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soltakss

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Everything posted by soltakss

  1. Elves are generally friendly to Yelmalio, so the Elf could belong to Yelmalio, or be seeking help from a Yelmalian. I don't think that Elves particularly don't like human towns. Sure, some people say that they don;t like stone, or straight lines or whatever, but I've never thought that. They might be unhappy bout the amount of trees used without using Food Song, though. For me, if a Player can come up with a valid rationale, then it's fine by me. In our RQ2 campaign, we had troll, dwarf, elf, morokanth, duck, centaur and minotaur PCs, they normally banded together among storm or light lines, so the trolls adventured with storm bulls and Orlanthi and the elf adventured with light cultists. If you want a rationale: Trolls like killing chaos, elves and dwarves, if you are doing that then they'll happily join you. Elves protect the forest, like killing dwarves and trolls, like Yelmalio and may be rootless adventuring elves Dwarves might be from Pavis, in which case they are very special dwarves, or they might be Openhandist or have been sent on a mission Ducks are just people, so they might be fleeing the Lunar Empire, fighting Undead, be simple adventurers or be bandits trying to go straight Baboons are pretty much adventurers, when outside their family units, looking for fame and fortune Tusk Riders are thugs, heavies, Tuskers for Hire, they could be mercenaries looking for payment, or could just be tired of the mercenary life looking for adventure Wind Children are a bit difficult, they could have the same motivation as anyone else, looking for fame, fortune, adventure or revenge Minotaurs are chaos-fighting thugs, always happy to fight Centaurs away from their herds are just adventurers Newtlings that are bachelors are sent away from the Nests to become adventurers, gain experience, skills and magic, to strengthen them when they return to the Nests to mate These are just typical values. There is no reason for them not to have better armour if they can get them. PCs generally get the best armour they can. There may be reasons for having light armour. Ducks swim well, so they might have light armour as plate isn't designed for swimming. Were-Creatures might have to change shape, so light armour is better for doing that. Wind children need to fly, so might not have armour on their wings.
  2. Not really. You could use Treasure Factors, as mentioned previously, to give a very rough idea of how powerful or dangerous a foe is. My own guidelines are: Tough Armour - The more armour a foe has, the harder it is to defeat. This applies exponentially, so a foe with 4 point armour is not a lot tougher than one with 2 point armour, but a foe with 8 point plus armour is a lot harder to defeat than one with 4 point armour. High Damage - This really takes PCs down. Someone with a 3D6 or higher damage bonus will be really dangerous, as most average hits penetrate armour. A D10 weapon is slightly better than a D8 one, but not overly so, however, a D10 is a lot better than a D6. Multiple Attacks - This can be a killer, especially when combined with a high damage. A big cat with claw/claw/bite can be deadly. A Scorpion Man with weapon + Sting can be deadly. A Walktapus with several tentacles can be deadly. Special Attacks - Any foe with a special attack is dangerous. This can be poison, harmonise, love trance, breath weapon, gaze attacks or whatever. These are hard to counter and make the foe more dangerous. Special Abilities - These can make a foe dangerous. A foe who regenerates is hard to kill. A foe with an allied spirit can cast healing or other spells in combat. A shaman with spirits can be very dangerous. Magic - The more magic a foe has, the more dangerous the foe is likely to be. This counts double for combat-related magic. Numbers - Facing more foes is always more dangerous. I'd rather face one big bad boss than a number of foes. Hit Points - Not really an issue, as even really tough creatures have a fairly low hit points per location value. Once you penetrate armour, perhaps with a critical, if you can do 12 points of damage then you can take most things down.
  3. No, I've never played that. In my RQ, the spell range is the range up to which the spell can be cast. If the target then moves out of range, the spell continues. There may be some exceptions, if a spell is Active then it is possible that it must stay within range of the caster to be maintained, for example.
  4. Lokarnos used to have Hie Wagon, which allows a wagon or other wheeled vehicle to move faster. Mobility has been mentioned, but I am not sure about how RQG handles Endurance, so it might tire you out unless you have spells to counter that. Some cults have specialist magic that can help, Guided Teleportation has been mentioned. Frog Woman has Jump that takes a party of people in an extended Teleport that takes 24 hours to complete. River Horse has something similar that takes you to the Headwaters of any river, so can be used for fast travel, but I can't remember the spell name. Magic Roads are another way of doing this. You perform a minor HeroQuest to move quickly to another fixed point. Orlanth's Ram has been mentioned, but in my Glorantha I also have the Rainbow Bridge, which allows you to call down a Rainbow, so you can travel up and along it, to come down at another place. Some Chaos Nests have ways of magically transporting you, but you might not want that. Boats are good, especially along a river, you can use Undines to help power them, moving them faster. Ships with sails can also use Sylphs to fill the sails with wind, allowing them to move faster. Using undines and sylphs gives you a very fast ship. Winged creatures allow you to fly, sylphs have been mentioned, but Giant Hawks, Griffins and so on can be used. Pegasi are extinct, but could be brought back by a HeroQuest. Lunars use Moon Boats, Wyvern Riders and, in emergencies, the Crimson Bat, although the Crimson Bat is quite slow. Enterprising PCs might be able to fly on Dragons.
  5. Sounds as though you had a good session and everyone enjoyed it. For some reason, I couldn't quote things, so had to cheat. It depends on what the Player thinks the Shadowcat is, really. If it is a trained beast that can go off on its own on forays, then I'd say that a successful Beast Rune roll would be OK for it to do that. However, I'd limit what it could do to its INT in basic commands. If it is just a pet, then a critical Beast Rune roll would probably be needed. If it is a familiar, or awakened Shadow cat, then it is effectively an NPC and can be sent off on its own. As for the issue raised in the writeup, about becoming Sakkar-fodder, you could do it in several ways, if the Shadow cat encounters a Sakkar: Have the Sakkar eat the Shadow Cat without the PC knowing what had happened Have the Sakkar chase the Shadow Cat into a hole/up a tree, for the PC to have to go and find the Shadow Cat, hopefully when the Sakkar is not around Have the Sakkar chase the Shadow Cat as it runs back to the PC, followed by a Sakkar Have the Shadow Cat avoid being noticed by the Sakkar and return to tell the PC where the Sakkar is Have the Shadow Cat ambush the Sakkar, jumping on it and clawing it to death from surprise I would avoid 1 and 5, but any of 2-4 should be reasonable. From RQ2 memory, as I haven't memorised RQG Elementals: Earth Elementals deal physical damage, so armour protects. Typically, they open up a pit and grab the opponent, smashing it as the pit closes. Fire Elementals deal magical damage, although it is physical fire it attacks General Hit Points. In RQ2 Armour didn't protect, but spells did (Shield/Protection) Water Elementals attack by drowning, so forcing their way into your mouth/nose and into your lungs, so armour wouldn't protect Air Elementals pick you up and toss you, so you receive physical falling damage, so armour protects (Maybe you have to make a Luck Roll, I can't remember) Darkness Elementals attacked with a claw in RQ2, so armour protected from that, they also dealt cold damage and armour didn;t protect from that, but their main attack is Fearshock. That's what I would do. There are several ways of handling this: The NPC hasn't got the skill listed, so hasn't got the skill, so uses the basic chance The NPC has a general skill (Fighter 50% or Scout 60%) and you just use that default value for non-listed and appropriate skills The NPC has a general skill (Fighter 50%, Scout 60%) and you just use the appropriate default value for non-listed skills I prefer approach 3, personally, so I could have an NPC with Wizard 60%, Fighter 50% and Hunter 70%.
  6. Only Friendly? I thought they'd be Associate... Maybe he is an Associate cult, Jeff seems to say that. It depends on whether they exchange Runespells, I suppose.
  7. Isn't Slay Delecti in the main Rulebook? It must be in one of the supplements, then.
  8. The way I see it is that Elmal is Yelmalio as worshipped by the Orlanthi and Yelmalio is Yelmalio as worshipped by the Solars. Orlanth is friendly to Elmal, as he was the Yelmalio who stayed behind and helped the people of Orlanth, but is neutral to Yelmalio as he was the Yelmalio who left the people of Orlanth.
  9. How to insert links to other threads on BRP Central.
  10. There have been some example recently where someone has asked how to do nifty tricks in the forums. Rather than having them spread out across lots of posts, it might be worth consolidating them in one thread. These are inside spoilers because they are really Cult Secrets, so don't go passing them along to just anybody ... Spoilers The spoiler tags no longer work, so there is a much easier way of having spoilers, as found and implemented by Scotty. Click on the eye button on the toolbar and it gives you a little spoiler box where you can type in your spoiler stuff. Linking to Posts on BRP Central To get the link without the summary text, copy the URL of the thread in question, then click on the little chain icon, the 5th icon from the left, paste the link into the section marked link and you get this: https://basicroleplaying.org/topic/8203-crowdsourced-old-characters-and-1610s-family-history/. If you want some pretty text instead of the link, then type something in the Link text field, to get this: Crowdsourced Old Characters and 1610s Family History. To get the link with the summary text, just copy the link and paste it into your post: Summoning a BRP Central Member put a shift key number 2 or the @ before the user name that you wish to send a flag to alerting them of a need to looksee. This being a powerful rune spell, use with care, The summoned entity might be pissed at being interrupted and summoned frivolously! Quoting small sections of a long post Choose and select some text, ah this will do...now hover your cursor for the briefest of seconds and a black thick lined rectangle with the words Quote Selection will appear allowing you to click and quote just the relevant sentence of nose loper lore you seek from the 15 pages of nose loper goodness. Voila... Writing in Runes Open up Word and choose the Rune Font. Write something in Runes. Use the Windows Snipping Tool to copy the section of Runic Text. Paste it into your post.
  11. You are not the only one. I remember the fond days of RQ2 when Orlanthi weren't all backwoods farmer clans, most of the Orlanthi in my parties were townsfolk, far more sensible and civilised. When Hero Wars and the farmer Clans came out very strongly, we reasoned that these were the hill barbarians, the Orlanthi that we were used to came from Sartar's cities or from the Holy Country, so we had a split between civilised Orlanthi and their hillbilly clan-based cousins. I would definitely second buying the RQ2 Campaign packs, Scenario Packs and Background Packs. You can put together truly impressive scenario arcs just using published material, plenty to go through until the new RQG material comes out.
  12. I hope it goes well. If you don't like it, then house rule it so that it works how you want to. That's the point of house rules, if you say "I don't understand why this is the case" and don;t like the current rule, then change it. Some people always play Rules as Written, but I pretty much never do. Whatever makes your game fun and enjoyable should be celebrated. If you feel that someone with Move 8 who moves 5 should be able to attack on SR 11 then do it, it's what I allow. Nobody is going to kick down your door and drag you away screaming into the night because you change some RuneQuest rules.
  13. Try it, if you like it then thank me, if you don't then thank Joerg and blame me.
  14. I don't recall anything - You could be the first!
  15. But doesn't everyone line up their dice like that? All my D20s are lined up, then my D12s, then D10s, then D8s, then D6s, then D4s, then D3s, then D2s, although the D4s are sometimes put into a little hexagonal shape instead. Sometimes, to spice things up a bit, I pair my Tens D10s and Units D10s into pairs of D100s, but only if I have matching pairs.
  16. I've put spoilers around this, as it involves breaking a celibacy geas, but not by choice.
  17. No, you're spot on -- the scale of the illustrated geography is completely fake. Not to mention the ill-use of perspective ... Everyone's a critic. I just thought "What a lovely picture".
  18. Phil is a Hero of Lhankor Mhy - He even has the beard to prove it.
  19. Don't forget that Hostile isn't Enemy. Hostile Cults are rivals, they might dislike each other and might even fight each other, but two members of Hostile cults might band together to fight a member of a common Enemy cult. I see Hostile as Dislike and Enemy as Hate.
  20. I don't think that Delecti is that powerful, to be honest. Was it? I thought it protected him from the True Golden Horde, at least that's how I always saw it. Delecti was a friend of the EWF and a supporter of the Dragons. That's why he was able to survive the Dragonkill. Well, technically the True Golden Horde killed him in their rampage, I think, but I could be wrong. Delecti's strengths are: He is surrounded by a chaos-infested swamp full of nasty creatures He commands an ever-replenishing army of zombies and skeletons He has a number of Vampires who are loyal to him Even if killed, he can just migrate to another nearby corpse, so is really difficult to pin down I am sure that his supporters would gladly sacrifice themselves so that Delecti could animate one of their corpses and escape.
  21. It is certainly possible. The Upland Marsh is, after all, just a marsh and marshes have been drained many times. That is probably a textbook way of defeating a portion of the Upland Marsh. The trouble is, everyone thinks of that as a way to defeat the Upland Marsh. Delecti also knows it's a good way to defeat the Upland Marsh, so he is ready for it and send hordes of zombies to guard against that kind of thing. He even sends Vampires and Mummies if necessary. Using the PCs as cannon-fodder distractions is a good idea, as the plan can fail without them, leaving them to pick up the pieces. I think there is a constant to-ing and fro-ing over the Upland marsh, with the rods being removed and broken, freeing up a section of the Upland Marsh, then the Pale Sisters return and replace the rods, making the land marshy again. I also think that the rods create a Marsh Nymph who guards that portion of the Marsh, with dryad-like powers, certainly the ability to control any undead created in her section of the Upland Marsh. He would send zombies to stop anyone trying this, also sending Mummies and Vampires. Use the Dancers in the Dark if you want, nothing wrong with sexy female vampires in an Upland Marsh scenario. I don't think he'd come himself, as he doesn't really care that much about the outskirts of the Upland Marsh, unless you did a HeroQuest replicating the True Golden Horde who killed him in the first place. Delecti would definitely retaliate against the nearby communities, in a particularly nasty way. He'd probably turn one tenth of the people and get them to kill their own kin. Eventually, the Pale Ladies would return and turn the land back into Marsh again, unless someone really powerful could stop them.
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