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soltakss

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Everything posted by soltakss

  1. Except these two will be running levels of munchkinry which will make your ears bleed and your eyes burn. Argrath has the backing of the White Bull Society. In effect his allied spirit could be the Society Wyter. Which means it may have a POW of hundreds or thousands. As just one wrinkle I could use. And that's before he founds his own magical millitary units. Jar-Eel is a demi-goddess and is semi-divine. They can both throw _serious_ amounts of mojo about and your couple of hundred MP aint gunna scratch them. In my Glorantha, Jar-Eel wields two Moon Swords, which do 4D8+1 on the Full Moon. Jar-Eel is a personal Glowspot, so she is always at the Full Moon. She also has Truesword and slashes quite often. so, she does a lot of damage, twice if she attacks twice. I would also play that she is affected by Sword Trance when she dances in combat, her hypnotic movement makes it hard to hit her, giving her an effective Shimmer Defence. Argrath is good, but not that good. I get the point that Sword Trance as it is means that someone like Jar-Eel is potentially easy to kill, but she has her own powers and I would guess that her Sword Trance is going to be as good or better than a PC's Sword Trance. Sorry, but if I face someone who seems to be in a trance and has a huge skill with a sword, I am going to Dispel the Sword Trance, probably using Multispell and getting several goes at it. We used to play that you could target Offensive or Defensive spells, rather than naming spells. Normally, we hit Offensive spells first, as that meant they had a lower chance of killing us, allowing us to kill them first. However, in one memorable combat, Soltak Stormspear was steaming in with Berserker and two Truesworded Bastard Swords, with Bladepower (meaning he was attacking at +46 damage and no odds in combat), so he was doing an awful lot of damage, backed up with Shield 4, Protection 4, the works, when the opponents "Dispelled him down to his undies", leaving him Berserk and at their mercy.
  2. In around 20 years of RQ play, I (almost) never had this kind of problem. Even when we had high skills, what resolved the fights was most often the tactics (close in, changing opponents, striking the weapon, striking to disarm, ...), the use of the terrain and the magic points attrition. Of course, preparing for combat is also a big factor. We played RQ2 then RQ3 and we saw combats that were speedily resolved in RQ2 take an age in RQ3. Antiparry definitely reduced combat length and we used that a lot in our high level RQ2 campaign. A 190%Sword vs a 110% Sword equates to 100% Sword Attack vs 20% Sword Parry and 100% Sword Attack vs 180% Sword Parry, so the advantage is definitely with the higher skilled combatant. I used to watch The Water Margin as a kid and fights between Lin Chun and regular soldiers worked along the lines of the 190% vs 110% Sword, with fights over very quickly indeed. We saw it in RQ3, where two Rune Lords with 200% skill took ages to resolve a combat, you effectively waited for a critical hit and a worn down weapon parry or failed parry. Magic sometimes helped, but not that often.
  3. I have read it and I wasn't that impressed, to be honest. From what I recall, combat had things like quarter-turns and half-turns as combat options, allowing your PC to rotate through 90 or 180 degrees in combat, which took Strike Ranks. Combat was incredibly detailed and finicky, not the sort of thing I want in RQ combat, to be honest.
  4. Our Illuminates in our RQ2 Campaign ran the whole gamut of human emotions, Rage, Hate, Anger, Jealousy, Lust, Spite, Pettiness and so on. You don;t lose your emotions by becoming Illuminated. One of the PCs, Rilldik Fairplain or it might have been Brankist Farlow, definitely one of Andrew's PCs though, wanted desperately to become Illuminated, mainly to show that he was better than other party members. He answered riddles galore but failed his roll every Sacred Time, then eventually made it. When he next met up with the party he was shocked to find that every other PC was already Illuminated and they were "Waiting for you to join us".
  5. ??? Attack with my sword, drop it and pull out my mace from my weapon bag, hit then drop it and pull out my dagger etc. Basically, you use your weapons like golf irons, pulling them from your golf bag as required.
  6. That is one way of looking at it. For me, Illumination frees you from seeing things as Good and Evil, Light and darkness, Law and Chaos. You could say that seeing the opposites as illusions is the same. I don't think that Illumination puts you away from empathy, it just frees you from things like guilt and obeying social mores. When Soltak Stormspear became Illuminated he realised that he didn't care about things, but decided to follow the correct processes. So, he decided to follow his geases even though he didn't need to and he decided to not abuse Illumination even though he could.
  7. It depends. You could have the spell being known by a certain school and the Sorcerer should join the cult to learn the spell. The spell could be an old, lost one, that the sorcerer finds in a spell book or learns on a scenario or HeroQuest. But, clearly not all spells are known, as we keep on making them up.
  8. Yes, it seems odd not to include the facts.
  9. Brankist Farlow was an Orlanth Rune Lord-Priest, Associate Priest of Lhankor Mhy and Storm Bull. He became the Neck of Thanatar in our RQ2/RQ3 Campaign, by replacing the old one, under the assumption that he would be a better one than the current one. He also became Beloved of Krarsht, by putting a Krarsht Egg onto the Red Moon, allowing Krarsht to tunnel through the Air to the Red Moon. Among his claims to fame was binding Argrath in a Lunar Hell, because he thought that Argrath was a personal rival. Brankist Farlow was described as like one of the Three Musketeers, probably more like Aramis than the others. Then we watched Rob Roy and one of the characters was Brankist down to a tee. Probably isn't canonical, though.
  10. We have used it to glue an NPC to his saddle, stopping him from dismounting and fighting. Also have used it to glue an arrow to a bow to stop it from being fired, good when facing a Wood Lord with Arrow Trance. We cast it on a Mostali throwing a grenade once, stopping him from releasing and blowing his hand off. It is useful when sticking a door closed, stopping things coming through. I think we houseruled that Glue wasn't touch, so was more useful. Soltak Stormspear had Glue 9 and a 9 point Enhancing Crystal, so could cast Glue 18, with POW 18, so gave a STR 324 Glue, which pretty much sticks anything down.
  11. In practice, what you actually do is to calculate them once and make a note of the bonus, then use that bonus each time. You only need to change the result if your Characteristics change. sure, it takes a minute or so to work out the first time, but after that you just refer to a note on the Character sheet.
  12. I just don't bother with experience checks and use experience points instead, for that same reason. If you sneak behind a tent and listen to a conversation, I'd say that was a risky proposition and should have an experience check.
  13. It happens. It seems to come in cycles. Some people are always testy, though, but manageable. The ones who are unpleasantly testy tend to disappear after a bit, which is good.
  14. It worked in our game. The combinations made sense at the time. Zorak Zoran/Storm Bull really hates Chaos and loves violence, Orlanth/Storm Bull hates Chaos more than a normal orlanthi but has more social position than a straight Storm Bull and so on. Our PCs killed more Chaos than most people, fought the Lunars more than most, killed more Trolls than most. To be honest, even the least active were more active than most normal Rune Lords or Rune Priests. Try telling an Orlanth/Storm Bull PC that he isn't living up to the ideals of a cult, after he has climbed over a mountain of corpses in a Thed Great temple.
  15. It was confusing, as you seemed to be implying that rape was a product of the Man rune, but the species most associated with rape, Broos, are associated with the Beast rune. To be honest, I have lost track of all the arguments.
  16. Many of our PCs were in multiple cults and were Rune Levels. It was a reasonable compromise. It is just a game, after all.
  17. Broos have the Beast Rune, not the Man Rune.
  18. It says they stand their ground, period. Even instead of fleeing. We used to call it Tactical Advancement, or Advancing in the opposite direction.
  19. As with many of the rules in RQG, unfortunately. Sigh. I agree. In our RQ2 Campaign, we had Rune Lord Priests who would happily take out a Dream Dragon but would run in terror when faced by Spirits, as 0 Temporary POW meant permadeath. RQ3 changed that by using MPs and having 0 MPs meaning unconscious, but that is still really dangerous. RQG makes spirits dangerous by increasing the damage they do based on their POW, but then nerfs them by having magical weapons damage them. I wouldn't allow that, I want my Rune Lord-Priests to be running from spirits in terror.
  20. Spirit Magic used to be called Battle Magic in RQ2. It is minor magic that you learn and can cast to give you minor effects. You learn Spirit Magic from a Priest or a Shaman, either can teach the spirit Magic spells they know. Casting a Spirit Magic spell means rolling POWx5% or below, success means you lose the Magic Points indicated in the spell's description. Some spells are Variable, which means you learn various strengths of the spell. so, you could learn Bladesharp 1 or Bladesharp 4. If you have a Variable spell then you can cast it at up to its stated amount, so someone with Heal 6 could cast Heal 4 to heal a 4 point wound. If you have a variable spell, you can learn extra points of the spell, but each point has to be paid for, so someone with Heal 4 could learn Heal 6 but would have to pay for learning 2 spells (effectively Heal 5 and Heal 6) although the spell is learned as one spell. Some spells are commonly available, some are restricted to a Cult or special School. It is normally forbidden to teach a cult special spell to non-cultists, although this could happen on HeroQuests and as a special reward. That is a similar mechanic to spirit Magic in Mythras, which is different. Spirit Magic in RQG is more like Folk Magic or Common Magic in games such as Mythras or Legend. Spirit Magic is powered by Magic Points, which are related to your POW. Your POW is effectively your Spirit, so that is why they are called Spirit Magic. The earlier term was Battle Magic, but that didn't work for non-combat spells or spells cast out of battle situations. I wouldn't read too much into the name. These are spells that you learn and can cast using Magic Points by rolling POWx5%. That is pretty much all your Players need to know, except for the descriptions of the spells.
  21. So does spending more than 100% of your time on cult duties. With income, you can at least make sure you don’t earn any. We played that you tithe 10% to your cults as an initiate and the cults split it up between them. Similarly, Rune Lords and Rune Priests pay 90% to their cults, split among the various cults.
  22. I am running a campaign at the moment and one of the Players wants to run RQG. He won't be ready before the summer, or now the autumn, so I am running down my campaign in readiness. Fortunately, we have long-running campaigns, with weekly sessions, so we know what campaigns we are going to play.
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