Jump to content

soltakss

Members
  • Content Count

    5,011
  • Joined

  • Last visited

  • Days Won

    113

Everything posted by soltakss

  1. For me, the deities of God Time had some sequential events, where one followed another, but also had non-sequential events, where effect preceded cause. However, HeroQuestors have one huge advantage over the denizens of God Time - They know what happened. So, a HeroQuestor might meet a deity at one point, knowing what was going to happen to the deity at another point. On the face of it, this is nothing special, but HeroQuestors can manipulate it. Also, HeroQuestors know that some magical places are common to different myths and events. They can manipulate that, too. So, a HeroQuestor might be able to travel to the Only Old One's basement in the Castle of Black Glass. The HeroQuestor might know that this could be used on the Lightbringer Quest, as a way to enter Hell, or on a Caladra & Aurelion Quest to try and free Lodril, or whatever. The HeroQuestor could use the Caladra & Aurelion HeroQuest to gain access to the basement, then switch to the Lightbringer Quest to leave and enter Hell. These events happened at very different times, so this is effectively Chronoportation. The tricky bit is to do this on a God Quest, so that you change God Time and create a new myth that this happened. So, you could travel to the Only Old One's basement, in the same way that Caladra & Aurelion did, then leave the basement and enter into Hell, but for you, as a Hero, it would all be at the same time.
  2. I don't think it was. When Grandfather Mortal died, his soul sent westwards and down into Hell. Who knows why he went that way. When Yelm died, he followed the path of Grandfather Mortal. His daughter, Rausa, followed him and guarded the Western Gate, so that it became known as her gate. Simiarly, the Morning star guards the place where Yeml appeared at the Dawn, although she might not have been there beforehand.
  3. I listened to a few of these and I really liked them. You have a very engaging personality and know your stuff. Call of Cthulhu isn't really to my taste, but you made it sound interesting and fun.
  4. Yes, succeeding in Read/Write in a Language means that you can both Read and Write the Language. No, she does not need to also succeed in a speak roll. speaking is about that, speaking and listening to a language. They are different skills because RQ wants to emphasise that not everyone who speaks a language is literate. Not in RQ, but other D100 games have something similar. Every few years, a debate goes on about having a read/write that is related to a script and then a Language skill that relates to the language. so, if you roll below both your read/write and language skill then you understand fully, if you roll below your Read/write but fail your language skill then you know what the words sound like but not what they mean and so on. It does have its merits, but has flaws as well. For example, I can read Trans-Cyrillic but have no idea what words in Tartar, Bashkir, Khazak or Uzbek mean, but I can read and have a go at pronouncing them. someone who couldn't read but could understand the language might be able to make sense of what I am reading. I can read the Latin Alphabet, so I can pronounce French and Spanish with my schoolboy understanding of those languages, I can also have a go at Italian, although I probably mangle the words. If I read Slavic languages such as Polish or Czech, i can probably use my knowledge of Latin Alphabet and Russian to mangle those as well, or get a slight understanding, despite the extra letters that I am not familiar with. Languages such as Turkish or Finnish are very difficult, as I might understand all the letters (Finnish) but have no idea how they are pronounced, or I might not know the extra letters (Turkish) and not know how to pronounce them. So, I can have a good go at Ingredients on a Polish pack of something, or I can try to read something in Turkish and my wife might be able to work out what it says. In Chinese Script, it makes no sense, as each symbol means something unique. So, if you read a symbol and say it in Cantonese it might sound different to reading it in Mandarin, as the two languages would have a different word. so, the word for Cat in Mandarin and Cantonese might be different, but there is a symbol in Chinese for Cat. Arabic is different, as it is an Alphabet, so each letter has a sound. I don't know Arabic, but it may be that the order of letters might change how they are pronounced. In English, s and h have their own sounds, but the diphthong sh sounds different to both s and h. context can be important, as ch in "loch" is pronounced differently to that in "rich" and, famously, all the "c"s in pacific ocean are pronounced differently. You would need to know the language to know these differences. Orlanthi used cat scratching, which is like Ogham in the real world, and some other script. I think Peloria has its own script. The West has a single script but different languages. I am not sure about Kralorela, but it might use a symbols in the same way that Chinese does. Something like Earthtongue might use a stylus to impress symbols onto clay, like cuneiform, with a written equivalent. i don't know whether it is syllabic or alphabetic, although I am probably using the wrong terminology. In past discussions about this kind of thing, it has generally boiled down to using whichever works best for you.
  5. In my experience, HeroQuest works best when there are few rules. For me, if a rule needs clarifying and is difficult to understand and use, then drop the rule. So, I wouldn't use Group Simple Contests. I would use chained contests anyway, as I find them easier. or, everyone rolls what they are doing, you add up the RPs and see if you have reached a target, if not then you do something similar next round.
  6. soltakss

    Gark vs Vivamort

    I am sure that they have different origins. The Zombies that row the barges of the Kralorelan Navy are probably sailors who have volunteered, or "volunteered" to stay on after death and I would expect a runespell to be used to create them.
  7. This post cannot be displayed because it is in a password protected forum. Enter Password
  8. Oh, there's more, sorry, didn't see this one. The Table says "Attacker rolls special damage. Defender’s parrying weapon takes damage over its HP, with same amount of damage going to adjacent hit location.". So, in the example, the attack does 14 points and the shield blocks 8 HPs. The Shield takes 6 points of damage, reducing it to 2HPs and the person takes 6 points of damage, but does not ignore armour, so armour protects. The Hit Location struck is going to be the Shield Arm, despite what I thought was true, as the Text on Page 198 says "A Successful Parry. A successful parry blocks points of damage only equal to the parrying weapon’s current hit points. If more points of damage get through, those points go on to affect a hit location of the defender, determined randomly in the case of a parrying weapon, or referring to the Shield Hit Location table (page 219). In most cases, a hit to a shield damages the arm wielding it. Additionally, the parrying weapon or shield loses 1 hit point, simulating the damage it took blocking such an overwhelming blow.", so, it hits the parrying arm for a small shield. The moral of the tale is still to use a Medium or Large Shield instead of a Small Shield.
  9. I would say that you could do this. On the face of it, this makes no sense, as the shield has 0 HPs, but you are using your skill to turn away an attack, rather than just putting something in the way to block the attack. The Table on Page 199 and the Text on Page 200 don't agree. this kind of thing is really annoying, as they are only one page apart and this could easily have been picked up by a good rules-competent proofreader. The Table says that a critical attack vs a Normal Parry "Attacker rolls special damage. Defender’s parrying weapon HP reduced by the damage rolled. Any excess damage goes to adjacent hit location, with no armor protection". The Text on Page 200 says "Parrying a Critical Hit. Though the target’s armor does not subtract any damage from a critical hit, a successful parry from a weapon or shield blocks the amount of damage it normally would. However, a weapon that parries a critical hit takes twice the damage it would take normally. If the attacking weapon is a long-hafted weapon or an impaling weapon, the parrying weapon takes no damage. A shield that parries a critical hit receives twice as much damage as normal, and any unabsorbed damage strikes the parrying adventurer.". So, they both agree that the Shield absorbs its HP in damage and the remainder goes through to hit, ignoring armour. Fine, that works OK, although reading it again,l they are not the same. The table says the parrying weapon's HPs are reduced by the damage rolled. The Text says that the parrying weapon or Shield takes twice as much damage as it would have done. So, what does that mean? Looking at Chromatism's example, a Broadsword Criticals and does 18 Points of Damage and is parried by a Small Shield with 8 HPs. According to the Table, the shield takes the full damage, so takes 18 HPs, it only has 8 HPs, so the shield is reduced to 0 HP and 10 HPs goes throiugh to a random Hit Location, doing 10 points of damage and ignoring armour. Ouch! The Text says that the shield blocks 8 HPs of damage, leaving 10 HPs, this does 20 HPs of damage to the shield, destroying it, the shield reduces the damage by 8, leaving 12 points of damage to go through to strike a Hit Location, direct and ignoring armour. So, both result in the Shield being destroyed, but the first does 10 points of damage and the second does 12 points of damage. This is annoying, as a Shield parrying a Critical Hit is not an uncommon occurrence or edge case and should clearly be covered in the rules. What would I do? Pick one and stick with it. I'd use the results from the Table and ignore what it says in the Text. however, maybe one for Jason in the Rules Clarification Thread where Nobody else May Comment. The moral of the tale might be not to mess about using a small shield, but to use a Medium or Large Shield, but perhaps that isn't the right moral.
  10. Adventurers gain equipment in the same way that people did in our history. If you defeat someone else with better equipment then you take it and sell what you don't need. Knights did this a lot and also kept the ransom. Personally, I don't mind this at all.
  11. This post cannot be displayed because it is in a password protected forum. Enter Password
  12. This post cannot be displayed because it is in a password protected forum. Enter Password
  13. This post cannot be displayed because it is in a password protected forum. Enter Password
  14. This post cannot be displayed because it is in a password protected forum. Enter Password
  15. soltakss

    Pavis!

    In our last Glorantha Campaign, the River Voices investigated the Gorp Spring on the Zola Fel. They worked out that the Gorps were coming from deep underground and wanted to find out where. One of the PCs had a magical eye that could see through things, so she used that, with some other magic, and scored a critical roll, so she saw the Eye of Wakboth glaring at her and weeping, the tears becoming Gorp and rising through the cracks in the ground. She managed to roll a stupidly low POW roll and didn't go insane, receiving a Heroic Power of See Into the Void as a reward. They didn't like the idea of Gorp squeezing through gaps in the rocks and stones, as they reasoned that the Gorp as Gorp are acidic and would make the gaps wider and wider until the Eye of Wakboth could be revealed to the world, something they weren't too keen on. So, they decided to travel down to it. They had a Lead Barge that could magically travel through even the tiniest places, as long as it was floating on water, so they used their River Voices powers to raise a flood and send it through the cracks. There followed a terrifying descent through the cracks in the earth to Wakboth's Pool, where the Eye floated in a pool of its own tears. I can't remember how they defeated Wakboth's Eye, but they managed to blind it and return to the surface. Of course, this was a HeroQuest.
  16. Thanks, @g33k, the Wikipedia entry makes it sound awesome. Pity I'll never play it. I just don't have the knowledge, the coordination or the patience to play Video Games.
  17. Elephants can carry howdahs on their back, with archers. They can also wear plate armour on their legs and head. They can also wield a club in battle as well as attack with their tusks and stomp you. When they drink distilled spirits, they tend to get very drunk and go berserk in battle. Elephants are clearly better.
  18. No, for me a brontosaurus can breed with a brontosaurus, a tyrannosaurus with a tyrannosaurus, a pterodactyl with a pterodactyl. I don't think of "Dinosaurs" as one big species. Each type is its own kind. What I meant was that a stegosaurus that is created by a Dragonewt mutating because of an out of control Lust Trait can mate with a stegosaurus descended from Maran Gor or a stegosaurus hatched from a bad dragon's egg. A stegosaurus cannot breed with a tyrannosaurus and produce offspring, as they are different species.
  19. To be honest, species Maximum is a mess in the RQG Rules. It keeps both the RQ2 and RQ3 Formula and the RQ3 Rolled Characteristic x 1.5. it needs rewriting or carefully looking at, rather than kneejerk rulings. i would use RQ2 Species Maximum for every Characteristic, but have physical ones that are increased past Original Stat x 1.5 being twice as difficult to increase, or increase half as quickly.
  20. If the HeroQuest is in Hell, then HeroQuestors will probably encounter mortal, non-Vampiric Vivamorti, as Vampires cannot travel to Hell and cannot cross the Styx. If outside Hell, it is possible to meet mortal or Vampiric HeroQuestors, depending on the circumstances. Very few HeroQuestors get to meet Vivamort himself, unless they are on a GodQuest inside God Time. Then, it would depend on what place/time they encounter Vivamort. An Eurmali trying to become a Hero by redoing the theft of Death will meet Vivamort as a Darkness Spirit.
  21. In my Glorantha, the Old Nests or Loyal Nests are those who have come to an uneasy relationship with Vivamort. He doesn't prey on them and they don't bother him. So, they aren't actually Lay Members of Vivamort, as Delecti's Vampires don't feed on them. However, there may well be Durulz Lay Members of Vivamort who carry Adventurers across the Upland Marsh, to sacrifice them to the Vampires.
  22. soltakss

    Gark vs Vivamort

    In my Glorantha, I normally have the following. Vivamort is the God of Vampires, he is the First Vampire, created to heal a wound from the Devil and cursed by the same action. he was involved in causing Death to enter the world, as he was tricked into letting Eurmal steal it. He creates vampires and his worshippers create vampires. Gark the Calm is a god of Zombies, not the only one. However, his is a cult of silent contemplation, or it can be. Anyone dying in a Gark the Calm temple comes back as a Zombie, this is automatic for Gark worshippers and not always automatic for non-worshippers. some worshippers of Gark the Calm sit around meditating in circles, where they deny themselves food and drink, sometimes sealing themselves in, so they run out of air, when they die they immediately awaken as zombies and continue their eternal meditation. Gark's zombies are normally harmless, unless disturbed or commanded by someone who has a Command/Control Zombie spell. In my Glorantha, Gark has a Command Zombie Horde spell that causes the mass of Zombies to obey simple commands.
  23. What is Hellblade? Bear in mind that I don't play video/computer games, so probably don't know any new titles.
  24. Start small and work up. Start with a clan, a family, a village, a street corner in a city. Meet someone who the PCs don't know. Have something happen. Follow the scenario. Meet someone else. Go somewhere else. Meet an Elf, or a dwarf, or a Troll. have them behave not like D&D Elves, Dwarves or Trolls. Don't go too deep into their background, as most Players won't care or might find it too much. Subtly introduce differences and more of the Lore and Background over time. Introduce different cults, maybe one at a time, or have a cameo where members of several cults have an interaction. maybe some Yelmalians and Orlanthi get into a Riddling Contest, or a Humakti challenges a Yanafal Tarnils cultists. Explain what is happening if the Players are confused. Many thanks! 😀 It hasn't been updated for a while, simply because I ran out of things to put on it. My wife wants me to get paid for doing RPG stuff, which is why I've concentrated on supplements. Maybe I'll put some supplementary stuff that gets missed out of Jonstown Compendium material on my website.
×
×
  • Create New...