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soltakss

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Posts posted by soltakss

  1. On 4/23/2019 at 10:46 PM, pansophy said:

    BTW: a list of all Traits in the book categorised by Skill would be a helpful resource for the GM during play.

    Please include the Power Traits of the mail rule book, too. :D

    I tried that in a draft of Merrie England:Robyn Hode. It should be fairly easy to do for the main rules, but might be better as a fan-thing.

    On 4/23/2019 at 10:46 PM, pansophy said:

    Oh, and is there a Trait like 'Library use' or 'Research' ? If not, would that be a Knowledge Trait?

    The thing about Traits is that you can just add them as and when you want.

    Yes, Library Use/Research would be a good Trait under Knowledge.

  2. On 4/24/2019 at 5:07 PM, Super Bad said:

    I'll continue to add any other material that may be useful to others in regard to setting. Below are converted NPCs for the published Adventure called Hot Wheels. I kinda plugged in numbers that seem to fit.

    See, HeroQuest is so easy to use.

  3. On 4/24/2019 at 7:47 PM, Joerg said:

    Really? That's like taking the least meaty of your bulls, mating it with the most dry of your milk cows and expecting a treasure level calf.

    If Gloranthan breeding programs went like that, Uzko mothers would mate with trollkin (other than Neep).

    Everyone gets the same INT roll, no matter their parents.

    Sure, you might be able to put something about inheritance into chargen, but it would be patchy at best.

  4. On 4/24/2019 at 3:23 PM, Sir_Godspeed said:

    For one, I wonder how the Alkothi view the relation between Shargash and Yelm. Do they secretly hold him as high as Yelm, or do they play up the "filial piety" aspect of things, by emphasizing that the reason why Shargash destroyed the world after Yelm died was due to grief/rage, or possibly to prepare/purify the world for his father's return?

    Oh, there is no secret at all. Alkothi hold Shargash as high as Yelm, or even higher.

    For them Shargash is the Warrior, Avenger, King of the Underworld, City God and Ruler God.

    Rather than Yelm Maggotliege, they worship the Black King, or Shargash in the Underworld. Rather than Yelm the Emperor, they worship Shargash the Conqueror.

  5. We always played that unenchanted iron had the same values as normal bronze, but could be forged better when enchanted. So, you don't get better armour when wearing unenchanted iron.

    It's not what the rules say, but that's how we played it.

    The AP bonus is all in the enchanting not in the physical properties of iron.

  6. On 4/25/2019 at 2:56 PM, Richard S. said:

    Might I ask why you made MP not regenerate? I've seen a lot of people rule that that's what happens on Heroquests, but it doesn't make sense to me. If the flow of magic isn't limited by time then shouldn't they just regenerate instantly?

    Some people use this as a rule. I have seen rules where you find pools of magic and drink from them to regenerate MPs. Personally I have never used them. I normally have all MPs recovering between Stations, or just have time normally flowing around the PCs.

    • Like 2
  7. On 4/25/2019 at 8:44 AM, HreshtIronBorne said:

    We are reaching the point in our current campaign that we have herqouested once or twice through the quests outlined in 11 Lights. I'd love to hear some of the powers your PCs have brought back with them from the Hero and God planes.

    Some general ideas that we have used in the past:

    • Heroic Casting of a Spirit Magic Spell - Casting a particular named Spirit Magic spell costs 0 MPs to cast. The spell has to be linked to something gained on the HeroQuest, for example Bladesharp gained on Humakt Gaining Death, or Sleep gained by a Chalana Arroy HeroQuest or Face of Lanbril gained on the Lanbril Loses his Face HeroQuest.
    • Heroic Casting of a Rune Magic Spell - You can cast a particular Runemagic Spell using Magic Points rather than Rune Points. In effect, your POW becomes a secondary Rune Pool for casting particular Runespells. As above, the spell needs to be one gained on a HeroQuest related to that power. So, Humakt gaining Truesword on the Humakt Gains Death spell, Orlanth gaining Lightning in the Lightning Spear Quest and so on.
    • Increased Species Maximum POW - We play that participating in an Other Side HeroQuest allows you to attempt a POW Gain roll but if you succeed it increases Species Maximum POW
    • Automatic POW Gain - You sometimes increase your POW by 1D3 just by taking part in a HeroQuest
    • New Spell - You gain a new spell as a result of the HeroQuest. The spell might be the aim of the HeroQuest or something wrestled from an opponent. So, a Storm Bull PC doing the Lightning Spear HeroQuest could come back with the Lightning Runespell, even though that is an Orlanthi spell. 
    • Immunity to a spell or power - If you face an opponent with a certain power and defeat them on the HeroQuest, then you might come back with immunity to the power used. So, you could be Immune to Fear, Madnes, Sunbright or Acid. Our PCs fought Cacodemon and some gained Immunity to Acid, but one chose Vomit Acid instead.
    • Permanent Spell - You come back with a spell permanently cast, for example permanent Shield 4 or permanent Catseye. As above, the spell must be linked to the Heroquest.
    • Skill Boost - When you perform an Other Side HeroQuest, any skills gained increase by 5D6 rather than 1D6, as your skills are divided by 5 on the HeroQuest. (Note that this was a rule that we used when doing Other Side HeroQuests, modelling the fact that God Time opponents are really powerful, so you are relatively unskilled. The current rules might not have this as a rule)
    • Mastery of [Rune] - The ability to manipulate things using the rune. This is a bit vague, but we used this in our Arganauts Campaign, where the PCs became River Voices and gained Mastery of Water, Mastery of Air and so on. It allows them to manipulate the runic substance by rolling beneath their Rune skill. So, someone with Mastery of Water and Water 70% who rolls below 70 could make water well up or go away, someone with Mastery of Air could deflect missiles away with gusts of wind and so on. We kept the results deliberately vague, as we wanted a Narrative game rather than a "But, you can only affect 15 litres of water, so your wave is really small" kind of game.
    • Invoke [Quest] - You can Invoke a HeroQuest, basically drawing powers from the HeroQuest without actually performing the HeroQuest, but this draws baggage from the HeroQuest. So, an Orlanthi could use Invoke (Hill of Gold) when fighting a Yelmalian to guarantee victory, but also ensures that the Yelmalian isn't killed but is disarmed. An Eurmali could use Invoke (LBQ) to open up a crack in a castle wall to slip into the castle, but is guaranteed to meet the leader of the castle.
    • Gift - A PC can gain a cult Gift as a result of the HeroQuest, this might come with a Geas or might be free. These would be over and above the Gifts the PC can normally get from belonging to a cult. PCs who participate in another PC's HeroQuest might get a Gift even though they don't belong to the cult. So, an Orlanthi might get Sense Assassin by taking part in a Humakti HeroQuest.

     

    On 4/25/2019 at 8:44 AM, HreshtIronBorne said:

    We used a houserule for years where a critical success on a heroquest gifted the hero with a special ability based on circumstances, entirely adlibbed. This is how my new Humakti has become immune to vampire enthrall, and damages vampire weapons on parties. 

    That makes a lot of sense.

    We use Hero Points in our RQ games and I have allowed players to spend Hero Points to gain abilities from the HeroQuest, normally 1 Hero Point to gain a new spell and 10 Hero Points to gain a new ability.

     

    On 4/25/2019 at 8:44 AM, HreshtIronBorne said:

    Now that there are some nebulous ideas of what might be up ahead for RQG in terms of the acquisition of HQAs and what they might be like, we are trying to step away from that and find a better way. How have you fellow grognards run heroquest and their rewards for the last couple decades?

    Basically, I allow people to gain spells and abilities from HeroQuests. RQ4/5/Legend has Heroic Abilities that can be used as HeroQuest rewards very easily.

    Quite often, my Players will make up an ability as a reward and I'll allow it or allow a variation of it.

     

    • Like 4
  8. 11 hours ago, rustorod said:

    Newbie to RQG, was wondering if I could go a sword and sorcery route?   Im re-reading Howard's Conan books and was wondering if that kind off the mark for this setting?

    You can definitely go down the Swords and Sorcery route. In fact, many of our RQ adventures would be in the Swords and Sorcery style. 

    One of the strengths of RQ and Glorantha is that they both suit many different playstyles. You can do Swords and Sorcery, you can play as poor thieves struggling to find enough money to live one, you can be rebels fighting the Lunar Empire, Nomad Braves struggling to avoid being killed by chaos, members of a clan living clan-based lives, adventurers wandering around seeking things to do, HeroQuestors trying to become gods, low-level gaming, high-level gaming and whatever else you fancy.

  9. 1 hour ago, PhilHibbs said:

    I tested the link, and it works when not logged in. However:

    Quote

    As an aside, you are in a trance when you cast Sword or Axe Trance. I suspect if you extended it to more than a week, you'd die of dehydration or starvation.

     

    Unless you eat with a dagger and drink through a hollow sword.

    • Haha 3
  10. 3 hours ago, Ochoa said:

    Sheesh. I can`t come up with a decent challenge for my season one adventurers and you guys are putting this stuff out there...

    Don't worry about it. Some people have far too much time on their hands, fortunately for us.

    • Like 2
  11. 3 minutes ago, PhilHibbs said:

    Should a temple just have one wyter that runs the defenses for the whole temple, including access to spells that the associate provides at that temple?

    I think that the Temple Wyter should have access to all spells available, including Associate Cult Spells.

    3 minutes ago, PhilHibbs said:

    Or, should each associate cult that has a shrine in the temple have its own wyter, and should that wyter have access to the full gamut of the cult's spells on top of the one spell that the shrine teaches?

    Both. Each Shrine in the Temple should have its own Wyter, which has access to a Rune Pool depending on the strength of the worship.

    So, a shrine to Chalana Arroy in an Orlanth Temple should have its own Wyter that operates independently. It won't be very strong, as Orlanthi are not normally members of the Chalana Arroy cult, so might just count as a Shrine with 1 Rune Point.

    58 minutes ago, PhilHibbs said:

    I think the latter is probably better, because that way the wyter can have high ratings in the cult's runes and so a good chance of casting, but a smaller Rune Point pool. Or, you give the all-in-one wyter separate Rune Point pools for the associate cults that it encompasses.

    I'd have each Shrine as having its own Wyter that defends that Shrine, with the main temple Wyter defending everyone, including the Shrines.

    Some Temples will have larger Shrines that provide more Rune Points. So, a Shrine to Storm Bull in an Orlanth Adventurous Temple near a Chaos Nest, such as in Bull Pen, might itself count as a Minor Temple and may well itself contain Shrines to Storm Bull Heroes or SubCults.

  12. 13 hours ago, Tinkgineer said:

    Is this coming this year?

    We can only hope.

    It just be the prettiest and best-laid out of SRDs.

    Personally, I like my SRDs as plain old documents that I can copy text from, not beautifully presented supplements that are difficult to use as sources.

    • Like 3
  13. 18 hours ago, JonL said:

    Where I feel the loss most acutely is the Gods book being re-directed. The thing that would have otherwise been most useful to me has its utility (to me) most degraded, with so much word count devoted to crunch like associated cult spell lists & skill training opportunities rather than setting info, Runic associations that aren't on the RQG character sheet replaced and so on. 

    The beauty of HeroQuest is that is can use the RQG Gods and Goddesses book as it is quite easily. Any of the cult descriptions and mythology can be used as fluff. Spells can be used as Breakouts to the Deity and Feats can be just the powerful spells or something from HeroQuesting stuff.

    So,, for Orlanth, from the RQG Rulebook, we have the following Runespells:

    Orlanth Adventurous: Dark Walk, Earth Shield, Flight, Leap, Lightning, Mist Cloud, Shield, Wind Words
    Orlanth Thunderous: Cloud Call, Cloud Clear, Dismiss Air Elemental (any size), Summon Air Elemental (any size), Thunderbolt
    Orlanth Rex: Command Priests, Command Worshipers, Detect Honor
    Vinga: Dark Walk, Earth Shield, Fearless, Flight, Leap, Lightning, Mist Cloud, Shield, Wind Words


    Associate Cults provide the following spells to various Aspects of Orlanth:
    All: Analyze Magic, Charisma, Command Sheep, Heal Body, Lock, Tame Bull
    Adventurous/Vinga: Face Chaos, Identify Scent, Restore Health, Snow, Teleportation
    Thunderous: Bear’s Strength, Guided Teleportation, Restore Health

    Storm Voices: Bless Thunderstone, Rain 
    Wind Lords: Bless Woad.


    So, you can just have these as default abilities of the cult, so someone with Orlanth Adventurous 19 can cast any of those spells at 19, or you could have them as specific Breakouts, indicating a speciality with the spells, or knowledge of the spell.

    • Like 2
  14. 8 hours ago, boradicus said:

    So, how do these traits work?  Also, it sounds like the trait system is only comprised of one extra tier - in other words, each skill could only have one tier of traits because traits could not have sub-traits... or am I wrong in inferring this?

    When I GM, I allow any applicable Trait to be used, but I think the Revolution rules say one, or maybe two. Each Trait adds +30 to the skill, but I play +10 because of the multiple Traits.

    So, in my Revolution games, you could have Science as a skill with Astrophysics, Quantum Gravity, Mathematics and Black Holes as Traits and you could also have Quantum Maths as a Stunt under Mathematics and Rotating Bodies as a Stunt under Black Holes.

    Revolution has Stunts, which are particular specialisations of Traits, so someone could have Parachuting as a Trait for Agility but have High Altitude Low Opening (HALO), Sub Orbital Low Opening (SOLO) and Wing Suit as Stunts, which I play give a +30/+10 Bonus to the skill when performing those actions.

    Really, the idea of Traits and Stunts is far more important than slavishly following how they work in the rules. Personally, I have a more narrative interpretation than Paolo and treat them almost like Breakouts in HeroQuest.

    • Like 1
  15. Warding is always good, unless it's a Chalana Arroy Temple.

    What I would do is to give the Temple a Rune Pool and allow it to spend them casting any Runespell available to the cult. That way, the Temple Guardian can cast whatever spells it needs.

    Spells such as Warding can be cast by Priests in service of the Temple in addition to the Temple-Generated spells.

    An Issaries Temple will have a Great Market spell, across the whole Temple, rather than on the market outside the temple. 

  16. A bigger 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.

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