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soltakss

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Everything posted by soltakss

  1. Boosts are gained after the result is determined. So, you roll to see what happens, get a Minor Victory and spend a Hero point to bump it to a Major Victory.
  2. Indeed I was. They can make excellent HeroQuest Abilities, but might need to be tweaked for RQG.
  3. Well, there you go. Our House Rules are the rules.
  4. 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. 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.
  5. See, HeroQuest is so easy to use.
  6. 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.
  7. 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.
  8. This looks really useful. I am sure that others will go into it in detail, but it looks good to me.
  9. I'd just allow multiple augments, it makes things easier.
  10. 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.
  11. 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.
  12. 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. 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. 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.
  13. 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.
  14. That's what I'd do.
  15. Unless you eat with a dagger and drink through a hollow sword.
  16. Glorantha Horde: We don't have any detailed maps of Sartar Mr Glorantha: Here's a detailed map of Sartar Glorantha Horde: It's not clear enough
  17. Don't worry about it. Some people have far too much time on their hands, fortunately for us.
  18. I think that the Temple Wyter should have access to all spells available, including Associate Cult Spells. 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. 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.
  19. I should read the rules again and more carefully.
  20. Yes, broo ploughmen are not advisable, unless in Dorastor.
  21. That's why you cannot hold powerful PCs or NPCs. If you think that having Runemagic is bad, then having HeroQuesting magic is far, far worse.
  22. 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.
  23. 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.
  24. 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.
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