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Super Thunder Bros.

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Super Thunder Bros. last won the day on February 23

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  • RPG Biography
    First TTRPG experience was playing Curse of Strahd 5e. Somehow made it through that game alive. Since then I've got my fingers in pies like more 5e, Pathfinder 2e, Blades in the Dark, Cyberpunk and now BRP
  • Current games
    Currently playing in a non-Gloranthan stone age take on RQ:G and prepping my own Runequest game
  • Location
    UK
  • Blurb
    Currently prepping to run some runequest

    Love of the Bronze age, science fantasy and the post apocalyptic genres

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  1. Oh my mistake. I thought you meant give everyone Orlanths/Ernalda’s skill packages due to being lay members
  2. Thanks @Akhôrahil I’m going to leave things on the Wyter front for now as it probably complicates things. Just to check, post adulthood initiation, you’d award them all of the Orlantha/Ernalda cult skill bonuses? Would you then award the skill bonuses associated with their individual cults after that initiation too?
  3. I'm kicking off an upcoming campaign with some coming of age intitiaions taken from Six Seasons in Sartar. I have someone leaning into Barbeester Gor for her cult, and although there's nothing wrong with the Ernaldan rite, but I came across the following: Amazing write up by @Wrestlepig I must say, I simply have to use it. The character seeks revenge against a Tusk Rider who killed her mother and bound her spirit as a slave, there's my opposed figure! As I'm very much a beginner at running the game wanted to ask if anyone had any mechanical input to pad this out. What Rune, passion or skill checks make the most sense? I could certainly make use of some of Rites of Passage from Six Seasons NB. Anyone have any suggestions for Helering adulthood rites? Run them through both Male and Female? Something new?
  4. Ah thank you @David Scott this is exactly what I was looking for! Someone has suggested to me that clan dynamics would completely change the character of the town, and to an extent I see that. But I don’t think adding a clan ring would do any harm. I’m also considering when it comes time to enter adulthood, the characters families take them to clan homelands for initiations and rites. Oh and looking at Nick Brooke’s manifesto, separating the town into 3 families/groups should certainly create dynamics too
  5. I recently picked up Pegasus Plateau & Other Stories and want to use the settlement of Renekot’s Hope as a starting location for my party but also where they grew up. As I want to run some initiations, festivals, marriages etc any advice for adding some clan dynamics to the settlement?
  6. @radmonger Ah interesting, thank you for breaking down your house rules. Do you run any kind of ritual/vision/Heroquest for cult confirmation?
  7. Just for info Six seasons in Sartar has the players adult initiation take the form of initiating into the community and it’s Wyter, granting Rune points and spells
  8. Hi tribe! So in two weeks I’m kicking off my first RQ:G game. It’ll be a clan based game using the initiations and episodes from six seasons in sartar and some of chaosiums adventures, but transplanted to Lunar Tarsh. Players will start as young Lay members of their cults as well as lay members of Ernalda as she is a central figure in this clan. First sessions will be adulthood initiations, cult initiations will be played out further down the line. What I’m wondering is what to do about skills. SSIS suggests characters should start as lay members of Ernalda/Orlanth thus gaining those passions and cult skills? (Do Lay members start with cult skills?) Then going on to initiate into the clan Wyter and community through the adulthood ritual. So I could just go with that, create a clan Wyter etc. This would grant Rune Magic etc (To emphasise the start of their journey I’m starting them off with just 1 Rune point and 2 spirit points) How’s all that sound? Instead of a Wyter I could just have them all initiate into Ernalda, useful spells there and one less cult to worry about but I also want to emphasise community. To add I may grant each a single skill bonus from their chosen cults.
  9. Cheers for the suggestion all, going forward I’m hoping to speak to my players and offer them the following: Keep the characters they’ve made and play young members of a clan. Said clan will be in Doraster or the Zola Fel, ruled over by relatively benevolent Lunars. Descended from criminals and exiles the clan are freely allowed to practice their cults. Things will get interesting when the Emperor orders a change of rulership in the area, meaning changes to worship and the rare local resources or Tweak the characters and play a Lunar focused game, an assassins war and political manoeuvring. Full on Dune
  10. @soltakss Ooh thank you for the rundown. So the basic vibe is a lot of Chaos remnants and the danger that brings. So I'm getting the vibe that it's home to exiles and new starters. Is it more of a colonization, taming a frontier vibe, or a place for criminals/a backwater to be exiled or feel to? (I only ask as I'm already running a D&D game that's all about reclaiming lost ruins in the wilderness) Seems interesting though, it looks like Doraster and the Zola Fel are in the running for me
  11. Gotta say this is the first time I’ve heard if Doraster, looking into it now but could you give me the basic rundown?
  12. @EricW Thank you! Exploring cults is certainly a big draw for me. The characters are beginning to get fleshed out so this is more of me unsure where to set things geographically/thematically and how to start.
  13. Truestone added to my research list! As for Raus I could put someone more aligned in his position, but I'm intrigued. Trying to think why some cousins who lost two parents to the Crimson Bat would be working alongside an (exiled) Lunar?
  14. Yes I think I'm gonna have some kind of very important resource in the clan's homelands, that will instantly make some Dune parallels. The question I suppose is where? I will look into Moon rock, thank you for the suggestion! Playing as Lunar's would be appropriate but looking at the party won't work. I'm wondering if there's any way I can get this angle with an anti Lunar party. Something with Duke Raus? Esrolian Houses? Maybe a clan forced to fight like the Romans used Germanic auxiliaries? Yes I pushed the timeline back to keep Lunars about
  15. I think this is a great way to start them off: they're young members of a clan; they need to prove themselves to they're community; just got to make sure this doesn't turn into MMO style "go here, kill that" etc
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