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MrJealousy

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Everything posted by MrJealousy

  1. Not quite. In BRP big gold book p. 233 the second attack occurs 5 DEX Ranks later than the first and is a Difficult roll. In BRP it is assumed you have two seperate skills, a Right hand skill and a Left hand skill. In Aces High p.17 both attacks can occur at the same time or alternately. If attacking at the same time both attacks are Difficult, but alternate shooting (left, followed by right, followed by left, etc.) is at your normal chance to hit. There is no penalty for using a weapon in your 'off' hand. In Aces High you get a single skill that is applied to both Left and Right hands.
  2. Oh, no! I think you'll find its mine actually, munchmunch. Er wait... actually, my girlfriend says it's hers, drat! It may as well be 6000 miles away now
  3. Gods have dropped out of the sky quite a few times in Glorantha so I don't see why you couldn't drop some players out of the sky too. Second Age is all Mongoose stuff, old RQ is all Third Age (which is probably what your aunt played in). If you said it was Second Age she would understand some of the concepts but would be totally in the dark about the detail. I don't know what 'Imperial Age' is... Genertela - gener... as in generator, ...tela as in teller? Pamaltela - pam, al, teller? There are lots of significant landmarks. Look for Delecti's Marsh, Snake Pipe Hollow, Apple Lane, Kero Fin. Snake Pipe Hollow and Apple Lane are also two very fine RQ3 adventures. Your aunt may well know them, so you could look for something called Return to Apple Lane. Moondesign have it (will require work to translate i suppose though ) here it's free!. Troublesome Trollkin are always welcome
  4. I think RuneQuest, at the time, was 'Glorantha' and Eldarad and Daughters tried to spin a generic fantasy twist from the RQ ruleset. I have both of those books somewhere but I keep them more as curiosities than as something that I intend to actually use. I may be imagining it, but didn't a Thieves World book appear at around the same sort of time? Consider that along with Stormbringer and Ring World, who would pick generic fantasy supplements when you could jump straight into some excellent mythology contained in those other products (you will notice that I haven't highlighted ElfQuest... which is also on my shelf...).
  5. Approaching the thing from a different angle. What I (sometimes) tend to do is relate the Potency to a statistic of the creature in someway. Base the POT on the critters POW, for example, which can potentially make for a powerful bite attack, depending on the critter.
  6. Quality not quantity? Or, however many you think you will need? Or even, just the ones you are going to use. Its a difficult question to answer. If you are running a game in this world, you only need to introduce the critters/npcs that the players are going to interact with (then 100 seems like a lot), but if you are world building, then you are on an entirely different scale (and 100 might not be enough). I wrote the Aces High monograph and that only had 33 critters in it (including both mundane and mythic). I didn't actively choose that number and it could have been substantially larger. But that was all that was needed.
  7. I have to admit that Dustin was always my 'go to guy', he used to reply, having him unavailable is scary. After submitting my second mono it took 9 months to get my payment and writer copies. And it was Dustin that prodded the californians into motion for that. I don't know what to suggest. Email Dustin, Charlie and Fergie? Do it every other week until you get a reply? That's pretty much what I did... try to keep it polite though
  8. I played the original too! This new one seems to be quite similar to it, more so than other offerings in the franchise... sounds familiar. and that sounds like the Chryssalid. They're difficult to deal with and they don't even shoot at you!
  9. So I've been playing XCOM: Enemy Unknown (got it for christmas) and these buggers just wiped out my whole team... CHRYSSALID - Xenomorph Chryssalids are fast melee units. Their Implant attack is particularly dangerous. Their corpses can be used to make Chitin Vests. Groups (or herds) of Chryssalids are dropped into heavily populated areas with the intention of implanting their eggs in as many people as possible as quickly as possible. They have four spear like legs and two clawed hands giving them a formidibale selection of weapons to utilise in hand to hand combat. Their jumping ability and rapid movement make them a difficult foe to avoid but their lack of missile weapons means that they do have to rush your position. This can give you a chance to take them out before they attempt to impregnate you. But you will only have one chance... Alien Life Forms (EU2012) - UFOpaedia .......Min.......Max.......Ave.......Dice STR..9..........24..........16.5.....3d6+6.....MOV.....15.....Effort 82.5 CON..9..........24..........16.5.....3d6+6.....HP.....14.75.....Stamina 82.5 SIZ...8..........18..........13........2d6+6.....FAT.....33.....Dam Mod +1d4 INT...2..........12..........7..........2d6........MP.....10.5.....Idea 35 POW..3..........18..........10.5.....3d6........Dex SR.....2.....Luck 52.5 DEX...9..........24..........16.5.....3d6+6.....Siz SR.....2.....Agility 82.5 APP...1..........6..........3.5........1d6..............................Charisma 17.5 EDU...1..........6..........3.5........1d6..............................Know 17.5 Location.....Melee .......Missile .......Hp.................Ap Armor RR.Leg.......01-02 .......1..............4.......0.25.......4 Chitin LR.Leg.......03-04 .......2..............4.......0.25.......4 Chitin Thorax.......05-08 .......03-04........6.......0.4.........6 Chitin Chest........09-12 .......05-13........7.......0.45.......6 Chitin RF.Leg.......13-14 .......14..............4.......0.25......4 Chitin LF.Leg.......15-16 .......15..............4.......0.25......4 Chitin R.Arm........17............16..............3.......0.2........4 Chitin L.Arm.........18...........17..............3.......0.2........4 Chitin Head..........19-20.......18-20.........5.......0.33......6 Chitin Weapon.......SR.......A%.......Dam......Ap Bite..............3.......45.........1d4.......6 Claw.............2.......55.........1d6.......4 Stamp...........1.......60.........1d8.......4 Skills Climb 35 Dodge 50 Hide 50 Jump 75 Listen 35 Sense 50 Spot 35 Stealth 50 Track 50 Notes: Stun Immune: This unit cannot be stunned; taking a live specimen is almost possible. Leap: Allows vertical leaps onto elevated surfaces during movement. Chryssalid can Leap DEX in meters in any direction. Poisonous Claws: "Poison enemies wounded by a melee attack." A claw attack includes a POT (POW) poison attack versus victims CON. Bite: Victims are implanted with a Chryssalid egg if they are killed by a bite attack. A successful implant converts the victim into a zombie 1d6 rounds later that eventually hatches into another Chryssalid 1d6 turns after that. Killing the zombie prevents this transformation from occurring. Hardened: Chryssalids have a hard chitinous casing. SAN LOSS Seeing a Chryssalid 0/1 SAN Loss Seeing a Chryssalid victim turn into a Zombie 1/4 SAN Loss Seeing a victim explode and produce a new Chryssalid 1/6 SAN Loss
  10. What about limiting the amount of tech you can surgically implant by CON. Each full point of CON used in this way reduces Max Sanity by 10(?5?). I'm saying each full point of CON because I see tech space potentially being able to take up a fraction of a CON point. Something like extra memory (USB memory stick in the head kind of thing) could burn 0.1 of a CON point where a whole new arm would be 1/5 of the CON? Or something like that... I like the idea by the way. Had lots of fun playing Shadowrun in the past.
  11. Awesome! I might put killer tomatoes in my RQ campaign now...
  12. and that is exactly what I want to avoid. I want the players to get their hands on the windsword as well... and the rest of the loot too, if possible. Moon on a stick? We'll see... I quite like this idea... deserves more thought. But you're still going to be left with the baby griffins and a mother one at least. That would just make it even more horrible. "Right, now the dangerous Griffins have left the nest, lets quickly scale the mountain and slaughter the mother protecting her young..." That's almost exactly what I want to avoid too... Yes, tough choices. I'm considering having a gang of ogres with some pet krajalki do the dirty work, then get the players to clear the ogres out... I agree with the sentiment, and have even used it with some tribal friction in an earlier session. But my problem is that the Griffins are neutral and could be allies, my players are really going to need some friends not another enemy hunting them. You know, that would make it sooo much easier. If only I could roll back time 25/30 years and run this scenario, there wouldn't be any issue at all! Cheers guys. Substantial food for thought there...
  13. I'm getting ready to run this for my RQ group and I had a couple of issues with the Griffin Mountain scenario. I'll try to outline my worries here and see if anyone has any suggestions or actual experience with the scenario. Torath manover (an Orlanthi Rune Lord) is looking for the windsword and knows it is in Griffin mtn. He is willing to pay the Griffins to look for it, and or reason with them. However, the Griffins will not allow anyone to enter their caves, meaning that the Griffins have to be killed for the party to search the caves. Also, Torath is willing to let the Griffins look for the windsword as an alternative to his party entering their cave, however, the windsword is in a place the Griffins cannot physically get to, meaning that the griffins have to be killed again if the party are to get the sword. My problem here is that griffins are intelligent and not chaotic or evil in anyway. This is their home and they have their young in the caves. Personally I don't like the idea of a group of supposedly good guys offering a fake alternative to killing the Griffins in the knowledge that their isn't actually an alternative to killing them. It seems odd to me to put Griffins here when it may have been more reasonable to make this Walktapus mountain (or something). Why populate the caves with an intelligent, talking critter (and its family) if it is just cannon fodder. Am I being unreasonable? I am trying hard in my campaign to differentiate between good and evil motivation and this scenario (as it stands) doesn't have any more reason than a dungeon bash. As a setting there is a lot of ulterior motivation going on in Balazar what with the Lunars trying to influence the region, its interesting and tricky and I like it. It just seems a shame that the scenario of the title has decided to forget all of that. Has anyone actually played this or run this scenario and still have a clear memory of what happened? I'd really appreciate some insight.
  14. I tend to go by the idea that selling an item gets you half of the value of buying a new item. So on a cheap, average, expensive scale, if you assume that 2 cheap items equal an average and 2 average items equal an expensive item. 2 average swords equals 1 expensive sword, but because you are selling second hand swords their value is essentially halved and you need 4 average swords to buy a brand new expensive sword. After that you have your trading skills to alter the final exchange. If you critical your trading then the buyer settles for 1 of your average swords (and you've got a golden deal), if you fumble then that 1 expensive sword costs you 8 average swords (!?). That's sort of the way I normally deal with it, but then, I normally deal in numbers!
  15. I think the kind of skills that get learnt depends on the god being worshipped. So Humakt worshippers get taught how to use a sword because that is a skill that Humakt is well known for, Orlanth might teach orate, Vinga dodge, Lhankor Mhy knowledge skills, Chalana Arroy first aid. In Gods of Glorantha (and other sources) all of the religions are associated with a small group of skills that they teach their worshippers, these skills are directly related to things the god is famous for.
  16. So when do you start the Kickstart?
  17. Here's an elaborate amount of prep that I used to introduce a new player to a long running RQ campaign. The problem I was faced with was that the old players had learnt a lot about their clan and there was now a lot of history and information which could be valuable to the new player and character... I present Virannas Saga (download pdf)
  18. Version v.2

    157 downloads

    This was my prep for introducing a new player and character to an existing RQ campaign. It took the form of me describing a situation, asking a question, getting a response from my player and then responding to the response. All in all it took two or three weeks to complete via email. A lot of the situations that V experienced had been played through by the old players over a couple of years gaming. I pinched information from any source that seemed to fit my needs, but didn't keep track of ownership! I remember using a couple of Sections from King of Sartar, soltakss.com, The Glorantha Digest, Jane Williams and probably some other places that i should have noted...
  19. The Gronk from 200AD The Gronk is a timid, metal-eating alien from the planet Blas, in the Gallego system. The Gronk provided medical back-up and constantly worried about its "poor heartses", and in "Outlaw" showed it could survive multiple heart attacks. In the Strontium Dogs spinoff, the Gronk transformed into a gun-toting highly aggressive soldier. The GRONK STR 6 ....MOV.....10......Effort 30 CON 26...HP......16.......Stamina 130 SIZ 6.....FAT.....32......Dam Mod -1d4 INT 16....MP......15......Idea 80 POW 15...Dex SR 2......Luck 75 DEX 18....Siz SR 3........Agility 90 APP 11......................Charisma 55 EDU 12......................Know 60 Location....Melee...Missile...Hp...Ap...Armor R. Leg.......01-03...01-02....4.....0 L. Leg.......04-06...03-04....4.....0 Abdomen...07-12...05-09....6.....2.....Fur Chest.......13-14...10-14....7......2.....Fur R. Arm 2....15.......15.........3......0 R. Arm 1....16.......16.........3......0 L. Arm 2....17.......17..........3.....0 L. Arm 1....18.......18..........3.....0 Head........19-20...20..........5.....2....Fur Weapon....SR......A%....Dam....Mal.......Ap....Rng...Ammo...ENC Blaster.....1/SR....75....1d8+2...99-00...14....15......30.......1 Skills Bargain 55 % Etiquette 70 % Fast Talk 75 % Peform 15 % Appraise 15 % First Aid 85 % Medicine 40 % Science 36 % Listen 25 % Spot 25 % Dodge 46 % Hide 10 % Stealth 20 % Notes: The Gronk has a special ability to have a heart attack and then recover at some unspecified time later. For all intents and purposes the Gronk appears dead but it can make a complete recovery, sometimes recovery affects the Gronk psychologically.
  20. Ok, that makes more sense. I might have to do some more research and revise my formulae.
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