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10baseT

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  1. Branch That Whispers or Whispering Branch Description This is an Aldryami war bow. It looks like a living tree branch and is similar to an Elf bow, but larger and somewhat sentient with its forest. Cults: Associated: Aldrya Knowledge: Cult Secret History In the Second Age, the Aldryami had a hard time defending their forest against tougher invaders like large Uz in lead plate or iron clad Mostali. The Council of Elders decided better defensive measures were needed. The Gardner then cultivated and grew these new bows from seed around their sacred grove. Procedure Upon planting in Sea Season, Fertility Week, Water Day, the seedling bow is blessed by the Great Tree. Then blessed again upon harvest one year later on the same day, Sea Season, Fertility Week, Water Day. As a new bow is harvested, a new seedling is planted. Throughout the seedling’s growth cycle, it is cared for by the Gardner. Every Aldrya holy day, a magic point is sacrificed to each seedling. There are only a few growing at a time and these appear as small trees in the ground. Upon harvest, a Whispering Branch is born. For those Marching Aldryami units on patrol, hunting intruders or general defense, there is typically at least one Aldryami in the war band armed with this bow. Sniping is the typical tactic. These bows are communal to the defense of the forest and would never be taken out. They are passed to the next war band going out on patrol or kept with a war band for the season it’s on patrol or defensive duties. Powers The bow is in tune with its forest and has elf sense. It aids the Aldryami user by assisting in the draw and aiming. *Damage 2d6+2, HP 9, ENC 2, range 120, Rate S/MR *Stores 2d6+2 Magic Points that are refilled by the forest at the normal recovery rate. *Adds +20% to hit, the forest tends to know then move out of the way of arrows fired by these bows. *Adds +20% to Elf Sense. *Range is not halved in the forest. Value These are not sold. If somehow taken out of its forest, it will just become a branch within a week.
  2. Fish Road Gravel Description A small flat piece of an unknown material that looks like a piece of white shale or flattened pearl or ivory. It’s iridescent like the inside of an abalone shell with the size and thickness of a clack, it varies but they’re small. Cults Associated: Water cults Knowledge Automatic, Cult Secret. Those in the Holy Country recognize and know how to use these. But only the initiate level and higher of Water cults and Lurdoch associated with the Mirrorsea Bay know how to find them and they keep it a secret. History In 1616 when the God-king Belintar disappeared at the Masters of Luck and Death tournament, part of the Holy Country’s magical infrastructure suffered. The Fish Roads were damaged and part of the magical damage manifested as pieces of Fish Road gravel… broken white chips of shale looking material that fell to the sea floor from the Fish Roads in the Mirrorsea Bay (they are not found in the Syphon River). Procedure Only the Lurdoch and Water cults in and around the Mirrorsea Bay know how to find these… first, it seems there must be a water affinity. The first pieces of Fish Road Gravel were found by accident. To find them, one must merely look for them. However, it takes luck and knowledge. One must be lucky to be searching in an area where a Fish Road was damaged, then also possess the knowledge of the general area to look and know what they’re looking for. For every 8 hours spent searching and sifting the Mirrorsea Bay floor, several rolls need to be successfully made. *First, must be at 60% or greater in the Water rune. *Make a Special success on a Search roll. *Roll POW as a percentage. Success results in a piece of Fish Road Gravel found for that 8 hour period or searching. Powers 1. Land dwellers can breathe underwater as long as the gravel is in the user’s mouth. 2. Water dwellers can breathe out of water as long as the gravel is in the user’s mouth. Value 300 Guilders in areas where large bodies of water are present (prized by fisherman as it can at least triple their annual income).The value is much less in desert areas.
  3. Pol Joni Cloak of the Brave or Pol Joni Cloak Description A brown cloak made from the hindquarters of a horse. The horse’s tail is still attached and when worn, the tail hangs behind the wearer’s neck. Praxians refer to these derogatively as ‘horse-butt cloaks’. Cults Associated: Pol Joni tribe Friendly: Grazelanders Hostile: Waha, Praxian beast riders Knowledge Automatic, Cult Secret, Few History In 1489 at the Battle of Denzis Water against the Praxians, a Pol Joni warrior, single handedly rode out in front displaying horsemanship and bravery, and broke up an ambush of charging Rhino Riders. The only remains were the hindquarters of his valiant steed. To honor him, the tribe took the remains and made a cloak. In a ceremony to honor the fallen, the brave were recognized and the cloak revered. Derek Pol Joni leading the rituals, imbued the cloak with the below powers, to recognize the bravery of the fallen Pol Joni warrior. These cloaks are given to warriors of the Pol Joni clan or allies who have distinguished themselves. Several more cloaks of the brave were made in this manner. All Pol Joni know of these cloaks as well as most Praxian beast riders. Powers The cloak has the below powers where are bestowed on the wearer as long as he wears the cloak. 1. +50% to Ride skill. 2. Continual Mobility on any horse the wearer mounts as long as the wearer is mounted. 3. Can hold a bound or allied spirit. 4. Immune to the spirit magic spells Demoralize and Befuddle. Value It’s unknown what the value is as most are thought to be with Pol Joni warriors who wouldn’t sell it and none have been known to be bought or sold. But it’s rumored a Marcher Baron has offered 6,000 silver in land for one. (Note, i saw on the RQ facebook page someone post about a real horse butt cloak on ebay. I thought it would be cool to make this an item. Then i saw this contest and voila.)
  4. Good Afternoon good people, did the Aeolian saints get redacted or are they still in use with RQG? I'm making some Aeolian NPCs in Heortland, mainly Salt Point, Viziel and Duchamp. If I wanted them to follow Orlanth, would they say it as Orlanth or St Worlath?
  5. I want to ask the collective, would you say Speedart or Multimissle work on Harpy dung? Would you also give Harpy dung a -5% to hit per 3 meters like when they drop stones, page 100 of Bestiary? It also mentions, only Chaos creatures would associate with any victim hit with dung. I know my PCs wouldn't abandon one of their team hit with dung per se, but i want to encourage this 'dis-association' effect. Maybe anyone nearing the victim runs a small chance of being exposed to a diseased and if within 10 meters, also suffers -40% to skills due to the debilitating stench. I dont know, what would you do, any ideas?
  6. I use the average of CON + SIZ. And if there's a 0.5 remainder, I even let the players keep it in their general HP. (they just note it with a little '+' sign by their HP). It didn't make things easier or harder, but i felt it reflected things better without any hassle or rework. (I play a duck and his HP are better than most. Of course i didn't mind, but I thought my house rule put things more inline.)
  7. Well, i always have more than 1 in my group so a single player scenario wouldn't be so appealing because of the single player aspect. But, if it's a rockin' scenario or has an interesting setting, i'd pick it up regardless. With your scenarios, i like them so i'd pick it up because of that. I dont know if that was helpful
  8. This is something my gaming group and I were discussing, and wondering. With CoC, we see many 3rd party scenarios and there's the Miskatonic Library. In the old RQ days, we did see some stuff. But with RQG, it's not there nor have i heard anything (besides a potential RQG type of Miskatonic Library). Anyway, this isn't a complaint, just wondering.
  9. My group uses figs all the time and lately it's been printed ones too. In the end, use whatever works for you and your group. If you're having fun or you like doing it, that's all that matters. Have fun, then have some more fun.
  10. Actually, i think you're closer than you know. Didn't Delecti string together various parts of creatures together, whatever he fancied? Like the walking land whale is one if I recall.
  11. I love DG... the best history out there is in their books. While a set time, like 5 weeks or 9 months, isn't given. I would base it on the Unnatural % gained and whatever condition you think the tome is in... and just fudge it. (So if Unnatural % gained is 8% and 'months' is the time frame. If the book is legible and good condition, say 4 months... fudge it.) I know that's not telling you much. Or, you can do what I do, i just use what CoC 7e states in the Keeper's rule book, page 237-239. These work perfect.
  12. It sounds like fun. I'm always leery of giving anyone any sort of magic but i do like your reasoning. One of the things i like about WW1 CoC or BRP is the different type of jobs a soldier could have. Like in your case, someone can be the pigeon handler and he has 2-3 in a little cage with him. Since they're lost, they hope that after the storm, they can let one loose and it will circle a few times, then fly to HQ. All they need to do is watch to see which way it goes... but they're sick and during the night, only 1 remains alive in the morning (make your animal handler roll). I read an AEF pamphlet on pigeon husbandry for a signalman and thought it was the greatest. Anyway, your scenario sounds fun.
  13. I really like this a lot as well. A different angle to hit the PCs with. I also wouldnt mind a straight 1920s era scenario that just dealt with the evils of mankind. Sprinkle a few red herrings and let the PCs mind run wild. And at the end of the day, it's just human evil. Not everything has to be mythos slanted, but the PCs sure will think it is... and they'll run with it. Anyway, i'm like these different types of scenarios.
  14. Yup, sounds interesting. And a little darker like what Stygian Fox is doing which i am really liking.
  15. I'm really digging the Western Cthulhu. I'm glad to see Kevin Ross stuff coming out. Been waiting for some time and i'm dang happy now. Can't wait to see more.
  16. Have a question on the shield parry rules on page 52 of 7e Cthulhu Invictus, under Defending with a Shield. It says the Shield user gains the Shield's armor rating even if they lose the bout of combat, and the shield can possibly take damage. Then on page 53 under Life of a Shield, it says when a Shield successfully blocks an attack, the shield itself takes damage. So my question is, what's the difference? It sounds like whether i successfully parry or not, my shield armor counts and my shield may take damage.
  17. If you want stirrups in your Glorantha, i'd go ahead and use them. The technology of a Gloranthan bronze age doesn't have to mirror our real world bronze age timeline. I believe in our middle ages, the Arab world had more medical and mathematical advancements than the West. It could be the Gloranthan bronze age has more advancements than our bronze age. I'd do whatever works for you.
  18. Yes, playing it and loving it. My setting is San Bernardino CA 1870. The area as a whole was part of the Spanish crown, belonged to Mexico, then the Republic of California for about a month before it became part of the US. The area was on the very edges of the Spanish mission in San Gabriel and became part of the Mexican rancho system. San Bernardino was then purchased by the Mormons for their new colony in 1856... (the area had been seen by Mormons from the Mormon Battalion that fought in the Mexican-American war). Brigham Young called the Mormons back and the area devolved into the true wild west. Before the Civil War it was also a hot bed of Southern sympathy. The Mojave Desert and Death Valley are to the Northwest, literally thru the pass (The Cajon Pass which straddles the San Andreas fault). The parents of Wyatt Earp live in the outskirts of town. The Serrano and Cahuilla native Americans live in the surrounding mountains trying to maintain their way of life. Gold and Silver are in the mountains, in the Big Bear area and in Calico (which today is still set up as a western town). There is a lot of desert and wilderness and the train wont be here for several more years. I converted The Haunting to be at the Barton Villa (Google it. Purchased by Dr Ben Barton from the Mormons in Old San Bernardino). I just bought the Stillwater campaign from Chaosium and am fitting it to San Bernardino. It's been real fun. I found some old maps the Mormons did of the city layout so i'm making a map starting from 'Whiskey Point' (so called because there was a saloon on each corner, which is the corner of Third and D. But anyway, i'm rambling... DTT is tons of fun. (Also have the the BRP Aces High supplements and Devil's Gulch). Also converting 'Freak Show' which is a CoC scenario with a travelling carnival.
  19. I've been waiting for something from this era/area, outstanding!!!
  20. What is a sorcerer's starting mastery of Runes and Techniques (an Aeolian in my case)? *Page 381 2nd column, bottom right, says every sorcerer begins play having mastered at least one Rune as described under Philosopher on page 70, (so 1 Rune here). *Then page 389 under Aeolianism (assuming i'm 21) says I get to select 2 Runes and 1 Technique at 16 then spend the next 5 years mastering them (2 Runes and 1 Technique here). *Next, going back to character creation, let's say I actually pick Philosopher as my occupation. I then get to start with mastery of 1 Rune and 1 Technique (1 Rune and 1 Technique here). So do i start with a Mastery of 4 Runes and 2 Techniques? I don't think i'm doing this correctly or i'm misinterpreting. This seems a bit high. Thanks, Gil
  21. I usually do reverse DEX order. Lower DEX states first.
  22. Thanks this helped. I going to forego the 10% cumulative changing to a broo since the feature wasnt received from a Thed Rune spell but the PC now has the Chaos Rune at 60%. Can it augment? I like that question... can i tempt the player with the benefits it could bring (as they slowly slip to chaos on the backend). This will be fun to roleplay. (A Humakti offsrping, Sword of Humakt, of K'Rana from Dorastor made an appearance and my Humakti player was literally at a loss... it was a blast roleplaying, just fun!)
  23. If say a non-chaotic creature (like a human Orlanthi) got a chaotic feature, would you say they also get the Chaos rune? And if yes, at what % would they start?
  24. Core Rulebook, page 311 on the Cult Compatibility Chart, Left Column, Argan Argar shows F to Daka Fal. On the same left column Daka Fal shows H to Argan Argar. I think they're supposed to be both F to each other or both H to each other. (Maybe not an error and they have different views of each other.)
  25. Good feedback, i'll go this route, thanks.
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