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soltakss

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soltakss last won the day on September 16

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About soltakss

  • Rank
    RQ Fogey
  • Birthday 01/11/1964

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  • RPG Biography
    Started playing RuneQuest in 1982.
    Articles in Tales of the Reaching Moon, Tradetalk and The Birchbark Chronicles fanzines.
    Merrie England:Age of Eleanor for MRQ1
    Merrie England: Age of Chivalry for BRP
    Merrie England: Robyn Hode for Renaissance
    Land of Ice and Stone for Legend
  • Current games
    RQ in Third Age Pavis and Prax http://rqpavis.soltakss.com
  • Location
    Birmingham, UK
  • Blurb
    Computer Programmer

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    http://www.soltakss.com/index.html

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  1. Merrie England: Age of Chivalry has alchemy rules for BRP and Merrie England: Robyn Hode has alchemy rules for Revolution D100.
  2. There will be people in the audience who won't like any deviations in the poem, as they have themselves memorised bits of it. However, some performers will intentionally deviate, perhaps to give emphasis to an event or a participant. Over time, this becomes the norm for that area and different regional versions are made. These tales are very conservative, in that the stories do not change, but have many different variations. People who collect tales such as these look for the definitive version and treat everything else as being different, or lesser, versions. The reality is tha
  3. I've always thought the opposite. They are bitter that they know what should be done and can see their descendants not doing it right, but they can't affect it. That makes them bitter, complaining, interfering (where possible) old biddies, worse than the most annoying relatives that you can think of. give them a bit of power and they are the force of conservatism that does not allow your clan to change, as any change is a deviation from the customs. One thing that anyone who wants to change the clan needs to do is to convince the ancestors, which is not very easy at all. When a clan
  4. Glad to see you better and back drawing. The idea of Simon not drawing is a very sad one indeed.
  5. You are better off lobbying for Chaosium to allow Magic World to be included in one of the DTRPG Community Content schemes. They have done so well that Chaosium are withdrawing third party publication, presumably to encourage people to use the Jonstown Compendium or Miskatonic Repository. If Community Content scheme became available that included Magic world, you could easily produce a PDF fanzine for Magic World.
  6. Mythras uses 1/10 but always rounds up. Therefore 51% means a critical range of 6%. Yes, that is why I said that I just use the tens value. Having to divide in a game setting breaks things for some one my players, so I make it as easy as I can for them. Mythras rounds up, which means slightly more calculation than some of my Players like.
  7. Generally, you belong to a Tribe by belonging to a Clan. Your Clan belongs to a Tribe, so by joining the Clan you join the Tribe. By leaving your old Clan you leave your old Tribe. Anything is possible. You could be adopted by a whole Tribe and not be in a Clan. That would mean that Tribal laws apply to you but not Clan laws. You would be a very special case, though. Yes, by joining the Clan you automatically belong to the Tribe. People get adopted by Clans all the time. Normally, it is through marriage or the results of marriage. sometimes it is because your own Clan has
  8. They would spring into action for Initiates and higher. Humakti who join Yanafal Tarnils cannot use swords, as their swords shatter. Fortunately, scimitars are not swords and are fine (for those die-hards who still have scimitars in their games). Issaries merchants are probably OK to join Etyries, as Etyries is accepted as a subcult of Issaries. I think that Issaries worshippers are likely to remain in their cult and be associate members of Etyries. Lhankor Mhy worshippers would be affected by the spirits of reprisal, I think. Chalana Arroy cultists might be able to join Qu
  9. I've been using Counting Up for years, it is easier for me. Mythras and Legend divide by 10 for Criticals. I just use the tens value of the skill for the Critical chance, so a skill of 51 or 59 has a Critical chance of 5, a skill of 110 has a Critical chance of 11 and so on, this means you can't critical with a skill of 01-09 but that's Ok with me. Revolution has an Advantage if the Tens die is higher than the Units die, so 10 is an Advantage but 12 isn't, 32, 54 and 83 are Advantages and so on.
  10. The original question was not "can they fly". By asking about a stall speed, it implicitly assumed they could somehow fly. The question was about their maneuverability, especially with a rider. In that case, I refer you to the documentary evidence already provided, of a clip of a Hippogriff hovering.
  11. Ducks are so easily overlooked. Pektok, a Humakti Sword, was coming up a spiral staircase and was hit in the head with an impaling Arbalest bolt. the Player argued that Derak the Dark Troll was coming up the stairs immediately behind Pektok and would have been seen way before Pektok could be seen. The GM agreed and killed derak instead of Pektok. So, yes, Ducks are easily overlooked.
  12. I did play an Aldryami Humakti Assassin once, in Balazar, which was fun. So if the hippogriffs wings are knocked below zero HP by enemy spells or missile fire, would you rule that they "keep flying"? Nope, that comes under "Silly", but not "Silly in a good way". If you look at real world physics, Hippogriffs cannot fly, as they are too big and heavy. What I would say is "OK, the physics in Glorantha mean that Hippogriffs and Dragons can fly" and go with that. Other things come from that. If a flying creature falls, use the falling damage from the point
  13. Doburdan inserts his Addi* and sends a bolt of lightning through it. * It's a club, for those who were wondering.
  14. There is a Cheers episode, a long time ago, where Sam is challenged to read a book and accepts, so he reads War and Peace. eventually, he finishes it and everyone is surprised that he managed it and wondered why he didn't just watch the film. "Oh, there's a film?" he says, "I didn't think anyone would have bothered to make one". And yes, you must watch them. It's the Lore. I humoured him. Taking one for the team.
  15. Nah, that won't get you banned. in our last Gloranthan campaign, the PCs were doing a ritual to resurrect Genert. As part of that, they had to make a cube of sacrificed corpses, 10 wide by 10 deep by 10 high, so 1,000 sacrifices, to provide Genert with enough POW to return. They spent a whole session working out the logistics of gaining 1,000 people to sacrifice and who would do the sacrifice. Not once did they wonder whether they should be sacrificing people at all, or consider the morality of human sacrifice. They did question whether the sacrifices had to be human and were relieved whe
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