetarian (with some invertebrates) diet, but don't thrive. Thrive means, shiny hair, normal fertility, generally healthy. They will eat all of the items you mention, as they are likely encounter them when harvesting food for the morokanth. They eat some of what they harvest, but when fed meat they need less veg. This a function of the Covenant. No, in real world animism this is part of the natural circle of life, only intelligent creatures must do it. Intelligence separates from the cycle. There are some wild herds that are released by the goddess herself. These are generally unclaimed as they are sacred. They diminish by predators or are taken to the Paps. . There were 21 animal types - so a wide choice. 1. Get some breeding animals - a trip to the god time. 2. For Khans - prove you are the founder. For the beasts that still have priestess positions at the Paps, go back to the god time mate with the priestess (the Protectress) hopefully she will give birth to either a herd beast or a human or both as in the case of the zebra priestess. Repeat a few times. There's your core tribe and animals. 3. For those without a priestess at the paps return to the god time and find the Protectress. then as above. 4. For women, become a priestess of Eiritha, return to the gods age and mate with the founder, give birth the the appropriate animal proving you are the protectress. 5. Or other variations on the above. Basically you need a founder, protectress, some people, some herd and a connection to Eiritha and Waha, and find those who are, or can take on the role.
  6. The Core Rune Magic list is in the GM Screen Pack, GM Reference book. Sorcery is alphabetical in the core rules (as is rune magic) Bestiary Rune Magic Doesn't include Dragon Magic (B42) or Dwarf sorcery (B61) Animate War Tree, Plant, 1pt, B27 Appease Earth, Earth /Beast, 1pt, B70 Arrow Trance, Plant / Fire, 1pt, B27 Attack Soul, Darkness, 1pt, B81 Blinding, Darkness, 1pt+, B81 Carry (Disease), Death / Chaos, 2pts, B93 Cause (Disease), Darkness / Chaos, 1pt+, B93 Chameleon, Plant, 2pts, B27 Chaos Feature, Chaos, 3pts, B94 Chaos Spawn, Chaos, 2pts, B94 Counterchaos, Darkness, 2pt, B82 Crack, Chaos, 2pts+, B94 Create Ghost, Death / Darkness, 1pt, B82 Create Revenant, Death / Darkness, 3pt, B82 Create Skeleton, Death / Darkness, 1pt, B82 Create War Tree, Plant, 1pt, B27 Create Zombie, Death / Darkness, 2pt, B82 Crush, Darkness, 1pt+, B82 Curse of Thed, Chaos, 2pts, B94 Darksee, Darkness, 1pt, B82 Death Binding, Death, 1pt, B70 Fumble, Chaos, 1pt+, B95 Pain Tooth, Beast, 2pts, B71 Seal Wound, Death, 2pts, B71 Seal Wound, Death / Disorder, 2pts, B82 Plant Spy, Plant, 1pt, B28 Rebirth of Chaos, Chaos, 3pts, B95 Silence Sphere, Plant, 1pt, B28 Tangle Thicket, Plant, 1pt, B28 Transform Self, Beast, 2pts, B87 Wolfhide, Beast / Chaos, 3pts, B87 Wolfrunning, Beast /Movement, 2pts, B87 Wolf’s Head, Beast, 1pt, B87
  7. I'm playing in a similar style HeroQuest game myself. You've got a lot of Keywords per character. Reducing them will make the game easier to run, lots of stuff is rolled in the keywords, breakouts are specialisms (I left out a few things as I didn't know what they were). Some ideas: Raul Garcia Retired Vice Cop 1M (Background) Negotiation+1 Alcoholic +1 San Jose 13 (Community / Culture) friends in low places +1 Tough Guy 17 (Personal) Devilishly Handsome +1 Flaw Mountain of Debt 1M Billy Smith Ex Navy Seal 1M (Background) Surveillance +1 Sniper +1 Cat Like Reflexes +1 American 17 (Culture) Well-Mannered +1 Storage Unit Filled With Guns +1 Extremely Wealthy Sugar Mama 13 (patron) Flaws Short Fuse 17 My Brothers Keeper 1M Just as an unrelated example here's Young Luke Skywalker (episode 4) Farm Boy 13 Fly anything +1 Force 1M Hand to Eye Coordination +1 Technician 17 Robot Friends +2 Flaw Father is evil overlord 1M try and distill your characters down.
  8. actually there are two conflicting statements about this on pages 166 & 169: the one you're quoting needs the two rolls (page 169), the one I've been using (page 166) doesn't. I've emailed this to Jason.
  9. 1D3 POW RQ Bestiary pages 166 & 169 I Believe it's the immunity and the spirit combat tradeoff, disease spirits don't cause damage the same way in spirit combat, they just infect you while you try and batter them down. The more they win the more you are nearer to death.
  10. It looks like the Bestiary was corrected and updated. My PDF says: Also in my version they have a spirit combat of 75%... They don't do damage, only inflicting disease. There are two spirit abilities that give the ability to be in the Middle World, Elemental Form (p166) & Solid Form (p167), and is also covered in Embodied Spirits on p176. An embodied such as an elemental appears on SR1 if it's summoned with Rune, magic or magic points in SRs for Summon (entity). Releasing an embodied spirit such as an elemental seems to be instant, so overall it's fast. A spirit doesn't need to be in the the Middle World to attack, it attacks the target's spirit in the Spirit World, if it's embodied, it likely has a physical attack - page 167 says: The mechanism of disease spirits is straightforward - they are in the spirit world and that's where they attack. They don't materialise. If they are bound to an object they attack from there. You can run away and they can't follow you, as contact is the range of spirit combat (p164), you'd still need to disengage.
  11. Moon Design own the trademark, Hasbro own the game copyright. From the Chaosium Fan-Use and Licensing Q&A https://www.chaosium.com/fan-use-and-licensing-q-a/
  12. @Prometheus878 David Larkins is our Pendragon line editor - @sirlarkins (Tip - use @ handles to attract a member's attention) He stops by this board regularly, perhaps he will stop by here.
  13. No as the statement of intent was to disengage. I’d not allow I stand my ground and parry then disengage. That’s two things.
  14. Movement page 195 As we are still in the same melee round and hence strike ranks, the action of the unengaged is to move so 3m/SR.
  15. I would play number 4 The movement section on p195 says SR 2 Frank shoots SR 3 David Start's to move to disengage, naturally Ella follows to strike (under minor criteria movement) SR4 David is dancing around looking for a break (An adventurer engaged in melee cannot move until disengaged) SR5 David is dancing around looking for a break (An adventurer engaged in melee cannot move until disengaged) SR6 David is dancing around looking for a break, naturally Ella follows to strike. Ella strikes with her Broadsword. SR7 David is disengaged and has moved 3m. Frank has reloaded SR8 David is disengaged and has moved 6m SR9 David is disengaged and has moved 9m, Frank fires. I use the Infinity Engine's strike rank counter in my games. Once every one places their counters it is normally obvious what is going on. https://www.infinity-engine.com/index.php?id_product=122&controller=product
  16. It’s set in 1652, Prax and the RoC are under thousands of feet of water. The herds are causing a serious problem - their bodies are blocking the drainage filters.
  17. Not really, the dwarfs have plenty, they just don’t hand it out. This particular amount was created by transforming the stone statue with specialist QuickSilver transformation magics. We don’t know if the transformation was permanent.
  18. Possibly, I'd need to write it up. It's in bullet points with the background in my head.
  19. I ran this as an HQG scenario at Glorantha Games 2019 in Birmingham UK yesterday. A team of elite dwarfs in giant faced statues fought a huge chaos intrusion in three 2500m tall Faced Statues, one was made of enchanted iron, one had a dwarf thrower that fired Iron Dwarfs in semi-auto or full auto mode, another a huge harpoon and net (the players were very creative). Eventually they plugged the crack and saved the day. There was a fourth statue, but a second age sorcerer and a renegade dwarf stole the incomplete construction and destroyed it. The fifth statue is stored safely for future needs... Make your own, describe your primary and secondary weapons and link them to a rune. Then describe your major defence and link it to a rune. Distribute 75 points between your systems. It's controlled by two dwarfs in the control seats set in the central earth rune which is a window tough as iron. The dwarf crew may attempted to add subsystems related to their abilities (such as a smoke removal unit to stop the dwarf who smokes fogging the control room or a tactical viewing orb usable by gold dwarfs) before you start. The entire rig is controlled through the dwarf earth rune magic (augmented where needed).
  20. Yes, that's entirely the point of spirit cults. In the current mess of Pavis and the Rubble, I'd certainly allow a tribal shaman to join Black Fang as long as they fulfil the requirements. The relationship ends. Being shaman is a full time job.
  21. I must of missed these can you give some references please.
  22. Spirit and body are what make living beings. When separated they are the dead. Daka Fal separated the living from the dead, and for this spirits live in the spirit world and are considered dead. Spirits aren’t alive, they have no body.
  23. Spell description says It doesn’t make you discorporate, it lets you see the POW aura of living beings. Nothing to do with spirits or the spirit world. Second Sight traditionally has more to do with precognition and supernormal sight, not seeing spirits.
  24. You left out the last line... "Against whom?" There's only one other reference I have of Serandarn (none in Greg's notes) in Shannon Appel's unpublished elf book. Which basically says he's a great elf hero. Given that the Great Elf plot of the Hero Wars doesn't really kick off until the 1640s, he may not even be born yet or cuts his teeth on heroquesting collecting seed. The Teshnos forest expansion happens around 1643. I suspect he's heading for the Battle of Dantolfol with super elf magics or to aid Sheng in eating the Red Emperor or both (and to plant some seeds surreptitiously).
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