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Everything posted by soltakss

  1. soltakss

    Earthshaker Plow Team

    A bugger plough just rips up the earth more. You are better off just having a team of zombie oxen that can plough all day and all night, rather than a team of dinosaurs.
  2. soltakss

    HQ Tropicana

    And that, to me, is the great strength of HeroQuest, you can take PCs and write them up in a few lines.
  3. soltakss

    Upcoming Glorantha publications

    That is going to be a very short sentence, if ever written up.
  4. soltakss

    A fetching question... (ie, shamanism)

    I was thinking about the old versions of the spells, which effectively reduced the POW of the attacking spirit. The new versions of the spell just reduce damage taken, so they wouldn't help. On the subject of getting help against the Bad Man in general, Vasana's Saga says: So, maybe it is OK to get outside help, or use magic, against the Bad Man.
  5. soltakss

    Orlanthi Clan Fission

    I'll use the typical Gloranthan answer of "it depends". If you just create a clan because the old clan is too big, then, yes, they would keep a lot of the traditions. I'd say that they probably create a number of bloodlines first, then those bloodlines forma a new clan. However, if the split is because of a schism, then there might be problems. If the clan is split between two leaders, then there might be bad blood between them. If the clan splits because one side wants to support the Lunars and the other is against the Lunars, the clans would be rivals. If the clan splits because a member finds a new power and people flock to him, then the old clan might resent that, reject the power and otherwise hold a grudge. I'm watching the excellent Resurrection: Ertugrul at the moment. It's a Turkish serial about the father of the founder of the Ottoman Empire and has a lot in it about clan politics, both within the clan and with clans in areas they move to. It's well worth a watch, but has a lot of episodes, around 100 per series and has 5 series in total. So, a new clan can start off with its own regalia, which might be a copy of the old clan's regalia, or it might create new regalia through the actions of the clan leaders. There might be bad blood between the clans as the new clan might have taken some items from the clan regalia, leaving the old clan with pale copies. Sun County in Prax has something similar, where the Count's Regalia is a copy of a copy or the originals.
  6. soltakss

    A fetching question... (ie, shamanism)

    Yes, they would help. However, I have always played that a prospective Shaman should not use magic when going against the Bad Man, as it is considered cheating. Nothing to stop them doing it, though, except for it being bad form.
  7. soltakss

    Becoming a god

    I believe that this kind of thing is going to be included in the Campaign Guide, or whatever the Games Masters Guide is called nowadays. That includes rules on HeroQuesting and on gaining Heroic Powers and Abilities, with a Heroic Character Sheet showing your Heroic Part. One of those Powers should be "Being Worshipped". If not, I'll house-rule them pretty quickly. We play that one benefit HeroQuests is gaining POW and a benefit from doing a HeroQuest on the Other Side is the chance to increase Species Maximum POW (Same mechanism as a POW Gain Roll, but the increase is to Species Max instead). That allows PCs to gain POW levels above the normal 21 maximum. As for Being Worshipped, we play that someone who brings back a spell or ability from an Other Side HeroQuest can choose to keep it themselves or teach it to their Cult. If they choose to teach it to the Cult, they get to start a Herocult, or Subcult, with a shrine in their local temple where people can sacrifice at the shrine to learn the spell. In theory, such sacrifice should increase the POW of the Hero, but we never really formalised that. I'd say +1 POW per 100 worshippers, which just adds to the Hero's current POW in all situations, as a bonus. Going from a Subcult of a deity to a deity worshipped alone is either a case of performing a big HeroQuest or GodQuest to have a permanent place in the God Plane, or where you become powerful enough to have you own temples. However, this means you spend time maintaining those temples and doing godlike things, so it tends to take you out of the picture for Adventuring purposes.
  8. For use, there was a wrench going from RQ2, where Shield was a Common spell, to RQ3, where Shield was only available to some Cults. We rationalised that RQ3 had a War God template which had Shield, Yemlalio was a War God, so Yelmalio should get Shield. Other cults lost Shield, which was a big blow for players with PCs in those cults.
  9. Look at the results. If the PCs have been defeated, then they might have been captured by the ghoul, who wants to eat them later. Look at the combat, each loss of Points means something, so you can narrate how each PC fought and what happened to them. There are many different ways of doing this and the trick is to find the one that suits you. If you like running each combat as a set of Simple Contests then fine, that works for you. It's what I normally do, but I combine the PCs and NPCs and roll once.
  10. soltakss

    RQ vs D&D

    Revolution D100 does this kind of thing well, in my opinion. You have a few very general skills and then Traits that give your specialisations. So, for example, Agility is a skill and you can have Traits of Jumping, Climbing, Dodge or Parachuting. Craft is a skill and you can have Traits of Blacksmith, Farming, Fishing and so on. In a SciFi setting, I'd have Science as a skill and that would have Traits such as Physics, Chemistry and Biology. For extra Specialisations, you just add Traits. So someone with Science could have Quantum Physics, Astrophysics and Mathematics, allowing them to apply all the Traits when looking at a problem involving Quantum Gravity around a Black Hole. For me, it works really well.
  11. soltakss

    Fate Points Rules

    HeroQuest and Legend have Hero Points and Mythras has Luck Points. Some people hate them, some people love them. When I introduced them in our RQ game, my players loved them, as we had just finished a HeroQuest campaign. I use them for many things: Reroll dice, own or NPCs Flip the result of a D100, so 50 becomes 05 Nudge the result of a D100, so failing by the Critical chance can be nudged to a success, so a skill of 65% has a Critical of 3, so rolling 68 can be nudged to a Success We use Revolution d100 at the moment, so we allow the choice of a Combat Effect if you spend a Hero Point in advance, so you get a Disarm no matter the roll, as long as you succeed Making something better, so you use Fast Talk to convince someone, but they are not really sure, so you spend a Hero Point to really convince them Move the result of a Hit Location D20 roll by one up or down Plot Device - You have been captured and thrown into jail, but you spend a Hero Point and the guard is an old friend from your village Taking time back - You went to see the Grey Wizard last season and in another scenario you need something that he could have given you, so you spend a Hero Point to have asked him for it Whatever - If you can justify it and it makes sense then I normally allow it
  12. soltakss

    The Starkindler: notes on Orogeria, Yelorna, and Ulurda

    For me, Yelorna is clearly a hunting goddess, with Tracking and Missile skills. The Unicorn Riders of Prax use her hunting abilities instead of Foundchild in my Glorantha.
  13. soltakss

    [RQG] Rules for Rabble and Extras?

    For me, Rabble act as normal NPCs, with Hit Locations, attack chances and so on. However, they break very easily. If you hit one of the Rabble and take a limb out of action, it takes them out of combat. If you take half of them out of the combat, the rest will turn and run. If you use scary magic then they are likely to turn and run. If you kill some and demand the surrender of the rest then they are likely to do so, especially if you can make an Intimidate, Fast Talk or Orate roll. Adventuring parties generally don't come under Rabble, neither do soldiers, thanes or nomad warriors. Bands of trollkin might, groups of broo probably don't. It all depends on what you class as Rabble.
  14. soltakss

    How long does it take a scorpionman to reach full size?

    We played that the Ritual of Rebirth has two outcomes, a clutch of eggs or a single egg. Both hatch after one season, but the clutch produces cute little baby scorpionfolk and the single egg hatches to produce a fully-grown scorpionman with all the abilities and memories of the original. The cute little baby scorpionfolk grow to maturity as normal scorpionfolk, however long that takes.
  15. soltakss


    "Older" publications, sob. I still think of these as being quite new.
  16. Pavis has the Salt Mines, where prisoners do hard labour for the duration of their sentences. I think the Crimson Bat writeup said that people empty the prisons to provide food for the Bat, so that implies that there are prisons. Serious crimes are often punished by mutilation or death, especially with Heortling's eye for an eye culture. So, prisons are really applicable for those. Perhaps there are holding cells where mutilated or executed people are kept for a week, so Regrow Limb and Resurrection don't work.
  17. soltakss

    What the heck... Check that out!

    Right, off to summon a POW 5 Disease Spirit and set it on my mates, again and again and again ...
  18. soltakss

    What the heck... Check that out!

    That has always been the case, in the rules. We have never played it that way, we have always played that Overcoming POW is an Active thing and that is how you get POW Gain Rolls, just resisting is Passive and doesn't get anything. However, the rules have always said differently.
  19. soltakss

    What the heck... Check that out!

    A lot of people adjust all aspects of the rules to suit the way they play. Combat can also be adjusted without any problems. Glad to see that you have found a better way of doing combat. Would you be able to post what you do differently?
  20. soltakss

    Ernaldan manipulation at the largest scale

    The God Learner Goddess Swap worked because the God Learners proved there was only one Earth Goddess. The Goddess Swap failed because they were wrong.
  21. soltakss

    Cat People Race?

    The Human Race, The Vulcan Race, the Minbari Race, the Aslan Race and so on.
  22. I thought about that, but it is a bit of a waste. Great to use their own magic against them though.
  23. soltakss

    What the heck... Check that out!

    I am easily excited and soltakss is very easy to spell. The long version is Soltak StormSpear, which spellcheckers really struggle with. Thanks for the thread. Rune Pools being available to everyone is a new and improved thing. Runes themselves are newish for RuneQuest.
  24. soltakss

    Romance of the Three Kingdoms

    Have a look at the Six Flying Dragons TV Series. It is set in medieval Korea and has a lot of Confucian philosophy and mysticism. One thing it looks at it how Chinese Characters/Ideograms are built up, what happens when you combine several into one and what is the hidden meaning behind them.
  25. soltakss

    Where to start in Glorantha

    Are you trying to scare me?  Welcome to the Forums! We can argue about/discuss/disagree on pretty much anything. Do Lunars wear sandals or boots when visiting their grandmother? Which are better, bows or slings? What colour are Zorak Zoran's eyes? What colour are Uleria's Panties?