Jump to content

soltakss

Member
  • Posts

    8,373
  • Joined

  • Last visited

  • Days Won

    209

Everything posted by soltakss

  1. But are easy to work with. Probably. I'm not going to work out how many pigs they need to sacrifice, or how many cows. I just care about the money, baby. Absolutely. Why wouldn't that work?
  2. Yes, that's how it works. What you could do is to houserule so that Transform Self transforms you into the creature by itself, then you can use the other Transform spells to enhance the transformed creature. That makes them a lot more playable. Werefolk such as Wolf Brothers, Bearwalkers, Tusk Brothers and Tiger Sons can all transform whenever they want, as they effective have the magic built in as an ability. They can't normally transform just body parts, so it's all of nothing, instead of just transforming the head or limbs. I think the Wild day restriction is just for Telmori, as it doesn't make sense for anyone else. In fact, it doesn't make sense for Telmori either, so I'd just drop the restriction.
  3. It all depends on how you see Deities in the setting. In the Stormbringer game, the rule was that PCs always had first hit against a deity, then the Deity killed them. Obviously, Corum wasn't a PC. In a game set in Mythic Greece or Mythic Norseland, the Deities could be killed and sometimes were, but they would be hard to kill and can heal. I think that either Nectar or Ambrosia from the Greek Myths cured injuries, but cannot remember. The Golden Apples of the Sun in Norse myth might have done the same. If the game uses more of an Abrahamic-style religion, then perhaps the Deities just cannot be killed. I wouldn't have a single set of rules for every setting, but would vary it. The idea of making them really tough is a good one. You could have them only being harmed by magical weapons or by certain materials. Baldur was blessed by everything except mistletoe, so could be hurt by a dart made from it, although that is a special case it might apply to certain deities.
  4. Have you watched The Boys, a SuperHero TV show? Homelander's eye beams are effectively a Disintegration spell.
  5. One of the things I love about the new way that Glorantha is described is how PCs are closely tied to their Bloodline/Clan/Tribe/Whatever, as it gives a sense of belonging, a reason for doing things and sets boundaries. One of the things I hate about the new way that Glorantha is described is how PCs are always closely tied to their Bloodline/Clan/Tribe/Whatever, as it restricts them and forces them down a certain path. I really like the Rootless Adventurer idea, able to travel around and get into adventures. You don't see Orlanth Adventurous sticking around Stormstead all the time, no he's off gallivanting, duffing up trolls, stealing from Mostal and liberating nymphs. I blame that Ernalda, she comes along, ties him down and he forgets all his mates and sticks around Stormstead, just being a big wet cloud.
  6. Thanks, they have mentioned it for both, but it was originally in the GM Sourcebook. Also, pedantic corrections are what we do best.
  7. They also said that they want to be where Call of Cthulhu is now, with a release every 2 months, and think they can achieve this by mid-next year. In the meantime, the Jonstown Compendium should have lots of goodies.
  8. What? They dropped that? inconceivable! Hee, hee, hee, hee! We hide our secret plan in the open, where nobody can see it.
  9. Probably. Hon Eel spent a long time studying Solar Mythology before competing with the Reverend Mother of Horses (?) to produce the strongest sun Deity and also spent time learning the secrets of the Earth before appearing in the innermost Earth Mysteries when she assaulted Tarsh, so she has a history of intense mythical study before embarking on a project. That would probably have included Ana Gor and similar Earth Mysteries.
  10. Normally, yes, but the Lunars have trashed Winter and driven it back, to improve the climate. In any case, you can grow a lot of crops in Russia. They make great rye bread as well! 😀
  11. I am very wary of making comments such as that. People do worship entities such as the Earth Witch as a Rune Cult, if they get enough worshippers together. It might start as a spirit Cult but end up as a permanent Rune Cult. There's an Oakfed Shrine in one of the RQ Classic Supplements, maybe the Puzzle Canal, I can't remember. It had a ball of fire, or something, that zapped anyone who tried to enter. Also, Temples to Lodril have shrines to Oakfed, as Lodril's son.
  12. Yeah, yeah, yeah, we hear you, but everyone will accept it as canon, even if you and Jeff don't agree. Such is the price of genius, i am afraid.
  13. Nowadays, I ask "What do I want to happen" and go from there.
  14. Wyters don't worship, Wyters are worshipped. Imagine a Great Temple, that would have a number of Minor Temples to different deities, as part of its collective worship, many of these would have Shrines to various Heroes and Subcults. Each Shrine or Minor Temple would have its own Wyter, as would the Great Temple. These Wyters defend their own areas and accept POW from their own cultists. However, a Wyter for a Yelornan shrine in a Yelmalio Temple would not give its own POW to the Wyter of the Yelmlaio Temple. Cultists might sacrifice to more than one Wyter, though, so a Cultists who belongs to both Yelorna and Yelmalio might sacrifice to both Wyters.
  15. if you click on the link, on the Left Hand Side, you can tick a box that subscribes you to news about the Jonstown Compendium. So, hopefully, that will indicate new releases.
  16. Yes, I remember reading the Guide and seeing that the Red Emperor commits utuma, thinking "Hey, that's cool". It might be part of a greater ritual, of course. It isn't the kind if thing I'd just make up, as I'm not that creative.
  17. The first thing is to look at what is different between a Heortling Clan/Tribe and a Heortling City. A Clan is made up of a number of Bloodlines, which are groups of related people, often sharing a common ancestor, and their spouses. A Tribe is made of several Clans, tied together by cultural or magical bonds. A City, especially in Sartar, is made by a Confederation of Tribes. This, for me, means that inhabitants of a City have a weaker tie to their original Bloodline, Clan or Tribe, as these are less important than the tie to the City. Obviously this would be different for every person in the City. A city could be ruled over by a Ring, this is similar to a Clan ring or Tribal ring, but members are often balanced, so one Tribe or Clan doesn't have too much influence. Each tribe or major Clan might have a single place on the City Ring, for example. Each City would have a set of Statutes that indicate what the Laws of the City are and which offences can be tried under City Law and which could be tried under Clan/Tribal Law or even Cult Law. Disputes may arise when something happens that is not a crime under City statutes but is a crime under Clan Law. Bloodlines may well be set up in the City, perhaps living together in apartments or buildings close together. Clans or Tribes may well be given a Quarter each, by Quarter I mean a District, not just 25% of the City. However, a lot of people in the City may well owe no allegiance to a single Bloodline, Clan or Tribe, instead owing allegiance to the City. This might include outlaws, banished from a Clan but able to live in the City. Craftsfolk organise themselves into guilds, which are effectively organisations of fellow Crafstsfolk. these are often cult-aligned, especially if the Craft has an associated Cult. However, they are not aligned to Clan or Tribe. Jewellers have a lot more in common with Jewellers of other Tribes than with their own Clansfolk. Powerful guilds might have a spot on the City Ring. City Folk are more sophisticated than their rural counterparts. they have shed a lot of their rural ways and can regard their rural cousins as country bumpkins. "Hey, do you remember when Erik Longsword brought a herd of cows to pay for his new sword? What a bumpkin, he should have just sold them in the market and paid for the sword with his coins!"
  18. I thought it looked like Bud Spencer and Terrence Hill. I loved their cowboy films. Weren't they the Left Hand of the Devil and the Right Hand of the Devil?
  19. Because that's what the rules say. I can prove my Loyalty and Passion by making a huge donation, far exceeding anyone else's. Bribing increases your chances of passing Examinations as well, to become an Initiate or Rune Level. RuneQuest cults are great! These aren't puritanical Christian cults, where ostentatious displays of wealth are frowned upon. These are Bronze Age cults where giving enough money to build a new room on the Temple makes you more devout.
  20. Well, APP back to CHA obviously. I've heard the arguments and I don't know that I disagree, except that now we have the obvious cases of ugly critters now having limits on their magic etc., which I think is yet another clear example of "let's write a new rule and not really think about the consequences". Sensible hit point calculation and location distribution. Sensible skill bonus calculations. A better way of determining species characteristic maximums. Missile target locations. A more integrated combat system that incorporates movement and other tactical options. (I'm not really including the change back to 12 SR, since the number of SR in a round is an arbitrary value to begin with, and any particular arbitrary number is as good as any other, assuming that everything else related to SR calculations is adjusted accordingly.) Combat and damage rules that actually make sense as written. I'm not claiming that RQ3 was perfect in this respect, but it was better than the hot mess that's RQG. Is knockback in RQG? If not, then that's something that was dropped. I don't miss the "Fatigue" rules, as such, because they were not a strength of RQ3. The concept of Fatigue is not a terrible one, just a real bear to actually administrate. I can't really remember the ENC rules from RQ2, but I don't recall having any real problems with it, but I liked the RQ3 rules better (when Fatigue was removed from consideration). I don't know what the equivalent RQG rules are, if there are any. (I don't think I've ever been involved in any game where encumbrance and carrying capacity was not kind of hand-waved most of the time, but I think that it's important for any game to address the issue in some way -- better to have a system you don't like than no system at all, IMO.) Thanks, I'd have to check the RQG rules to double-check, to see how they differ from RQ3, if they do differ. Some of those are very subjective, but I see what you mean. Yes, I think that RQG was just too big to contain a lot of stuff about non-humans. To be honest, the RQG Sorcery rules look similar to, but different from, RQ3 Sorcery. As I have no intention of playing a Sorcerer, I won't check the rules, as they don't interest me.
  21. You are looking at it all wrong. Why am I bothering with a +2 when the PCs could slap a wodge of 10,000L to increase their Loyalty by +500 and get a +200 permanent increase? That's what you should be asking!
  22. I spammed several groups with it, but here is one. They are now canon. Exactly what I thought.
  23. Now, that's more like it. We do nothing better than take a cool idea and over-analyse it to death. I heartily approve.
  24. What's scarier than a worshipper of Babeester Gor? A worshipper of Babeester Gor with a pistol.
×
×
  • Create New...